Air support and straifing runs

By Pilky234, in Rules

I'm looking to add a mechanic into a large armada/xwing/legion game and was thinking what would the best way allow x-wings and Ties to enter the legion game and provide some air support by straifing the ground troops.

I'm thinking a similar mechanic to dropzones fast movers, that start facing a certain direction and can make a shooting attack at any units that it flies over. These shoots should be quite deadly to the ground troops but I don't want it to be TOO powerful.

What are some other thoughts?

Add it as a command card like "Maximum Firepower" that only get available if the fighter is in position.

I was toying around with this. The idea I came up with is to abstract the fighters. Make "Straifing Run" a kind of commander upgrade, 10 -15 points depending on how aggressive you make it. As an action the commander can exhaust to designate an are 1 movement wide by 3 movement long. At the end of the turn (if you want it super aggressive) or end of the following turn (this is how I would play it) perform a red die spray attack that ignores cover to every unit in that area. With a width of 1 movement tool, any units in the blast zone would be able to get out of it. But it would allow for some interesting strategic options. Set it up to scatter a squad entrenched in heavy cover, put it in front of an advancing squad to halt them, etc..

Edited by xbeaker
Spray not blast

Well, veer's "maximum firepower" is actually an "offmap" AT-AT shooting.
So, maybe we'll see officers commanding strafing runs.

47 minutes ago, Deuzerre said:

Well, veer's "maximum firepower" is actually an "offmap" AT-AT shooting.
So, maybe we'll see officers commanding strafing runs.

General Draven, Command Card: "Squadron Up."

Edited by Crawfskeezen

I think it should be a propper unit like all other, as in full stats. There should be ground attack and interceptor versions.

When chosen to activate you place a token on the battlefield (or an x-wing mini?) at range 1 to its target(s). Units on stand-by can now react and atempt to shoot it down by measuring to the token. Then the token can attack its chosen target(s) like normal.

When attacking an air support unit with non-dedicated AA, downgrade all dice by one colour. White dice can not be used. Black become white and red become black. Air support units cannot gain cover other than from the cover keyword. Additionaly they can not be hit with grenades or melee attacks.

Interceptors can only be activated in responce to the placement of the token of another air support unit. Token placememt alternates back and forwards until one player passes. Then starting with the last player to place an interceptor token, players alternate activating interceptors in any order they like, targeting and attacking another air support token. Once all interceptors have attacked then the defending player may mow activate units on stand-by.

If both players have only inerceptor air support then those units are too buisy with each other to partisipate in the battle. If only one player has interceptor airsupport and the opponend has no air support they the Interceptor air support can be used as ground attack air support but must downgrade its attack dice as above, as they are not really designed to attack units on the ground.

I think I have made it sound more complicated than it realy is. Also I think that these kind of things will be Heavy unit (0-2) so I doubt you will see more than one in an army anyway.

I had an idea for bombers and fighters using a strafing run style of combat. The models can start or end off the field and not be destroyed, have powerful weapons, but are only allowed in bigger games to allow for balance.

starfighter: counts as a vehicle for impact, may begin the game off the field and may leave the battlefield and not be destroyed. When activating this unit while it is off the table, deploy it in your deployment zone within r1 of a board edge, then activate it. Cannot displace minis, but only suffers wounds from not completing its compulsory move if it impacts another starfighter, in which case both starfighters receive damage equal to the mover's speed. Starfighters are only allowed in grand armies and larger.

They'll have speeder 4 and immune: melee/blast for game purposes. Strafing run/bombing run: if this model passes over an enemy unit with its compulsory move, it may make a free attack against that unit with one of its weapons (or bombs). Dogfighter: when this model attacks another starfighter, it gains impact 1. If the model is in the target's rear, gain an aim token as well.

missiles and torpedoes would take aim tokens to be able to fire, a la x-wing, and would exhaust. Bombs would be more suppressive than damaging, and laser cannons would do some good stuff to single targets.

Edited by Mr. Ghoti

I like the way Veers and Leia have 'off-board' artillery. I don't want to complicate the rules with strafing runs. I have never seen a game where "adding" air units to a ground game has worked out very well. I would be okay if FFG did some option/house rules for non tournament use. Maybe some other commanders or options for off-board arty.

5 hours ago, Bohemian73 said:

I like the way Veers and Leia have 'off-board' artillery. I don't want to complicate the rules with strafing runs. I have never seen a game where "adding" air units to a ground game has worked out very well. I would be okay if FFG did some option/house rules for non tournament use. Maybe some other commanders or options for off-board arty.

You don't want Legion to turn into 40k 2.0?

Yeah. Me neither.

Leia has some kind of orbital bombardment card similar to Veers except it hits three targets, so command cards are the way