Post by afilter on Aug 24, 2016 15:01:53 GMT -5
How many use the air rules as written?
One of the biggest and maybe only negatives for NT that I have heard is the AIR rules. I will admit to being one that has raised that concern in the past myself.
IMO NT is the best for surface actions and all the scenarios historical/hypotheticals we have played have not included air. In fact the majority of the games I have played in the past are Pre-WWII so air power is not even and issue.
My WWII model collection is all the 1/1800 War at Sea CMG models that WotC did a few years ago. War at Sea (WAS) is a very simple beer and pretzel which is historical themed game with air power as a key component. So when I encourage WAS players to give NT a try their chief concern is they do not get to play with all their toys (carriers and planes).
I just re-read the Air rules and they seem to make a lot of sense and are fairly simple. In reality though they are more of a paper dice rolling drill as opposed to getting models on the table especially for the two pre-battle sorties. The one during battle airstrike could be fun, but still does not really get the carrier models involved.
Just curios if any one has come up with some creative air rules with NT that translate well without adding a bunch of new stats.
My initial thought is to let airpower come in on any turn the player desires, but each flight can only be used once per game and resolve the air attacks rules as written. Also have the planes come from a specific direction/Attack angle on the turn prior to attacking (maybe give them movement) so the 12" range AA is more specific to model location of the planes.
Thoughts/ideas?
One of the biggest and maybe only negatives for NT that I have heard is the AIR rules. I will admit to being one that has raised that concern in the past myself.
IMO NT is the best for surface actions and all the scenarios historical/hypotheticals we have played have not included air. In fact the majority of the games I have played in the past are Pre-WWII so air power is not even and issue.
My WWII model collection is all the 1/1800 War at Sea CMG models that WotC did a few years ago. War at Sea (WAS) is a very simple beer and pretzel which is historical themed game with air power as a key component. So when I encourage WAS players to give NT a try their chief concern is they do not get to play with all their toys (carriers and planes).
I just re-read the Air rules and they seem to make a lot of sense and are fairly simple. In reality though they are more of a paper dice rolling drill as opposed to getting models on the table especially for the two pre-battle sorties. The one during battle airstrike could be fun, but still does not really get the carrier models involved.
Just curios if any one has come up with some creative air rules with NT that translate well without adding a bunch of new stats.
My initial thought is to let airpower come in on any turn the player desires, but each flight can only be used once per game and resolve the air attacks rules as written. Also have the planes come from a specific direction/Attack angle on the turn prior to attacking (maybe give them movement) so the 12" range AA is more specific to model location of the planes.
Thoughts/ideas?