Break Down of Flyers

Nice and helpful there :D
Basically:
Flying units come in during the first air phase, this happens at the end of the second turn;

All air units have a list of potential speeds, this affects not only how far the unit moves but what kind of turning circle it has;

Air units come in from your table edge;

First action of an air unit must always be a movement, pick a speed (i.e cruise, burn etc) move between the minimum and maximum inches of the chosen speed;

Turning comes at the end of a movement action;

Second action can be whatever you like.

Thats basically it, as Rob says its worth looking at the right section i the book if you can as it has all the speeds, if you're using the evo rules set, well maybe some kind soul will print all the movement types?
Oh crash actions are handled as movement but you blow up at the end of it...
 
MaxSteiner said:
Air units come in from your table edge;

Turning comes at the end of a movement action;

Now here is a question I have because I coudn't find it spelled out and maybe it is inferred somewhere else.

When an air unit comes in from the table edge does it come in straight ahead, aka moving perpendicular to the table edge? Or is it allowed to enter the table at any angle?

It just seems to me that without seeing a rule on entry facing, one can basically put a flying model almost anywhere by manipulating the initial angle of entry. Typically I'm used to ground units entering a table edge with their forward facing straight ahead initially. Apply that to a flyer and the fact they can't turn until the end of movement and their first action should be movement straight in at a right angle to the table edge. So I'd lean toward a straight in entry and forcing the air unit to fly in slower and then turn onto the target area if the desire is to reach a specific spot on the table.

Just curious if there was a rule on the entry angle or how other people are playing it. Thanks.
 
Hmmmm good point, that is ambiguous...
I've always played it as coming in at whatever heading you want really. It sometimes makes for a nasty big entrance, but by the end of the first air phase its generally committed to at least another 20 inches movement, and you can avoid it as normal.

That ruling is mostly in place where I play because missiles are fairly common though :D
 
Just to add to what I was describing.

If someone can change the angle at entry it defeats the turn angles that are supposed to be restrictions at the higher speeds.

Say I want to turn something 90 degrees and my speed and flight mode limit my air unit to 45. To beat the turn restriction I come in faster a bit further down the table edge at a 45 degree angle and turn the 45 degrees after the first action, essentially getting a 90 degree turn after my first action when I should be limited to 45.
 
I hear that dude.
It certainly seems a bit fairer the way you describe, I just find generally find the person with the air assets will argue that it gets to the edge of the board with one movement, turns to the angle it wants to come in at then comes in on the next air phase :D.

I'd go with your system thinking about it though, it just means a little more thought on deployment for the air player, and thats gotta be a good thing.
(Is there maybe a BF:E ruling in the rules masters section, I gave up looking after 6 months without an answer on the Guard bugs trait).
 
Yeah, I'm just trying to be fair since I think I'm the only one in my group with the Flamberge and Sarissa support missiles, although when I have my Bug hat on, it would also apply to all those drop capsules coming in on a burn. :wink:
 
Totally dude. I wish there were some new pictures of miniatures for me to get irate about and everything could just get back to normal :lol:
 
lol, totally useful, there's a rulebook! Use it! :lol:

TBH I thought there might have been a rule on here about giving out rules. :)
 
When you start the air phase, you place all of the models that are going to be coming on at the table edge, with the facing they will use before any of them are moved. You can place them at any angle and it does allow you to manipulate your direction of travel........ just like real flying vehicles. Surely, with the advanced nature of SST aircraft, they'd be able to fly over the battlefield in pretty much any direction they wanted wouldn't they? Most flyers can reach any point on the battlefield in their turn of arrival, the problem is that if moving quickly they will often leave the board if not handled correctly.
Same with the ground units, remember they can come on anywhere in your deployment area, so more often than not, they'll arrive at a pretty sharp angle along the left or right flank, rarely right at the back.
 
JoseDominguez said:
You can place them at any angle and it does allow you to manipulate your direction of travel........ just like real flying vehicles. Surely, with the advanced nature of SST aircraft, they'd be able to fly over the battlefield in pretty much any direction they wanted wouldn't they?

Perhaps, but in the CGI series or movie(s) weren't the advanced craft of Fleet always in trouble, stretched thin, evading Plasma Bug fire, or arriving just barely in the nick of time? Maybe they are limited to a safe entry strafing corridor that sets them facing a specific heading when they enter the table. Deployment zones and the setup rules restrict initial ground troop placements in an artificial manner, so it would not be ungame-realistic (new word) if there was a deployment restriction on initial heading for flying units. Even though I probably own the most air assets in my group, I'm not against limiting them on their first action of entry. We have played with the entry angle as player choice since the rules don't say otherwise, but I'm guessing initial heading will probably be a house rule option my group discusses some more. Regardless, We all know the Mobile Infantry does the heavy lifting anyway. :lol:
 
well for one any ground to air combat pilot is never going to run parralell (sp) to the enemies battle line it opens him as an easy target so i'd go with as the rules are written straight in
 
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