My concerns of Ac in BFE

xbowmen

Mongoose
Since MP market BFE back in January, I’ve been attracted to the game because it has the look or feel of a,”Band of Brothers or Saving Private Ryan,” game level of play. And up to now I have been please with these previous wave of models being produce by MP for BFE. But this next wave of models and more particular the air borne models has raise some concern in their application and also affecting the balance of play. Having already run 2 games using Helos in a urban environment has cause some ,”fudging,” of movement and some LOS issues to the target.

First problem is placing a base for these air units over buildings can be a problem and the only solution seems to be is to either leave a marker as to the actual location of the aircraft and placing the model on solid ground as close as you can to that marker or give the aircraft more / less movement for its speed depending on what type of building it is flying over. This problem is significant as to whether an AA unit has range to the AC and can fire first. Also most Fix Wing AC nearly takes 5 feet to do an 180 degrees turn around. Wouldn’t it just be better to have these Fix Wing AC be an off board unit?

A second problem is that aircraft weapons seem to be “uber,” in fire power against ground units which can easily unbalance the most games. When AC has D10+6 weapons, (unless you are playing a very large game with lots of units,) these weapons will very quickly destroy the other side armor or transports in short order.

Also it my understanding that most AC, (especially fix wing,) would never fly so low to engaged ground units and certainly would never be so low for air to air dogfights. I can see Helos and A10 Warthog having to be close to the ground but most of the other fixed wing AC would be a safe distance from any AA units on the ground. As far as Dogfights with Fix Wing AC, they should be played on another gaming table. What do you think?

In conclusion it is my belief and my hope that MP would continue to produce more ground units and at the most very few Helos because to produce fix Wing AC design for high altitude attacks would not be something that would benefit BFE in the long run.

I’m sure there will be many gamers disagree with me on this issue and I would like to hear their point of view.
Den
 
To address your issue regarding bases, the air units in this game will have a new style of base that has four prongs rather than a large center piece. I think they will eventually be molded clear.

Regarding the speed and turn radius. This is a balancing point in the game, and actually helps with realism a bit (an F-22 isn't going to be overhead very long). Regarding powerful weapons and such, allow me to quote myself from over on Evocommand:

Some thoughts:

People are concerned about point cost for the Apache, but don't forget that in this game the Apache loses for the most part loses it's most valuable real life asset: Nap of the Earth. I don't imagine most gaming tables are going to have a bunch of terrain that the Apache is going to be able to hide behind. Ground units can hide behind buildings, hills, whatever. Also, the Apache can only act during the Air phase, whereas AA units such as the Tunguska can both target it during the player's ground phase and react during the air phase. This is a major part of why air units have costs that seem too low to some people: you can shoot at them more than they can shoot at you. Another thing that affects the point cost: If your air unit goes off the table, there's no guarantee it's coming back.

Consider this scenario: A deft MEA player utilizes his Revered Leader to gain a bonus action to move his Tunguska behind a building within 30" of your Apache. You do not have LOS, which means that in order to take it out you have to move. However, this will allow him to react and have a good chance of shooting you down. If you do nothing, he'll simply pop out during his next turn and shoot you down when you can't react. You're effectively pinned unless you either a) shift your ground forces to focus on the threat and somehow take him out or b) you move off the table and hope you can come back on when the Tunguska's been eliminated or in a less advantageous position.

Now for the PLA you can use the same tactic, but here's where the PLA get something nice: The EQ2050 costs 60pts, and you can use two for a single support slot (according to my playtest stats). Now you can essentially deny airspace over multiple parts of the board, and even overlap coverage in areas where you're most concerned (ie where your Type 99s are headed) Move 'em right and suddenly the Apache risks getting 8 AA missiles thrown at him during the player's ground turn, and four more as a reaction in the air phase. All for 120 points.

Hope this helps.
 
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