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In the 6th mission of the Rynn world campaign book, bombing run, the deployment rule says to put objectives 9 hexes away from the defender side and to deploy the defender's aircraft on that same line.

 

My understanding of the rule is that the defender has to take at least one flak positions, which is counter as an aircraft for the purpose of deployment. However, it seems a bit stupid to have flak 9 hexes away from the objectives they are defending. When we played the mission, wa agreed that the defender could deploy flak positions anywhere on his half of the board.

 

Do you have some experience to share about this mission or similar situations ?

 

 

To share mine, in the game we played, I had 3 fighta-bommer and 3 dakkajet and the defender had 2 thunderbolt, 2 marauder destroyer and 3 flak positions (1 missile, 2 guns). After a first pass on the right-most objective (2/4 structure points lost) I quickly lost all my aircrafts. The flak positions where positioned each on an hex next to an objective.

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I haven't played a bombing run mission yet, but in the WD battle report from October they didn't follow those deployment rules despite printing the same bombing run scenario as seen in the book. They put the Ground Defences within 3 hexes of each objective.

A few of the missions seem to have issues we need to muddle out until they publish a FAQ.

Thanks for the reply. I don't have this WD, but 3 hexes away from any objectives seems a good house rule!

 

I just double check the points on battlescribe and both lists are at 125pts. 1 Big Burna, 2 DakkaJet (+ some bombs equipped), 3 dakkajet vs 2 destroyer (+ skystrike), 1 thunderbord, 1 fury, 2 hydra, 1 manticore. The defended points where on the middle line, three hexes appart from each other. The defense positions where each in an hex next to an objective. I managed to make a pass at altitude one to the right most objective, inflicted two damages and destroyed the hydra position. Big burna targeted the middle objective but was shot before reaching target. I used two dakkajets to make a flanking manoeuvre, but they failed to do anything ...

 

In total, objectives have 12 hull points and you need to destroy at least 6 hull points to have a chance of winning (5pts per destroyed hull points for the attacker, 5pts per remaining hp for defender).

 

I ordered an eavy bommer box to retaliate :D

Gotcha. Since the points check out, it sounds like a combo of allowing the air defense to concentrate and mission-planning failure. (That's not a dig at you; nothing personal in the debrief.)

 

Ordering up the 'Eavy Bommers sounds like a great response. I feel like your first pass was too Air-to-Air focused - e.g. your dakkajets out on the flank. Unless your opponent is overly-bloodthirsty, or prone to forgetting the mission, there's little impetus to go chasing "flankers".

Okay, just watched part of a YouTube'd game of Bombing Run...

 

First thought: if you're doing air defense immediately over the defended point, you're already losing... But, that's the real world talking.

 

Second thought: play this mission on a bigger, rectangular board.

 

Third thought: alright, barrage balloons are about to be a thing.

 

Forth thought: I'll just write my own scenario...

Gotcha. Since the points check out, it sounds like a combo of allowing the air defense to concentrate and mission-planning failure. (That's not a dig at you; nothing personal in the debrief.)

 

Ordering up the 'Eavy Bommers sounds like a great response. I feel like your first pass was too Air-to-Air focused - e.g. your dakkajets out on the flank. Unless your opponent is overly-bloodthirsty, or prone to forgetting the mission, there's little impetus to go chasing "flankers".

 

I was expecting the marauder destroyer to be late, and the purpose of the dakkajets was to flank them. I guess it's important to understand there is 12 turns to an aeronautica mission, I should have used some turns to soften up the defense before going for the bombing run. Maybe using the first pass to silence the defense positions ...

 

 

 

Okay, just watched part of a YouTube'd game of Bombing Run...

...

 

Second thought: play this mission on a bigger, rectangular board.

It's true the mission is a bit messy and does not offer a lot of room for tactical decisions. I wonder if the game would be better on a 4'x4' or 6'x4' map rather than on the cardboard one ...

Which size was the map for the initial Aeronautica Imperial game?

 

 

Edited by Sparika

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