Posted on 15 April 2014 at 08:50:32 GMT Yeah, unlimited Movement is way too much - and makes them more like a Recon unit. I think you also need to show the Movement path for each Move to allow for clear Op Fire calculations. If they are to be made to be a bit more like Vehicles then make them exactly like Vehicles, but with of course a lot more Move. Making them EXACTLY like vehicles would mean being commanded as many times as an order is passed (though of course 1 missile attack though still - or whatever Missile rules is used). So, making the Movement say 60-90cm, treble a tanks move, which is about right, for stop start chopper movement. This would allow an Attack Helicopter to cross the table if it concentrated on flying only, perform a missile attack and scoot off (like it may) or get stuck in with rockets and guns in Apocalypse Now mode, etc. The problem would be command distances, so just make Attack Helicopters independent (like in FWC), this would make them worth their points I think this would lead to much better games as helicopters would be (as they would) a common integral part of a cold war battlefield, and not overlooked as an underpar and therefore rarely used sub-standard aircraft. For example, a Fulda Gap 80s type game should have swarms of Mi-24s, Mi-8s swooping over their T-72/BMP comrades heading west, and/or Apaches and Lynxes sniping from deep forests at a maelstrom of unyielding armour. A similar thing could be done with Assault/Transport Helicopters like Hueys in a Vietnam game, or Hinds in an Afghan game, whereby these flying IFV type vehicles move in a group with a command (much like a tank/IFV formation) but "Deploy" their troops and "Move" away and/or "Fire" in support. I would attach an HQ to such formations though (at the normal pricing). So in essence, treating helicopters as normal vehicles (but of course harder to hit by none-AA as normal), with a 60-90cm Move (3 times a normal tanks Move): - Attack Helicopters (ATGW) e.g. Apache, Hokum, etc. designated Tank Hunters = Independent - Assault Helicopters (IFV) e.g. armed Hueys, Hinds, MG Blackhawks, etc Commanded. Similar to IFV Vehicles - Transport Helicopters (Transport) Chinook, Hook/Hips, etc. Commanded. Similar to APCs, Trucks. - Recon/FAO/FAC, etc e.g. Kiowas, Gazelle, etc Could act as required unit. - HQ Helicopters (Command) HQ/Chopper stand. May carry/deploy 1 ground type HQ Commands as per normal HQ but with increased Helicopter Move I will be using something similar to the opening poster, but with these added tweaks in our games. It obviously needs a bit more thought, but adding something along these lines would make helicopters more realistic. Choppers are a really fun element that goes a bit missing in CWC, adding something like this in CWC2 would enhance the game, getting our dusty helicopters out of their boxes and opening up a few more tactical thoughts and scenarios. Not to mention being great fun. |