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[DS] Air Superiority Rules

From: "Andrew & Alex" <Al.Bri@x...>
Date: Fri, 18 Dec 1998 16:41:16 +1300
Subject: [DS] Air Superiority Rules

Interception of Aerospace units
To simulate aerospace fighter defence against aerospace ground attacks,
aerospace units can interrupt each other's turn. This works as follows:
	While one player is moving an aerospace unit across the table
before
or after the attack sequence, the second player has the option of
calling
out: "Intercept!". If the second player does so, the first player ceases
moving his unit. The second player moves his aerospace unit as usual,
with
the target being the first player's aerospace unit only. Naturally, the
first player's Zone Area Defence and Local Area Defence all have their
opportunity to attack as normal as the second player's aerospace unit
moves
across the table. Also, the first player has the opportunity to
counter-intercept the second player's movement.
	Once the second player's aerospace unit attacks the first
player's
unit, the first player's unit has to make a confidence test, if
appropriate,
then a reaction check, if appropriate. Failing the confidence test means
that the unit has lost confidence levels and breaks off the attack.
Failing
the reaction test also means that the unit breaks off the attack. This
represents the evasive manoeuvres needed to lose the attackers, which
causes
the attack approach to be fouled up.
	By the way, you can't use DFO pods to attack moving aerospace
units,
as they are moving too fast to be caught in the area of effect, but all
other weapons are OK. Remember that Aerospace units have their softest
armour at their rear, where their armour rating is one less than their
designed armour rating. Also, remember that while you're intercepting
your
opponent's bombers, his fighters could also intercept your fighters.
After
resolving the interception attack, continue moving the surviving
intercepting aerospace units along their path and off the table, then
continue moving the intercepted aerospace units along their path and off
the
table.
	Naturally, if multiple intercepts are called, resolve them in
reverse order. For example, my two bomber unit (A) swoops in to bomb an
armoured formation. On their approach, my opponent intercepts with three
fighters (B). I counter intercept the fighters with my unit of four
fighters
(C). My opponent then intercepts my fighters with a single fighter (D).
I
counter intercept the fighter with a unit of two fighters (E). At this
point, my opponent decides to not intercept any more. So, unit E attacks
unit D, whose survivors attack unit C, whose survivors attack unit B,
whose
survivors attack unit A, whose survivors bomb the target!
	If you're not using a specialist aerospace fighter to intercept
ground attack and bomber aerospace elements, then reduce the weapon
system
attack die by one step.
Specialist Aerospace Fighters
Design the fighter like any other normal aerospace craft. On the
finished
design, note that all weapon systems are anti-aerospace capable. If
these
weapon systems are used against ground targets, reduce their attack die
by
one die type.
Andrew Martin
-------------
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