|
|
|
#1 |
|
Join Date: Jan 2024
|
Time for another question (can you spot I'm a returner yet?) :).
I know from reading back through the forum some of you played with choppers. Most of it I'm comfortable with, but I'm trying to understand the dive rules and the associated hazards. Both Compendium and Aeroduel have examples of dives. The Compendium one of only of pulling out of a dive, and actually contains almost no detail, so doesn't help. The Aeroduel "example" is obvious nonsense and doesn't work on its own terms. So. Does anybody feel like they understand the helicopter dive rules? What I think should happen is this: a helicopter has altitude, speed, and dive rate. Its dive rate is added to its "normal" speed to get its forward speed for that phase. Its dive rate also translates into downward motion exactly as per usual (1" per turn per 10mph). A helicopter can decrease its dive rate (in inches per turn) in the same way it would otherwise climb (and can only climb if its dive rate is zero). I think this is what the Compendium is trying to say, at least. But then "dive is a D1 manoeuvre in any phase in which the chopper moves forwards 2" or more" makes no sense at all to me. A dive is a thing you do for a whole turn, not an in-phase manoeuvre! I would understand *altering dive rate* being a manoeuvre. I suspect helicopters engaging cars generally won't be high enough to want to dive much, but I'd still like to know what they intended, since it's definitely not what they wrote. Or maybe I just can't read nowadays? We never played anything but wheeled vehicles back when. |
|
|
|
|
|