Hey Game fans, we’re back with another Alpha Strike Article. Today we’re going to take the covers off of the Abstract Aerospace System.
Air Units are a different kind of an animal in Alpha Strike, and these rules allow you to bring them to Alpha Strike in an interesting way. This requires a few extra steps to keep track of, and it adds an additional layer of complexity to Alpha Strike. Let’s take a closer look.
The Abstract Aerospace Map
Setting up the Abstract Aerospace Map requires a little bit of table space next to the area you’re playing Alpha Strike. Fighters and other Aerospace Units use this to interact with the Alpha Strike playing area. Each area represents a different region of Air to AIr combat, and we’re going to break down each of these so you can figure out where things are. Remember to orient North on both the Radar Map and the Alpha Strike Battlefield.
The Central Zone
The Central Zone is probably the most important area for a regular Alpha Strike game because it represents the Alpha Strike Battlefield. Units that are in the Central Zone are capable of interacting with ground units. (More on that later).
The Inner Ring
The Inner Ring represents the area immediately around the battlefield. Units in this Ring are close enough to react quickly to the battlefield, but aren’t capable of interacting with ground units. This area is separated by lines into six smaller areas, but these are used to determine direction and facing. It’s treated as a singular Zone, unlike the other two rings.
The Middle Ring
The Middle Ring is the next ring out from the inner Ring and represents another level of distance from the battlefield. Unlike the Inner Ring, the Middle Ring is divided into 6 separate zones, lettered A-F.
The Outer Ring
The Outer Ring represents the furthest distance from the battlefield while eventually being able to interact with the battlefield. It is composed of 12 zones, numbered 12-12.
Placing units on the Aerospace Map
Unless otherwise indicated by the scenario, aerospace units start in the Outer Ring in zones appropriate to the sides that best match their ground forces.
Abstract Aerospace Gameplay
The Abstract Aerospace Rules incorporate into the regular game of Alpha Strike. They use the same initiative and movement sequences as ground units (I strongly encourage you to alternate moving ground and aerospace units, and when the person who wins initiative moves either a ground or air unit, the other player does the same ).
Note 1: Air Units have the Thrust statistic instead of movement.
Movement
Air Units have to manage a host of factors and forces working against them and units on the Radar Map. Units have a limited ability to change directions on the Radar Map and moving from region to region is difficult. Units that have less than 10 thrust can move 1 region. Units with more than 10 thrust can move 2 regions per turn. Units have to move at least one region per turn unless they are capable of hovering or are engaged in air to air combat.
Note 1: Units capable of carrying bombs (and noted as carrying bombs) reduce their thrust by 1 per bomb carried.
Note 2: Units with the Airship (code I) or Spheroid (code m) movement type are capable of hovering.
Note 3: The Inner Ring is adjacent to all Middle Ring zones and vice versa.
Note 4: Zones are capable of holding any number of Aerospace Units from any number of sides.
Entering and Leaving the Central Zone
Any unit that enters the Central Zone is either attempting to land or engaging in a ground attack. The only exception are air units that are taking off from the Central Zone (which we’ll cover later). Ground Attacks and landing operations follow the same general procedure. Place the mini on the Alpha Strike map facing any direction that allows for 24 inches of movement in a straight line. Units leaving the Central Zone are placed in the Central Zone of the Radar Map at the start of their movement.
Exiting the Radar Map
Units that move outward from the Outer Ring are considered to have retreated from the battle and can not re-engage in this battle. There are a variety of reasons why a unit might do this, but the overall effect is the same.
Landing and Liftoff
Units in the standard Alpha Strike game are either airborne or grounded. There are advanced rules to cover takeoff and landing that we’ll go over eventually.
Air to Air Engagements
If Aerospace units from opposing sides end up in the same zone, they can engage in air to air combat. Units that were engaged in Air to Air combat the previous turn can’t move out of their current zone until the engagement is over. A unit has to be free of all engagements to change zones.
Thoughts and Ideas about Aerospace Movement
Aerospace combat in Alpha Strike is a game of maneuvering. Depending on the units you bring to the game, you can use them in a variety of ways. You can use bomb carriers to drop ordnance in the central zone, but you’ll need escorts to get them where they are supposed to be. You can also bring interceptors to hunt down enemy bombers and destroy them ship to ship. Zones are big enough to hold squadrons and entire wings of fighters, and dropships (if you’re playing a game that big).
This also gives you a new scenario type you can play. Many battles in the Battletech Universe start with the insertion of units on the surface of a planet, and you can play that engagement on the Radar Map. Your fighters and dropships have to reach the Central Zone intact to deliver their combat units to the battlefield. This makes for an excellent start to a short campaign, but you need to account for these forces in your Alpha Strike Rosters somehow. Next time we’ll talk about how to do that, and start Abstract Aerospace Combat.
As always, we hope this has been a helpful introduction to the Aerospace side of Alpha Strike. Game On, Game Fans.
Today’s Art comes from Colourbrand, and you can find him on DeviantArt.