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After playing AE several times with fairly straightforward tactics, I decided to focus a deck on air assault. While playing through a game, I noticed the first time I used air assault with an army, it cost a different amount than the dialog menu indicated; I had two Revenant Platoons and Luminicus (Jumpmaster 1). Even though the dialog menu said it would only take 1 AP, it took 2 AP. After that turn, it only took 1 AP to use. Unfortunately, I didn't get a save of that.
The second bit of air assault weirdness happened after I'd jumped around a few times. I was preparing to air assault back home for repair, and I found that I couldn't air assault. I had the required AP (more than enough, because they walked home instead). I did get a save game of that. You can tell I haven't moved it yet because they can still walk home.[ul]
[*] 2 units + a leader with Pathfinder 2 takes 1 AP to move. Shouldn't 2 Air Assault units + a leader with Jumpmaster 1 take 2 AP to move?
[*] Are there any restrictions to using Air Assault other than the AP requirement?
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ORIGINAL: greymalkin
I think you have to use Air Assault from a barrack facility.
I think that's correct, but AE manual say nothing about being at a barrack facility, it exactly says:
Air Assault
Air assault movement allows an army to jump directly to a hex within range regardless of the terrain, control or supply status of the hex. The army is considered in supply during the turn it conducts the assault even if it would normally not be in supply in the target hex.
ORIGINAL: Melgui
I think that's correct, but AE manual say nothing about being at a barrack facility, it exactly says:
Air Assault
Air assault movement allows an army to jump directly to a hex within range regardless of the terrain, control or supply status of the hex. The army is considered in supply during the turn it conducts the assault even if it would normally not be in supply in the target hex.
Aye, which is why I was a bit confused. In retrospect, I only jumped to and from barrack facilities, so I never noticed until now.
Yes, I can't believe I left that out of the manual. I really do need to get the addendum finished.... it's just not very fun work. []
But the short answer is yes, you have to be at an outpost to launch the air assault. I felt it added some more tough decisions by making it a one way trip and not being able to pogo all over the board. I was thinking of it more as the helos/transports/jump craft being needed even though some of the images show rocket men type stuff.
As far as the AP cost goes, I'll check it out and see if I can figure out what was going on. It would be funny that the display cost was different because if I remember correctly that display cost is what is stored to be later spent...but not impossible. I've seen some things that would.......