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Unfortunately, the aerial part of Cloudhopper Chess isn't very 3-dimensional. Of course, this happened because I wanted a game for which it would be easy to make physical equipment, but wouldn't it be nice to have a game with more 3D?.
Above the ground there are 3 levels of airspace, in which two kinds of unit may be found.
Each turn, you can make either a ground move or an air move.
The Bomber cannot attack other aerial pieces.
In order to capture, the Bomber must start from the topmost aerial level; it descends in one fell stoop to the botommost aerial level, diving straight down, and kills the enemy piece on the square just below it.
Of course, before it can capture again, it must climb to the topmost level.
Each side starts with two Bombers, on the lowest aerial level, above the King and Queen.
The Interceptor cannot attack ground forces.
The Interceptor can destroy enemy aerial units by moving into the same square.
Each side starts with two Interceptors, on the lowest aerial level, above the Rooks.
The strength of the air units is limited so that they will not be overly important. In fact, an exciting gambit is to ignore the enemy air force; the tempi "lost" by aerial moves may allow a winning attack on the ground.
Oddly enough, bombers defend against bombers. A bomber directly below an enemy bomber prevents the fatal stoop. Of course, this is a defensive posture, and gives up the initiative.
I deliberately chose not to have helicopters, paratroopers, anti-aircraft fire, or reinforcements.
The basic principle of fighters and bombers in a game like this must be that fighters are faster; a basic principle of early aerial combat is that an advantage in altitude is precious.
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Created on: 1997. Last modified on: 1997.
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Last modified: Monday, December 22, 2008