These are the new additions to the original rules for OTT. Thank you to all who contributed.
Rules 1-6 are "Set in stone " and as such are to be used by everyone. the rest can be used at the players discretion
1. We use the spreadsheet for personnel and opponents. https://docs.google.com/spreadsheet/...jNE1ZQnc#gid=0
2. We use the amended Ace Abilities as shown in the post below.
3. Parachutes are in (Hun only I'm afraid) with the following rules:
Regular shot down: D6 3-6 lands OK - On a 3 bruised - skip 1 scenario
On fire and goes down: 4-6 lands OK - On a 4 bruised - skip 1 scenario
XP card: 5-6 lands OK - On a 5 bruised - skip 2 scenario
(Amended for wounds 1st dec 13)
Not forgetting that if your pilot/crew are wounded in action they will still have to roll on the crash/wound chart as well.
4. Explosion Card. The pilots and crews survival, or not, will be determined by rolling dice using the Resolution Crashes/Wounds table in post 4 of this thread ! (Rule amended 20/07/13)
The Critical Hits Deck (available in the files section) may be used for 'colour' or determining outcomes if desired.
5. All aircraft will actively engage until they are:
a. Within 3 of destruction, or,
b. Within 5 of destruction if on fire, or,
c. The pilot’s wounded (on A deck 5 or B deck 3) or,
d. The engine is damaged,
They will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !
Wounded pilots bugging out - Rather than they just go we use the damage number to dictate the result ie the severity of the wound. So on a Wounded Pilot A deck hit of 5 or B deck hit of 3 the pilots head for home but on a Wounded Pilot A deck 3 or B deck 1 they will stay in the fight. This means your pilots may fight on in spite of a wound, or, equally, may push off home. The cards will decide.
6. Collisions. If base touches /overlaps central peg of another aircraft a collision occurs - 1 C damage card to each involved. Other than the Explosion card Special Damage is ignored.
Optional Rules:
7. Rudder Jams – Play the Rudder Jam damage as normal, ie no move in that direction for 1 game turn, then remove one L or R turn as appropriate from the manoeuvre deck for the rest of the game (and a one appropriate sharp turn if aircraft has one); damage is cumulative. This is a house rule but it adds a permanence to the damage and is representing reduced rudder efficiency.
Clarification: Sideslips are not counted as turns for removal in this rule; Only 1 turn card removed per damage unless the aircraft has an appropriate sharp turn then it is 2 turn cards, one long, one sharp.
8. Wounded Pilot: In addition to the usual rules a pilot taking a wound will, in his whole next turn, fly the same manoeuvre that he was flying when he took the hit (eg if he was turning left he will play 3 left turns) and will be unable to shoot.
He will begin the next turn with a straight and again will not be able to shoot but after that card he can play whatever card he likes & shoot as current restrictions allow. If he was wounded whilst playing a card that would make an illegal move when played three at a time then it is considered he has spun away from the battle out of control & come to in time to save his aircraft & get home. This is a house rule, it reflects the impact of taking a wound & getting it back together.
9. Morale: Virtual pilot aircraft may break off if badly damaged. If an enemy aircraft takes at least ˝ damage, it must make a morale check. Make a second check at +2 if it goes down to 1 or 2 points remaining.
Roll 1d6:
+1 for each Special Damage card taken
-1 for each Trait the pilot has gained
+1 for each enemy aircraft (not disengaging)
-1 for each friendly aircraft (not disengaging)
If the modified roll is 6+, the aircraft will attempt to disengage. Disengaging aircraft will attempt to exit their side's short edge as directly as possible, and will avoid combat, but may still take shots of opportunity. Observers may still fire as normal. Aircraft with pilot or engine damage and/or on fire will instead attempt to make an emergency landing if they are at height 6 or less.
10. Altitude for AI: Should you want to play a scenario using altitude rules then this simple mechanic can be employed for the AI pilots (by you playing the I) to get them on terms with their adversary. :
AI pilots can react to the upward or downward movement of another aircraft by using the next straight it draws to substitute a dive card, or, the next straight or steep drawn to substitute a climb card; unless they have engine damage, in which case only straights may be converted into climb cards.
The AI can climb until they're an altitude level above its target if so wished to gain advantage.
11. Wounded Observer - option for photo recon mission:
a. You knock him down for the remainder of the turn he is hit in
b. He stays down the whole next turn
c. He returns to action at the beginning of the next turn with these penalties applied.
ie 4 move gun jam, can only fire at short range & not after steep moves.
A second hit and observer is killed.
Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:
Pilots name / what happened to them / injuries / Victories
eg: Lt Stan Deasey / RTB / WIA / 1 Kill
RTB- Returned to base
SD - Shot down
EXP - Shot down Boom card
COL - Downed by Collision
FLM - Shot down flamer
WIA - Wounded
KIA - Killed
FT - Friendly Territory
ET - Enemy Territory
S - Sea (well someone's bound to !)
Note: There are some useful links listed in a post below
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