ROOKIE PROGRESSION DECK
I have spent some considerable time trying to develop a system of play which demonstrates the increasing abilities of a Rookie pilot, from novice to competent squadron flyer.
I tried using the “Wounded Pilot” rule from the RAP, but found myself unhappy with it, since it only affects the Rookie’s guns, having no impact AT ALL on the pilot’s ability to fly the plane.
I personally feel that a new pilot, arriving at his first squadron, would not be able to climb into a possibly-unfamiliar aircraft and be able to fly it to the limits of its performance envelope on his first sortie, without first undergoing a ‘familiarisation’ process.
Currently, the rules allow a new, untried pilot to blast across the table and throw his aircraft around the sky with all the panache, elan, daring and skill of all but the most Acrobatic of Aces!
This system is designed to be used in a campaign situation, but could also be used to ‘balance’ a regular game by weakening one side or another by replacing experienced pilots with rookies.
The Rookie Progression Deck starts off at Novice level, with a fixed set of manoeuvre cards and restrictions, and adds further cards, and removes the restrictions, gradually as the rookie accumulates flying time.
NOVICE DECK
12 cards, comprising:-
2 straight, 2 stall, 2 gentle left turn, 2 gentle right turn, 1 gentle left swerve, 1 gentle right swerve, 1 climb and 1 dive.
These twelve cards are common to ALL aircraft manoeuvre decks which I have examined, from ‘A’ through ‘S’
A (sometimes a bit blurry) photograph of 14 of the most frequently used decks can be found in my Albums.
The intent was to make the easier, more-familiar and less-deadly cards available first, whilst keeping the 'killer' manoeuvre cards back until last, before the Immelman card is received after 10 sorties.
A novice flies with the restrictions of “Engine Damage” (one compulsory Stall card per turn), “Wounded Pilot” (cannot fire after any Steep manoeuvre, 4 turns to un-jam guns), as well as sequential firing when exchanging fire with a non-rookie (rookie fires last, NOT simultaneously), has no ability to "tail" another aircraft, and also requires one EXTRA climb counter per level.
This simulates the Novice flying slower, turning wider and not pushing his plane as hard as his more experienced colleagues.
He has more on his mind than the others – lack of familiarity with navigational landmarks, constant worry about enemy threats, lack of experience with formation flying, the need to watch his flight leader constantly in order to spot signals etc.
After every 2 sorties, the rookie gains extra manoeuvre cards to add to his repertoire, as he becomes acclimatised to his aircraft and surroundings, and at fixed threshold sorties the restrictions are gradually removed, until after 10 sorties the whole manoeuvre deck is available, and the pilot is no longer considered a rookie.
Across ALL manoeuvre decks, the Engine Restriction is always removed after 6 sorties, the Guns restriction after 8 sorties, and the Immelman card is awarded after 10 sorties, no matter which aircraft is being flown, and regardless of how few/many other manoeuvre deck cards may be made available.
While the “Engine Damage Restriction” is in force, the rookie is “immune” to the first Engine Damage card he draws – the rationale being that he pushes his damaged aircraft harder out of fear/necessity, and therefore achieves the same level of aircraft performance with which he has become comfortable. A second Engine Damage card eliminates the aircraft as normal.
While the “Wounded Pilot Restriction” is in force, the rookie is “immune” to the first Wounded Pilot card he draws – a second Wounded Pilot card eliminates the aircraft as normal.
All sorties flown by the rookie qualify for experience advancement - it is not necessary for him to engage the enemy every time; simply taking off, flying over the trenches, practicing formation flying and navigation and then returning safely to base will all boost his confidence/experience/familiarity with his aircraft.
This system presents variables to be considered by the leader of a Flight when the Rookie Progression Deck is used:-
1) When opposed by enemy scouts, do you send your rookie back to base so as to shield him from danger, and thus allow him to continue to accumulate experience? He will survive this sortie, but the remainder of the Flight must fight without his guns.
2) Do you race on ahead, and attempt to ‘thin out’ the enemy opposition before the rookie engages?
3) Do you assign an experienced pilot to mentor and protect your rookie, or just let him take his chances?
4) Does your Ace play possum, using the Novice Deck to draw the enemy in, before ‘Turning Ace’ and trashing them?
When new players are first introduced to the game, having them play using a Novice Deck can help them to slowly immerse themselves in the game system – it has the advantages of containing very few Steep cards, (only the 2 Stall cards if you play without altitude!) so accidental eliminations through playing two Steep cards back-to-back are much rarer, and the planes fly slower and more predictably, so there is less chance of flying off the map! Just remember that it is best to fly a rookie aircraft yourself, in opposition, so the scrap is evenly balanced, and the new player doesn’t feel disadvantaged!
Give it a try if you wish, and see how you like/dislike it.
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