As some of you may now know, I have recently been having trouble understanding bombing rules.
One thing I am, is persistent... and I need to understand this more before I unleash my Caproni on Baron Rolf.
My latest offering, comes in the form of a Brequet BR.14 (De Greiffer & Marseille). The 'double A' damage brute, is armed & ready to drop some bombs.
The First Drop is at Altitude Level 2. *Straight Drop*
2 left turns played. Declare bomb (before firing resolved) & bomb card placed to one side...
Now, (last card played was a left turn) a straight is placed at the front of the plane base...
It lands square on the target...
Next phase remove card, log victory points, move on to next maneuver. Note how it impacts immediately at Alt.2 when the straight is played. This applies to Alt.2 only, when playing Advanced Rules.
The Second Drop at Altitude Level 2. *Stall Drop*
2nd card played is a 'stall'. Declare Bomb (before firing is resolved)
Place a 'stall' card at the front of the plane. Place bomb on 'stall' card...
Resolve victory points, remove bomb card, and here I have turned left.
Now for something slightly tougher (although, it's a challenge anyway)
Altitude 4, *Straight Drop*.
Starting the approach...
Before fire is resolved, declare the bomb with one token. The token will remind you to play one extra straight for the bomb...
Now a straight is placed at the front of the plane & bomb set on it's way...
In the next phase, move your plane as normal...
Next phase, move your plane & place 1 more straight in front of the bomb card...
Resolve Victory Points (Halved on this occasion as the red dot is not covered, but the bomb card covers part of the card - round down VP's)
BOOOOM! I seek approval once more, from Squadron Leaders. Please be kind.
Altitude 4 stall drop was an extra section I wanted to do, but just need to confirm this is ok first. I think you can get the idea from the Alt.2 stall drop.
Reference for Altitude Bombing:
Alt Level 1 = No bombing permitted.
Alt Level 2 = Bomb drops immediately.
Alt Level 3 - 4 = 1 extra straight/stall after first stall/straight.
It then increments upwards from there. Please see P.37 RAP Rule book for further info.
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