Some remarks before the next game's
AAR.
With fewer and more experienced players, it gave me more time to take photos between turns.
I know I invented them, but I can't recommend too highly the simplified altitude and "forced down" rules. What could have been an unsatisfying experience for the SPAD pilot - first shot a BOOM hit - became a nerve-wracking race to get her powerless plane back behind friendly lines and landed successfully. Her own fire did engine damage to the Fokker too, meaning he was unable to close and deliver the
coup de grace.
The altitude rules make loops and half-loops more intuitive too, and provide a true 3D effect - especially when attacking two-seaters.
Ground fire was represented by ad-hoc rules - come within a ruler length of trenches (enemy of friendly) and at altitude 2 or less, and you take an A class damage (if hostile) or B class (if "friendly"). All low-flying aircraft were assumed hostile by both sides, aircraft recognition was imperfect at best.
Now back to the next
AAR....
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