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Thread: Booby Trapped Balloons

  1. #1

    Default Booby Trapped Balloons

    This question came up on a thread in the UK Wing that I thought would be useful here -
    What rules would you use in the case of the booby-trapped balloon ?

    For the gasbag going bang - or whoomf as the case may be - the rules are
    "If a balloon explodes (because of an explosion special damage result or because it takes too much damage while on fire), two A damage cards are taken by each airplane within a half-ruler of distance on the balloon's altitude level, and by all airplanes overlapping the balloon at one altitude level just above or below it. Anti-aircraft batteries and ground targets are unaffected by exploding balloons."

    But Drew was after something for the sneaky HE packed basket designed to take down would be balloon busters.
    I suggested drawing two cards from the D deck instead of the A's as suggested above - won't guarantee a kill but two boom cards in the mix may make the difference and there is a chance it will miss altogether.
    I then thought you could even have two A's as suggested for the balloon & two D's for the trap - that may seem vindictive but would cover all bases ! My final suggestion was D's & A's at half ruler - just D's at one ruler.

    As an addendum I would suggest the balloon can be detonated as soon as an aircraft is in range, or about to be, but to make it interesting the balloon owner rolls a D6 to see when it goes off in the turn: 1,2 = phase 1; 3,4 = phase 2; 5,6 = phase 3; explosion occurs after any firing.

    Anyway there's some ideas for all to mull over

    Sapiens qui vigilat... "He is wise who watches"

  2. #2

    Default

    Maybe make the detonation plotted, picking the phase of the turn that it blows. Then if the plane "fakes" in, or doesn't get close enough, it's a sprung trap
    Karl'
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus



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