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Thread: Easy Zeppelin 2D/3D Rules

  1. #1

    Default Easy Zeppelin 2D/3D Rules

    Here you will find my compacted rules for so called Easy Zeppelin game of mine.
    They are proposed for games with a Zeppelin scaled to 1:144 mat, like mine one.






    EASYZEPPELIN 2D



    1.No collisions with the Zep.
    2.The Zephas no cells. It takes damage as a whole.
    3
    .Fire is resolved exactly like with the balloons (official RAP). Incendiary ammunition (RAP) as well. No difference.
    4
    .The Zep does not obstruct LOS in 2D. Base/Zep overlaping has no effect on shooting, the Zep may be shot at. It is big.
    5
    .Shooting at the Zep is resolved normally, according to RAP. No +1 for consecutive shooting.
    6
    .Defensive fire. There are 3 red dots on the Zep upper surface. These are B gun emplacements. These guns may jam normally.
    7
    .If the Zep gets a "pilot hit" card, the closest gun emplacement is silenced temporarily - treat it like a gun jam - place three jam counters on it.
    8
    .These special damage cards are irrelevant for the Zep, while usingstandard ammunition: rudder damage, engine damage, smoke.

    OPTIONAL,SUGGESTED RULES:
    9.Game length: 12 turns.
    10. Damage capacity=attacking players*30.






    EASY ZEPPELIN 3D




    1.The Zep flies on Alt 3. Zep has no climb counters.
    1.Collisions with the Zep may occur (RAP).
    2.The Zephas no cells. It takes damage as a whole.
    3
    .Fire is resolved exactly like with the balloons (official RAP).Incendiary ammunition (RAP) as well. No difference.
    4
    .TheZep does obstruct LOS on Alt 3.
    5
    .Shooting at the Zep is resolved normally, according to RAP. No +1 forconecutive shooting.
    6
    .Defensive fire. There are 3 red dots on the Zep upper surface andin gondolas underneath.These are B gun emplacements. These guns may jam normally.
    7
    .If the Zep gets a "pilot hit" card, the closest gun(attacker resolves ties) emplacement is silenced temporarily - treat it like a gun jam - placet hree jam counters on it.
    8
    .These special damage cards are irrelevant for the Zep, while using standard ammunition: rudder damage, engine damage, smoke.

    OPTIONAL, SUGGESTED RULES:
    9.Game length: 12 turns.
    10.Damage capacity=attaking players*30.
    Last edited by Nightbomber; 05-12-2015 at 15:49.
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    "We do not stop playing when we get old, but we get old when we stop playing."

  2. #2

    Default

    Cheers Andy.
    I'll give them a try.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."



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