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.
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