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Thread: Respawn, Mini as target not base, Firendly Fire, Flying Ace

  1. #1

    Default Respawn, Mini as target not base, Firendly Fire, Flying Ace

    Hi fellow airmen,

    here are some House Rules that we use in our group while plaing with the minis:

    1. To make it more realistiy we target the minis and not their bases. The same applies when checking if the line of sight is blocked by another plane.

    2. One of the first rules we changed was that when a plane crashes it gets respawned from the point that it started the game.
    This is because we did not want fellow players "banned" from play, while having to watch the others going on with the game.
    (A game is supposed to be fun for everyone).

    3. We are currently trying out a new House Rule concerning "Friendly Fire". If someone targets a plane that overlaps other planes (we call it a "plane cloud") then
    every other plane in that "cloud" gets to draw a damage card for every "0" the targeted plane draws. Quasi a "Ricochets Rule". This rule is optional though.

    4. Winner in our games is the pilot (or team) that has lost fewer planes. We usually play a 1 hour game.

    5. "Ace of the game". For every hit you get a counter. The amount of damage cards per hit does not matter. You will always get only one counter per hit.
    At the end of game the pilot with the most counters is our "Flying Ace".

    Maybe you find some of our House Rules interesting

    Cheers,
    Sascha

  2. #2

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    Do you lose a counter for friendly fire ?!
    Some nice ideas Sascha

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

  3. #3

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    Quote Originally Posted by flash View Post
    Do you lose a counter for friendly fire ?!
    Some nice ideas Sascha
    Thanks
    I will pass the idea of losing a counter on friendly fire to our group.
    I guess that this will thwart some of those itchy trigger fingers

    Cheers,
    Sascha

  4. #4

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    Might keep come would be aces in check !

  5. #5

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    Nice ideas.

    We played in Prague that respawned plane must be at least two rulers away from nearest enemy (to avoid respawned plane getting any unfair advantage).
    (Personally, I don't like respawning much, but I can live with it ).

  6. #6

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    Quote Originally Posted by Пилот View Post
    Nice ideas.

    We played in Prague that respawned plane must be at least two rulers away from nearest enemy (to avoid respawned plane getting any unfair advantage).
    (Personally, I don't like respawning much, but I can live with it ).
    I am leaning toward "not respawning" during Prague 2016; check the Prague 2016 started thread, Nemanja.
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  7. #7

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    I find respawning useful early on in a game, especially if it is for a newcomer shot down early, but endless respawns can extend the time of a game beyond reasonable limits, ultimately leading to "the endless dogfight"

  8. #8

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    Quote Originally Posted by Flying Helmut View Post
    I find respawning useful early on in a game, especially if it is for a newcomer shot down early, but endless respawns can extend the time of a game beyond reasonable limits, ultimately leading to "the endless dogfight"
    You are right. That is why we have a time limit of 60 minutes playing time.
    The thing is, that our group comes together every Wednesday from 1930 to 2100.
    That leaves us 30 minutes of exchanging news plus preparing the game and 60 minutes of pure playing time
    In the end what matters most for us is that everyone had fun playing the game. Winning is of secondary importance.
    All of us use the time to get our minds of the job which works very well with this game.

    By the way we played our last games with our new "Friendly Fire" houserule mentioned above.
    It works great although a problem occured when more than two planes were overlapping.
    We resolved this problem by changing the rule as followed:

    "Ricochet rule" => If someone targets a plane that overlaps other planes (we call it a "plane cloud") these could get hit by a ricochet.
    For every "0" damage card that the targeted player draws one of the other planes in that "cloud" gets to draw a damage card of the same type.
    The player of the plane in a "cloud" whose center of the base is nearest to the center of the targeted plane gets to draw first and so on.


    As you probabely noticed we changed the name of our rule because this rule does not only affect friendly planes
    This is really fun because if one of your fellow players is in such a "cloud" you could be responsible for shooting him down.
    So better think twice before hitting those bullets into a "plane cloud". Friendly players might want to go after you for retaliation

    Cheers
    Sascha



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