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Thread: Modifying Damage Based on the Target

  1. #1

    Default Modifying Damage Based on the Target

    Has anybody considered rules for modifying damage based on the target aircraft? Japanese planes were so doggone fragile I'm considering having them be subject to the kaboom cards but not American/RAAF/RNZAF planes. But I'd be curious to hear if anyone else is working this into the mix in another way.

  2. #2

    Default

    Apart from reducing early war Zero's to 12 damage but including the tighter 90 turn and severe side slip cards.
    See you on the Dark Side......

  3. #3

    Default

    I've done the same as Neil, though I'm still waiting on an opportunity to test these out.

  4. #4

    Default

    i think idt be easier in the long run to just adjust target hit points

  5. #5

    Lightbulb

    Yes at our Games Club we have reduced the early Zero's damage to 12 & added the tight turns.
    Much simpler way to go in our opinion.

  6. #6

    Default

    I give the Zero the ability to climb in a turn and after the Immelman instead of a straight they can turn as well. This is the up side. Now they catch fire if they take an engine damage, smoke or fire.

    Thomas

  7. #7

    Default

    Yeah, damage done to a plane SHOULD reduce it's performance in a way.
    It is portrayed quite well and easy to grasp in Axis & Allies A20 system, where crippled planes (soaked 2/3 damage approximately) can not use fast speed and it's harder to perform a special maneuver.
    First idea that comes to mind is like discarding a random maneuver card(s) from the hit opponent's deck. I know it is crazy.
    <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."

  8. #8

    Default

    I like both of those ideas.

  9. #9

    Default

    One possibility is you could use the solo campaign optional rule where a plane loses turn cards (one sharpest and one sideslip, or one of each in the direction of the jam) when taking a rudder jam. That would hurt the WW2 plane since you only have 2 of each card at most. Add in your A20 where you lose fast speed when you have 2/3 or 3/4 damage.

    Quote Originally Posted by Nightbomber View Post
    Yeah, damage done to a plane SHOULD reduce it's performance in a way.
    It is portrayed quite well and easy to grasp in Axis & Allies A20 system, where crippled planes (soaked 2/3 damage approximately) can not use fast speed and it's harder to perform a special maneuver.
    First idea that comes to mind is like discarding a random maneuver card(s) from the hit opponent's deck. I know it is crazy.

  10. #10

  11. #11

    Default

    Quote Originally Posted by Nightbomber View Post
    Yeah, damage done to a plane SHOULD reduce it's performance in a way.
    It is portrayed quite well and easy to grasp in Axis & Allies A20 system, where crippled planes (soaked 2/3 damage approximately) can not use fast speed and it's harder to perform a special maneuver.
    First idea that comes to mind is like discarding a random maneuver card(s) from the hit opponent's deck. I know it is crazy.
    I like this idea. Well done Andy!

  12. #12

    Default

    Seems logical to reduce a planes efficiency the more damage it takes. I always use the loose a maneuver card for rudder damage in both WW I and II


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing



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