Started a new group that uses this system. Everyone liked it so far.
Here is my latest version.
Firing: red dice
- twin guns 4 dice
- single gun 3 dice
- close range change a blank to a hit
Defense: green dice
- fighters 2 dice
- non fighter single engine 1 die
- multi engine aircraft 0 die
Vet and ace pilots can do an action: focus, evade, unjam or do a restricted maneuver.
Rookies can never focus or evade.
Multi engine aircraft pilots do not get any actions except what is on their maneuver decks.
Non ace gunners can: fire, bomb, photo, unjam or observe.
Aircraft on Fire is a terrible ordeal. Pilot does not get any actions and cannot fly straight and a gunner cannot do anything either.
Turn order
move order
- multi engine aircraft
- non-fighter single engine aircraft
- rookie fighter
- veteran fighter
- ace fighter
firing order is reversed except an ace has the option to fire first or after the rookie fighter.
Firing: roll red dice and modify then roll green dice and modify
after comparing dice if you have any hits take a card from the "B" deck.
If you take a critical take 2 cards from the "A" deck.
If a 0 card comes up resolve any specials (gun jams, ect) and turn the card face down.
All face down cards are 1 point all face up are worth their printed value.
There are 3 levels of aces
Level one aces with 5 to 10 victories only move last and have the fire option (5pts)
Level two aces with 11 to 20 victories adds one of the following:
Great Shooter (8pts) change a hit to a crit
Evasive (6pts) change a blank to an evade
Acrobatic Pilot (7pts) pilot may perform a non-straight maneuver after an Immelmann.
Bullet Checker (6pts) ignores green jam cards
Daredevil (4pts) pilot may perform 2 steep maneuvers in a row.
Good at Escaping (3pts) pilot’s a/c may not be tailed except by a good at escaping ace.
Lucky Pilot (3pts) pilot may ignore a single damage card during the game
Incendiary Bullets (3pts) treat smoke and 5 damage card as fire
Sharpshooter (3pts) can make an hit a crit
Strong Constitution (2pts) ingnores the first wound on himself
Level 3 aces 21 plus victories can have multiple ace skills
including - can perform 2 actions(10pts)
Chivalrous Aptitude (-3pts) target ignores smoke and fire. If explosion card is drawn another card is drawn if the result is a 0 the a/c is eliminated if any other card use that result. This ace may choose 2 other skills except incendiary bullets.
Rookie (-10pts) cannot fire after a steep or Immelmann. +1 turn to unjam, fire damage is resolved after all others. Cannot tail.
Injured pilot: +1 turn to unjam phases to unjam, cannot fire after a steep or Immelmann.
Still a work in progress.
X-Wing of Glory?
If it works for you, enjoy!
YESSSSS!!!! Let's hear it for the old Airfix and Revell 1/72s! That's how I started back in the late '60s with a pretty inferior set of home-grown rules ... but it WAS fun ... certainly better than MB's "Dogfight"! My friends and I spent a lot of rainy afternoons and boring afternoons during summer vacation playing reconstructed scenes from the "Blue Max".
Sadly, regardless of how good and simple the combat results table may be, it will never be as immediate as the damage card system is. Further, there is room for error ... such as forgetting a modifier. You would also have to resolve how damage would be tracked ... another delay ... and, ultimately, you'd be giving up the secrecy of the planes' damage. I like the current system utilized in WoG. I just feel we need to be able to purchase more damage card decks (particularly the A and B decks) to raise the odds to more of a dice-like result in our combat and keep the game moving.
Just sayin'...
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