Had a friend down from BC over the weekend to visit, drink beer, watch a few war movies and, of course, play some WGF
He purchased the Rookie set from Keith a few months ago and was ready to get his feet wet over the front .....
We played about 7 or 8 individual games, starting with simple 1 on 1 dogfights and progressing through 2-seater Artillery Spotting (using AI for escorts) and finally, chasing down AI-controlled Gothas (finally out of the shrink wrap)
[Sorry - no photos - too busy playing]
We, of course, had post-game discussions about some of the various rules, optional rules, house rules etc.
We did not get enough time to try to incorporate altitude, but he had some ideas I might try out in the next few weeks, involving tracking altitude in a way similar to Richthofen's War instead of counting chits and using pegs. I will run it by you guys when we get it sorted out.
The other thing that arose was using one card to plan instead of three. I knew this had been brought up before and told him I would search the forum and send him what I found. I did find some posts from 2010-2013 (including a response from Andrea) that pretty well explained it for me - the individual decks have built-in restrictions to certain combinations of cards, with limits on availability as well.
I just sent him an email with my findings, but thought I would run a thought I just had by the veterans:
What if you plan one card but still place them on the three slots as they are played ?
That way you still can't play 3 left sideslips, for example, and could still perform an Immelmann or Split-S.
It would also make sure that gun jams, smoke and fire were still tracked properly.
Not sure how to handle Tailing if we went this route, unless the tailing player did put down 3 options to be a limited selection for his move.
What do you long-time players think ?
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