Originally Posted by
Carl_Brisgamer
Hi Carlos,
I am running a WW1 campaign at the moment, and we have addressed this issue with the following house rule:
‘Illegal Moves’
If a player plans an illegal move (for example, two steep manoeuvres in a row), at the moment in which that manoeuvre has to be performed, the aircraft goes out of control. The player immediately selects a ‘C’ damage card (ignoring special damage) to represent structural damage sustained by their aircraft. If altitude rules are in effect the aircraft also immediately loses two altitude levels. If the damage taken equals or exceeds the remaining damage threshold of the aircraft, and/or all altitude levels are lost, the aircraft is considered destroyed.
This allows a pilot in a bad situation to intentionally perform an illegal manoeuvre, spin down two altitude levels, then recover (hopefully).
Entering a spin is not without risk however.
Cheers,
Carl.
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