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Thread: Ace Abilities for the Over the Trenches Campaign

  1. #1

    Default Ace Abilities for the Over the Trenches Campaign

    These are the official Aces Abilities for this Campaign. You can collect them here:

    http://www.wingsofwar.org/forums/dow...p?do=cat&id=20

    This is the list of the Ace Abilities. I will only put the text when it varies from the one in the Ace Abilities cards or a completely new Ace Ability. If you have ideas, please post them here.

    Acrobatic Pilot I: Pilot can perform Immelmann w/o playing a straight after it - once every two turns
    Acrobatic Pilot II: Pilot can perform Immelmann w/o playing a straight before or after it - once every two turns
    Always Coming Home: When crashes, the pilot will always return home to the Aerodrome. Deleted for Final Months Campaign
    Chivalrous aptitude: Deleted for Final Months Campaign
    Daredevil Pilot I: Pilot can perform 2 steep moves in a row - once every two turns
    Daredevil Pilot II: Pilot can perform 3 steep moves in a row - once every two turns
    Evasive Maneuvers I: Pilot cannot be tailed unless tailing pilot is also an ace
    Evasive Maneuvers II: When shot at in consecutive turns Pilot ignores the +1 rule
    Exceptional Pilot I: The player can add an extra copy of one card from his manouevre deck
    Exceptional Pilot II: The player can add an extra copy of one card from any plane of the same or earlier years (but no Immelmann for a two seater if it doesn't already have one)
    Deadly Aim I: Pilot can add +1 aim bonus even if he didn't shoot at plane in previous phase (This is only to the first damage card drawn). - Once per turn
    Deadly Aim II: If at close range pilot can add +1 aim bonus even if he didn't shoot at plane in previous phase, this is in addition to Deadly Aim I (This is to the damage of every card drawn). - Once per turn.
    NB: The Deadly Aim bonus is not cumulative with the +1 Consecutive Aim bonus.
    Dedicated Ground Crew I: This aircraft will ignore GREEN jammed special damage.
    Dedicated Ground Crew II: This aircraft will ignore ALL jammed special damage.
    Lucky Git I: Pilot can ignore damage from a single card except the explosion card - Once per sortie
    Lucky Git II: Pilot can ignore damage from a single Attack - Once per sortie
    Marksman I: When the Ace fires at an enemy aircraft he draws 2 cards & determines which 1 is given, at close range he draws 3 cards & determines which 2 are given - can use every two turns - The other cards reshuffled in the deck. (If the ace is an AI pilot, the order of damage done is: Explosion, then the higher damage. If there is a draw, special damage with the following line: Fire/pilot Wounded/jam/smoke/rudder jam.)
    Marksman II: When the Ace fires at an enemy aircraft he draws 3 cards & determines which 1 is given, at close range he draws 4 cards & determines which 2 are given - can use every two turns - The other cards reshuffled in the deck. (If the ace is an AI pilot, the order of damage done is: Explosion, then the higher damage. If there is a draw, special damage with the following line: Fire/pilot Wounded/jam/smoke/rudder jam.)
    Quick Shot I: Pilot fires & resolves damage before pilots without Quick Shot ability - aircraft shot down do not get to shoot.
    Quick Shot II: Pilot resolves fire before manoeuvres in a phase are executed but cannot fire again after manoeuvring that phase. Aircraft destroyed do not move or fire. Once every two turns. Added for Final Months Campaign.
    Technical Eye I:Withdrawn for Final Months Campaign (ability for adversarial games)
    Technical Eye II: Withdrawn for Final Months Campaign (ability for adversarial games)
    Last edited by flash; 09-09-2013 at 01:27. Reason: Updated for Final Months Campaign

  2. #2

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    How about Chivalrous Aptitude from the Nexus Optional Ace Rules?

    Chivalrous aptitude: some aces, like Francesco Baracca, tought that catching fire was an horrible end.
    This is why they took away all the tracing bullets from their machinegun feed. A plane that is fired at by a
    plane whose pilot or observer that chooses this ability ignores any fire special damage. Besides, if a plane
    takes an "explosion" card, it shows it to everybody and openly draws another damage card: if the second
    one is a "0" the aircraft is eliminated, if it is a "1" or more ignore the explosion and this new card is taken
    instead. Ignore jamming with this new card.
    The ace that chooses that ability can get two more abilities for free (excluding "Incendiary Bullets", that
    can’t be chosen even later on in the Campaign).

    Example: a pilot reaches 5 victories and can choose one ability. He chooses "Chivalrous aptitude",
    together with "Bullet checker" and "Exceptional pilot". All the three abilities count as the single one he has
    the right to buy at his fifth victory.
    Last edited by Watchdog; 03-13-2012 at 14:00.

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  4. #4

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    Joaquim, the file you pointed shows up like in a low resolution, I can not read it. Is there any possibility to magnify the pictures? If you have them downloaded in a comfortable size, would you mind sending me them via a regular email? Thanks a lot in advance!

    sieradzki@civ.pl
    <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."

  5. #5

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    Quote Originally Posted by Nightbomber View Post
    Joaquim, the file you pointed shows up like in a low resolution, I can not read it. Is there any possibility to magnify the pictures? If you have them downloaded in a comfortable size, would you mind sending me them via a regular email? Thanks a lot in advance!

    sieradzki@civ.pl
    Nope, Andrzej. Those are the same that I have.

  6. #6

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    I hope to have the cards printed in a professional way tomorrow. They are well made
    <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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    Quote Originally Posted by Watchdog View Post
    How about Chivalrous Aptitude from the Nexus Optional Ace Rules?
    Sound nice, but this is a way to gain two ace abilites for free.

    Chivalrous Aptitude would be my first choice to become a double ace with the first 5 kill.

    We should allow Chivalrous Aptitude for our personal pilots at the earliest after 10 or 15 kills.
    Last edited by Marechallannes; 03-14-2012 at 00:21.
    Voilŕ le soleil d'Austerlitz!

  8. #8

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    Quote Originally Posted by Marechallannes View Post
    Sound nice, but this is a way to gain two ace abilites for free.

    Chivalrous Aptitude would be my first choice to become a double ace with the first 5 kill.

    We should allow Chivalrous Aptitude for our personal pilots at the earliest after 10 or 15 kills.
    I would say that if we use this ability and a player with this ability can't ever choose Incendiary bullets (and we'll add this one too), no explosions and ignores fires in the damage he delivers, the ability is quite balanced.

  9. #9

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    I could get a real killer with Chivalrous Aptitude + Marksman I and II.

    So I don't have to care for fire and explosion damage.
    Voilŕ le soleil d'Austerlitz!

  10. #10

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    I have downloaded a set thanks.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  11. #11

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    Quote Originally Posted by Nightbomber View Post
    Joaquim, the file you pointed shows up like in a low resolution, I can not read it. Is there any possibility to magnify the pictures? If you have them downloaded in a comfortable size, would you mind sending me them via a regular email? Thanks a lot in advance!

    sieradzki@civ.pl
    I have just printed both sheets in full colour A3 format and they look gorgeous. Plan is to laminate them.
    <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."

  12. #12

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    Quote Originally Posted by Marechallannes View Post
    I could get a real killer with Chivalrous Aptitude + Marksman I and II.

    So I don't have to care for fire and explosion damage.
    Sven, I'm affraid you are wrong.
    Read the description, please:Click image for larger version. 

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ID:	36500
    <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."

  13. #13

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    Chivalrous aptitude makes the ace less effective in using special damage against his opponent by ignoring fire and unless a "0" is drawn the ace cannot shoot down the enemy by an explosion card. The ace can also never ever take Incendiary bullets.

    On the other hand, the ace gets two more abilities and all of the three abilities count as a single one.

  14. #14

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    Ok, that's an (half)official one...

    Never mind.

    I can live with it.
    Voilŕ le soleil d'Austerlitz!

  15. #15

    Smile

    Quote Originally Posted by Blackronin View Post
    Always Coming Home (When crashes, the pilot will always return home to the Aerodrome.)
    Think we should handle this ability like proposed by Joaquim.

    Not as a modifier but as a ability that changes death and/or capture in the most worse dice result that allows the pilot with this ace ability to return home and avoid death/capture.

    There are many aces with this ability:

    • Leutnant Isztvan Laszlo
    • Oberleutnant Hugo, Freiherr von Skrbensky
    • Vizefeldwebel Josef Worlitschek
    • Lt. Joachim Marseille
    • Hptm. Lothar Zachmeier
    • FO Richard Harper
    • FO Rod Hawkwood
    • Cpt. John Perry

  16. #16

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    Immortals! Others should be aware of the fact, that these guys will fight to death!

  17. #17

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    That's how we treated them from the beginnig.

    As you can see - we discussed Chivalrious aptitude, but not Always come home.

    Bulldogs and Eagles are hard to kill anyways, Andrzej.

    With more realism, we would need much more pilots. Remember the many collision we had so far in our missions.

  18. #18

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    There's hard to kill - then there's impossible to kill !!
    LMF - that's what I call it

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  20. #20

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    A question gentlemen!
    As John Perry started off with a given ace ability, do his five victories cement that ability in place as it were, or will he get an extra Ace ability for the next scenario?
    Rob.

  21. #21

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    I think it's cumulative. (My opinion)

    If the AI pilot started as an ace, he earns an additional ace ability every time he collect five aerial victories.

    I thought on this thing too, but my AI pilots are not so sucessful.

  22. #22

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    Quote Originally Posted by Flying Officer Kyte View Post
    A question gentlemen!
    As John Perry started off with a given ace ability, do his five victories cement that ability in place as it were, or will he get an extra Ace ability for the next scenario?
    Rob.
    Of course he should get another ability IMHO.

  23. #23

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    I would agree with Rob - the inherent ace 'ability' is what has made him an actual ace; though it could be argued that on that path he has gained further ace abilities !
    Go with what you think is right Rob !

  24. #24

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    Quote Originally Posted by flash View Post
    I would agree with Rob - the inherent ace 'ability' is what has made him an actual ace; though it could be argued that on that path he has gained further ace abilities !
    Go with what you think is right Rob !
    I will say that he has just achieved his potential as an ace and leave him at that.
    Rob.

  25. #25

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    For Major Kyte's new Ace ability I have chosen Acroabatic Pilot 1.
    Rob.

  26. #26



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