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  1. To cut down on the blood bath
  2. Using dice for Damage?
  3. Role Playing
  4. Simplified Altitude Rules
  5. Variant - Simple improved damages
  6. Halberstadt CL-II
  7. Nieuport 17 and 24
  8. On Fire
  9. SHVAK's Advanced Rules
  10. Variant -Simple improved maneuverability simulation
  11. Smoke and Fire
  12. WWI Machine Guns
  13. Variant - More control of the planes
  14. Solo play rules
  15. Limited Fuel
  16. Massa (Toscana) - X Gruppo House Rules
  17. Starting Positions
  18. Limited Altitude
  19. Simplified Altitude Rules with Climb Rates
  20. Death From Incindiary Bullets
  21. Damage Decks
  22. Our House Rules
  23. Spinning as house rules
  24. Out of the Sun
  25. Attacking from above
  26. Sign communication
  27. Nieuport 24s
  28. Leaving the table
  29. Deflection
  30. Anybody Use One Card?
  31. Rudder Damage rules?
  32. House Rules - Altitude
  33. Formation Flying House Rule
  34. House Rules - Combat Manoeuvres
  35. Overlapping
  36. Tailing for Friendly aircraft?
  37. Smoke
  38. "Goggles Off"
  39. Artillery or Manual observation.
  40. Proposed House Rules
  41. One deck damage cards
  42. Solo Campaign Rules
  43. Fixing Jams
  44. A Few Thoughts ...
  45. Nieuports, SE5a & Jamage.
  46. Fuel - lets get some rules down!
  47. 'Falling Leaf' Manuever and Altitude changes
  48. 'Thge Loop' Maneuver
  49. The Immelman... Illustrated
  50. Dives ?
  51. Hieght Management.
  52. The Stall-Turn or Hammerhead Turn Maneuver
  53. High Level Bombing
  54. Photo Recon Missions
  55. House Rule - Collision
  56. House Rule - Firing on the turn
  57. Special Damage and crazy bad odds
  58. Minimum damage amounts
  59. Even more thorts
  60. Cundall’s Clock: Feasible House rule?
  61. SE5a guns and SE5
  62. …..and now for something completely different.
  63. Is This A Bad Idea?
  64. sudden death
  65. Starting positions
  66. one card play
  67. Dice?
  68. Collisions
  69. Point system?
  70. Maneuvers HR for Acceleration & Turns (WIP)
  71. Collisions and Balloons
  72. Possible house rules
  73. Spinning Out
  74. Recording Damage
  75. Steampunk anyone?
  76. Some Misc Tables to ponder
  77. Anyone got a dive damage house rule?
  78. House rules on gliding
  79. Observer Fire
  80. Aerobatics
  81. Solo Campaign Rules updated
  82. Fuel
  83. The Wing Over
  84. Attacking from the sun
  85. The Big Push!
  86. Star Fleet Battle Manual
  87. Improvisions
  88. Immelman and half loop
  89. Zombie Planes (Curious aren't you?)
  90. Collision Damage Deck
  91. Friendly Fire
  92. Jammed Guns House Rule
  93. WWI: Throttle Control
  94. New House rules: skill system, altitude, etc. need feedback.
  95. Starting Point
  96. Spotting/Supprise
  97. Night Flying
  98. Wings and Wakes of War
  99. On Altitude, and Maneuver-Card Selection (unrelated to each other)
  100. stats for plane not yet done in WOW
  101. Merits & Flaws? (New thread, not the same approach as Graysin's but similar)
  102. Wing over and barrel roll
  103. Plane on fire.
  104. Game vs Simulation
  105. Altitude/Energy Variant: demo video
  106. Longer shooting ranges
  107. Overlapping bases
  108. Ace Abilities
  109. "Lumbering" bombers
  110. Would you like to see a sub-forum created for defining stats for unofficial aircraft?
  111. shooting range: front
  112. Calling the shot first
  113. Teammate communication
  114. FE2b
  115. Does anyone use the +1 damage rules?
  116. Should two "smoke" damages mean anything?
  117. Seimenns Stuckett D IV Climb Rate
  118. Formation Flying Speeds
  119. A new Cloud
  120. Critical Hits Deck: FRENCH
  121. manoeuvre decks
  122. Limited Ammo, Bombing, Jams and Loops
  123. Has Anyone played with additional rules as follows? What was the outcome? + or - ?
  124. Pour le Mérite - Comprehensive Collection of House Rules
  125. Random Missions
  126. starting a game
  127. Advice on some manouvers please
  128. Explosion?
  129. adding height to ground
  130. Kaisers Mod for more Realism
  131. Alternate Altiitude Rules
  132. Decision chart and autopilot tables for solo game
  133. Solo Rules tested. Downed by an AI pilot.
  134. Explosion Card - expanded alternates deck
  135. clouds
  136. LingSter's Altitude rules
  137. LingSter's Wings of War Photo Realistic Map
  138. LingSter's Optional Ace Abilities
  139. Rifles
  140. Effect of Explosions / Leaving Combat
  141. simple idea for boom&zoom
  142. Collision
  143. Rear gun 'over' effectiveness solution
  144. Thoughts about Immelmans and Split-S
  145. fight night
  146. How about a "Spin" Manouver Card?
  147. Ambushes, Spotting, etc
  148. flash moves
  149. Another flash move
  150. How much is too much?
  151. Consolidated House Rules v1.0
  152. "Unidentified Aircraft"
  153. Turning less than 60º - how to do it in a acceptable way
  154. Exigencies of war.
  155. Counting Kills for Bombers
  156. a crash landing rule
  157. pilot wounds
  158. Improving Richard Bradley's Solo Rules
  159. Downgrading the gunner´s effectiveness effectively
  160. richard bradley solo newbie questions
  161. Climb rate V altitude
  162. Shallow Dive Maneuver (some thoughts and alternatives)
  163. The Amazing Great Air War
  164. Zeppelin rules and stats
  165. Brainstorm: WWI bombs.
  166. +1 when shooting while diving: is this an official rule?
  167. Scouts vs Two-Seaters and A-Deck
  168. Barrel Roll Attack (3 cards maneuver)
  169. (yet another) Altitude House Rule
  170. Unofficial/Official Tournament Rules
  171. Front-Arcs, Rear-Guns, Stability and Deflection: a Firing House Rule!
  172. Downed planes and their pilots. What happens next?
  173. some ideas for tailing based on Dawn Patrol/FitS - tailing and honour
  174. Victories for multiple players?
  175. No measuring before shooting
  176. Boom&Zoom (again!) Beta House-Rule
  177. Boom&Zoom: 3 Cards Maneuver Beta-House Rule
  178. House Rules - aerodrome clouds
  179. Leaving the Table Surface
  180. So, how's the weather up there?
  181. Here comes the cavalry!
  182. SE 5as & Nieuport 17/23 Special shooting rule?
  183. Gun Jams and Two Damage Cards
  184. Balloon Observer/Sniper?
  185. Cloud Rules
  186. Simple Wind Rules
  187. The Explosion card
  188. Nieuport 28 Weak Upper Wing
  189. Dishing out damage - The fairest way.
  190. Consolidated House Rules v.3
  191. Explosion card drawn while overlapping
  192. Knight of the Air Manoeuvre Cards
  193. Jammed Guns: the reality of it all
  194. Aerial ramming (Taran)
  195. Utra-simple altitude rules
  196. Trainee Disabilites
  197. 11mm MG on acft.
  198. My House Rules
  199. WGS movement system in WGF
  200. Damage Decks, new approach
  201. Using the X-Wing game range ruler in WoW/G
  202. Dive speed bonus?
  203. blue max game
  204. Alternate to the +1 Damage rule?
  205. What rules do you play for balloons?
  206. How do you use AA guns?
  207. Turning the dreaded 'blam' card
  208. Character development
  209. Gun mounting
  210. an idea for structural damage
  211. Gliding - has anyone discussed this yet?
  212. Comprehensive Wings of War/Glory Turn Summary (including advanced and house rules)
  213. My Bombing House Rules (two seaters = small scale / approx Gotha size = large scale)
  214. Zeppelin House Rules - Outer Structural vs Hydrogen Cell Damage
  215. CANCON 1-page rules
  216. Miks House rules
  217. Leaving the fight
  218. Critical Hits Deck
  219. Insperation for the use of flare guns
  220. Using Dice for damage
  221. How to perform a loop?
  222. Optional rules for specific planes
  223. More on the Kettering Bug
  224. One shot elimination?
  225. Alternate Collision Rules
  226. Recon/Bombing
  227. WW1 gun jams
  228. Optional Rules for the Advanced Solo Charts
  229. Steep-Dive House Rule (different to Over-Dive)
  230. Landing a damaged plane
  231. Deflection shot "improvement"
  232. Confirming Solo Kills
  233. The Unofficial 144 scale Stats request
  234. 2nd Generation WW1 Solo Decks
  235. Rookie Progression Deck
  236. 3 Cards Maneuver: "Over-Climb"
  237. Fighting Zeppelins - A comprehensive set of rules needed
  238. Explosion Card... instead maybe something like this
  239. Another alternative for the explosion card
  240. Fokker E.IV stats? And about that old "G" maneuver deck ...
  241. Flare-Gun Signals
  242. Limited Ammo and Unjamming Rules
  243. Measuring Range: base-to-base or stand-to-base?
  244. Altitude advantage and climb rates
  245. Reverse Roland rule???
  246. New dive and overdive rules
  247. Targeting rules for the FE2b and DH2
  248. Altitude and Solo Rules - (Richard Bradley)
  249. More realistic treatment of control and fire damage?
  250. Idea for a simple Energy-Fighting-Rule