View Full Version : WGF: House Rules
- To cut down on the blood bath
- Using dice for Damage?
- Role Playing
- Simplified Altitude Rules
- Variant - Simple improved damages
- Halberstadt CL-II
- Nieuport 17 and 24
- On Fire
- SHVAK's Advanced Rules
- Variant -Simple improved maneuverability simulation
- Smoke and Fire
- WWI Machine Guns
- Variant - More control of the planes
- Solo play rules
- Limited Fuel
- Massa (Toscana) - X Gruppo House Rules
- Starting Positions
- Limited Altitude
- Simplified Altitude Rules with Climb Rates
- Death From Incindiary Bullets
- Damage Decks
- Our House Rules
- Spinning as house rules
- Out of the Sun
- Attacking from above
- Sign communication
- Nieuport 24s
- Leaving the table
- Deflection
- Anybody Use One Card?
- Rudder Damage rules?
- House Rules - Altitude
- Formation Flying House Rule
- House Rules - Combat Manoeuvres
- Overlapping
- Tailing for Friendly aircraft?
- Smoke
- "Goggles Off"
- Artillery or Manual observation.
- Proposed House Rules
- One deck damage cards
- Solo Campaign Rules
- Fixing Jams
- A Few Thoughts ...
- Nieuports, SE5a & Jamage.
- Fuel - lets get some rules down!
- 'Falling Leaf' Manuever and Altitude changes
- 'Thge Loop' Maneuver
- The Immelman... Illustrated
- Dives ?
- Hieght Management.
- The Stall-Turn or Hammerhead Turn Maneuver
- High Level Bombing
- Photo Recon Missions
- House Rule - Collision
- House Rule - Firing on the turn
- Special Damage and crazy bad odds
- Minimum damage amounts
- Even more thorts
- Cundall’s Clock: Feasible House rule?
- SE5a guns and SE5
- …..and now for something completely different.
- Is This A Bad Idea?
- sudden death
- Starting positions
- one card play
- Dice?
- Collisions
- Point system?
- Maneuvers HR for Acceleration & Turns (WIP)
- Collisions and Balloons
- Possible house rules
- Spinning Out
- Recording Damage
- Steampunk anyone?
- Some Misc Tables to ponder
- Anyone got a dive damage house rule?
- House rules on gliding
- Observer Fire
- Aerobatics
- Solo Campaign Rules updated
- Fuel
- The Wing Over
- Attacking from the sun
- The Big Push!
- Star Fleet Battle Manual
- Improvisions
- Immelman and half loop
- Zombie Planes (Curious aren't you?)
- Collision Damage Deck
- Friendly Fire
- Jammed Guns House Rule
- WWI: Throttle Control
- New House rules: skill system, altitude, etc. need feedback.
- Starting Point
- Spotting/Supprise
- Night Flying
- Wings and Wakes of War
- On Altitude, and Maneuver-Card Selection (unrelated to each other)
- stats for plane not yet done in WOW
- Merits & Flaws? (New thread, not the same approach as Graysin's but similar)
- Wing over and barrel roll
- Plane on fire.
- Game vs Simulation
- Altitude/Energy Variant: demo video
- Longer shooting ranges
- Overlapping bases
- Ace Abilities
- "Lumbering" bombers
- Would you like to see a sub-forum created for defining stats for unofficial aircraft?
- shooting range: front
- Calling the shot first
- Teammate communication
- FE2b
- Does anyone use the +1 damage rules?
- Should two "smoke" damages mean anything?
- Seimenns Stuckett D IV Climb Rate
- Formation Flying Speeds
- A new Cloud
- Critical Hits Deck: FRENCH
- manoeuvre decks
- Limited Ammo, Bombing, Jams and Loops
- Has Anyone played with additional rules as follows? What was the outcome? + or - ?
- Pour le Mérite - Comprehensive Collection of House Rules
- Random Missions
- starting a game
- Advice on some manouvers please
- Explosion?
- adding height to ground
- Kaisers Mod for more Realism
- Alternate Altiitude Rules
- Decision chart and autopilot tables for solo game
- Solo Rules tested. Downed by an AI pilot.
- Explosion Card - expanded alternates deck
- clouds
- LingSter's Altitude rules
- LingSter's Wings of War Photo Realistic Map
- LingSter's Optional Ace Abilities
- Rifles
- Effect of Explosions / Leaving Combat
- simple idea for boom&zoom
- Collision
- Rear gun 'over' effectiveness solution
- Thoughts about Immelmans and Split-S
- fight night
- How about a "Spin" Manouver Card?
- Ambushes, Spotting, etc
- flash moves
- Another flash move
- How much is too much?
- Consolidated House Rules v1.0
- "Unidentified Aircraft"
- Turning less than 60º - how to do it in a acceptable way
- Exigencies of war.
- Counting Kills for Bombers
- a crash landing rule
- pilot wounds
- Improving Richard Bradley's Solo Rules
- Downgrading the gunner´s effectiveness effectively
- richard bradley solo newbie questions
- Climb rate V altitude
- Shallow Dive Maneuver (some thoughts and alternatives)
- The Amazing Great Air War
- Zeppelin rules and stats
- Brainstorm: WWI bombs.
- +1 when shooting while diving: is this an official rule?
- Scouts vs Two-Seaters and A-Deck
- Barrel Roll Attack (3 cards maneuver)
- (yet another) Altitude House Rule
- Unofficial/Official Tournament Rules
- Front-Arcs, Rear-Guns, Stability and Deflection: a Firing House Rule!
- Downed planes and their pilots. What happens next?
- some ideas for tailing based on Dawn Patrol/FitS - tailing and honour
- Victories for multiple players?
- No measuring before shooting
- Boom&Zoom (again!) Beta House-Rule
- Boom&Zoom: 3 Cards Maneuver Beta-House Rule
- House Rules - aerodrome clouds
- Leaving the Table Surface
- So, how's the weather up there?
- Here comes the cavalry!
- SE 5as & Nieuport 17/23 Special shooting rule?
- Gun Jams and Two Damage Cards
- Balloon Observer/Sniper?
- Cloud Rules
- Simple Wind Rules
- The Explosion card
- Nieuport 28 Weak Upper Wing
- Dishing out damage - The fairest way.
- Consolidated House Rules v.3
- Explosion card drawn while overlapping
- Knight of the Air Manoeuvre Cards
- Jammed Guns: the reality of it all
- Aerial ramming (Taran)
- Utra-simple altitude rules
- Trainee Disabilites
- 11mm MG on acft.
- My House Rules
- WGS movement system in WGF
- Damage Decks, new approach
- Using the X-Wing game range ruler in WoW/G
- Dive speed bonus?
- blue max game
- Alternate to the +1 Damage rule?
- What rules do you play for balloons?
- How do you use AA guns?
- Turning the dreaded 'blam' card
- Character development
- Gun mounting
- an idea for structural damage
- Gliding - has anyone discussed this yet?
- Comprehensive Wings of War/Glory Turn Summary (including advanced and house rules)
- My Bombing House Rules (two seaters = small scale / approx Gotha size = large scale)
- Zeppelin House Rules - Outer Structural vs Hydrogen Cell Damage
- CANCON 1-page rules
- Miks House rules
- Leaving the fight
- Critical Hits Deck
- Insperation for the use of flare guns
- Using Dice for damage
- How to perform a loop?
- Optional rules for specific planes
- More on the Kettering Bug
- One shot elimination?
- Alternate Collision Rules
- Recon/Bombing
- WW1 gun jams
- Optional Rules for the Advanced Solo Charts
- Steep-Dive House Rule (different to Over-Dive)
- Landing a damaged plane
- Deflection shot "improvement"
- Confirming Solo Kills
- The Unofficial 144 scale Stats request
- 2nd Generation WW1 Solo Decks
- Rookie Progression Deck
- 3 Cards Maneuver: "Over-Climb"
- Fighting Zeppelins - A comprehensive set of rules needed
- Explosion Card... instead maybe something like this
- Another alternative for the explosion card
- Fokker E.IV stats? And about that old "G" maneuver deck ...
- Flare-Gun Signals
- Limited Ammo and Unjamming Rules
- Measuring Range: base-to-base or stand-to-base?
- Altitude advantage and climb rates
- Reverse Roland rule???
- New dive and overdive rules
- Targeting rules for the FE2b and DH2
- Altitude and Solo Rules - (Richard Bradley)
- More realistic treatment of control and fire damage?
- Idea for a simple Energy-Fighting-Rule
Powered by vBulletin® Version 4.2.2 Copyright © 2023 vBulletin Solutions, Inc. All rights reserved.