FreefallGeek
03-02-2010, 11:23
Hey airmen, I could do with some assistance. I'm about to introduce a few new players to my game and want to iron out some houserules so I don't go changing rules on them after a couple of skirmishes.
Before I begin, we play just with the cards (no models), and do not play altitude (yet, though we may add that at some point).Here are some glaring problems I see with some of the basic game mechanics.
Tailing: Tailing NEVER occurs. There are suggestions to check for tailing after every maneuver instead of every turn. I really like this, but often your two remaining cards, or last card in some cases, isn't going to help you maneuver onto the opponents tail. One thought I had is when tailing is successful you can draw a random card from the remainder of your maneuver deck and use it to rearrange the remainder of your maneuvers for that turn. For instance if I successfully tail before the first movement of the turn, I get to draw 1 card randomly from my maneuver deck and then plan my next three moves based on those 4 cards (discarding one afterwards). It would add a chance for you to really capitalize on a tail, without making it impossible to escape from.
Smoke: I read on here that someones house rules is to treat it like fire, drawing a damage card a turn until it comes up as engine damage, fire, or explosion while not accumulating the damage points. We play the same way, but if you draw another smoke card the smoke goes out and the danger of bursting into flames or exploding goes with it.
Your thoughts on the above?
Before I begin, we play just with the cards (no models), and do not play altitude (yet, though we may add that at some point).Here are some glaring problems I see with some of the basic game mechanics.
Tailing: Tailing NEVER occurs. There are suggestions to check for tailing after every maneuver instead of every turn. I really like this, but often your two remaining cards, or last card in some cases, isn't going to help you maneuver onto the opponents tail. One thought I had is when tailing is successful you can draw a random card from the remainder of your maneuver deck and use it to rearrange the remainder of your maneuvers for that turn. For instance if I successfully tail before the first movement of the turn, I get to draw 1 card randomly from my maneuver deck and then plan my next three moves based on those 4 cards (discarding one afterwards). It would add a chance for you to really capitalize on a tail, without making it impossible to escape from.
Smoke: I read on here that someones house rules is to treat it like fire, drawing a damage card a turn until it comes up as engine damage, fire, or explosion while not accumulating the damage points. We play the same way, but if you draw another smoke card the smoke goes out and the danger of bursting into flames or exploding goes with it.
Your thoughts on the above?