aricart
01-08-2011, 19:26
I have posted in the Files section a table of modifiers for different airplanes. I have been unsuccesful to have the associated House Rules posted probably as I may not be submitting them correctly, so I am trying to place them here. I am looking for advice and opinion from other players. some are taken from Rules already posted here.
Alberto
Scale and definitions: each card play is 1.5 seconds, each mm is 2.02 yards, each 9 mm traveled is 25 mph, use speeds at about 15000 feet if available. each altitude level is 450 feet Tight turn cards are 7, 8, 9, 10. Shallow turn cards are 3, 4, 5, 6.
Card Play: Under standard rules you play the card for the next turn this turn. but reaction time for a normal human is about 2 seconds. since cardplay is simultanous and represents 1.5 seconds of real time in these rules the players will be reponding to the move from the previous turn and what you predict the airplane will do now. Rookie pilots have slower responce rates and to simulate those you could have these pilots play by the standard game rules.
Airplane Speed: The current rules allow for two speeds, Slow and High. In these House Rules we use speeds, Slow, High and Very High Speed, and there is a 4th one which is the stall card (#11). Faster airplanes from later in the war can be found posted at the wings of war site, specially the excellent aircraft posted by Max Headlund. for this I use an extender just before the movement card is placed. For Speed of VH1 (about 375 mph) I use an extender of 9 mm, speed VH2 ( 400 mph) add 18 mm and speed VH3 (425 mph) add 27 mm. My recommendations for Card decks can be found on the attached aircraft capabilities table. Very High Speed applies to any of the three speeds and it is an extra speed. When an airplane plays a stall card the next card must be a dive card.
Climbing and Zoom climbing Climb occurs per standard rules at slow speed. But I have modfied the climb rates of some aircraft.
Zoom climb is a new move used by airplanes flying at High speed and Very High speed. Instead of having to play sequential climb cards to go up one altitude the airplane goes up one altitude immidiately but an aircraft flying at Very High speed slows down to High speed and if flying at High speed it slows down to Slow speed. if you play zoon climb at slow speed then you decelerate to stall and must play next the stall card (#11).
For example a Corsair flying at VH2 speed ( Very High Speed ) and climb rate of 3 plays a straight but only moves High speed, ( does not use the extender) goes from altitude 5 to 6, but slows down to High speed. This is not an extreme maneuver. Then he can climb again with the next card by moving straight Slow speed and goes from altitude 6 to 7. Now he is moving at Slow speed and further climbs occur per the standar rules and has to play 6 more cards, 3 of the climbs to reach altitude 8. or he can try another Zoom climb, goes up to altitude 8, but the next card is a stall card and after that he has to play dive.
Acceleration: Under these house rules acceleration occurs like climbing. an airplane that dives one leve gains one level of speed, if flying slow it plays a dive card and moves the full lenght and now moves at High speed. If flying at High speed, and if that airplane can fly at Very High speed, it plays the appropiate extender and with the dive card and looses another level of altitude. See the diving rules below. If accelerating without diving ( level flight ) then every time a straight move is played the player can mark the airplane as taking an acceleration step and once the airplane reaches the number of steps in its acceleration rate then it changes from Slow to Fast speed or from Fast to Faster Speed. To go from stall card (#11) to slow speed, you must play a dive, and in this circumstances the dive is not an extreme maneuver.
Deceleration: Climbs result in deceration from Very High to high speed and from High speed to slow per climb rules as above. Tight Turns result in deceleration from Very High to High speed and from High speed to Slow, and from slow to Stall.
Dive and Overdive: Dives are played accoding to the standard rules. Overdive are played differently. Most airplanes can play overdive but for the exermptions see the airplanes capabilities table. With these rules when the stall is played the airplane looses one altitude, with the dive card it looses another level of altitude, and with the final straight it either looses another level of altitude. Therefore the airplane looses 3 levels of altitude with these rules.
Banking Rules: All airplanes must play a straight card between a right to left turn and vice versaRB- Rapid banking. can perform a shallow or tight turn after a straight card at Very high, High or slow speed. NB- Normal banking. can only perform a shallow turn after a straight card at Very High, and High speed. but can play a shallow or tight turn card at low speed
SB- Slow banking. Can only perform shallow turns after straight cards either at high or slow speeds. tight turns can be performed after any turn in the same dirrection
Turning Rules Tight Turn cards, Tight turns will also result in deceleration from Very High to High and from High to Slow. It will also result in deceleration to a stall for some airplanes but not for others, irrespective of their menuver deck. See the attached airplane capabilities table. some airplanes will be able to take two sequential tight turns, others will need to follow a tight turn with a shallow turn if they wish to keep on turning.
Collisions Do not use collision for these rules. A standard card is 67 mm long wich is about 124 yards long by scale, but a fighter is usually 8 to 12 yards long therefore a card is not a good represensative of airplane size. An airplane would be about 4 to 6 mm. For these rules the airplane is the red dot.
Deflection: An airplane that fires on another from any other position other than tailing, or an airplane that fires while performing a tight turn, immelman, or split S, it is a deflection shot. These are cumulative and if 2 deflection modifiers are present the airplane may not fire.
I would appreciate other players thoughts and other points of view
Alberto
Alberto
Scale and definitions: each card play is 1.5 seconds, each mm is 2.02 yards, each 9 mm traveled is 25 mph, use speeds at about 15000 feet if available. each altitude level is 450 feet Tight turn cards are 7, 8, 9, 10. Shallow turn cards are 3, 4, 5, 6.
Card Play: Under standard rules you play the card for the next turn this turn. but reaction time for a normal human is about 2 seconds. since cardplay is simultanous and represents 1.5 seconds of real time in these rules the players will be reponding to the move from the previous turn and what you predict the airplane will do now. Rookie pilots have slower responce rates and to simulate those you could have these pilots play by the standard game rules.
Airplane Speed: The current rules allow for two speeds, Slow and High. In these House Rules we use speeds, Slow, High and Very High Speed, and there is a 4th one which is the stall card (#11). Faster airplanes from later in the war can be found posted at the wings of war site, specially the excellent aircraft posted by Max Headlund. for this I use an extender just before the movement card is placed. For Speed of VH1 (about 375 mph) I use an extender of 9 mm, speed VH2 ( 400 mph) add 18 mm and speed VH3 (425 mph) add 27 mm. My recommendations for Card decks can be found on the attached aircraft capabilities table. Very High Speed applies to any of the three speeds and it is an extra speed. When an airplane plays a stall card the next card must be a dive card.
Climbing and Zoom climbing Climb occurs per standard rules at slow speed. But I have modfied the climb rates of some aircraft.
Zoom climb is a new move used by airplanes flying at High speed and Very High speed. Instead of having to play sequential climb cards to go up one altitude the airplane goes up one altitude immidiately but an aircraft flying at Very High speed slows down to High speed and if flying at High speed it slows down to Slow speed. if you play zoon climb at slow speed then you decelerate to stall and must play next the stall card (#11).
For example a Corsair flying at VH2 speed ( Very High Speed ) and climb rate of 3 plays a straight but only moves High speed, ( does not use the extender) goes from altitude 5 to 6, but slows down to High speed. This is not an extreme maneuver. Then he can climb again with the next card by moving straight Slow speed and goes from altitude 6 to 7. Now he is moving at Slow speed and further climbs occur per the standar rules and has to play 6 more cards, 3 of the climbs to reach altitude 8. or he can try another Zoom climb, goes up to altitude 8, but the next card is a stall card and after that he has to play dive.
Acceleration: Under these house rules acceleration occurs like climbing. an airplane that dives one leve gains one level of speed, if flying slow it plays a dive card and moves the full lenght and now moves at High speed. If flying at High speed, and if that airplane can fly at Very High speed, it plays the appropiate extender and with the dive card and looses another level of altitude. See the diving rules below. If accelerating without diving ( level flight ) then every time a straight move is played the player can mark the airplane as taking an acceleration step and once the airplane reaches the number of steps in its acceleration rate then it changes from Slow to Fast speed or from Fast to Faster Speed. To go from stall card (#11) to slow speed, you must play a dive, and in this circumstances the dive is not an extreme maneuver.
Deceleration: Climbs result in deceration from Very High to high speed and from High speed to slow per climb rules as above. Tight Turns result in deceleration from Very High to High speed and from High speed to Slow, and from slow to Stall.
Dive and Overdive: Dives are played accoding to the standard rules. Overdive are played differently. Most airplanes can play overdive but for the exermptions see the airplanes capabilities table. With these rules when the stall is played the airplane looses one altitude, with the dive card it looses another level of altitude, and with the final straight it either looses another level of altitude. Therefore the airplane looses 3 levels of altitude with these rules.
Banking Rules: All airplanes must play a straight card between a right to left turn and vice versaRB- Rapid banking. can perform a shallow or tight turn after a straight card at Very high, High or slow speed. NB- Normal banking. can only perform a shallow turn after a straight card at Very High, and High speed. but can play a shallow or tight turn card at low speed
SB- Slow banking. Can only perform shallow turns after straight cards either at high or slow speeds. tight turns can be performed after any turn in the same dirrection
Turning Rules Tight Turn cards, Tight turns will also result in deceleration from Very High to High and from High to Slow. It will also result in deceleration to a stall for some airplanes but not for others, irrespective of their menuver deck. See the attached airplane capabilities table. some airplanes will be able to take two sequential tight turns, others will need to follow a tight turn with a shallow turn if they wish to keep on turning.
Collisions Do not use collision for these rules. A standard card is 67 mm long wich is about 124 yards long by scale, but a fighter is usually 8 to 12 yards long therefore a card is not a good represensative of airplane size. An airplane would be about 4 to 6 mm. For these rules the airplane is the red dot.
Deflection: An airplane that fires on another from any other position other than tailing, or an airplane that fires while performing a tight turn, immelman, or split S, it is a deflection shot. These are cumulative and if 2 deflection modifiers are present the airplane may not fire.
I would appreciate other players thoughts and other points of view
Alberto