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Thread: Night-Fighting Rules -- hopefully simplified...

  1. #1

    Default Night-Fighting Rules -- hopefully simplified...

    Movement: For each actual unit, one non-existent unit (the "ghost" or "decoy") is also plotted. When a radar-equipped plane enters long range of a target, it is revealed whether the target an actual plane, or a "ghost".

    -- If the target is a "ghost", it is removed from the map; a new "ghost" is placed atop the corresponding actual unit, and is moved as normal.
    -- If the target is an actual unit, its "ghost" remains on the map; however, so long as an opponent remains within targeting range, if that's unit's "ghost" is detected (as above), it cannot be regenerated unless and until the actual unit no longer has opponents in targeting range.

    An actual unit suffering Fire effects also cannot regenerate a "ghost"; the fire gives away its position in the dark.

    Fire: Gunfire is only permitted at short range.

    As an option to simulate the inaccuracy of night-time fire: The player draws two of each chit type (that is: A BBA draw would draw four Bs and two As), and the higher respective draws are discarded. Example: Using the BBA draw above, the results are: 8 and 5; 3(fire) and 1; 2(crew hurt) and 0. The 5, 1, and 0 would be the results. Note that the "low" result of the first B-draw exceeds the "high" result of the second B-draw, yet is retained -- draws from the same chit-type are handled independently, not lumped together; and that a critical hit scored by the "high" result is disregarded as well.

    Comments? Questions? Thunderous silence?

  2. #2

    Default

    Chris I have few notes for night fighting the "Blitz" I will sort them out and see what you think.



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