I have two "advanced rule" variants. One that uses dice, and the other (that I gave you) which doesn't.
As I didn't want to change game mechanics too much, I left the dice out of my final version. But incorporating dice makes for a better game IMO (more random possibilities, allowing further damage and shooting variance, as well as manouever and combat disengagement, etc).
CappyT. I would probably go one step further, something like:
> Only place one gun jam chip on the plane (to indicate a jam problem)
> Can only attempt unjamming whilst flying a true straight (no change)
> Roll 1D6 after flying each true straight, if the die roll is a 1-2 the jam is cleared.
With these figures, on average it still takes 3 turns (3 straights) to unjam, but you could unjam in one turn, or need 4+ turns. Naturally, the Albatross D.V/Va series would then unjam on 1-3 vice 1-2, and Schwarzlose equipped planes would only unjam on a 1.
I wouldn't use this procedure for reloading Lewis/Parabellum guns however.
Now you have me rethinking of adding dice to all aspects of the game!
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