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Thread: 2nd Generation Experimental Solo Charts for WW2

  1. #1

    Default 2nd Generation Experimental Solo Charts for WW2

    These are in line with my experiments for ww1.
    I find the solo charts for ww2 very plain.
    I mean, rolling manoeuvres every turn for AI planes makes them do very foreseeable things.
    I've included the closing in/moving away system from WW1 with several changes.

    A 1 rulers or less closing in, the system diversifies.
    The reverse manoeuvres are rolled to see what kind of manoeuvre the AI does and a certain degree of uncertainty is maintained.

    Please do try them. I'll make C and D charts as soon as I can.

    Here's A and B for your perusal and experimentation. Edited and made some changes for easier access.
    I'd welcome some feedback and reviews.

    A Deck part 1


    A Deck part 2


    B Deck Part 1


    B Deck Part 2
    Last edited by Blackronin; 01-26-2014 at 16:10. Reason: Edited for re-upload of decks

  2. #2

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    Re-uploaded B deck for better use and uploaded A deck.

  3. #3

    RichJ's Avatar
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    Will try and try them out this week - thanks.

  4. #4

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    Some food for thought:

    In games with several AI and player's planes I've found that the AI plane flies in a less than acceptable way. It changes course moving from enemy plane to enemy plane without commit to any of them.
    It differs from the AI planes of WW1 because the 3 cards sequence gives them some degree of follow up against one enemy.

    I propose a small change in the rules that won't affect the tables, but the AI plane's logic.

    Before rolling in the tables use these guidelines:

    A. Is there any enemy plane under 1 ruler distance of this AI plane?

    A1. No! Use the normal rules using the closest enemy plane as a vector of approach.

    A2. Yes! 1 plane. Use the closing 1 Ruler or less table and mark that player´s plane as the target of this AI plane for the following turns.

    A3. Yes! 2 or more planes. Randomly choose one of these planes as the vector target. Then use the point 2 above.

    B. The AI plane will use the target plane as the vector until:

    B1. Another plane is closer than one ruler, facing the AI plane and the plane being currently the target is more than one ruler away.

    B2. The AI plane received damage enough to roll in the retreat table and starts its retreat.

    B3. The plane currently being the target is more than 2 rulers away and facing away.

    I think that these rulers will make game easier and more logic.

  5. #5

    Thaine
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    Hei, I will try your rules. However I find it a bit hard to follow your structure. I'm completely new to the game and as such do not know about the rules this set evolved from. Where does one start with the rules? The second page is clear but I struggle a bit with the first page, especially the drawing in the upper left corner. And you edited the rules for Immelman and Loopes a bit, didn't you?



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