I wouldn't put the balloon so close to the edge Mike, I've found you need to give them room to fly round behind it. You could also offset the balloons one ruler from centre so they are on a diagonal from each other.
For ease of play you could also consider using the solo rules for the
AA, I find that allows the players to concentrate on flying and makes it less... personal !
Anyway, here's the solo rule, see what you think:
Don’t place the 'shell' counter as per the multi-player rules but shoot as soon as any part of an enemy aircraft's base is within range of the gun (two rulers of distance).
Draw an A damage card to see if the aim of the
AA battery is correct.
If there's no special damage on the card, the aim is wrong and the shot misses.
If there's any type of special damage (including jammed guns) then a hit has been scored, ignore the result on the A card and draw a C damage card as the damage caused to the aircraft.
Do not fire the gun as soon as it is reloaded, as per the multi-player rules. Instead, wait one phase, then shoot at any targets in range.
(To clarify - a gun takes 3 phases to reload, it can then fire on the next ie the 4th phase)
Don’t fire at a target if any point of the targets base is within a half-ruler of distance from a friendly balloon or aircraft base.
If more than one target could be shot at by the
AA gun, choose one randomly to be shot at, unless the scenario you are playing provides a specific rule stating which aircraft are more important. (For example, two-seaters may be seen as more important for artillery to shoot at than fighters.)
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