I think the solo rules are a great contribution to the game and community, and thank you to all contributors.
Excuse my question, but may I ask what the purpose is of having 12 different zones when the charts only specify 6?
For example, according to the charts, I take the same action if the enemy plane is in zone 12 as I do in zone 1.
Zone 2 & 3 are the same, zone 4 & 5 are the same, zone 6 & 7 are the same, 8 & 9 and 10 & 11.
In reality there are only 6 zones, not 12. And if I just remember there really are only 6, then it is easy to remember them and I can easily just eyeball it without a template:
Eye an imaginary line from my stand to the enemy plane stand. If the line passes through:
The front edge of my base: zone 12/1 (I'd rather just say zone 1)
The front half of the right edge: zone 2/3 (I'd rather just say zone 2)
The back half of the right edge: zone 4/5 (I'd rather just say zone 3)
The back edge of my base: zone 6/7 (I'd rather just say zone 4)
The back half of the left edge: zone 8/9 (I'd rather just say zone 5)
The front half of the left edge: zone 10/11 (I'd rather just say zone 6)
In my opinion, a template is only needed when I'm trying to figure out of the enemy plane is in (for example) zone 8 or zone 9, but it's pointless to split hairs at that level because the resulting chart is the same!
I used to wonder if there were 12 zones so one could use a clock to describe the position, "enemy fighter, 6:00!" but that isn't right because 12 is not straight ahead and 6 is not straight behind.
Does 12 zones just allow for future expansion of the rules? (the possibility of finer grained positioning?)
I'd love some insight on the 12 zone rationale...
Bookmarks