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Thread: Question: House Rules about leaving the map board

  1. #1

    Default Question: House Rules about leaving the map board

    I'm just curious about what the consensus might be on two subjects. I think I know, but I can't find the thread. So I apologize for, perhaps, repeated an old subject.

    A) In a friendly game if someone, for whatever reason, navigates off of the map how many turns or maneuvers show they stay off until their return. I recall it being three, but I don't recall it being three turns (9 maneuvers) which seems excessive, or one turn.

    In the last game we played someone left the map, so he planned his maneuvers normally, but randomly drew a one card; either a Left, Straight, or Right. Their return was from the same map edge they left but Left, Straight, or Right indicated approximately where they entered on that edge. Is there a better way?


    B) At what point for an average scouts would one be forced to retire. For example, if a plane can take 12 damage should it make for home when it has 3 damage points left? What about 5? What is the general rule or consensus. This does make the game a bit more realistic and less prone to suicide tactics.

    Thank you, in advance, for your thoughts on this.

  2. #2

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    These are total house rules. Feel free to change or adopt them, but here is how my group solves such situations:
    A) A player can always choose to leave the battle for whatever reason. The opposing team scores 1 VP. It would score 2 VP AND an individual kill if that plane had been shot down. So heavily damaged planes tend to escape which is historically accurate.
    The player (shot down or left the battle) returns after 1 full turn. [It's about time to bring cold bottles to those who are still in the air.]
    B) No pressure, any time. If one sees a valuable target in his sights, go for a suicidal run!
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  3. #3

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    In answer to A ken - have only encountered this a couple of times - if it's accidental we usually let the player draw a card that keeps them on the table (people do get their left and right mixed up - it happens), or let them play the hand if they could get back on with the moves they have (ie they just go out on a turn or an Immel). If that wouldn't save them then you could leave them out for the rest of the turn & whole next turn (whilst they haul their kite round) and either have them come back in where they left (ie they Immel back in) or where they would appear if they had made three turn manoeuvres.

    In answer to B we use this in the OTT campaign Ken:
    All aircraft will actively engage until they are:
    a. Within 3 of destruction, or,
    b. Within 5 of destruction if on fire, or,
    c. The pilot’s wounded (on A deck 5 or B deck 3) or,
    d. The engine is damaged,
    They will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !

    The idea being it takes 'Godlike' control away from the player and throws the unexpected into a scenario - it also means the AI have a chance of survival as well as those under the players own control.

    Sapiens qui vigilat... "He is wise who watches"

  4. #4

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    Quote Originally Posted by flash View Post
    In answer to A ken - have only encountered this a couple of times - if it's accidental we usually let the player draw a card that keeps them on the table (people do get their left and right mixed up - it happens), or let them play the hand if they could get back on with the moves they have (ie they just go out on a turn or an Immel). If that wouldn't save them then you could leave them out for the rest of the turn & whole next turn (whilst they haul their kite round) and either have them come back in where they left (ie they Immel back in) or where they would appear if they had made three turn manoeuvres.

    In answer to B we use this in the OTT campaign Ken:
    All aircraft will actively engage until they are:
    a. Within 3 of destruction, or,
    b. Within 5 of destruction if on fire, or,
    c. The pilot’s wounded (on A deck 5 or B deck 3) or,
    d. The engine is damaged,
    They will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !

    The idea being it takes 'Godlike' control away from the player and throws the unexpected into a scenario - it also means the AI have a chance of survival as well as those under the players own control.
    I like these and think we'll adopt them. Playing both this and Star Wars: X-Wing with new players I've seen people run off the board; it isn't as rare as one might think. However I seldom see this with with regular players. Sometimes a new player is simply overly cautious and I don't wish to penalize them too much by forcing them out of the game. But also I'd prefer not to reward them by not allowing them to get shot while off board. So keeping them out of the game this turn and the entire next seems a good balance. It hurts their team without ending any too severely. Of course the severity can often depend on the timing of the incident.

    Regarding Question/Answer B Item c: You said 'c. The pilot’s wounded (on A deck 5 or B deck 3) or,' Is that just any pilot wound, and those just happen to the cards? In that case if a pilot is wounded, or meets the other criteria, then sound be on their way home.

    Thank you,

  5. #5

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    Ken
    The A5 and B3 are the highest damage and wound combinations for the respective decks - that’s why those two cards were selected.

  6. #6

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    Quote Originally Posted by Stumptonian View Post
    Ken
    The A5 and B3 are the highest damage and wound combinations for the respective decks - that’s why those two cards were selected.
    Ah, I see. If another damage/wound combination had been received they might keep flying. Of course they would be risking a second wound ending the game, but it does allow them to keep flying.

    Thanks,

  7. #7

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    Pete has that spot on for you Ken.
    There are two 'wounded pilot' cards in each single A and B damage deck - In the A deck the damage number values are 5 & 3, in the B deck they are 3 & 1.
    I opted to use the higher values in each to 'send the pilot back to the barn' - if they receive the lower values they can stay in the fight with the usual restrictions for being wounded placed upon them. It's a simple morale mechanism and one that, again, removes the decision from the player. It is designed for solo gaming really and might be a bit harsh to inflict on a player in a standard game but they may take to it.

    Sapiens qui vigilat... "He is wise who watches"

  8. #8

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    for smaller games if someone gets too near the edge we execute what i call a slide. ie, chose a corner of the base that works best for the majority of a/c on the board, lay a ruler paralleled to the edge lengthwise to the desired direction and slide the base of every a/c either half or a full ruler length in that direction. doesnt work so well for larger games but we figured that the dogfight is taking place in an open sky so artificial "barriers" at the map edges dont make much sense. however if someones flying off the edge intentionally all they have to do is reach the edge.

  9. #9

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    In our campaign, flying off the board gets you out of game and it is one victory point for the opposing side. If you are shot down, it is two points, so leaving the board is player's tactical decision. Also, leaving battle with functional airplane means better chance of making it back to aerodrome in one piece. If the plane gets off the board involuntarily (whether by making wrong turn or for example not being able to make the required turn because of damaged controls) we consider it as leaving the battle. Bad luck happens and eliminating players shortens the game.

  10. #10

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    Lately I've been playing with different groups and only playing single missions.



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