Okay,
This is what I came up with for moving and attacking V-1 Buzz Bombs "Doodlebugs"
Keep in mind that I have not play tested this yet, and hopefully will be doing so very soon.
If anyone has any suggested changes, please copy and paste the original text with the suggested changes in ( ) so I know that these are the suggested changes as opposed to the original text.
So, here goes.
V-1 RULES
Move: 'Q' Deck
Use only straights, sideslips, & stalls for normal movement.
Keep 1 shallow & 1 hard Right turn and 1 Shallow & 1 hard Left turn, and the Dive card to the side and face down.
Shuffle the movement deck(s).
Draw two cards randomly to start. At the end of each round/turn place the used card face down at the bottom of the deck. Move the 2nd card to the 1st position, then draw the top card on the maneuver deck and place it in the 2nd position.
All movement is FAST unless it suffers Engine damage.
V-1 Hit points= 12
Shooting at the V-1:
Special damage chits such as Pilot/Crew hit, Rudder hits cause 1 additional point of damage instead of the critical damage.
Other Special Damage Chits:
Engine; first hit the V-1 only moves Slow for all future movements. If the V-1 suffers an additional engine hit either in the same shooting phase or subsequent shooting phase, then it automatically goes down. Play the Dive card until it crashes into the ground.
Special damage chit:
Explosion, Fire and Smoke; If any of these chits are drawn then the V-1 explodes instantly and every airplane's base center of it's peg that is within the half range (Short Range) when measured from the center of the V-1's base draws 1 'C' damage chit.
Special rules for "Flipping" the V-1
In order to "Flip" the V-1 to bring it down, the attacking airplane must be at the same altitude and have no climb counters, and must maneuver so that the long side of the aircraft base overlaps a portion of the long side of the V-1 Base.
If the center peg of the attacking aircraft is roughly even with the center peg of the V-1, then the attacker may declare that they are attempting to flip the V-1.
The attacker will draw one 'D' damage chit. If the value is Zero then the attempt has missed. If the damage is 5 or 8 and no special damage is listed on the chit, the flip is successful, and the V-1 will turn then dive in the next turn phase. Draw one of the Turn cards randomly then place it in front of the V-1. If there are any collisons then resolve them as normal. After the left or right turn, the V-1 will dive and continue to dive until it crashes to the ground.
If the chit drawn is a rudder jam, crew or smoke then the V-1 does the following in the next movement phase:
Rudder jam Left: The V-1 will perform a hard turn to the right, Right Rudder Jam the V-1 will perform a hard turn to the left. In both cases the attacking aircraft suffers damage equal to 1/2 of the value of the damage chit rounded down. Also, the attacking aircraft will suffer a permanent special Damage Rudder Jam in the direction of the drawn chit. This is to represent damage to the wing and aileron in the wing used to perform the attack.
If the special damage "Crew" chit is drawn the V-1 will perform a shallow turn to the Left and if the Smoke chit is drawn the V-1 will perform a shallow turn to the right.
In both instances the turn after the V-1 performs a turn movement then play the "Dive" card until it crashes into the ground.
If the Damage chit drawn is 10, 12, 15, 18 then the V-1 is damaged in such a way that it desintegrates into pieces, and the attacking aircraft suffers 1/2 of the damage indicated on the chit rounded down.
If the special damage chit "Fire" is drawn, then the V-1 explodes immediately and the attacking aircraft suffers 5 points of damage (no special damage).
If the special damage chit "engine" is drawn, then the V-1's engine was damaged in the attempt. The next movement card to be placed is a stall card, then the Dive card following the Stall. The V-1 continues to dive until it crashes to the ground.
If the special damage chit "Explosion" is drawn, then the V-1 explodes and the attacking airplane draws 2 "C" damage chits. Only special damage chits "Rudder Jam Left or Right", Engine, Crew, and Fire, apply. Ignore the others. If an "Explosion" chit is drawn, then draw a replacement damage chit.
If the center peg of the attacking aircraft is forward or behind the center peg of the V-1, Apply all of the above except ignore the special damage on the damage chits and treat them as normal damage. If the "Explosion" chit is drawn then draw 2 "C" damage chits. Only special damage chits "Rudder Jam Left or Right", Engine, Crew, and Fire, apply. Ignore the others. If an "Explosion" chit is drawn, then draw a replacement damage chit.
Bookmarks