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Thread: Zombie Planes (Curious aren't you?)

  1. #1

    Default Zombie Planes (Curious aren't you?)

    Hi everyone!

    I've come up with another house rule and I need you guy's take on it (again). When a plane gets shot down, the "body" doesn't suddenly dissapear. That in mind, I thought that once a plane runs out of health, it begins to auto-fall. The plane is no longer being controled by anyone. The mini (if being used) is replaced with it's card, so to not interfere with pacement. The plane loses either 1 altitude or 1 climb counter (opinion time!) every round. The rules governing collisions apply to the "body" and a plane that it hits. Yes, C damage deck. If the plane performed anything but a stall, short straight (L Deck), climb, or stall turn (L Deck again!) when it's shot down, the "body" goes forward with a straight, like a bomb. If the plane was performing a stall, climb, short straight, or stall turn, it goes forward with a stall. (like a bomb!)
    Any opinions such as altitude losing, damage, or direction will be happily accepted.

    Thanks!
    Hunter

  2. #2

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    Quote Originally Posted by Aero825 View Post
    Hi everyone!

    I've come up with another house rule and I need you guy's take on it (again). When a plane gets shot down, the "body" doesn't suddenly dissapear. That in mind, I thought that once a plane runs out of health, it begins to auto-fall. The plane is no longer being controled by anyone. The mini (if being used) is replaced with it's card, so to not interfere with pacement. The plane loses either 1 altitude or 1 climb counter (opinion time!) every round. The rules governing collisions apply to the "body" and a plane that it hits. Yes, C damage deck. If the plane performed anything but a stall, short straight (L Deck), climb, or stall turn (L Deck again!) when it's shot down, the "body" goes forward with a straight, like a bomb. If the plane was performing a stall, climb, short straight, or stall turn, it goes forward with a stall. (like a bomb!)
    Any opinions such as altitude losing, damage, or direction will be happily accepted.

    Thanks!
    Hunter
    Good ideas...since most discriptions of aircraft going down talk about them either going into a straight down dive, or a spin, you could also play the dive card on the first maneuver and stall cards for each additional maneuver after that and lose 1 alt level per card to simulate the death dive, or use the rules posted in this thread for augering in. http://www.wingsofwar.org/forums/sho...highlight=spin Let us know what works out for you.

  3. #3

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    "I have *had it* with these [CENSORED] Zombie [CENSORED] Planes!"

  4. #4

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    Any chance of adding a "Bailout" mechanic? I know some pilots wore chutes, so that might also add a new dimension... (especially with a "pilot fall" mechanic and some of the "downed pilot" mini's I've seen for other games) and a new mission for two-seaters, having to land and recover downed flyers and return them to the airfield to get them into the game again.

  5. #5

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    Maybe, but not all pilots wore chutes, just the few lucky ones.

  6. #6

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    Zombie Pilot: "More Planes"

  7. #7

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    And the gliding thread http://www.wingsofwar.org/forums/sho...hlight=gliding

    Good thinking Hunter!

  8. #8

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    We don't specify why the kites are knocked out of the sky, its just that the airframe has failed ..
    So, draw a card at random and thats how it goes down. The card, in effect, shows how brutal the failure was, a
    A straight =glide/ snapped cables,
    A stall would be total airframe failure, plummet straight down,
    A tight turn =tight spin, snapped wing...etc
    Altitude loss varies, from Overdive to a glide.
    The more manueverable the airframes is then the less stable they are, so thats why their nastier results are available.

    For multi engine a/c draw one card for each engine, and take the nastier result (a bit of a game mechanic, more than a real reason)
    Last edited by Justin3.14; 01-21-2011 at 08:28.

  9. #9

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    Good point, Hunter, and small enough chutes for plane use weren't available until '18--I was thinking in part to add a wrinkle for multiplayer. (Of course, if the damage card is a kB! or "Pilot Kill", it doesn't apply... though if I were GIB'ing on a two-seater and my pilot ate a killshot, you'd better believe I'd try to switch seats, if possible moving the stiff into the rear or if necessary (with some regret) dropping over the side.



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