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Thread: Jammed Guns

  1. #1


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    Brendan
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    Default Jammed Guns

    How do you play a gun jam when taking two cards at close range? If the first card shows a jam do you take a second card or is the jam effective with the first card?
    Thanks.

  2. #2

    Default

    The cards are played simultaneously so both inflict any damage. Some may house rule it how you asked your question. Some house rule a jam on A shooting twin guns only jam 1 gun.

  3. #3

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    Quote Originally Posted by Teaticket View Post
    The cards are played simultaneously so both inflict any damage. Some may house rule it how you asked your question. Some house rule a jam on A shooting twin guns only jam 1 gun.
    Damage accrues from both cards, before the gun(s) jams.
    Some House Rule a Red jam then jams both guns, a Green jam jamming only one.
    I laugh in the face of danger - then I hide until it goes away!

  4. #4


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    Brendan
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    Default

    Common sense really.
    Cheers, resolved

  5. #5

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    There are a few threads that walk through this. If you choose to only jam one gun on a twin-gun weapon, there is an issue. If you don't take three uninterrupted phases to unjam the one gun, it remains jammed. You can't start to unjam a gun in one phase, shot in the next phase, and complete the unjam of the gun in the third phase. Shooting stops the unjam process, and the pilot has to start over. At least, that is my house rule.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  6. #6

    Default

    This is what Andrea said on the subject of jamming one gun in 2012 Brendan:

    Some time ago I posted a few optional rules here:

    http://boardgamegeek.com/thread/1952...edback-welcome

    One is this:

    Jamming twin guns (A firing planes)

    When you fire with an A weapon, that represents twin guns, you could jam one of the machineguns or, more rarely, both of them.
    If you are at short distance, you jam a machinegun if target picks up a jammed Damage card, you jam both of them if he picks up two of them. Firing at long distance, you jam both of them if the target picks the 0 red jammed Damage card, only one if he picks the 2 red or a green jammed Damage card.
    Planes jamming a single gun take three jammed counters. Each turn after moving, the player can decide if unjam the jammed machinegun or if they want to fire with the remaining one. If they unjam, they discard a token; if they fire they do it at B capability (and they normally jam this second weapon if a jamming B card is picked by the target). The weapon is unjammed if the player unjam it after three consecutive maneuvers. It is allowed to stop unjamming to fire with the other weapon at any moment, but the jammed counters are immediately restored to three.
    If both weapons are jammed, they are unjammed at the same time after the same three consecutive maneuvers. No separate account of unjamming is necessary.

    You could decide to apply it just to Se5a, Ni.17/23, twin MGs SPAD VII and the like.
    https://www.wingsofwar.org/forums/sh...-shooting-rule
    Last edited by flash; 02-23-2021 at 02:23.

    "He is wise who watches"



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