Hello there!
"Le Prieur rockets" were recently used against our new three-legged enemy, and I say, the feed back was rather negative. Which I find rather harsh. The current "rules of engagement" are very effective against Ballons... but then Ballons do not move.
So I have new Rules of Engagement for you to try, and don't forget to feedback your thoughts....
(the following is to replace T&T rule book, Pg 21, second column)
When firing rockets, the player can decide to use one or both of the counters. If an airplane fires only one of its initial two rockets, it can fire the other during a later phase.
To fire rockets, the airplane must perform either a straight or a stall. AFTER you have moved the airplane:
° The Rocket Counter is then placed at a distance of One Half Ruler straight a head.
° In the following 3 phases the Rocket continues to move at distance of One Half Ruler, in a straight line AFTER all other models have moved.
(I advise you to put the Rocket counter on a square base to avoid it "drifting")
° The Rocket counter is removed if:
At any time it touches the base of another model (friend or foe). (This includes the rocket "moving through/over" another base). Each Rocket counter causes a single D damage card.
After 4 phases of movement it runs out of fuel and it removed from play.
Rocket and Altitude
The Basic rules cover the firing of rockets at the same altitude as the plane. When the Rocket is fired add an altitude counter next to the Rocket counter as a reminder of its altitude.
°The Pilot may also fire its rockets after a DIVE maneuver. In which case the rocket losses one level of altitude at the END of each of its movements (including the first).
°The Rocket is removed if at the end of any phase it reaches an altitude of 0.
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