Although our group likes the Col.'s simplified alt. rules, our players still feel that they bog down play too much. (I would perfer to use them myself)
I have been playing around with the idea of limiting the altitude for games where it would be nice to use altitude with players who don't use it at all, or to ease players into the complexity of full altitude rules. It would add some 3D flavor while still keeping the 2D mechanics.
Here we go:
There will only be 2 Altitudes. HIGH and LOW
1 peg on the model stands, or a "1" marker on a plane card will represent LOW alt. - Just above tree top height to about 1000ft.
This will allow aircraft to fire at ground targets or fly under balloons and allow ground targets and AA machine guns to fire at the aircraft. Bomb drops will only take 1 maneuver card as per the WoW bombing rules posted elsewhere on this site.
2 or more pegs on the model stands, or NO markers on a plane card will represent HIGH alt. - Several thousand feet up.
This will allow the planes to be out of range of the ground targets and AA machine guns, but not the AA artillery, Bomb Drops will take 2 maneuver cards to hit the ground as per the WoW bombing rules posted elsewhere on this site.
Aircraft must be at the same alt. to shoot at each other.
All fighters (scouts) play 1 UP maneuver card to go to HIGH alt. and 1 DOWN maneuver card to go to LOW alt. (only one per game turn)
Two-seaters must play 2 UP maneuver cards to go to HIGH alt. and 2 DOWN maneuver cards to go to LOW alt. (only one per game turn)
(this represents their lower maneuverability)
Immelmann maneuvers do not change altitude bands (HIGH and LOW)only direction within that band.
Balloons are considered at HIGH alt. while in the air and at low alt. on the last turn before they are pulled to the ground.
I have not tested these rules yet. Any other ideas? If you test fly these rules let me know how they worked.
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