We leave it in but treat it as 6 points of damage when flying scouts.
Leave it in. My opinion is that it represents all "aircraft is taken out" situations not specifically covered in the game, not just actual explosions.
The card (and any other damage cards on the fallen plane) get shufffled back into the deck immediately, so it's always in play.
I tend to play with it at home, but at the hobby store we just draw 2 cards when it comes up.
Last friday my group of 10 players played with 4 A decks shuffled together and XPs were being drawn really often!
"We do not stop playing when we get old, but we get old when we stop playing."
We DEFINITELY use Explosion cards.
However, to lessen the chances of drawing an explosion, we use multiple decks (2 decks per side shuffled together, allowing for equal effects). Further, we have also modified the effect of the card by a die-roll as follows:
Explosion Card
1-3 Explode: Pilot/Crew Killed
4 Fire: Pilot and/or Crew Wounded (1-2: Pilot, 3-4: Crew, 5-6: Both)*
5 Fire
6 Smoke
* Bombers use chits per original rules
For that matter, we have also modified the effect of Exceeding an airplane's Damage allowance and Illegal Maneuvers as well:
Exceed Damage Points
1-3 Airplane Breaks Up: Pilot/Crew Killed
4 Airplane Crash Lands: Airplane Destroyed*
5 Airplane Crash Lands: Pilot and/or Crew Wounded (1-2: Pilot, 3-4: Crew, 5-6: Both)*
6 Airplane Lands Safely*
* If behind Enemy lines, surviving Pilot/Crew & Airplane Captured
Illegal Maneuvers*
1-3 Airplane Breaks Up: Pilot/Crew Killed
4 Uncontrolled Spinout (3 Maneuver phases minimum, Drop 1/2 Peg per phase)**
5 Uncontrolled Tailspin (3 Maneuver phases minimum, Drop 1 Climb marker per phase)**
6 Replace next card with Straight, PLUS:
- Draw 1 'A' Damage Card
- Cannot Fire/Perform Activity during Straight move
* Die Roll Modifier: +1 Ace, -1 Rookie (apply also to any requisite Recovery attempt)
** After 3 Maneuver phases, draw 1 A Damage Card & Roll 1D6 for recovery; 1-3: Continue Spin, 4-6 Recovered.
I believe I've already shared how we deal with wounded pilots and observers.
In all cases, there's basically a 50/50 chance of catastrophe; but there's ALSO a chance of some form of limited salvation. Eight of us played a game yesterday afternoon (an AAR is forthcoming) which turned out to be unusually "Explosive" (3 cards drawn), but the system worked. One plane exploded immediately and two caught fire; one of which ultimately flamed out and crashed, while the other was able to eventually beat off its fire ... sadly it had suffered so much damage that with the next hit it received (a 2 w/+1 immediately afterward) its allowance was exceeded and it failed to survive the inherent die roll!
Cool idea. Unfortunately, it uses one of those multi-facetted randomization devices. There is a great option in the files: Critical Hits Deck
Note though, that with the Critical Hits Deck, of 24 cards only 6 have outcomes where the pilot survives.
Now, looking at your other options, and depending on what you were trying to achieve, someone might need to do up different randomizer cards for the Illegal Maneuvers.
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
For most of the games I've been running lately we use the explosion card for scouts, and two seaters, the same as for giants; 50% of the plane's original points. I am still, mostly, playing with new players. I don't wish them to get eliminated too early in the game but I still want them to fear the explosion card. Sort of an in between.
We normally just count it as 5 point of damage. Tend to negate the 'Early Bath' effect!
I can tell you play late war as for some of the early crates, 5 points of damage is pretty much as close to an 'early bath' as it gets!
We always use the explosion. It can help balance games when you are losing badly. Last game I took the first two A deck cards both of which were pilot hit! Down went my fighter before the scrap had begun. From then on I was hoping my opponent would draw the explosion so I could catch up!
Losing planes early is a problem that can happen without the explosion as I mentioned above, the explosion just adds excitement which you lose if it's gone.
Yep, it did happen and even continues to happen to this day sadly: something can malfunction and aircraft can catch fire or suffer a bird strike on take off, but that is kinda rough when you are trying to put on a fun game! That's why I take the boom cards out and shuffle them into the damage decks before the first moves get plotted. You still know that nasty thing is lurking there somewhere... also once used, it gets shuffled back into the deck again as there are no safe spaces in the sky!
Back in the day, I played GDW's Blue Max until the ink came off of the counters. I usually pulled the "Explosion" and "Pilot Killed" chits out of the damage bowl, as they could end and enjoyable game too quickly.
I'm just starting with WoW/WoG, and haven't played any games yet. But while reading through the basic rules the first time, I made a mental note to pull out the Explosion markers before beginning.
I haven't voted in the poll yet, will wait until after my first sortie...
Regards,
Mike
Back in the day, I played GDW's Blue Max until the ink came off of the counters. I usually pulled the "Explosion" and "Pilot Killed" chits out of the damage bowl, as they could end and enjoyable game too quickly.
I'm just starting with WoW/WoG, and haven't played any games yet. But while reading through the basic rules the first time, I made a mental note to pull out the Explosion markers before beginning.
I haven't voted in the poll yet, will wait until after my first sortie...
Regards,
Mike
We use the explosion cards, but we have made one of them "Balloon / Bomber" only. One of our weekly players has a reputation of finding it each week. Once, he insisted on NOT taking the top card because of this, so, he randomly cut the deck, took the top card from the 'bottom', and then put the rest back... BOOM.
"We do not stop playing when we get old, but we get old when we stop playing."
We like to shuffle them into the bottom half of the deck. That way everyone can get several turns in before they come out. Nothing is more de-motivating than getting a boom card in the first round.
There are also options like in tripods were you can use them as a half damage instead of total kill.
As i've been "rubicing" this in my brain... i think i like the idea of the explosion card doing 1/2 damage... in my mind, it could give the 'opportunity' for some sort of catastrophic event happening, but somehow the plane holding together. It could give the pilot an opportunity to try and make good an escape.
So, if a plane has been soaking up damage like a sponge... it goes down, but... if the plane is relatively undamaged... it "MIGHT" survive the engagement.
just checking - that's half total damage of the plane i.e. 14 points on card = 7 points of damage, not half plane's current damage?
Correct. Half of the total damage that the plane can withstand. Not the current damage.
We used to "seed" the decks to ensure that the boom cards weren't too near the top but half starting damage has proved a much better option.
Green - supagreen!
I laugh in the face of danger - then I hide until it goes away!
You can't beat a good boom !
Never Knowingly Undergunned !!
Or Two !
As far as I'm concerned if the boom card is the first drawn in a game then the GM hasn't done their job properly. I usually seed the decks to ensure that doesn't happen but more recently, at club level, we've started using the half value so I don't bother so much now. Either way you play it I think it's essential it's in the deck somewhere.
Sapiens qui vigilat... "He is wise who watches"
Totally agree.... I always play with a double decks of all damage cards so plenty of booms to share around.
Never Knowingly Undergunned !!
I play with Boom cards = half total plane damage and 5+ decks of each. If you draw one it's just not your day.
ooh, another opportunity to shoot at you
Our group uses the explosion card, but we house rule it to half the planes resistance rounded down and engine damage. Uh, I guess that what what caused the explosion.
We have been using the Tripods and Triplanes version. Half damage.
I'm curios about the 1/2 damage of the Boom card. Is that 1/2 of the planes original health? What if it has taken more than 1/2 from other sources already and then gets the boom card?
We play it as 1/2 damage of the original, but could go either way.
Last edited by Ken at Sunrise; 02-28-2022 at 05:49. Reason: spell'in n grammar
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