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View Poll Results: Do you play with the explosion card in damage deck(s)?

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Thread: Do you play with the explosion card in damage deck(s)?

  1. #251

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    Quote Originally Posted by Boney10 View Post
    Dont know if all the replies have been looked at here, but for some of the newer members, at most shows we attend in the UK we tend to seed the boom cards into the lower half of the damage deck or decks, this allows a bit of manouvering and shooting and stops a new player possibly being shot down within a couple of turns and thus lose interest.
    Just a suggestion chaps
    <<Every now and then he forgets! First-Card-Boom recipient! >>
    I laugh in the face of danger - then I hide until it goes away!

  2. #252

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    We leave it in but treat it as 6 points of damage when flying scouts.

  3. #253

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    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.

  4. #254

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    I tend to play with it at home, but at the hobby store we just draw 2 cards when it comes up.

  5. #255

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    Last friday my group of 10 players played with 4 A decks shuffled together and XPs were being drawn really often!
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  6. #256

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    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!

  7. #257

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    Quote Originally Posted by BellMW54 View Post
    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

  8. #258

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    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.

  9. #259

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    We normally just count it as 5 point of damage. Tend to negate the 'Early Bath' effect!

  10. #260

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    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!

  11. #261

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    Quote Originally Posted by Albert Ross View Post
    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!
    No Stuart we play all periods, early, mid and late! Crates from early were much more fragile so doesn't seem out of place.

  12. #262

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    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.

  13. #263

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    Quote Originally Posted by Rebel View Post
    No Stuart we play all periods, early, mid and late! Crates from early were much more fragile so doesn't seem out of place.
    Just kidding, my friend - my colonial sense of humor!

  14. #264

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    Quote Originally Posted by Popsical View Post
    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............. 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!

  15. #265

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    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

  16. #266

    Mike C's Avatar
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    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

  17. #267

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    Quote Originally Posted by Nightbomber View Post
    Do you play with the explosion card(s) in damage deck(s)? I organized a multiplayer game last week and some of the pilots insisted on me to remove explosion cards from the damage deck. What is your opinion in that matter?
    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.

  18. #268

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    Quote Originally Posted by Sam Urai View Post
    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.
    Are damage "cards" exclusive to the WWI game? I have only the BoB starter kit, and that has damage counters, marked 'A' through 'D.' Is it the same mechanic, but just a different piece of "hardware?"

  19. #269

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    Quote Originally Posted by Mike C View Post
    Are damage "cards" exclusive to the WWI game? I have only the BoB starter kit, and that has damage counters, marked 'A' through 'D.' Is it the same mechanic, but just a different piece of "hardware?"
    Yup!

    You win a cookie...
    I laugh in the face of danger - then I hide until it goes away!

  20. #270

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    Quote Originally Posted by Mike C View Post
    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
    Mike, do not forget about the FIRE card. It's also quite enjoyable for the spectators. There are players here who tend to catch fire in almost every game (Uhm...F.O. Kyte). Not to mention the JAMMED GUNS card, of which I can call myself a collector/nerd.
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  21. #271

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    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.

  22. #272

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    Quote Originally Posted by camelbeagle View Post
    There are also options like in tripods were you can use them as a half damage instead of total kill.
    I think that we introduced it with multi-engine bombers, to avoid a too easy instant death.

  23. #273

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    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.

  24. #274

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    Quote Originally Posted by Angiolillo View Post
    I think that we introduced it with multi-engine bombers, to avoid a too easy instant death.
    Thanks for the correction!

  25. #275

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    Quote Originally Posted by Sam Urai View Post
    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.
    Sounds like a good idea.

  26. #276

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    Quote Originally Posted by Sam Urai View Post
    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.
    That's my preferred option, too.
    I laugh in the face of danger - then I hide until it goes away!

  27. #277

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    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?

  28. #278

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    Quote Originally Posted by camel crew View Post
    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?
    That is my thought on the concept.

  29. #279

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    Correct. Half of the total damage that the plane can withstand. Not the current damage.

  30. #280

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    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.

  31. #281

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    Quote Originally Posted by camelbeagle View Post
    [...] There are also options like in tripods were you can use them as a half damage instead of total kill.
    This came out with Giant Bombers and it is the way we play it for all planes. It is soo disheartening to get a boom card.

  32. #282

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    Quote Originally Posted by camelbeagle View Post
    Correct. Half of the total damage that the plane can withstand. Not the current damage.
    Round any halves up (Camel 15 damage = 8 'half damage')
    I laugh in the face of danger - then I hide until it goes away!

  33. #283

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    Quote Originally Posted by Flying Helmut View Post
    Round any halves up (Camel 15 damage = 8 'half damage')
    IMO - i think that is reasonable. Big badda boom (points if anyone knows where that is from).

  34. #284

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    Quote Originally Posted by Sam Urai View Post
    IMO - i think that is reasonable. Big badda boom (points if anyone knows where that is from).
    Leeloo Dallas!
    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

  35. #285

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    Quote Originally Posted by OldGuy59 View Post
    Leeloo Dallas!
    Here is your multipass.

  36. #286

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    Green - supagreen!
    I laugh in the face of danger - then I hide until it goes away!

  37. #287

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    You can't beat a good boom !

    Never Knowingly Undergunned !!

  38. #288

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    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"

  39. #289

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    Totally agree.... I always play with a double decks of all damage cards so plenty of booms to share around.

    Never Knowingly Undergunned !!

  40. #290

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    Quote Originally Posted by Hedeby View Post
    Totally agree.... I always play with a double decks of all damage cards so plenty of booms to share around.
    [facial tick intensifies]

  41. #291

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    Quote Originally Posted by Sam Urai View Post
    IMO - i think that is reasonable. Big badda boom (points if anyone knows where that is from).



    she KNOWS its a multipass!



    bob hamilton dubbed me with this appellation after origins 2018.

  42. #292

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    Quote Originally Posted by camelbeagle View Post
    Sounds like a good idea.



    sounds like a REALLY good idea!!!! though even this wouldnt have saved me in several games at origins 2018.

  43. #293

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    Quote Originally Posted by milcoll73 View Post
    [facial tick intensifies]

  44. #294

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    I play with Boom cards = half total plane damage and 5+ decks of each. If you draw one it's just not your day.

  45. #295

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    ooh, another opportunity to shoot at you

  46. #296

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    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.

  47. #297

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    We have been using the Tripods and Triplanes version. Half damage.

  48. #298

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    Quote Originally Posted by camelbeagle View Post
    We have been using the Tripods and Triplanes version. Half damage.
    That’s how our group plays most of the time but we always discuss and agree before we start playing.

  49. #299

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    Quote Originally Posted by camelbeagle View Post
    We have been using the Tripods and Triplanes version. Half damage.
    Which I like. Too many games where blokes are blowing up on the first card, leaving them without a plane to play!

  50. #300

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    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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