They are part of the game so again yes
They are part of the game so again yes
I played a WoG game during Gen Con where each player had an option to evade one damage card. That option was available to each player once during the game, and included replacing an unwanted damage result with a set (rather heavy) amount of damage. This seemed like a good way to avoid premature explosions. Another option would be to add it to the game half way through. Just a thought. Personally, I'd rather have possible explosion results, but not too early in the game (obviously!)
Actually I play without BOOM card as actually I'm only playing 1 vs. 1 duels; I think I will add it back as soon as I'll manage to play something like 2 vs. 2, and so on.
Sometimes it's good to exclude the explosion card while playing in a larger group just to avoid situation in which one of the guys is serving as a bar tender, while others are still having a good time playing - you know what I mean
When I play with my nine year old I keep it in. I usually pull the explosion. Now that I have downloaded the critical hit cards (that someone made - thank you so much) I will use those instead. Another good option is to draw d6 cards when you get the explosion or fix the amount to draw an additional 3 or 4 cards instead of dying instantly.
Cheers,
Michael
Today was the first time we did not use those cards and I actually enjoyed the game more. We had one polayer in opur WW1 game draw 11 cards worth of damage and he never reached his limit. He escaped off the table edge with my Mouraine firing away until the end. On the other hand I have been having too many games where my first or second card was an explosion card. I may work in a couple of them later on but for now they are out. Today it was collisions that were the problem!
Have to admit I'm a bit torn. On the one hand, I kind of like the uncertainty of it turn up at any time. On the other, the idea of shuffling into the 2nd half of the deck does have its appeal too.
Playing with explosions?
Nein, nein, nein!
(Sorry, stupid joke that will be utterly incomprehensible once I submit my next post...)
/Niclas
I agree with you. Most times with my friend and I, it's drawn equally by both players over a couple of games.
Edit;
I like the idea of making it a 10 damage, but I had a thought today. As the damage is kept secret from opposing players, how about having a house rule making it a 'reveal all damage for rest of the turn' card?
You could then gain a nice advantage, and not waste time shooting at healthy targets
Last edited by HTRAINo; 09-25-2012 at 13:35.
I always play with the explosion card, it is the great leveller!
The explosion card doesn't work for the type of gaming between my son and I. It would/could prematurely end the mission/scenario, and we play for the love of the game and the fun we have together. So we remove them so we can get the most out of each mission/game.
[QUOTE= for the love of the game and the fun we have together. [/QUOTE]
The best raeson I've heard to exclude the explosion card.
Play the games with my daughters. Youngest enjoys it when I go Kaboom!
If its drawn early, we just set up another mission. That's the beauty of the game.
Will have to try mixing it into the bottom half of the pile though.
I played 3 games last night with my girlfriend(Trench Wench),Mav1416 and his daughter. We ran one plane each. I had a Camel, Beth had a SpadXIII and our opposition had Fokker DR.1's. In all 3 games I, not THEM but I drew the explosion card all 3 times. Figure that one out! I do like the explosion card, however it would be nice if someone else would draw it.
Sometime I use and sometimes I don't use.If you don't use the game gets more longer and loses the tension but if you use the game gets more cool.This is my opinion.
Today Hayden and myself had a really good deul , poor Hayden had one Spad taken out by the explosion card when we had a collision mid table , then the other Spad was playing cat and mouse with my two planes untill his last plane exploded after being shot at by the dastardly Red Baron , well next time it'll be my turn to be unlucky but untill then it's 4- 0 to the Central Powers , we did take photos this time but an error happened during uploading the photo evidence drat.
Well done, Huns What kind of planes did you use to counter the Spads?
Typical Entente player not believing in superior Central Power fighting prowess , yes it's a shame the photo evidence wasn't forth coming , but we're having another game on Saturday with my Gotha v's two of Hayden's Camel's , so hopefully we'll have some photos for a AAR. I used Hayden's MvR Fokker Dr.I and Hohn's Pfalz for the encounter , so I'm really looking forward to using my Gotha.
If you send a Gotha plus two escorts then two attacking enemy scouts are probably doomed. To equal chances I suggest sending one escort only
Thanks for the advice Adrzej , I'll use my best scout plane against Hayden.
Oh dear! It seems I have spotted your tactics unfolding. Lest we forget the 'Lanoe Hawker' victory over the DR.1 and the Halberstadt?
Can't actually remember if that was a victory for me, as Mark pummels me most times lol.
The duel we had yesterday was awesome, and the manouvers had to be seen to be believed (so my camera decides to mess up during upload, hence no pics).
We flew those planes like legends, and the piccys would've had folks salivating.
I will get it right on Saturday... and that is a promise
The explosion was needed to end our game, else it may have gone on for another hour lol.
Well you best bring your A game on Saturday or it could be 5 - 0.
I don't necissarily think of it as an explosion/catastrophic failure card. To me, its more of a "bullet in the back of the head" card. Its a chance you take every time you hop in that cockpit!
Having bought everything Nexus/Ares made, I now have multiple damage decks. I commonly use two or three decks mixed together but only one explosion card. I'm considering using two, one from the Nexus cards and one from the Ares card. One will blow you up and the other will cause three damage cards drawn but the only special damage will be smoke, fire, and pilot wounded.
Have only played the game twice with friends that we were introducing to the game and so we didn't use it. Plan to use the explosion cards the next time we play. Going to see about printing off the critical hit deck to use in conjunction with the explosion card.
I leave them in however, I just pretend that they are a 5 damage. I just don't like the idea of getting blown out ou the sky the first time I get shot at!
It is the card I draw the most, the only way Hunter can bring me down : ) Like last Friday TWICE!!!! I have a love/hate relationship with this card, but it brings a powerful measure of reality to the game . . . Clipper
Last weekend I played my first solo game , and my brand new Shapeways Fokker Dr.I managed to miss whilst firing at Luke's Spad XIII , but that's not the worst of it he managed to draw the explosion card when they collided together , the ironic thing is this plane is Ebhert Mohnike's and he's got as his own markings the swastika , which is supposed to be a good luck charm but so far he's been shot out of the sky and blown up , his nickname now is " Lucky " and I've not even used him against Hayden yet oh dear I think Ebhert might start to develop a complex about being blown up lol.
I don't play with it. I don't like the randomness of it. Plus, I'm into historical accuracy and just don't remember reading about any WWI air combats where an aircraft suddenly exploded.
Its not necessarily an explosion. Consider it "breaking up in the air" or "shot through the head". I like having it in, it reminds me that even the best can be brought down my a lucky shot. (That doesn't mean I won't ignore it by mutual consent or recycle the plane back into combat at times.)
The last time I played I forgot to move it to the bottom half of the deck and my 8yr old took me out on the first pass.
Last edited by Willi Von Klugermann; 02-08-2013 at 11:51.
Boom-card is in a deck, although it doesn't kill you instantly, but you take 4 A-cards. Anyway, Boom-card combined with "critical damage" (engine or pilot, or new Boom) taken before, after or simultaneously, kills you on the spot.
I agree. I don't see the BOOMcard as the plane exploding in Hollywood fashion. IT is more of an immediate failure and you go down (wing shot off, engine totally quit etc.). This keeps campaign pilots from auto-death and keeps tension in the game.
I think taking out the card changes tactics severely. Imagine your mission is to escort a bomber and you do so (it escapes). Now, without a BOOMcard, you will probably hang on the board trying to get a kill or two under your belt (and that much closer to an ace ability and ruining your friend's day). However, with the BOOMcard looming over, it becomes a tough decision as even the Spad XIII can't run off the board faster than a single card can be drawn.
ALso, the fluff is VERY important to me (and my friends) and that can be a real highlight. Last time the card was drawn (on his plane's first or second damage draw) it was a nightmare for him and I won the mission, but then he wrote a handy bit of flashfiction to explain what happened and it was great. It really helped to round out his character. Unfortunately, the original was lost in the ether, but here is a quick redo of his pre-mission incident that led to the catastrophic loss of his Dr.1. (Story by Jason Sparks) - If you want to see some other stuff he wrote (that didn't get deleted) check out http://batrep.net/tiki-view_articles.php
-------------------------------------------------
In a sparse hangar at the far end of an impromptu airfield, 2 young germans in coveralls haphazardly pry open the engine cover of the Fokker with a loud metallic clang.
After toiling for several minutes, loosening this or jiggling that, several parts were removed & inspected.
"What are you doing?! Get away from her!"
The 2 mechanics look at each other confused by the stark German wearing a brown, fur-lined flight jacket & an impressive salt and pepper mustache.
"Sir, we have orders to..."
In a single motion the distinguished pilot produced a Gasser revolver from a holster inside his coat & fired a warning shot that audibly ricocheted in the distance.
"Get away from her! Damned incompetents..."
The two mechanics' eyes widened & they stumbled over tools & engine parts to make a hasty exit from the hangar.
"Boy! Get in here boy!"
A pale boy of no more than 13 draped in coveralls & an oversized green field cap with a thick red horizontal stripe shuffles into the hangar from the rear access door carrying an oversized green toolbox.
"See what you can do for her. From now on, you're my mechanic."
"I'll take care of her, Opa!" the boy saluted & immediately got to work reassembling the pieces & parts strewn about as the old pilot tugged on his flight gear.
After several minutes the boy was finished but was looking around with a concerned furrow.
"No time for problems, boy. They're waiting for me."
"You're missing a coupling, Opa."
The pilot ascended the Fokker & stood a moment, considering his grandson's words.
"Do what you can."
-----------------------------------------
For example, I play like that: when you draw Boom you immediately take 4 A cards. In addition, if you already have (or you will have) Damaged Engine or Wounded Pilot, or Boom - you are dead.
Like I mentioned elsewhere before, probability to get Boom from A deck is 2,85%, and from B deck is 2,27%.
Presence of Boom in a deck gives the game "shadow of imminent death" ( ), especially if the game lasts longer.
fast.git, The Merciless One
Big question, though. How much damage does the Boom Card represent? Why? Check this scenario out, if you haven't seen it yet: Slay the Leviathan 8/9 June 2013:
"At close range, I drew two A Damage cards, and got the dreaded Boom card! This was discussed in advance, and I did run into this during the Solo trial. Only in some remotely unlikely instance would a few .303 bullets take out something as big as this bomber. My take on this was to draw a C Damage card and apply that to the bomber. My luck this time was a Zero! (In the solo trial it was a 10! I may have to come up with a minimum number of damage for this, now that I think this over. Or draw from my triple D Damage deck, instead? There are still zeros in there, too, but six Boom Cards at about 25% chance of being drawn.)."
Point to Note: D Damage deck is for rockets, with approximately 28 points of damage per target. Max number of damage is 9.
A / B Damage decks are for planes, with approximately 15-ish points of damage per target. Max # damage 5 and 4.
C Damage decks are for AA guns, with approximately ? points of damage per target. Max # damage is 10.
One A/B Boom Card is not something I think should take out a plane that big (38 Points Damage). But I'm open to discussions.
Mike
Last edited by OldGuy59; 06-11-2013 at 13:29. Reason: damage numbers
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