1) Tailing - We don't bother to check for it, as it seems to almost never occur anyway, and is a fair amount of hassle for limited benefit.
2) Collisions - Draw a SINGLE C card and apply the exact same damage to both planes in the collision. (Following a head-on incident where the cards drawn were 0 and explosion)
3) Split-S - Lose 2 climb counters during the Split-S, and another on the following Straight. This seems to be slightly more realistic than the default rule, and is also more fun, as it affects fast and slow climbing planes differently.
4) Trench fire - half ruler against ground skimming planes only. Trench MG's function normally.
5) Illegal Manouvers - May be deliberately played, and will be carried out, but draw 2 A damage cards. If any card but a straight is played before an immelman, it counts as a split-s.
6) Diving Two Seaters. - The DH4 and Ufag C.I only lose two climb counters per dive manouver, rather than losing all and an altitude marker. The Roland and the RE8 lose five climb markers/one altitude marker.
7) Aces - If you get an Ace, invent a skill for him based on how he achieved that status. This is subject to approval by other players, but can be anything you devise.
8) Smoke - Due to the absence of tailing rules, smoke instead affects aim.
We are additionally contemplating making some of the steep manouvers cost climb counters, and boosting the diving ability of the spad in some way, as spad XIIIs were kind of famous for diving fast and steep without tearing off bits of plane.
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