Originally Posted by
Hunter
Here's how we corrected this;
Rear gun 'over' effectiveness solution
These Lewis/parabellum gunners have kept me awake at night with their 'invincibility'.
So, after much ruminating I've come up with a reasonabl and realistic solution in new house rules for Los Estrellas Distoras. They are as follows;
1) Ammunition loads;
a) Vickers, Spandau, Schwartzlose and other belt fed machine guns
will have a maximum ammunition load of 16.
b) Lewis, Parabellum, Marlin and other drum/magazine fed machine guns will
have a maximum ammunition load of 4 for each drum with a total of
4 drums for a total ammunition load of 16.
2) Shooting machine guns;
a) Shooting belt fed weapons is performed in the normal manner, except
now instead of 8 ammo points they now have 16. When the weapons
reach 16 they are "Winchester" (out of Ammo). The aircraft must land
and be rearmed to use again.
b) Shooting drum fed weapons is as follows; gun has first drum on the
weapon and is loaded. Gunner/MG has 4 ammo points. When these
4 points are exhausted the gunner must reload with the next drum,
and so on until all drums are exhausted.
i) Reloading requires three (3) movements to complete;
1-remove empty drum, 2-install loaded drum, and 3-lock
and load the weapon. You will note this is the same
number of movements as clearing a gun jam.
ii) When reloading the gunner will receive three 'gun jam
tokens' to use as a standard gun jam sequence during
play to demonstrate the reloading drum sequence. i.e.,
played the same as a gun jam.
3) Gun Jams;
a) If an aircraft has both belt fed and drum fed weapons and the pilot
draws either the RED or GREEN jam card only one type of weapon is
jammed, either belt fed or drum fed, not both.
b) If during the course of one gun jammed and another RED or GREEN jam
card is drawn then the second jam is for the unjammed weapon
regardless of its type.
c) If an aircraft has 2 or 3 forward firing belt fed weapons only, no drum
fed weapons, and either RED or GREEN jam card is drawn, it applies only
to one of the weapons. If another RED/GREEN jam card is drawn in the
course of one weapon being jammed the card applies to an unjammed
weapon and so on.
d) If a pilot has the 'BULLET CHECKER' ability and is an ACE and draws the
GREEN jam card, it does not apply and is disregarded. If the RED card is
drawn it is applied and applies to only one type or one weapon as
described above. This is the only time there is a difference in playing of
the RED or GREEN card. In all other situations, the two cards are played
and applied in the exact same way.
e) The pilot who has the jam card applying to his guns/plane determines
which type of weapon is jammed, e.g., belt vs drum fed weapon being
jammed.
f) A pilot has the discretion to either clear a jam or fire on the enemy
with an unjammed weapon during a movement phase. Not both.
If firing he cannot work on clearing a jam/reloading an upper wing
Lewis, e.g., Pilot in SE5a draws a gun jam card and decides his Lewis
is the jammed gun. As per the general rules, it will take 3 movement
phases to clear. First movement he begins to clear the jam. Second movement
he has a shot with his Vickers and decides to take the shot and can not work
on clearing his Lewis jam. Third movement phase he has no shot and begins the
next sequence of clearing the Lewis jam. New turn, first movement phase he
completes the Lewis jam clearing and thus the lewis is cleared. New turn
second movement phase, first phase that the Lewis can be fired after
the jam is cleared, he has another shot and can fire both types of weapons.
These are now official in our house rules and we play tested these this past Saturday. We use limited ammo and keep track of it on our a/c & pilot data sheet. There were no negative impact on playing and was well received by the players. No extra hardship or undue confusion was seen in this change of our house rules. It evened out the 'over' effectiveness of two-seat rear gunners, multi-engine bomber gunners, and Zeppelin/RNAS ASW balloons.
Just thought I'd put it out there for anyone interested. We're using them from this point forward as it adds a little more realism without disrupting the basic tenets of the game. Oh, and we still use the rear gunner blind spot rules.
Enjoy
Some folks here say this is confusing. It works for us and once you try them they're logical in the game. Just another option for you.
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