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       #Post#: 7674--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 12, 2021, 1:44 am
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       I'm testing it solo.
       #Post#: 7675--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 12, 2021, 3:20 am
       ---------------------------------------------------------
       So, I've been working this morning on the changes to cards and
       player aids.
       (1) The Zone cards are shrinking to half-size. The intention is
       that you no longer place flights in Zone spaces but on the table
       near the zone card. Cards have been reoriented. In a FtF game
       players sit opposite and have to read the cards sideways.
       (2) The Lost zone gains a Weather setting display and Turn
       track.
       (3) I've done a major rethink on the actions in each zone and
       the restrictions on card play. Restrictions have been removed
       and the aim is to allow all cards to be played at all times. I
       don't want a situation where I couldn't play a card for some
       reason or other. I want to accelerate deck churn.
       (4) I'm looking to increase deck size to 12 with a min hand size
       of 4. This should accelerate the player through their deck at
       least 1.5 to 2 times in the course of a scenario.
       The following is stuff I'm contemplating:
       (a) Refactoring Firepower values to be finer-grained to match
       the finer-grained protection ratings. Right now late war gun
       batteries lack punch.
       (b) Increasing the chances of SA check failure as the scenario
       progresses. It starts at 1-2 then increases to 1-3 on turns 3
       and 4, and 1-4 on turns 5 and 6. (In other words, towards the
       end of a scenario n00bs will just bleed away.) Rather like the
       cohesion rolls in WL, SA rolls measure a bunch of frictional
       stuff.
       (c) The big one is how the active player is managed. I'm going
       back and forth on this, but we may have a system where we roll
       for the active player on each turn after the first. Then it
       passes back and forth depending on success.
       #Post#: 7676--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 12, 2021, 3:27 am
       ---------------------------------------------------------
       First scenario play was the Thorney Island scenario.
       Essentially, the Hurricanes were able to engage and tie up the
       covering Bf 109s far too easily. the Hurris were at a
       disadvantage throughout, but were a quagmire that kept the enemy
       fighters occupied while one section got amongst the Stukas and
       made hay, shooting four down for a single loss from defensive
       fire.
       For me, the major issues were the control the British player had
       on the fight thanks to the active player back-and forth. That
       said, I didn't do the sensible thing with the Germans and
       disengage the 109s to re-engage and go after the fighters on the
       Stukas.
       Too often I conducted manoeuvres without use of cards. The
       restrictions on card use were too easy to forget, even with all
       the icons and notices. I'm simplifying this a lot in a way that
       should introduce more back-and forth and interaction.
       #Post#: 7677--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 12, 2021, 10:44 am
       ---------------------------------------------------------
       I'm doing a reprofiling of the gun firepower, one that adds a
       little more gradation to match the extra granularity of the
       protection values. It's early days, but this is what I'm playing
       with:[attachimg=1]
       #Post#: 7678--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 13, 2021, 1:12 am
       ---------------------------------------------------------
       So, one of the things I've been wrestling with is the
       presentation of manoeuvre effects. Some effects are simple - do
       one thing. Some are quite complex: Do A, then B, then C. Worst
       cases are a string of four actions.
       I've been presenting this in quite a wordy fashion on the zone
       descriptions, but that's starting to look impenetrable in the
       worst cases. So I'm taking a lesson from both Gloomhaven and
       Atlantic Chase and presenting them as a series of abbreviations
       and keywords. Then I'm stringing these together like so:
       Wing > Atk SA > Contest > Move: Approach
       So the string of orders here are: Wingman attacks, then Attacker
       checks situational awareness > then contest initiative > finally
       move the engagement to the Approach zone.
       What I'm aiming for is easily digestible information that can be
       read easily and quickly on the middle of the table, even in the
       worst-case, most complex situations.
       #Post#: 7679--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 13, 2021, 1:25 am
       ---------------------------------------------------------
       On the new Firepower numbers I'm trying to give it a similar
       treatment to the aircraft values in that they are essentially
       'generational' Each generation of gun battery was designed for a
       particular job:
       Firepower 0 - Pre-war armament before the need for firepower vs.
       modern bombers was appreciated (this also cover most defensive
       fire armament)
       Firepower 1 - Heavier batteries introduced pre-war - often the
       largest that could be fitted to small airframes without a major
       performance hit
       Firepower 2 - First generation of armament specifically intended
       to deal with modern bombers (i.e. 8-gun Spit); for the Soviets
       this was often the heaviest battery they could install on their
       light airframes
       Firepower 3 - For the British this was an intermediate step on
       the road to the preferred four-Hispano anti-bomber installation;
       for the Americans this was the sweet spot for anti-fighter
       action and jabo work
       Firepower 4 - Optimal gun installations for anti-bomber and
       anti-Sturmovik action, as well as ground attack
       Firepower 5 - Ultimate anti-bomber gun batteries, though usually
       came with a performance hit
       #Post#: 7680--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 13, 2021, 1:29 pm
       ---------------------------------------------------------
       Protection Ratings
       I'm still playing with numbers at the moment, but the following
       are proposed Protection values. These are premised on the USN
       data that suggest a high survival rate from hits:
       5 - Single-engine inline, no protection (CR.32)
       6 - Single-engine radial, no protection (A6M2)
       6-7 - Single-engine radial, light protection (A6M5)
       7 - Single-engine inline, standard protection (Spitfire I)
       7-8 - Single-engine radial, standard protection (F4F-4)
       8 - Single-engine radial, upgraded protection (Fw 190A-5)
       8 - Single-engine inline, heavy armour (IL-2)
       8-9 - Single-engine radial, heavy armour (Fw 190A-8 Sturmbock)
       7 - Twin-engine no protection (SB)
       8 - Twin-engine standard protection (He 111)
       9 - Twin-engine heavy armour (Hs 129)
       9 - Four-engine standard protection (B-17)
       #Post#: 7681--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 13, 2021, 5:33 pm
       ---------------------------------------------------------
       I'm making good progress on the rules changes. I still hope to
       have new files up by the weekend.
       #Post#: 7682--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 14, 2021, 3:10 pm
       ---------------------------------------------------------
       So, I think I'm on top of all the changes. I'm going to sit on
       the materials for the next day or two before I release them,
       just in case anything comes up.
       Interestingly, I went through another overhaul of the core
       mechanics today to simplify them further. I shall assemble
       another playtest kit from scratch soon and give it a try.
       #Post#: 7683--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: September 15, 2021, 1:37 am
       ---------------------------------------------------------
       Some final problems I wrestling with today are:
       (1) The realisation that defensive fire is OP in one critical
       aspect. I now have a fix for this.
       (2) Adding a rule to cycle new environment cards into player
       hands.
       (3) Sorry, but a battery of four MK 108s is so off-the-charts
       powerful it has to be a Firepower of 6.
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