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#Post#: 7684--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: September 15, 2021, 1:23 pm
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Okay, for those who have access to the files folder, I've just
uploaded the latest files.
You'll notice the zone sheets are no longer 8.5 x 11 but are
half-sized 8.5 x 5.5. You can see the new table layout in the
rulebook. Hopefully a lot easier for all (and easily fits on my
table).
#Post#: 7685--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: September 16, 2021, 12:51 pm
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Following from some early feedback from Elias, I'm adding in
additional far zones to play. This needs some work, but i think
i now have a solid steer on it.
#Post#: 7686--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: September 18, 2021, 10:20 am
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All zone displays, game cards and the rules have been updated.
The ADCs have not been touched since the midweek posting.
#Post#: 7689--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: September 19, 2021, 3:38 am
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Okay, so I've spent the past week doing a major overhaul since
the last test. I need to do a new test (which will now be next
weekend) to validate all this stuff. But basically:
(1) All manoeuvres now use the same core mechanic, based around
the acquisition of bonus dice.
(2) Cards and card play has been refactored so that you should
always be able to play a card during a manoeuvre, if you have
one. The change also allows players to match their aircraft's
strong features against the enemy's weak onces and vice versa.
May the best performance win!
(3) Hand size and composition has changed. Decks are slightly
larger (around 12 cards) the min hand size increase to 4, and
we've increased the performance card content.
(4) Zone displays are physically reduced in size. The
information on manoeuvre special effects has been simplified to
strings of keywords rather than the old wordy descriptions.
(This might eventually become icons, but for now let's use
text.)
(5) An advanced rule now expands the number of zones. I see the
two new Far zones as mostly being employed at set-up, so we can
set up head-on or beam engagements in scenarios, for example.
They can be used during play, but it's intentional that you have
to reposition to use these zones.
(6) Defensive fire went through a significant redesign. I wanted
the deterrence value of defensive fire to be represented, but
the old rule was overpowered. This is why a lot of Def Fire
modifiers have been shifted away from the DF die to the
Firepower value. The mass of bomber targets is now represented
as a firepower mod.
(7) A big change has happened to the Approach zone, with a
defender win now forcing the engagement into the Extend zone.
This brings extend and counter tactics more into play.
(8) The new section size rules force players to split flights
doctrinally. If your doctrine requires vics then you have to
split a four-ship flight into a 3 + 1 flights, not 2 + 2.
(9) Situational Awareness checks are now variable, so the chance
of failure increases over time. (Note that the scenarios are
purposely short. I may lengthen the Turn Track once we have a
better idea of how this plays, but the engagements are not
intended to go on indefinitely. Basically, everyone runs out of
ammo, endurance, morale and situational awareness eventually.)
(10) Firepower and Protection numbers have been refactored.
I do feel overall that these changes are if anything a slight
simplification and streamlining of what we had before. I'll test
next weekend and report back.
#Post#: 7690--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: September 19, 2021, 7:51 am
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I'm taking another look at scenarios. I think there's a
potential interesting thing here where I will experiment with
representing tactical superiority or other effects like surprise
by giving an additional Pilot card to the superior side.
#Post#: 7691--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: September 25, 2021, 11:48 am
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I have a new playtest kit constructed. Will give it a run
tomorrow morning and we'll see what we can see.
#Post#: 7692--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: September 26, 2021, 4:57 am
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So, I just completed a new test of the Thorney island scenario,
which ended up with no losses (shooting was very poor today) and
just one shot-up Hurricane. Some quick thoughts:
(1) I need to lengthen scenarios. There's not enough time to do
things - in particular to cycle back into fights once engaged or
out of a fight. I need to increase max scenario length by around
2 or 3 turns.
(2) The bombers are still not quite working. In particular
bonuses for defending bombers.
(3) The change to the core mechanics means that the core die
rolling is very 'flat'. I'm trying to decide if I like that or
not.
(4) It's easy for large formations to get tied up in fights. I'm
thinking of doing something about that by adding a further
benefit to loose doctrine.
(5) There's insufficient incentive right now to launch head-on
attacks, particularly against bombers.
#Post#: 7693--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: September 27, 2021, 1:19 am
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After sleeping on this I think I have a path forwards, though
further work needs to be done.
(1) The base die roll will be based on the flight leader's pilot
die.
(2) Pilot cards become reframed as 'tactics cards' (which they
were anyway) and have a flat tarriff (usually d6 or d8, though
we could have some 10s).
(3) Splitting rules need rewriting. We have to allow for a
schwarm to divide into a rotte even when engaged. Interestingly,
losing the current section size mechanic and rebasing around
Doctrine has some promise of showing the benefits of finger four
more naturally.
(4) Performance cards should give bombers a d4 bonus die.
(5) A rally manouevre that allows aircraft in the same far zone
to regroup.
This is actually a lot less change than the last iteration, but
it ain't nothing. Stuff I'm still pondering:
(a) How do I tighten up the head-on rules. The incentives for
head-on attacks are not strong.
(b) Variable scenario ending?
(c) Variable hand size that declines with scenario length?
Needless to say, this is not ready for prime time yet. I have a
busy week ahead so I'll probably get the changes made next
weekend and then the next test done the weekend after. It may be
mid-October before I'm ready for you guys to start assembling
test kits.
#Post#: 7694--------------------------------------------------
Re: New Game
By: pilotofficerprune Date: October 1, 2021, 1:16 pm
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Despite being hyper-busy this week, I had a bit of a conceptual
breakthrough with regards to the SA/Cohesion rules. I'm going to
try and draft something new tomorrow, though I doubt I'll get it
tested until next weekend. But I'm definitely creeping close to
goal.
#Post#: 7695--------------------------------------------------
Re: New Game
By: Peter_Wagner Date: October 1, 2021, 4:01 pm
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Wonderful news!
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