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       #Post#: 7696--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 6, 2021, 12:53 am
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       Sorry about the quiet. I was so tired at the weekend I did
       nothing on the game. I'm picking it back up again. It's
       currently in pieces again. I hope to do another big pass this
       weekend. I think I've determined the bottleneck and hopefully
       fixed it.
       I may need to revisit head-on attacks, though, and look to see
       what I can simplify.
       #Post#: 7697--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 10, 2021, 6:06 am
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       So, I've been quiet the last two weeks in part because of
       tiredness and the day job. But also I've been working through a
       lot of thinking on the new game.
       The latest iteration does not actually change a huge amount in
       the underlying chassis, but it does streamline a few things.
       This is less about major changes and more about knocking the
       rough edges off the design. Also it achieves some of the
       modelling I thought was missing on earlier versions,
       particularly with regards to head-on attacks.
       I'm just tidying up some stuff, and then I'll post files to
       dropbox later today. Please wait until i've sent up a flare.
       #Post#: 7699--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 10, 2021, 6:38 am
       ---------------------------------------------------------
       Okay, the new files have been uploaded. Feel free to take a
       look. I hope to make a test kit this week and test soon.
       #Post#: 7700--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 10, 2021, 8:26 am
       ---------------------------------------------------------
       So, what are the biggest changes in the latest edition?
       (1) Players pick cards from the deck rather than draw them.
       (2) Situational Awareness checks have changed markedly and now
       act to separate out aircraft from flights, creating a gradual
       breakup of flights.
       (3) Loose and Rigid doctrine have been replaced with the terms
       'Pairs' and 'Vics', and these inform the new detachment rules.
       (4) Engaged flights can now detach, fixing an issue where it was
       too easy for small flights to tie up large enemy flights.
       (5) The wingman shooting penalty has been removed, as it feels
       redundant.
       (6) A new shooting type, useful in head-ons and versus bombers
       increases the shooting power in these situations.
       (7) Card layout and information has been simplified to use a
       similar system to the zone cards.
       #Post#: 7701--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 23, 2021, 12:55 pm
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       So I appreciate I've gone a bit quiet again. Partly it was a
       lack of time (work is keraaazy), but mainly because there
       remained some rough edges on the design I wanted to chisel off.
       The good news is that these mostly exist in the following areas:
       Advantage markers - Simplified slightly. I have changed these
       from generating bonus die to upgrading dice. Thay can now be
       used to upgrade shooting die.
       Distance and Down markers - Simplified a lot. These have also
       changed from bonus die to downgrades to the dice of units marked
       with those markers. Also I removed the byzantine die roll for
       losing distance/down markers.
       Distance - Added Distance effects to defensive wins on Speed
       cards in the Close and Extend zones. Also added a rule on how a
       distance marker might convert into a Down marker.
       Lost zone - How aircraft recover from the Lost zone to a Far
       zone is now much simplified.
       Add to this numerous tweaks to Zone effects and the cards. I'm
       feeling much happier about this. I shall be updating the
       playtest materials again, soon, and trying another validation
       test.
       #Post#: 7703--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 24, 2021, 2:49 am
       ---------------------------------------------------------
       Okay, so I have done another update to the files. These update
       everything except the ADCs and are the baseline for the next
       solo test.
       Those of you who have access please take a look and comment.
       #Post#: 7705--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 26, 2021, 2:34 am
       ---------------------------------------------------------
       Just made a couple more minor updates to the rulebook.
       #Post#: 7708--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 27, 2021, 4:52 pm
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       I'm already trying to think of a title for a WW2 air combat game
       centered on flight-sized units. Any ideas?
       I'm giving very serious thought to The Big Show.
       Behind this, given the emphasis on pilot quality, are Fighter
       Boys and The Ace Factor.
       #Post#: 7709--------------------------------------------------
       Re: New Game
       By: Elias Nordling Date: October 27, 2021, 11:50 pm
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       Of those, I like Fighter Boys best.
       #Post#: 7711--------------------------------------------------
       Re: New Game
       By: pilotofficerprune Date: October 31, 2021, 5:36 am
       ---------------------------------------------------------
       So this week I was locked down at home while The Boy sweated
       through COVID. The bar is due to lift on Tuesday and hopefully
       we can go back to normal.
       Because I couldn't get outside, I couldn't get the
       cardstock I needed to make up a new card deck for a playtest
       set, blahdy-blah. Anyway, all that means I spent the week
       tinkering with the game rather than doing much. Some small
       changes were made:
       (1) I'm playing with the title Fighter Boys to see how that
       fits.
       (2) After reading through To defeat the Few again, bomber morale
       is again A Thing.
       (3) I'm reframing the Beam zone as the Bounce zone. That may
       be a better descriptor of its effects. So the Far zones are now
       Pursuit/Bounce/Forward.
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