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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
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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
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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
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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
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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
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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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