Oberst Hajj
06-29-2011, 03:23 AM
Okay, we made it to 1918 and had a nice long break. Starting back up, we will be using the new version 2 rules. You can find them posted in the next entry. I think we have talked through all of the changes, so nothing should be a big surprise at this point. The biggest ones being:
Ace Skills
Escaping enemy territory
Campaign fall back
Oberst Hajj
06-29-2011, 03:26 AM
Knights of the Air is a campaign system for use with Wings of War Miniatures. The system is designed to allow multiple players to participate when they have time, without their comings and goings affecting the course of the campaign.
Campaign games are played once every week. These missions are scripted and can be found in the Missions section of these rules. Each player is required to fill out a Pilot Log for each game they play. The Campaign organizer will keep an up to date Campaign Log.
The system requires the use of the following optional rules from the Wings of War Miniatures and Burning Drachens rule books:
• Special Damages (WoWM p.8)
• Aim (WoWM p.9)
• Tailing (WoWM p.9)
• Disruption (WoWM p.9)
• Two-Seaters (WoWM p.9)
o Observer Wounded
o Aim
o Blind Spot
• Altitude (WoWM p.11-13)
o Dive
o Climb
o Immelmann Turns
o Split-S
o Blocked Aim
o Firing
o Tailing
o Landings, Takeoffs, and Crashes
o Overdive
• Bombing (WoWM p.14)
• Ground Fire (WoWBD)
o Trenches/Strafing (p.9), with altitude additions (p.15)
o Anti-Aircraft Guns (p.9-10) with altitude additions (p.15)
o Anti-Aircraft Machine Guns (p.10) with altitude additions (p.15)
• Balloons (WoWBD)
o Observation Balloons (p.11) with altitude additions (p.15)
o Balloons and Artillery (p.12) with altitude additions (p.15)
o Incendiary Bullets (p. 12)
In addition, the following Knights of the Air rules will be used.
Campaign
• Time Line
• Community Damage Decks
• Limited Ammunition
• Illegal Maneuvers
• Collisions
Mission
• Plane Formations
• Deployment
• Mission Points
• Mission Targets
• Ground Targets
• Balloons
• Swapping Planes
• Reconnoitering
Pilots
• Pilot Points
• Medals and Awards
• Pilot Health
• Being Shot Down
• Behind Enemy Lines and In No-man’s Land
• Claiming Kills
• Leading Aces
• Ace Skills
Campaign
Time Line
To represent the war progressing through the years and the advance of aircraft technology, all players start off flying a Scout plane from 1916. When the campaign advances to a new year, on missions 4 and 7, players on each side may select a new plane from the list of planes available that year.
Each player must select a side to fly for, either the Entente or Central Powers. Each side is “racing” to be the first to complete all ten missions. The campaign starts with Mission 1 and the outcome of this mission determines which side will be on the Attackers first. As an example, let’s say that the Central Powers wins Mission 1. The Central Powers now selects the next mission to play and do so until they lose a mission. For our example, they continue to win until the Entente side beats them on Mission 6a. Now the Entente become the Attackers and start with either Mission 2a or 2b. As long as they win, they move across the Mission Tree selecting the missions they would like to fly. As soon as the Central Powers win another mission, they pick up where they left off, selecting one of the Mission 6 missions to play. Each time a side loses, switch back to where the other side left off. The first side to complete Mission 9 wins the campaign.
Community Damage Decks
Before a game, create the community damage decks. Determine the total number of type A and type B weapons in the game. Combine the number of damage decks shown on the table below.
Damage Decks
1 2 3 4 5 6 7
Type A Weapons 1-2 3-5 6-8 9-11 12-14 15-17 18-20
Type B Weapons 1-3 4-7 8-10 11-14 15-18 19-21 22-25
These Community Decks will be used in conjunction with the Limited Ammunition rule and for ground targets.
Limited Ammunition
For each firing arc on their plane, every player draws eight random damage cards from the matching community damage deck and places them face down next to their flight board. These represent the total ammunition the player has for that game. When a player fires at an enemy plane, the enemy player takes one damage card from the attacking player’s ammunition stack. At short range, the enemy player takes the second card from the matching community damage deck. If a plane has more than one firing arc, make sure to keep the ammunition stacks separated. If a plane runs out of ammunition, it cannot fire for the rest of the game.
Illegal Maneuvers
If a plane attempts an illegal maneuver, the maneuver is replaced with a random maneuver from its deck. All movement restrictions for this random card are ignored. The plane suffers structural damage, draw one type A damage card, ignoring all Special damage types besides Rudder Jams. The pilot is also disorientated and may not fire after the random movement.
Collisions and Overlapping bases
When moving two minis at the same altitude, if they can not be placed because the peg of one gets in the way of the base of the other, then a collision takes place. If two planes collide, each draws a card from the C damage deck. All damage is resolved immediately. When two planes at the same altitude move and their bases overlap, but they did not collide, neither plane can fire as they try to avoid hitting the other machine. If both of the planes are on the same side, enemy planes can fire at them. If a plane from each side is involved in the overlapping bases, no one can fire at them.
Pilots
Pilot Health
Each pilot starts the campaign with 25 Health Points. If they are shot down they lose Health Points from the crash. Once a pilot is reduced to 0 health points, he is no longer fit to fly and is moved to a non-flying desk job or retired. There are two ways to regain Health Points:
• Year's End
At the end of each campaign year, each surviving pilot draws two cards from the type A community damage deck, one at a time, and adds the number to his current Health Points. If a card with a Special damage symbol is drawn, he adds +1 to the number. If an explosion card is drawn, he does not draw any more cards.
• Receiving a Medal
Whenever a pilot receives a medal, he draws one card from the type A community damage deck and adds the number to his current Health Points. If a card with a Special damage symbol is drawn, he adds +1 to the number. If the explosion card is drawn, treat it as a zero.
Pilot Points, Medals, and Awards
Pilot Points are earned for various achievements during a mission and are used to purchase Ace Skills and award medals. Table 1 shows the list of achievements, the points earned for them, and any special restrictions they may have. Table 2 shows the list of medals and awards, the points required for them, and any special requirements they may have.
Table 1
Achievement Points Special Restrictions
Sortie Flown 1 Pilot must survive the sortie.
Shooting Down a Plane 5 None.
Shooting Down a Balloon 6 None.
Chasing off a Plane 2 Must be flying when the enemy leaves the table and must have shot at them in the turn they left the table.
Successful Recon 2 Per objective if the observing plane survives.
Bombing Run 3 Per objective destroyed.
Strafing 1 Per objective destroyed.
Being Shot Down -3 None.
Table 2
Medal / Award Points Special Requirements
Military Cross / Iron Cross - Awarded every 5 sorties flown.
Distinguished Flying Cross / Knight’s Cross 15 None.
Distinguished Service Order / Military Order of St. Henry 30 None.
Victoria Cross / Blue Max 45 None
Being Shot Down
When a plane is shot down, remove the miniature from the table and replace it with the plane’s card. Its location will be used to help determine the fate of the pilot.
If a player is shot down in the first 3 turns of the game, he may re-enter the game after sitting out one full turn, with a new pilot and plane. The base of his miniature must be touching his side’s table edge. He can choose which altitude level he re-enters at, but his plane must be at least 3 rulers length away from any enemy aircraft and his altitude must be with in the limits stated in the mission profile that is being played.
After the sortie, shuffle all the damage cards back into the community damage decks to make the fallowing checks.
• Plane brought down by damage
If a plane was shot down by anything other than the explosion card, the pilot draws one card from the type A community damage deck to see how many Health Points he loses. If an explosion card is drawn, he draws another card and multiplies it by two to determine how many Health Points he loses (redraw any 0s).
• Plane brought down by explosion card
If a plane was shot down by the explosion card, the pilot draws one card from the type A community damage deck. If a 5 or an explosion card is drawn, he is killed instantly. If it is any other number, he loses that many Health Points multiplied by 2(redraw any 0s).
Behind Enemy Lines and In No-man’s Land
If a pilot is shot down in or behind No-man’s Land and the pilot survives the crash, the player must draw four cards from the type A community damage deck after the sortie is over to see if he successfully evades capture.
• If behind enemy lines, the sum of the cards drawn must be greater then the Mission number that was just flown in order for the pilot to escape.
• If in No-man’s Land, the sum of the cards drawn must be equal to or greater then the Mission that was just flown in order for the pilot to escape.
If a pilot flies off any table edge outside of this deployment area, the player must draw five cards from the type A community damage deck after the sortie is over to see if he successfully returns home.
• If behind enemy lines, the sum of the cards drawn must be greater then the Mission number that was just flown in order for the pilot to return home.
• If in No-man’s Land, the sum of the cards drawn must be equal to or greater then the Mission number that was just flown in order for the pilot to return home.
If the sum of the numbers is less than the required number or an explosion card is drawn, the pilot is captured by ground forces.
When a pilot is captured, they can attempt to escape. At the end of the next mission that the player plays in, he may attempt to have his pilot escape. The player draws one card from the community A deck. If he draws a 4, 5, or the explosion cards, his pilot manages to escape and is available for the next mission. As a result of the poor conditions of captivity, the pilot losses 5 points of health. A pilot can attempt to escape until the campaign progresses to the next year.
Claiming Kills
A pilot is credited with a kill whenever a plane or balloon is destroyed in the same round that he fires on it. It is quite possible that more then one person will be given credit for a single kill.
If no one fired at a plane in the turn it was eliminated (from balloon explosions, fire, or structural damage), no one receives credit for shooting it down.
Aces
Any pilot with at least 5 kills is considered an Ace. Aces on both sides have the option of upgrading to the next year’s planes one mission early. In Mission 3, Aces from both sides can fly planes from 1917. In Mission 6, they can fly planes from 1918. If there is more then one Ace on a side that has the same number of kills, Pilot Points will break the tie. In the case that both number of kills and Pilot Points are tied, then both Aces can upgrade to the new aircraft.
Ace Skills
When a pilot accumulates enough Pilot Points, he may purchase skills from the list below. A pilot can choose to upgrade any of his current skills to level II by paying the additional points.
Ace skills are either active or passive. Only one active skill can be used each round. The benefits of passive skills always apply.
Some skills can only be used every two turns. For these skills, turn your Ace Skill card for that skill over to show that it cannot be used at this time.
The skills are grouped in to Flying Skills, Gunnery Skills and Mechanical Skills
Flying Skills
Acrobatic Pilot I
31 points
Active
The pilot can do an Immelmann turn without having to do the straight maneuver after it. The straight maneuver before it still has to be done. The player may use this skill once every two turns.
Acrobatic Pilot II
+16 points
Active
The pilot can choose to replace the straight before or after an Immelmann with any none steep maneuver. The pilot still has to do the other required straight.
Daredevil I
26 points
Active
The pilot can perform two steep maneuvers in a row. The player may use this skill once every two turns.
Daredevil II
+13 points
Active
The pilot can perform two steep maneuvers in a row. The player may use this skill once every turn.
Daring Dive I
24Pts
Passive
The Ace has learned to push his plane to the ragged edge during dives. When the player plays a dive card, he can choose to discard any number of climb counters or lose a full level or altitidue.
Daring Dive II
+12 Pts
Active
The Ace can swap the stall maneuver of an “overdive” sequence with a straight maneuver.
Evasive Maneuvers I
20 points
Passive
The pilot cannot be tailed, unless the tailing pilot is also an Ace.
Evasive Maneuvers II
+10 points
Passive
When being shot at in consecutive turns, the pilot ignores the +1 damage rule.
Exceptional Pilot I
29 points
Passive
The pilot can add an extra copy of one card from his maneuver deck back into his deck.
Exceptional Pilot II
+15 points
Passive
The pilot can add an extra copy of two cards from his maneuver deck back into his deck.
Soaring Eagle I
30 pts
Passive
The Ace has mastered the delicate balance between power and climb. His plane's climb rate is one less then the plane's listed stat.
Soaring Eagle II
+15 pts
Active
The pilot can do a zoom climb. The player must play the card sequence straight - climb – stall. The player gains one climb counter after climb card is played, and another climb counter after the stall maneuver. The player may use this skill once every two turns.
Gunnery Skills
Black Swan level 1
30 pts
Passive
This Ace cares not for the chivalry and romance of early air combat. He is all business and always loads his machine guns with incendiary rounds. If shot down behind enemy lines, he must subtract 2 from the numbers he draws to escape. If caught, the pilot has no chance to escape as he is sent to a prison deep inside Germany immediately.
Black Swan level 2
+15 pts
Passive
Fascinated with both burning bullets and burning planes, the Ace has formulated a personal incendiary compound to make his bullets with. Treat all smoke and red jam special damages as fire (his guns still jam on the red jam cards). If shot down behind enemy lines, he must subtract 2 from the numbers he draws to escape. If caught, the pilot has no chance to escape as he is sent to a prison deep inside Germany immediately.
Deadly Aim I
25 points
Active
The Ace can use the Aim bonus (+1 damage) even if he did not shoot at the plane in the previous phase. The player may use this skill once per turn.
Deadly Aim II
+13 points
Passive
The Ace can use the Aim bonus (+1 damage) even if he did not shoot at the plane in the previous phase. The player may use this skill twice per turn.
Marksman I
31 points
Active
When the Ace fires at an enemy plane at long range, he draws one card from his ammunition deck and one card from the matching community damage deck, looks at them, and determines which card the enemy player keeps. At short range, the Ace draws one card from his ammunition deck and two cards from the community damage deck and determines which two cards the enemy player keeps. If the Ace draws any Jam special damage, his guns jam regardless of which cards he gives the enemy. The player may use this skill once every two turns.
Marksman II
+16 points
Active
When the Ace fires at an enemy plane at long rang, he draws one card from his damage deck and two cards from the matching community damage deck, looks at them, and determines which card the enemy player keeps. At short range, the Ace draws one card from his ammunition deck and two cards from the community damage deck and determines which two cards the enemy player keeps. If the Ace draws any Jam special damage, his guns jam regardless of which cards he gives the enemy. The player may use this skill once every two turns.
Quick Shot I
20 points
Passive
The Ace fires and resolves damage before pilots without Quick Shot. Planes shot down do not fire.
Quick Shot II
+10 points
Active
The Ace fires and resolves damage before the maneuvers in a phase are executed. The Ace does not fire again after maneuvering. Planes shot down do not maneuver or fire. The player may use this skill once every two turns.
Mechanical Skills
Dedicated Ground Crew I
31 points
Passive
The plane ignores the green jammed Special damage.
Dedicated Ground Crew II
+16 points
Passive
The plane ignores the green jammed Special damage and the first Engine damage that it takes.
Lucky Git I
27 points
Active
The pilot can ignore damage from a single card. The player must show the card to all other players. Shuffle the ignored card back into the community damage deck. An explosion card may not be ignored in this manner. The player may use this skill once per sortie.
Lucky Git II
+14 points
Active
The pilot can ignore damage from a single card. The player must show the card to all other players. Shuffle the ignored card back into the community damage deck. An explosion card may be ignored in this manner. The player may use this skill once per sortie.
Technical Eye I
23 points
Active
The player can look at the damage cards of one aircraft in firing distance. The player may use this skill once every two turns.
Technical Eye II
+12 points
Active
Same at Technical Eye I but can look at the damage cards of two aircraft in firing distance. The player may use this skill once every two turns.
Trench runner I
20 points
Passive
When attempting to evade capture, if the Ace draws a card with a Special damage symbol, he adds +1 to the number. If an explosion card is drawn, he treats it as a “0”.
Trench runner II
+ 10 points
Passive
When attempting to evade capture, the Ace draws four cards. If an explosion card is drawn, he treats it as a “0”.
Missions
Plane Formations
When setting up for a mission, each side must deploy their planes in a loose formation. The highest scoring player on each side places their plane on the table according to the mission setup rules. All remaining players then place their planes on the table with no more then one ruler length between and the leading aircraft. A formation must have at least 3 planes in it before a second formation can be formed. Two-seaters and bombers can form formations separately from scout aircraft.
Deployment
Before the planes are placed on to the table, each side should decide what altitude they will be starting at. All planes in a formation must start the game at the same altitude. To determine which side places their planes on the table first, each side will draw one random A damage card. The side with the lowest score sets up first.
Mission Points
Missions are won based on the side that earns the most Mission Points. Mission Points are different then Pilot Points and only count towards determining which side wins the mission. Table 4 shows the various actions that earn points and how many points they are worth.
Table 4
Achievement Points
Mission Objective Met (Recon, Bombing, etc) 10
Shooting Down a Plane 4
Shooting Down a Balloon (non Objective) 5
Chasing off a Plane 1
Successful Recon (non Objective) 2
Target Destroyed by Bombing (non Objective) 3
Target Destroyed by Strafing (non Objective) 1
All planes on your side shot down -3
Mission Targets
Mission Targets are placed on the table as described on the mission maps. As these targets are of strategic importance, each large target is defended by two random ground target cards and small targets are defended by one. Place them within half a ruler length of the Mission Target. Once placed, they may not be moved or rotated.
Random Ground Targets
Some missions have a chance for random ground targets; each side draws one card from the type A community damage deck to determine if there are any random ground targets for his side. If a card with a Special Damage symbol is drawn, there is a ground target on that side. If an explosion card is drawn, there are two ground targets. Each side must place their ground target(s) within 3 ruler lengths of No-man’s Land and at least one ruler length away from any table edge. Ground targets are never moved. Neither side is allowed to look at the ground targets when they are placed. When an enemy plane flies within one ruler length of a ground target, flip it over for all to see. If it is a machine gun or an AA gun, it immediately fires at the plane that revealed it if in range. From this point on it is an active ground target and may fire and be fired upon. Ground targets always fire at the closest enemy plane. If it is destroyed, the pilot that destroyed it receives Pilot Points for destroying it. Machine gun cards may be rotated once when they are flipped over. After this, they remain stationary.
Random Balloons
Some missions have a chance for random balloons; each side draws one card from the community type A damage deck. If a card with a Special Damage symbol is drawn, there is a balloon on that side. If an explosion card is drawn, there are two balloons. Each side must place their balloon(s) within 2 ruler lengths of No-man’s Land, at least one ruler length away from any table edge, and, if there is more than one balloon on a side, at least one ruler away from each other. Balloons are never moved.
To represent the defenses supporting balloons, place three random ground target cards touching, but not over lapping the balloon base.
Balloons block line of site from one side to the other for planes at the same altitude level as the balloon. All balloons start at altitude 4.
Swapping Planes
Some missions require the attacking side to fly a number of planes other then scouts. When this occurs, up to 25% of the pilots plus 1 extra may switch to the required plane type. At least one of these plane types must be flown to accomplish the mission. Some missions may have a higher minimum requirement of other plane types. This will be noted on the Mission Sheet.
Reconnoitering
In order to successfully recon a ground target, a two-seater must photograph at least half of the points of interest (red dots) on the target by flying within half a ruler of a red dot. If the recon plane performs a stall maneuver, it can photograph any number of points of interest within one ruler.
• Only two-seaters may perform observations.
• If a two-seater’s observer is incapacitated, it may not observe the target.
• All observations must be made at an altitude of level 3 or lower.
To receive credit for a successful recon of a ground target the observing crewmember must survive the battle and make it back to their side of the lines. If more then one player recons an objective and makes it safely off the table, count any Mission Points only once.
Bombing
For Bombing Missions, scouts carry three bombs, two-seaters carry nine bombs and bombers carry fifteen. The bombs can be dropped individually or in groups of three. Fighters can drop three single bombs or one group of three. Two-seaters can drop nine single bombs, three groups of three, or any combination of the two.
A scout cannot drop bombs immediately after an Immelmann turn and cannot fire in the turn it drops bombs. A two-seater cannot drop bombs if the observer is incapacitated and the observer cannot fire in the turn he drops bombs.
If the red dot/center post of the target is completely covered by the bomb card, it is a direct hit and the target takes full damage. If the red dot/center post is not completely covered but any part of the target is, it is a near miss and the target takes half damage. If no part of the target is covered, it is a complete miss and the target takes no damage. Each bomb dropped deals one D Damage card of damage
Oberst Hajj
06-29-2011, 03:39 AM
With the new points and Ace system, I'll need everyone to pick new Ace skills based on the points they have:
Alexander Armstrong = 54
Ima Waffle = -2
Roger Smith = 14
Antilles = 57
Blue shirt (James) = 8
Anthony Armstrong = 11
Frank Luke = 23
Stefan Muller = 35
von Fraankensteen = 16
Frederik Kershner = 0
Red Shirt (James) = 1
Horst Kriegswaffe = 1
Here are the Ace skills again for easy reference:
Flying Skills
Acrobatic Pilot I
31 points
Active
The pilot can do an Immelmann turn without having to do the straight maneuver after it. The straight maneuver before it still has to be done. The player may use this skill once every two turns.
Acrobatic Pilot II
+16 points
Active
The pilot can choose to replace the straight before or after an Immelmann with any none steep maneuver. The pilot still has to do the other required straight.
Daredevil I
26 points
Active
The pilot can perform two steep maneuvers in a row. The player may use this skill once every two turns.
Daredevil II
+13 points
Active
The pilot can perform two steep maneuvers in a row. The player may use this skill once every turn.
Daring Dive I
24Pts
Passive
The Ace has learned to push his plane to the ragged edge during dives. When the player plays a dive card, he can choose to discard any number of climb counters or lose a full level or altitidue.
Daring Dive II
+12 Pts
Active
The Ace can swap the stall maneuver of an “overdive” sequence with a straight maneuver.
Evasive Maneuvers I
20 points
Passive
The pilot cannot be tailed, unless the tailing pilot is also an Ace.
Evasive Maneuvers II
+10 points
Passive
When being shot at in consecutive turns, the pilot ignores the +1 damage rule.
Exceptional Pilot I
29 points
Passive
The pilot can add an extra copy of one card from his maneuver deck back into his deck.
Exceptional Pilot II
+15 points
Passive
The pilot can add an extra copy of two cards from his maneuver deck back into his deck.
Soaring Eagle I
30 pts
Passive
The Ace has mastered the delicate balance between power and climb. His plane's climb rate is one less then the plane's listed stat.
Soaring Eagle II
+15 pts
Active
The pilot can do a zoom climb. The player must play the card sequence straight - climb – stall. The player gains one climb counter after climb card is played, and another climb counter after the stall maneuver. The player may use this skill once every two turns.
Gunnery Skills
Black Swan level 1
30 pts
Passive
This Ace cares not for the chivalry and romance of early air combat. He is all business and always loads his machine guns with incendiary rounds. If shot down behind enemy lines, he must subtract 2 from the numbers he draws to escape. If caught, the pilot has no chance to escape as he is sent to a prison deep inside Germany immediately.
Black Swan level 2
+15 pts
Passive
Fascinated with both burning bullets and burning planes, the Ace has formulated a personal incendiary compound to make his bullets with. Treat all smoke and red jam special damages as fire (his guns still jam on the red jam cards). If shot down behind enemy lines, he must subtract 2 from the numbers he draws to escape. If caught, the pilot has no chance to escape as he is sent to a prison deep inside Germany immediately.
Deadly Aim I
25 points
Active
The Ace can use the Aim bonus (+1 damage) even if he did not shoot at the plane in the previous phase. The player may use this skill once per turn.
Deadly Aim II
+13 points
Passive
The Ace can use the Aim bonus (+1 damage) even if he did not shoot at the plane in the previous phase. The player may use this skill twice per turn.
Marksman I
31 points
Active
When the Ace fires at an enemy plane at long range, he draws one card from his ammunition deck and one card from the matching community damage deck, looks at them, and determines which card the enemy player keeps. At short range, the Ace draws one card from his ammunition deck and two cards from the community damage deck and determines which two cards the enemy player keeps. If the Ace draws any Jam special damage, his guns jam regardless of which cards he gives the enemy. The player may use this skill once every two turns.
Marksman II
+16 points
Active
When the Ace fires at an enemy plane at long rang, he draws one card from his damage deck and two cards from the matching community damage deck, looks at them, and determines which card the enemy player keeps. At short range, the Ace draws one card from his ammunition deck and two cards from the community damage deck and determines which two cards the enemy player keeps. If the Ace draws any Jam special damage, his guns jam regardless of which cards he gives the enemy. The player may use this skill once every two turns.
Quick Shot I
20 points
Passive
The Ace fires and resolves damage before pilots without Quick Shot. Planes shot down do not fire.
Quick Shot II
+10 points
Active
The Ace fires and resolves damage before the maneuvers in a phase are executed. The Ace does not fire again after maneuvering. Planes shot down do not maneuver or fire. The player may use this skill once every two turns.
Mechanical Skills
Dedicated Ground Crew I
31 points
Passive
The plane ignores the green jammed Special damage.
Dedicated Ground Crew II
+16 points
Passive
The plane ignores the green jammed Special damage and the first Engine damage that it takes.
Lucky Git I
27 points
Active
The pilot can ignore damage from a single card. The player must show the card to all other players. Shuffle the ignored card back into the community damage deck. An explosion card may not be ignored in this manner. The player may use this skill once per sortie.
Lucky Git II
+14 points
Active
The pilot can ignore damage from a single card. The player must show the card to all other players. Shuffle the ignored card back into the community damage deck. An explosion card may be ignored in this manner. The player may use this skill once per sortie.
Technical Eye I
23 points
Active
The player can look at the damage cards of one aircraft in firing distance. The player may use this skill once every two turns.
Technical Eye II
+12 points
Active
Same at Technical Eye I but can look at the damage cards of two aircraft in firing distance. The player may use this skill once every two turns.
Trench runner I
20 points
Passive
When attempting to evade capture, if the Ace draws a card with a Special damage symbol, he adds +1 to the number. If an explosion card is drawn, he treats it as a “0”.
Trench runner II
+ 10 points
Passive
When attempting to evade capture, the Ace draws four cards. If an explosion card is drawn, he treats it as a “0”.
Oberst Hajj
06-29-2011, 10:31 PM
Yes, this all goes in to effect tomorrow. Hopefully we will see Roger Smith take to the skies again in August... if the campaign last that long!!! Go D.VIIs!!!
costampede
06-30-2011, 09:06 PM
cool, josh look forward to my wingman returning. :-)
We played mission 7, it was just Kieth and I. After some manuvering I used my marksman/ quick shot skill and dealt the explosion to Kieth, his pilot survived and ran the trenches needing a higher than a 7 and the first two cards totaled 8.
We have implemented an idea I came up with over the break (a race to see which side wins mission 9 first), since the allies stopped the Germans in mission 7, now the allies are the attacker starting at the last mission number we made it to which was mission 2, and we continue as the attacker until the Germans stop the Allies, then they start at mission 7 again.
Jeremy showed up just before we started mission 2 Recon, so it was Kieth and Jeremy w/ Fokker D.VIIs vs. me flying a Beuget and a Snipe. I didnt think I would pull it off but I did the Recon and made it off the table w/ both planes, my Snipe w/ my main pilot had 9 pts dealt to it from Kieth and in return the Snipe dealt 12 pts to Kieth, as the attacker I chose to run after I was hurt not to take a chance on getting shot down and catured, could have went for the kill but since it was my main guy I couldnt take the risk.
So next week the allies are the attacker for mission 3, Dogfight or Ballon Busting.
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