View Full Version : HBF plane rules
Vikingwarrior
01-14-2007, 09:50 AM
Does anyone elses head hurt after reading the HBF plane rules? I think they are a little too complicated for a beer and pretzel game. What are your thoughts?
Krimsonstarr
01-14-2007, 12:04 PM
Does anyone elses head hurt after reading the HBF plane rules? I think they are a little too complicated for a beer and pretzel game. What are your thoughts?
It's too much for normal/regular A&AM; not at all interested.
GraphCorp
01-14-2007, 01:39 PM
Armchair Generals,
Don't forget - I warned you that it wasn't for the faint of heart! Just keep your head low and power through... :)
Bobsalt
01-14-2007, 05:01 PM
My eyes sort of glazed over about halfway through them. I pushed on through them, but I have to say that for my taste they are much too complicated for a game of this scale.
Avoll
01-14-2007, 05:30 PM
whats the problem with planes
you place your planes on moment phase
then you attack with your planes on attack phase
troops get -1 to attack planes, unless they have antiair
what more is there
if anyone wants to trade there planes, feel free to PM me
Colonel_Coo
01-14-2007, 05:36 PM
The intent was to add a second layer to the airplane portion of the game.
Airplanes with Bombs and Rockets absolutely RUIN certain pieces, making them OVERCOSTED by about two or threee times their relative value.
Writing rules that can be self interpreted is exhaustive. If you don't believe me look at the Q&A board. It is based upon the 20 page rule book. How many questions get generated on how to play this or that because the rules need "interpretation".
If you want them down and dirty:
Two flightphases: Patrol and normal.
Only plane with anti-air can be placed into patrol.
Planes in patrol don't provoke defensive fire.
Ground units attacking planes that are in patrol must have anti-air.
The second player who put plane in patrol must put equal ammounts of planes in range of enemy planes in patrol. Excess planes can be placed anywhere.
Planes in patrol may only attack planes.
Once you've shot at every legal enemy patrol plane with your patrol planes, you can then attack any non-patrol plane on map at range 2 or off map at range 4.
If you destroy an enemy plane not in patrol, destroy it and ignore its attacks.
What does this do? It means your 2 ME-109's can now defend your Nashorn or your Panther from enemy Rockets attacks.
It means disrupted enemy aircraft (which by default must remain off-map) can now be shot down by your ME-262 which is healthy.
It means dang Mortars can't shoot down planes.
It means a SS PG wont' take out your Mustang as it shoots down a Stuka.
Colonel_Coo
01-14-2007, 05:44 PM
BTW, the flight rules presented show
SEVERAL optional rules.
Each subset of section 3 is an optional rule group.
Section 3 (aircraft) dot 1 is an option on attack dice modifiers.
Section 3 (aircraft) dot 2 is an option on range modifiers.
Section 3 (aircraft) dot 3 is an option for Fighter Patrol
Section 3 (aircraft) dot 4 is an . . .
Each sub-section is an seperate OPTIONAL rule group. 3.4 offers each individual piece an option.
Himmler67
01-14-2007, 06:06 PM
:cool: Agreed. After a beer or two I would just be lost with these rules
Roter_Teufel
01-14-2007, 10:27 PM
Its always good to see someone bringing some common sense into these games, I say good on you HBF!
Arontje
01-14-2007, 11:01 PM
My rules on planes are easy. Its the best I hear some friends say.
No planes when building armies :)
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