Post by Encore on Nov 7, 2022 1:06:28 GMT
Hi all,
I started in with AAAF when it first debuted, and immediately liked the game. As much as I like it, I couldn't help but wonder if a few house rules could make a great thing even better. I found myself modifying so much that I ended up creating a full set of custom cards that were to my (and my play group's) liking. My key focal points were:
-valuing aircraft and pilot cards separately (to add more play options)
-redoing speed, maneuverability, hit points, and abilities (using objective standards like turn time, climb rate, cruising speed, and max speed, etc)
-redoing aircraft armaments (varying damage based on actual round effects, dice based on rate of fire, range values based on position of armament/convergences and with optional rules for limited ammunition)
-redesigned background as aircraft paint color or camouflage common to the country/branch of service, just for the for fun of it
I found that the thin layer of complexity added by adjusting aircraft stats was more than offset by the added fun factor (while still being easy enough for younger members of my game group to understand). I ended up enjoying the end result so much that I figured I'd offer some samples if anyone else would like to try it out. If there's interest, I'd gladly post more (and could extrapolate a bit more about methodology for anyone interested in that end of things).
Armament values are shown for each range, so "10-8-7" is "range 1 - range 2 - range 3." When necessary, I use dice of different colors or sizes to distinguish different calibers.
20mm does 20dmg per success, .50cal does 5 dmg per success
.50cal does 5 dmg per success
20mm does 20dmg per success, .303cal does 1 dmg per success
20mm does 14dmg per success, 7.92mm does 1 dmg per success
(tail is edited to avoid filtering issues on other websites)
20mm does 12 dmg per success, 7.7mm does 1 dmg per success
12.7mm does 3 dmg per success