So SWO and I managed to get in several games of AAAF over a long weekend. It was a blast, we hadn't played in years. Unfortunately some of the games were a bit borken. 2-hull planes are pretty much useless, and we found that Initiative is so key in this game, a few times an opponent conceded when he lost inish on a key turn (after a few games had shown us how that was going to go).
Post by Fighter Dolls on Apr 19, 2017 18:01:46 GMT
Oh, far out. Variable and I had a day like this a few weeks ago, so awesome to play again. What we do with two-hit planes is that if the pilot is a vet or an ace, when he gets crippled, he ignores all crippling effects, works well.
Click the pictures, and you are redirected to Brig's Photobucket. I use Photobucket for hosting my pictures & cards too. Photobucket accepts a s#*&load of data for free. In return, you get a sluggish website that takes some time getting used to.
As for 2-hit planes... we tried a game where 2-hit planes didn't suffer crippling effects - they just died after 2 hits. Seemed to go a bit better. It's even worse when the 2-hit plane is 2 armor... all it takes is 1 six and you're toast.
Another way to deal with the paper-thin craft is to have them reincarnate after being shot down. Victory points are counted, but your fighting power stays. Great for swarm squads, like early war Japanese.
I never have seen the Initiative rule as a problem in the game. Part of the tactics is to draw Initiative to your side by getting craft that can't attack in tailing position. That rule is great.