This was inspired by commentary in another thread.
How do you guys handle the 2-hit, 2-armor planes? Mostly I'm thinking of the Zekes, here, but there are others.
I know the answer my buddies came across was, "Don't use the Zero or Oscar, use the Tonys and Tojos" and "Don't fly the Japanese"... but the Zero is such an iconic aircraft, I hate to see it get shelved. Also, the Saetta and others like the IAR-80 are potentially fun, if not for the "one 6 and you're crippled and useless" problem.
I would go for option b. The vulnerability is still there, but the model is a lot more playable.
A third option, as I mentioned in the other thread, is to play with 'swarm tactics' of the 2-hits craft. Whenever one is destroyed, a new one enters the playing field. Points for killing the craft still are counted.
Most of the times, I avoid playing the brittle craft, or, in historical scenarios, accept the craft as they are. And lose the game.
How about us thinking up solutions to the 2-hit dilemma? Personally, I dislike the idea of just adding hit and/or armor points. I would like to deal with appropiate SAs. While the zeroes deserve an Agility SA, the other 2 hit planes should be given different solutions.
As soon as we've found some, and maybe playtested them, we could do our "Forumini-supported" revisions.
I'd be all for a workable set of house rules we could use. I think if the game hadn't died a quick death, and if it had continued, we'd have gotten a third (or more) set with revised rules. They already did a revision in Bandit's High... just wasn't enough IMO.
So far, the easiest "fix" I've seen is that 2-hit planes aren't crippled when they take their first hit... they just die after 2 hits.
That would be the Absorb Punishment SA that's carried by several Bandits High aircraft. Thematically, it wouldn't fit with the characteristics of the Zeroes, but maybe it would fit with the fanatic Japanese pilots.