Post by boomerbill on Apr 22, 2017 6:09:24 GMT
I'm salvaging posted House Rules from the old Forum. Will add them as I can.
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FLAC – Fast Large Air Combats, from Another Gamer in 2014:
Fast Large Air Combats, or FLAC for short, is another aircraft game that is designed to use your collection of Axis & Allies Air Force (AAAF) miniatures. In the matter of fact, you can use any aircraft miniatures with FLAC. And even though FLAC was inspired and influenced by AAAF, in many ways FLAC is rather different, but you will see some similarities. It got to the point where we were making so many changes and adjustments to AAAF that we decided to just go ahead and develop our own simple set of rules. Like AAAF, FLAC is a set of rules designed for a multi-player, multi-aircraft, action packed, fast paced, hex-based, WW2 air combat game.
FLAC rules now also available on BGG:
ttp://www.boardgamegeek.com/boar...60091/flac-fast-large-air-combats
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Hun in the Sun, from Paul Liddle, 2014
Hi chaps,
Has anyone attempted to houserule the tactic of hiding in the sun, I thought of giving an initiative bonus to the side with their backs to the sun.
I have been testing it and it seems to work fine giving a +2 to the side with the sun directly behind them. There is a write up and lots of photos on my blog:
paulywaulysotherwargames.blogspot.ca/2014/12/huns-in-sun.html
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Change the Firing Arc, from Lawrencebundy, 2013
Fixed weapons may only fire into the 3 hexes straight in front of an aircraft.
Now you really need to line up your target ... just like the real fighter pilots had to. Can YOU handle it
––––––––––––––––
Turn bonus when in "evade", from Another Gamer, 2013
Aircraft get a +4 for success when nosed up, but I was thinking about a +1 to an aircraft's maneuver check when banked (Evade). This could help those with poor turning or rolling abilities. During movement, even if not in danger of being attacked, a player may like to bank to get the +1 bonus for the next turn.
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Pilot/bomber rules, by JCJohnson, from 2012:
Here are some of the rules that I have come up with for pilots that have been removed from the planes. I have decided to remove the skill ratings in favor of letting pilots progress in what i feel is a more natural way. I am still working on the bomber rules, but i'm posting a start.
Pilot Rules:
All Pilots start off with a -2 on all maneuver checks and -1 on all attack dice.
Maneuver: When a pilot successfully completes 3 maneuvers belonging to one of the maneuver stats on the aircraft, they go from -2 to -1 on that stat. When they successfully complete 3 more maneuvers using that stat, they remove all penalties for that stat.
Attack dice: When a pilot successfully does damage to a target 3 times from the same quadrant, the pilot removes the -1 on attack dice from that quadrant. When they successfully do damage 3 more times from the same quadrant they gain a +1 on all attack dice thrown
Limited Ammo: All pilots start off firing a 6 second burst from their guns. After successfully causing damage 3 times, the pilot does a 3 second burst. After successfully causing damage 3 more times the pilot fire a 1 second burst. Any pilot may extend their burst out to 6 seconds. They do this by re rolling their attacks.
Example: A pilot is allowed to do a 3 second burst; they could reroll their attack once to expend 6 second worth of ammo.
Aircraft rating: Pilots have to be rated for the aircraft they fly. A pilot becomes rated for an aircraft after 2 games in the same aircraft. If a pilot is flying an aircraft that they are not rated for they suffer a -1 on any maneuver bonuses the might have. A pilot cannot have more than a -2 on maneuver rolls due to pilot skill/ aircraft ratings.
Bomber Rules: Each bomber has a number of bomb dice. One Bomb dice is worth about 250kg (500lb) of bombs, any bomb load below 250kg gets one bomb dice. Bombers can attack from any altitude. Bombs hit on the number corresponding to the level of the bomber; eg a bomber at Alt 4 would score on 4+. Ground targets would have a certain hardness, or amount of damage it can take, and certain modifiers for how hard it is to hit. An aerodrome is easier to hit than a radar antenna or a destroyer.
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Bomber dice, by underling from 2012, with amendments
It looks like there's been enough interest shown in bomber statistics (particularly shooting dice) that I thought I'd start this topic here on the Houserules.
I'd like to see slightly differing dice pools from bomber type to bomber type. That being said, I definitely wouldn't want to complicate or bog the game down. I think the mechanics should be kept very similar to what they are now in the rulebook.
How about the following for starters;
1) A bomber's gun dice pool will be based on the number and type of guns a bomber had. For example, a B-17 will have more dice than a Lancaster.
2) This dice pool will represent the amount of dice that can be used to make attacks on a game turn.
I don't have specific numbers in mind yet, but I'm sure we can come up with something. Once the dice pool is established, there then should be some simple restrictions in place on how many attacks, and how many dice in each attack, can be used. To keep things simple.
1) Bombers have four firing arcs they can shoot into: Forward, Port, Starboard, and Aft (see the attached PDF document).
2) No more than half of the dice pool may be used in any one attack.
3) Only one target in any arc can be shot at during one game turn. This means that up to two targets may be shot at during one game turn, with those targets being in different firing arcs.
4) The total number of dice in the pool may never be exceeded on any game turn. This means that, in the case of odd number dice pools, one shot would be rounded down, and one shot would be rounded up.
Followup post in response to the question: how would you handle the hexes that are cut in half by your firing arcs?
There are three ways we could handle this: the first would be to design the arcs where we don't have half-hexes. Second would be to not allow firing into half-hexes. And third would be to allow firing into the half-hexes (which would probably be my choice).
I also apologize for not having this as well thought out as it should have been. I also neglected to note the penalty for bombers firing at different ranges.
I'd allow a full shot at range one, and then half dice (rounding down) at range two. Per the existing rules, no shots would be allowed at range three.
For example...
Assume a B-17 has an 10 gun dice pool due to its thirteen .50 cals.
Our intrepid B-17 finds itself with four potential targets: two in the aft arc, both at range two, one in the starboard arc at range one, and one forward arc at range two.
The bomber can take two of the four available shots: at ONE of either of the two targets in the aft arc, at the target in the starboard arc, or at the target in the forward arc.
Let's say it decides to shoot at one of the targets in the aft arc, and at the target in the starboard arc.
The dice for each shot would be as follows:
Aft shot:
5 dice to start, dividing by two down to 2 dice because of range two.
Other modifiers would then be applied normally per the rules.
Starboard shot:
5 dice to start, with other modifiers then applied normally per the rules.
Hopefully this'll be a little clearer than the first post.
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Point totals for non-100 point games, by Vergilius
Since most of us have already played a few games at point totals other than 100 points, I thought I'd propose two ways of dealing with the Victory points. This also potentially affects bonus starting points when playing situations 4, 5, and 6.
Option 1: Preserve the Ratios
60 points is in a 3:5 ratio to 100. So if you change the increment of the game by 5 or 10 points, then you simply adjust the victory points to preserve that ratio.
125 points: Victory at 75 points.
150 points: Victory at 90 points
165 points: Victory at 99 points
Since situations 4, 5, and 6 offer bonus points, under this option, we also preserve those ratios as well. 1:10, 1:5, and 3:10.
So for the same 3 options above, situation 4:
Situation 4:
100: 10
125: 12.5 (No need to round, since planes that exit the map and cost an odd point total give up a .5)
150: 15
165: 16.5
Situation 5:
100: 20
125: 25
150: 30
165: 33
Situation 6:
100: 30
125: 37.5
150: 45
165: 49.5
Option 2: Preserve the game for as long as there is meaningful game.
The game gets a lot less interesting when you're down to planes that are worth just a handful of points, but if you were to play a large point contest as described under the rules above, there might still be quite a bit of game left by the time you have destroyed 120 points in a 200 point contest. In a class contest, players might want to play on, so an alternative is simply to play until one side has 40 points or less. I arrive at this number by noting that the standard 100 point game requires 60 victory points, thus leaving 40 points. In this way, if you've got a tight 200 point contest with a lot of mutual destruction, you can continue playing till close to the bitter end.
You might have to avoid situations 4-6 with this victory condition, or at least test to see approximately how many bonus points you'd need for a given scenario.
–––––––––––––––––––––––––––––
FLAC – Fast Large Air Combats, from Another Gamer in 2014:
Fast Large Air Combats, or FLAC for short, is another aircraft game that is designed to use your collection of Axis & Allies Air Force (AAAF) miniatures. In the matter of fact, you can use any aircraft miniatures with FLAC. And even though FLAC was inspired and influenced by AAAF, in many ways FLAC is rather different, but you will see some similarities. It got to the point where we were making so many changes and adjustments to AAAF that we decided to just go ahead and develop our own simple set of rules. Like AAAF, FLAC is a set of rules designed for a multi-player, multi-aircraft, action packed, fast paced, hex-based, WW2 air combat game.
FLAC rules now also available on BGG:
ttp://www.boardgamegeek.com/boar...60091/flac-fast-large-air-combats
–––––––––––––––
Hun in the Sun, from Paul Liddle, 2014
Hi chaps,
Has anyone attempted to houserule the tactic of hiding in the sun, I thought of giving an initiative bonus to the side with their backs to the sun.
I have been testing it and it seems to work fine giving a +2 to the side with the sun directly behind them. There is a write up and lots of photos on my blog:
paulywaulysotherwargames.blogspot.ca/2014/12/huns-in-sun.html
–––––––––––––––––
Change the Firing Arc, from Lawrencebundy, 2013
Fixed weapons may only fire into the 3 hexes straight in front of an aircraft.
Now you really need to line up your target ... just like the real fighter pilots had to. Can YOU handle it
––––––––––––––––
Turn bonus when in "evade", from Another Gamer, 2013
Aircraft get a +4 for success when nosed up, but I was thinking about a +1 to an aircraft's maneuver check when banked (Evade). This could help those with poor turning or rolling abilities. During movement, even if not in danger of being attacked, a player may like to bank to get the +1 bonus for the next turn.
––––––––––––
Pilot/bomber rules, by JCJohnson, from 2012:
Here are some of the rules that I have come up with for pilots that have been removed from the planes. I have decided to remove the skill ratings in favor of letting pilots progress in what i feel is a more natural way. I am still working on the bomber rules, but i'm posting a start.
Pilot Rules:
All Pilots start off with a -2 on all maneuver checks and -1 on all attack dice.
Maneuver: When a pilot successfully completes 3 maneuvers belonging to one of the maneuver stats on the aircraft, they go from -2 to -1 on that stat. When they successfully complete 3 more maneuvers using that stat, they remove all penalties for that stat.
Attack dice: When a pilot successfully does damage to a target 3 times from the same quadrant, the pilot removes the -1 on attack dice from that quadrant. When they successfully do damage 3 more times from the same quadrant they gain a +1 on all attack dice thrown
Limited Ammo: All pilots start off firing a 6 second burst from their guns. After successfully causing damage 3 times, the pilot does a 3 second burst. After successfully causing damage 3 more times the pilot fire a 1 second burst. Any pilot may extend their burst out to 6 seconds. They do this by re rolling their attacks.
Example: A pilot is allowed to do a 3 second burst; they could reroll their attack once to expend 6 second worth of ammo.
Aircraft rating: Pilots have to be rated for the aircraft they fly. A pilot becomes rated for an aircraft after 2 games in the same aircraft. If a pilot is flying an aircraft that they are not rated for they suffer a -1 on any maneuver bonuses the might have. A pilot cannot have more than a -2 on maneuver rolls due to pilot skill/ aircraft ratings.
Bomber Rules: Each bomber has a number of bomb dice. One Bomb dice is worth about 250kg (500lb) of bombs, any bomb load below 250kg gets one bomb dice. Bombers can attack from any altitude. Bombs hit on the number corresponding to the level of the bomber; eg a bomber at Alt 4 would score on 4+. Ground targets would have a certain hardness, or amount of damage it can take, and certain modifiers for how hard it is to hit. An aerodrome is easier to hit than a radar antenna or a destroyer.
–––––––––––––––––––––––
Bomber dice, by underling from 2012, with amendments
It looks like there's been enough interest shown in bomber statistics (particularly shooting dice) that I thought I'd start this topic here on the Houserules.
I'd like to see slightly differing dice pools from bomber type to bomber type. That being said, I definitely wouldn't want to complicate or bog the game down. I think the mechanics should be kept very similar to what they are now in the rulebook.
How about the following for starters;
1) A bomber's gun dice pool will be based on the number and type of guns a bomber had. For example, a B-17 will have more dice than a Lancaster.
2) This dice pool will represent the amount of dice that can be used to make attacks on a game turn.
I don't have specific numbers in mind yet, but I'm sure we can come up with something. Once the dice pool is established, there then should be some simple restrictions in place on how many attacks, and how many dice in each attack, can be used. To keep things simple.
1) Bombers have four firing arcs they can shoot into: Forward, Port, Starboard, and Aft (see the attached PDF document).
2) No more than half of the dice pool may be used in any one attack.
3) Only one target in any arc can be shot at during one game turn. This means that up to two targets may be shot at during one game turn, with those targets being in different firing arcs.
4) The total number of dice in the pool may never be exceeded on any game turn. This means that, in the case of odd number dice pools, one shot would be rounded down, and one shot would be rounded up.
Followup post in response to the question: how would you handle the hexes that are cut in half by your firing arcs?
There are three ways we could handle this: the first would be to design the arcs where we don't have half-hexes. Second would be to not allow firing into half-hexes. And third would be to allow firing into the half-hexes (which would probably be my choice).
I also apologize for not having this as well thought out as it should have been. I also neglected to note the penalty for bombers firing at different ranges.
I'd allow a full shot at range one, and then half dice (rounding down) at range two. Per the existing rules, no shots would be allowed at range three.
For example...
Assume a B-17 has an 10 gun dice pool due to its thirteen .50 cals.
Our intrepid B-17 finds itself with four potential targets: two in the aft arc, both at range two, one in the starboard arc at range one, and one forward arc at range two.
The bomber can take two of the four available shots: at ONE of either of the two targets in the aft arc, at the target in the starboard arc, or at the target in the forward arc.
Let's say it decides to shoot at one of the targets in the aft arc, and at the target in the starboard arc.
The dice for each shot would be as follows:
Aft shot:
5 dice to start, dividing by two down to 2 dice because of range two.
Other modifiers would then be applied normally per the rules.
Starboard shot:
5 dice to start, with other modifiers then applied normally per the rules.
Hopefully this'll be a little clearer than the first post.
–––––––––––––––––––––––
Point totals for non-100 point games, by Vergilius
Since most of us have already played a few games at point totals other than 100 points, I thought I'd propose two ways of dealing with the Victory points. This also potentially affects bonus starting points when playing situations 4, 5, and 6.
Option 1: Preserve the Ratios
60 points is in a 3:5 ratio to 100. So if you change the increment of the game by 5 or 10 points, then you simply adjust the victory points to preserve that ratio.
125 points: Victory at 75 points.
150 points: Victory at 90 points
165 points: Victory at 99 points
Since situations 4, 5, and 6 offer bonus points, under this option, we also preserve those ratios as well. 1:10, 1:5, and 3:10.
So for the same 3 options above, situation 4:
Situation 4:
100: 10
125: 12.5 (No need to round, since planes that exit the map and cost an odd point total give up a .5)
150: 15
165: 16.5
Situation 5:
100: 20
125: 25
150: 30
165: 33
Situation 6:
100: 30
125: 37.5
150: 45
165: 49.5
Option 2: Preserve the game for as long as there is meaningful game.
The game gets a lot less interesting when you're down to planes that are worth just a handful of points, but if you were to play a large point contest as described under the rules above, there might still be quite a bit of game left by the time you have destroyed 120 points in a 200 point contest. In a class contest, players might want to play on, so an alternative is simply to play until one side has 40 points or less. I arrive at this number by noting that the standard 100 point game requires 60 victory points, thus leaving 40 points. In this way, if you've got a tight 200 point contest with a lot of mutual destruction, you can continue playing till close to the bitter end.
You might have to avoid situations 4-6 with this victory condition, or at least test to see approximately how many bonus points you'd need for a given scenario.