Hi Everyone,
Below are the list of "House Rules", "How to Play", and "Ace Rules" for the upcoming PBeM game;
PBeM House Rules
DEPLOYMENT:
1.
Deployment of the planes at the
start of each game will be determined by a dice roll on the following table; Side
of table (NSEW), Co-ordinates (Using Hexes to give starting Hex), Facing (NSEW),
Starting Altitude (level 3-5)
EXPLOSION CARD
·
The explosion cards will be left in all damage decks
MANOEUVRES
·
For
clarity your planes altitude will be displayed on your planes base at all
times.
·
When
diving you DO NOT lose any climb counters, you simply lose a level. (If
you start your dive at 3+2climb counters, you finish the dive at 2+2 climb
counters)
·
IMMELMAN
TURN: Straight – Immelman -
Straight. Gain 1 Climb counter
·
SPLIT
–S is a downward Immelman turn: Stall – Immelman –
Straight. Lose 1 altitude level.
·
ZOOM
DIVE: Dive
- Straight +
(Extra non steep card)(Allows you play an extra card after the straight
card , at the same time as a straight card)
·
OVER
DIVE: Stall - Dive
(lose one level) - Straight (lose
another level) – you may attach a zoom dive by another straight plays as a
zoom dive card.
·
LOOPS:
Straight - Immelman - Immelman - Straight. You
gain no height. (Exceptional Pilots only)
COLLISIONS
·
Only
occur if both aircraft are at the same level,
and either both planes have climb counters, or both planes don’t have
climb counters, and the aircraft overlaps the pole (base is displaced by others
pole)
·
Each plane will recieve 1 x “C” damage card of damage
for each plane they collide with.
SHOOTING
·
Is
from YOUR POLE to OPPONENTS
BASE, overlapping stands will PREVENT shooting at that plane, but will
still allow you to shoot at other targets?
·
You
will always shoot at the closest enemy target, unless you can shoot at another
enemy and gain the +1 advantage for shooting at the same target in two or more
turns?
AMMUNITION
·
Close
and Long range shots both count as a single shot
·
Magazine
guns have 4 shots (Typically Rear-Gunners). It will take 3 cards to reload,
during that time you cannot do Immelman’s or Steep manoeuvres.
·
Forward
firing fixed guns have 12 shots and once out of ammo cannot be reloaded.
OBSERVER
INCAPACITATED CARD
·
If
this special damage card is drawn and you are flying a single seater your pilot
will be wounded.
·
If
you are flying a two-seater the damage on the pilot or observer will be
randomly determined.
This special damage is kept secret. The plane can no longer fire
the machine guns just after executing a steep manoeuvre, an Immelman turn, a
Split-S, or a climb (see Altitude rules,
pages 11-12). Unjamming machine guns takes longer: If your guns become jammed,
you may not fire after the next four manoeuvres instead of the next three.
·
If a Pilot/ Observer takes a second
wounded damage, he is dead!
.
BLIND SPOTS FOR REAR GUNNERS
·
The
rear gunner on a 2 seater has a blind spot at the rear of the tail. Use ruler
to connect 2 seater pole to target plane pole in rear arc of fire. If the first
half of the ruler touches any point of target planes base, firing is not
possible.
“SMOKE DAMAGE”
·
At the start of each turn your
plane will lose One altitude of
height while it smokes. If it goes below altitude 1 you will crash
land. On a 5,6 (D6) you are killed. If you receive a second “Smoke Damage”,
while smoking your plane will catch fire.
“FIRE DAMAGE”
·
Whilst on fire you may not perform
any straight manoeuvres
·
At the start of each turn, for
three turns, you will receive an additional “A” damage card.
PLAYING THE GAME
Orders will be twice a week
unless notified otherwise, and will be required on a Wednesday and Sunday by
6pm GMT. Please submit your turn orders as follows;
Turn
number, Pilot, Plane, Deck, Card One, Card Two, Card Three
e.g. Turn 3, Biggles, Sopwith Camel, A Deck,
Straight, left turn, hard right turn
BOARD EDGE
The game will be played on
a 6 x 4 ft Hotmatz European fields hex mat (but we will ignore the hexes). If
you do go off the mat then I will place you back on at your point of exit, so
you will not fly off the edge, unless you want to? All planes deliberately
flying off the edge of the playing area will be deemed eliminated.
ALTITUDE MARKERS
The number on the base of
each plane is the aircrafts altitude.
Please Note
- If you fail to provide orders I will fly the aircraft for you,
your plane will perform 3 straights, if it flies off the board you are
eliminated.
- In cases of Tailing I will swap your cards as appropriate.
- Incorrect orders, I will ask you for a correct card unless it’s a
compulsory card due to a manoeuvre. Or cards can be swapped to make it a
legal move.
Turn reports will state
any damage received and from whom, and any “Ace” abilities you have received.
Medals:
Medals will be awarded to individual
pilots once they score 15 points of damage to the enemy. These points are
cumulative across the games.
Apart from “Bragging Rights” in the
Mess, Medals allow a player to ignore one damage result during the course
of the game.
Kills:
Ace Rules
·
“Ace” status is reached once a pilot or
observer has achieved 5 kills, each “Ace” will get the generic abilities below
and will receive an additional specific ability.
·
The specific Ability will be randomly
chosen from the list and I’ll let you know what it is in your turn report.
·
“Aces” will receive an additional special
ability for each additional 3 kills.
Generic
Abilities received by all Aces
·
An Ace can only be tailed by another Ace.
·
Aces fire before non-Aces so that, for
example, if an Ace and a non-Ace were firing at each other, any damage
inflicted by the Ace (including, of course, shooting the non-Ace down) takes
place before the non-Ace gets to fire.
Pilots only abilities:
Daredevil:
·
Can do two steep manoeuvres in a row.
Once this ability is used, it cannot be re-used for the rest of the turn.
Acrobatic pilot:
·
Can do an Immelman turn without having
to do a straight after it. The straight before has to be done anyway.
Good in evading:
·
Can ignore a single damage card in all
the game, after drawing and seeing it. The ignored card is put at the bottom of
the damage deck.
Exceptional pilot:
·
Can use the same manoeuvre twice in the
same turn.
Example: a SPAD XIII plans an Immelman, a straight and an Immelman.
The plane executes an Immelman in the first phase, a straight in the second and
another Immelman in the third one.
Pilot
or observer individual abilities:
Perfect aim:
·
Once per turn, the pilot can decide to use the +1
Aim bonus even if he did not shoot at the same plane in the previous phase.
Long Shot:
·
If your plane is within ruler distance, measured
from your central pole to your opponent’s central pole, you are considered to
be at short range, rather than long range.
Itchy Trigger Finger:
·
Aces with this ability go before other aces that do
not have this ability whenever firing is resolved.
Pilots or observer airplane abilities:
Upgraded
Machine Guns:
·
A pilot or observer can take this ability
to upgrade B rated guns to make them A guns instead. This ability only affects
the gun associated with that ace.
Bullet checker:
·
Ignore the jamming cards with a Green Cross; the ace jams only when a card
with the Red Cross is picked up.