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GI John
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GI John's..... 'New Air Plan' - final rules uploaded Wed, 11 December 2019 15:53
OK, so we have 2 sets of Air rules; The Air Pack & New Flight Plan.

The main issue for me is I don't completely like either set of rules, or more positively put, I like parts of both sets of rules.

Ok, so more on why I'm doing this:
What I don't like about New Flight Plan is the need for the Combat deck. I don't like any of the combat decks for that matter. I think the introduction of any of the combat decks compromises the simplicity/integrity of the original game. I think its just an example of adding an unnecessary element to sell product. I do like the dogfighting and strategic bombing however and the Air Superiority chart. What I like about the Air Pack was the non-interaction of the Air and Ground units. It keeps it simple. I don't like the need for Air Sortie cards. Chits work better.

I just won't play the Air Pack or New Flight Plan rules as they are. I think both got close to the mark but are just a bit off. Also, New Air Plan rules are better for Solitaire play.

Lastly, another issue for me is why can't I use the planes I already own from the Air Pack? Well, with my New Air Plan, YOU CAN.

I will be posting a complete set of rules but the basic tenants are as follows:

1- There is no interaction between ground and air units. A ground unit cannot engage an air unit in combat. Only interdiction as described in New Flight Plan applies to movement restrictions. So, no Air Combat deck. Instead each side will get 2 chits (ready to take off markers) at the start of the game. If one side has Air Superiority, they get 3.

2- You use a chit and a section card to deploy a plane. The Keep 'em flying rule is in effect.

3- You have 1 plane for each of the 5 major powers, USA, Japan, Germany, Great Britain & Soviet Union. The Storch and a couple US planes are not used/needed. All Fighters have the same powers. Think of your fighter as representing a squadron of fighters and bombers, etc. Strafing runs and dogfights will be allowed but with slightly different rules:

Strafing runs - roll 1 die for each target. A matching symbol, star or grenade is a hit.

Dogfights - roll 1 die. a Grenade shoots down the other plane & scores a medal. A flag forces the other plane to withdraw. All other results are ignored.

Strategic Air Bombing is kept. This is where you can target a permanent medal objective with your squadron. Roll 2 dice - 1 grenade is a hit and wins the medal. However, you can target a Temporary Medal Objective and win that medal until the start of your opponents turn. This opens it up to last medal wins the game with a successful strategic bombing run on temporary medal objectives.

A Recon 1 card allows you to draw 2 cards and keep one but also to replace a used chit (ready to take off marker). You can have no more than 3 at any point in the battle.

The Air Power Card is removed from the deck before beginning play when New Air Plan rules are in effect.

Basically, this is a blend of the both sets of rules without the need to buy, yet another, expansion.

More to follow....










[Updated on: Sat, 14 December 2019 21:51]

      
GI John
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Re:GI John's..... 'New Air Plan' Thu, 12 December 2019 05:16
Here is the first draft of my NEW AIR PLAN - Air Rules

https://www.dropbox.com/s/1ktcz30h8kun8zi/Memoir%2044%20-%20 New%20Air%20Plan%20-%20Air%20Rules%20by%20GI%20John.doc?dl=0

[Updated on: Thu, 12 December 2019 05:30]

      
GI John
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Re:GI John's..... 'New Air Plan' Thu, 12 December 2019 13:01
The final first draft is here:

https://www.dropbox.com/s/1ktcz30h8kun8zi/Memoir%2044%20-%20 New%20Air%20Plan%20-%20Air%20Rules%20by%20GI%20John.doc?dl=0
      
GI John
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Re:GI John's..... 'New Air Plan' Sat, 14 December 2019 03:46
Made some tweaks. I had to scale back the use of aircraft. They were a bit dominant in my play testing.

Lowered starting round markers from 2 to 1 each. The nation with Air Superiority gets 1 more as before. There is now no additional rules for beach scenarios.

Dogfight has now changed to the below. (A Star now also forces a withdraw of the enemy aircraft as well as a Flag)

Roll 1 die against the enemy air unit. A grenade eliminates the enemy air unit and results in a medal. A flag or star forces the enemy air unit to withdraw from the battlefield at no medal cost. All other results are ignored.


The revised rules have been uploaded. See the previous post for the link.



[Updated on: Sat, 14 December 2019 03:48]

      
GI John
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Re:GI John's..... 'New Air Plan' Sat, 14 December 2019 21:39
I have added a muted version of Ground Support and a simplified and more successful version of Kamikaze Attacks:

H. Ground Support
All ground units adjacent to a friendly air unit may ignore the first flag rolled against them.


I. Kamikaze Attacks (Japan only)
Move the Zero onto the hex containing the enemy unit within the 4 spaces allowed for air units. Always roll 1 die. A matching symbol, grenade or star destroys the target & the Zero. Score a medal for both sides. If the target is not destroyed, only your opponent scores a medal. The Zero is always destroyed.


The rules are now complete.

[Updated on: Sat, 14 December 2019 21:56]

      
GI John
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Re:GI John's..... 'New Air Plan' - final rules uploaded Sun, 15 December 2019 13:17
had to add some modest Air Check rules and made some other tweaks to dogfight and recon 1

final rules as of 7:51am Sunday

[Updated on: Sun, 15 December 2019 13:51]

      
GI John
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Re:GI John's..... 'New Air Plan' - final rules uploaded Mon, 16 December 2019 11:33
I will be posting an update to the kamikaze rule soon. The Zero will not be able to make an Attack Run prior. It's too powerful since none of the other planes/nation's can do it.

[Updated on: Mon, 16 December 2019 11:34]

      
GI John
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Re:GI John's..... 'New Air Plan' - final rules uploaded Mon, 16 December 2019 13:30
tweaked Air Checks to be slightly more robust and Kamikaze Attacks as indicated in previous post.


D. Keep ‘Em Flying / Air Check Roll
Once airborne, an air unit must be ordered every turn. If not ordered, it must withdraw from the battlefield immediately at no medal cost to its owner. If ordered, you may need to perform an Air Check Roll before moving.
• Air Check Roll – Roll 2 dice if an enemy unit is adjacent to your air unit or 3 dice if 2 or more enemy units are adjacent. If a flag is rolled, your air unit must withdraw from the battlefield at no medal cost to you. However, the order given to the air unit is wasted. All other results are ignored. If there are no adjacent enemy units there is no Air Check Roll.
• You may order an air unit that is already airborne with a Tactic or Section card.


I googled the odds on 1 flag being rolled for 2 dice is 30.5 percent and 1 flag for 3 dice is 42 percent. Not 33 and 50 percent like you would think.


I. Kamikaze Attacks (Japan only)
Move the Zero onto the hex containing the enemy unit within the 4 spaces allowed for air units. Always roll 1 die. A matching symbol, grenade or star destroys the target & the Zero. Score a medal for both sides. If the target is not destroyed, only your opponent scores a medal; the Zero is always destroyed.
• An air unit the performs a Kamikaze Attack cannot do any other action on its turn.


This is the FINAL FINAL DRAFT

https://www.dropbox.com/s/1ktcz30h8kun8zi/Memoir%2044%20-%20 New%20Air%20Plan%20-%20Air%20Rules%20by%20GI%20John.doc?dl=0

[Updated on: Mon, 16 December 2019 19:44]

      
GI John
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Re:GI John's..... 'New Air Plan' - final rules uploaded Mon, 16 December 2019 19:44
in order to get the proper odds I made some tweaks to Strategic Air Raids & Air Checks.

Dogfights, Strategic Air Raids & Air Checks are now all resolved with a single die roll.
      
GI John
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Re:GI John's..... 'New Air Plan' - final rules uploaded Tue, 17 December 2019 13:34
This is a complete reboot of both the Air Pack and New Flight Plan. Aspects of both were taken.

I paired it down to 1 air unit for each of the major adversaries.

Paired down both Ground Support and Ground Interdiction.

Removed Recon and Recovery rules from the Air Pack.

Kept Kamikaze attacks - AP

Added Strategic Air Raids (same as bombing) - NFP

All planes have same abilities except for Kamikaze - NFP

Simplified the Air Check Rules- AP

Added Dogfights - NFP

Eliminated Air Sortie cards - AP

Eliminated Air Combat Deck - NFP



Thoughts. Comments? Give my rules a chance.
      
GI John
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Re:GI John's..... 'New Air Plan' - final rules uploaded Fri, 27 December 2019 17:54
Made slight change to Kamikaze rules. When Their Finest Hour is played, you can roll 2 dice instead of 1.
      
GI John
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Re:GI John's..... 'New Air Plan' - final rules uploaded Thu, 02 January 2020 19:27
Their Finest Hour now applies to all Air Unit actions. Roll 2 dice.
      
    
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