"WTDW" has no rules for the involvement of aircraft. The aircraft that have been engaged in previous "Big Games" have used rules made up more or less on the spot by the players. Again, therefore, the below are guidelines to be used as a starting point for aerial rules:
(a). there is no aerial combat between planes. The Big Game is concentrated upon ground warfare;
(b). All planes may fly up to 4 feet per turn, a rate of movement halved when taking off or landing.
(c). All planes have a range of 6 moves.
(d). The remaining available range of a plane should be indicated by a D6 on its base, which is turned down by one every move.
(e). A plane that has exceeded its range runs out of fuel and crashes. The Umpires will look balefully on kamikaze tactics, e.g. intentionally keeping a plane in play until it crashes. Planes should take off from Shobdon Airfield and return to Shobdon Airfield to land. Umpire penalties may be invoked otherwise.
(f). Once landed properly, a plane may be removed from play. It is considered to have refueled and flown off to Hereford Racecourse without further troubling the battle.
(f). Planes have LMGs and bombs. LMGs are fired normally from the "flying base" upon which the aircraft sits; bombs are dropped either side of the planes fuselage and count as mortar bombs.
(g). Planes may be fired upon by ground troops. A plane counts as an armoured car if so fired upon.
(h). Planes may fly from one table to another. As planes have no "Platoon Commander" (see the inter table rules), when flying from one table to another, the relevant plane is simply passed on to a player of the same faction on the new table.
(i). Planes must use "Initiative Cards" in the same way as other sections of a Platoon should they wish to move/shoot. A plane that does not use an "Initiative Card" on any one turn is considered to be circling. It does not fall from the sky as a result. Nevertheless, its D6 is turned down by one at the end of the relevant move.
No comments:
Post a Comment