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One of my favourite games during my University days was Flight Leader. It was an old AH board game where you controlled up to 16 jet airplanes on a side and had a massive dogfights. As far as games go, it was OK. Very realistic (you could fly EVERY single VARIANT of EVERY single JET FIGHTER in existence at the time). And I do mean every. However it was kind of long on rules.
Anyways, returning to the original topic. One of the ideas for FL campaigns, involved players selecting various mission profiles. These were:
Sweep: Pretty much what CS is about. Find the enemy and destroy them.
Interdiction Strike: Fighter-bombers enter from one edge of the playing field and exit from another to bomb a target.
Escort: Make sure that the strike craft get where they need to.
Combat Air Patrol: CAP is a more or less stationary patrol where you "bounce" and try to shoot down enemy sweeps and bombers.
I think that all can be applied to CS with slight changes to the process of scoring points:
Sweep: Its pretty much the same as normal CS.
Strike: Strike aircraft need to be designated by the players at the beginning of the game. A bomber that exits the game area from an opponents edge scores twice the victory points, provided it can still shoot.
Escort: Pretty much normal CS, but you need something to escort.
CAP: CAP planes start at the middle of the playing area, but cannot have a speed above 3 (as they need to conserve fuel).
Great ideas and exactly the type of thinking we need more of!
but the shortcoming is in the ideas that involve traversing the map. there is no way to prevent it, even collisions will not stop it unless catastrophic
The bootlegers have an advantage more planes in the air
the bootlegers have no rockets and harpoons they need the space for alkoholsmugel in droptanks. They have enought gas for only a limted time (Rounds) of combat. any round longer they have an problem to come home
The patrol has the advantage more gas in the planes
(more time in the air) and all weapon
Every plane from the bootlegers who can avoid an hit scores full points for the bad gys
Every plane from the bootleggers shoot down score double points for the patrol
Every plane from the Patrol shoot down scores 3 times points for the bad ones
every plane hit but not shoot down scores 10% of the point value for every hit (clik)for the patrol
Every plane comes home damaged scores point value - 5% for every hit taken(clik)
any objective that contains traversing the board is not going to work, not that jhary's scenario has anything to do with escaping, although they could avoid the hits by diengaging.