Wednesday 17 October 2012

Aeronef Turning

One thing we noticed in last week's game of Aeronef was how easy it was to remove the ability of larger vessels to turn. The biggest vessels have a turn value of '1' - that is they can make one 60 degree turn in a move. If a ship takes 25% of its hull hits then it loses one point from its turning capability. If you have a turn of 3, 4 or 5 then this is a minor inconvenience. If you have a turn of 1 then it's fatal - the rules say that you can only make a single 60 degree turn if you can roll a 6 on a die at the start of your move. Essentially your ability to manoeuvre is gone, despite only taking 25% of your hull. Forget getting any bombers on target, or doing anything else that requires your vessels being in a particular place; that 25% threshold is fatal.

I was thinking that the lost of turning capability should be less extreme.

When a ship's turn reaches 0 then it can make one 60 degree turn on a roll of 4,5 or 6
When a ship's turn reaches -1 then it can make one 60 degree turn on a roll of 5 or 6
When a ships's turn reaches -2 then it can make one 60 degree turn on a roll of 6
You can't go below -2.

All vessels must be built with a turn value of at least 1.

This variant would keep larger, lumbering, vessels viable after that first damage threshold is reached. I shall suggest it for the next game we play.


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