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Wingman Rules


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#1 The_Brown_Bomber

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Posted 25 July 2009 - 07:24 AM

Ever wonder what it would have been like to have a Triple Ace like ReneFonck or Manfred von richthofen as your wingman?

ive made up an optional rule that lets you do it :)

before flying a sortie each side shuffles an A damage deck and draws one card.  If the explosion card is drawn then that team has a Triple Ace Wingman for the mission.

Select one aircraft. Place a Wingman plane of the same type one half ruler length to the side of it. The Wingman’s plane will copy every manouvre by the leading plane and always fire on enemy aircraft.  If the leading plane is shot down this Wingman is lost.

 

Sample Wingman

Manfred von Richthofen (Legendary Triple Ace)

Quick Shot I
An Ace with this ability fires first and resolves his damage before any other pilots. If two Aces with the Quick Shot skill shoot at each other, it is resolved simultaneously.

Luck of the Irish III
Ace can ignore a single damage card twice per game, after drawing and looking at it. The player must show the card to all other players. The ignored card is put back in to the damage deck and shuffled. The Explosion card may be ignored in this manner.

Marksman III
When the ace fires to an enemy plane at long range, the firing ace draws three damage cards and picks which one his opponent will keep. The unused cards are shuffled back in to the deck. When firing at close range, the ace takes four cards and chooses two of them for his opponent to keep. Player may use this ability once every other turn. Use a blank counter to remember that you used the ability and discard it after a turn.

I have made up cards for the top 10 aces of WWI, 3 Axis and 7 Allied Pilots.  These would be picked at random if the damage card was drawn when checking for a Legendary Ace Wingman.  All Tiple Aces have the same Ace Abilities to varying levels (I, II or III) because in the campaign i am playing, these three are the best and do not require the ace to  manouvre independently (like Acrobatic Pilot)


"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#2 bsmith13

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Posted 25 July 2009 - 05:44 PM

Have you had a chance to play this optional rule yet?  How has it worked?



#3 The_Brown_Bomber

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Posted 25 July 2009 - 08:58 PM

bsmith13 said:

Have you had a chance to play this optional rule yet?  How has it worked?

nope, just made the rules up like 48hrs ago but the one guy ive shown them to thought they were preety cool.

if u r not familiar with the Knights of the Air campaign rules youi play a series of "sorties" with specific objectives like recon, balloon busting, dogfight or draing rescue.  before each mission starts both sides check for random ground targets and randon observation balloons.  this is done by each side drawing an A damage card and seeing if it has any special damage icons. if it does then that side gets one extra balloon or ground target.  If the xplosion card is drawn then that side gets TWO additionla ballons or ground targets!

with my Legendary Wingman rules, each side will do another check but they have to get the explosion card only.  If they do then that side selects one pilot who gets a legendary wingman for this mission!

im hoping ill get to tst them out in the next few weeks and plan on introducing this option to my playgroup for the campaign we r playing.

 


"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader





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