"Wings of Glory WWII - one card planning" Topic
7 Posts
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Surferdude | 05 Feb 2014 11:14 a.m. PST |
We are thinking of just planning a card at the start of every turn like in X-Wing etc. Rationale being with the two cards we feel that the instinctive reaction type manoeuvres one reads or sees is not represented in the game as is. Anyone tried it? Would also allow existing game mechanics to work better; such as tailing and rookies (who would have to plot two cards). |
Shedman | 05 Feb 2014 11:59 a.m. PST |
We play 1 card for WW1 – it works fines |
Herkybird | 05 Feb 2014 1:25 p.m. PST |
As do we!- the original system is too difficult to play well, and is nowhere near as good as the WW1 game! |
Surferdude | 05 Feb 2014 4:22 p.m. PST |
Cool – thanks. I tend to prefer it to the WWI version although we have tweaked the altitude rules. Most of our club members do prefer Angels 20 though which is a pain. |
HardRock | 05 Feb 2014 4:25 p.m. PST |
I find that the 2 card system only gives a 1 card delay but is responsive. |
CPBelt | 05 Feb 2014 4:43 p.m. PST |
When I watch the WWI players at cons, all they seem to be doing is holding the right hand in the pants pocket while rubbing their chin with their left hand, with lots of "hmmmm" going on as they plan their entire turn in advance in their heads. Boring! I prefer the WWII version, especially with the chit draws. (I combine two sets of chits for more randomness.) I'll have to give the 1 card method a try. What's to lose by trying, but I fear it might be a bit too responsive. |
Surferdude | 06 Feb 2014 10:12 a.m. PST |
There will be built in checks to avoid daft stuff though as you can't do two 'steep' manoeuvres in succession, plus it will make tailing really worthwhile and something to avoid. |
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