Rules Questions
Home › Forums › Historical › Blood Red Skies › Rules Questions
Tagged: FAQ
- This topic has 185 replies, 26 voices, and was last updated 4 years ago by Bill Seaman.
-
AuthorPosts
-
November 26, 2018 at 12:59 am #150954BruceParticipant
That diagram makes it very clear, you must be in the target’s rear arc and must be pointed dead-on at the stem, not just the base.
November 26, 2018 at 3:44 pm #150999Koin-KoinModerator<a
href=”http://koin.koin.free.fr/PDF/BloodRedSkies/TailingV2.pdf”>Tailing diagram v2
Subtle update, but may help to be even easier to understand.Let me know if I missed something or if improvement can be made.
November 27, 2018 at 9:43 am #151017Cat Shot OneParticipantExcellent diagrams!
November 27, 2018 at 10:31 am #151018NatParticipantnice one KK, thanks for these.
November 27, 2018 at 12:14 pm #151020Koin-KoinModeratorYou’re welcome.
I’m glad it could be useful for anyone.November 27, 2018 at 6:42 pm #151031BruceParticipantI’m going to print off a copy and keep it tucked into my manuals for future reference!
November 27, 2018 at 6:49 pm #151033Andy ChambersParticipantI’m going to steal it and put it on the FAQ!
November 27, 2018 at 10:22 pm #151035Koin-KoinModeratorI stole the explanation first to make it so it seems fair ^^
I can provide it in another format if it could help (vector or raster).
December 6, 2018 at 8:16 am #151384NatParticipantQ – High Altitude, for example in the bounced mission, when the aircraft come on what advantage level are they? Is it advantaged or do you roll?
(we rolled for it and they all came in advantaged anyway)
December 6, 2018 at 2:07 pm #151435Andy ChambersParticipantThere’s a section in each mission description titled ‘Starting Advantage’ and you’ll find the information there, in the Bounced scenario the planes getting bounced start neutral and the planes making the bounce start advantaged.
If you’re talking about High Cover markers (p7 of the special scenario rules) they count as Advantaged when they move on to the table.
December 8, 2018 at 1:20 pm #151553Joe allwardenParticipantFollow up question came up last night for turrets. Playing the Do17 and the question of the number of dice from the rear arc came up. A new player read the card a little differently than I had previously considered. He read it that, for defensive shooting, you get the firepower+1 from the rear arc, ok that’s good. Then do you also add the 360 degree turret weapon to that shot? So you would get three dice? To be honest I could read it that way! I.e. from the rear you get 2 dice plus from the turret you get 1 die. Thanks!
December 8, 2018 at 2:54 pm #151554Mark BarkerParticipantJoe,
The 360 degree has already been used once, that is where the Firepower that you are adding the rear arc bonus to comes from.
So it is the 360 degree firepower, +1 for rear arc = 2 dice.
As Andy has already mentioned on other threads this gives a chance of a critical on an opposing fighter if the dice gods are with you.
(The Dornier does not actually have a turret weapon, this reflects the 360 degree coverage given by the numerous flexible MG positions around the aircraft. If you look at earlier versions of the Do-17 you will see it literally was ‘a flying pencil’. The version that fought in the Battle of Britain had a redesigned more bulbous cockpit that allowed much better fire coverage to the rear and it is this (I’m guessing) that the +1 bonus reflects.)
Take the debate away from your opponent by not being in his rear arc in the first place … Head-on charge in close ‘vic’ formation rearranging all that plexiglass – that’s the way old chap !
Best wishes,
Mark Barker
West Sussex
UKDecember 9, 2018 at 12:49 am #151565Joe allwardenParticipantThanks mark – sounds like a good plan!
Cheers,
Joe
December 12, 2018 at 10:51 pm #151792Mark BarkerParticipantA Question on the FAQ.
A new possibility has emerged on the FAQ to take an aircraft down. If you cannot do a minimum move you become disadvantaged. If you are already disadvantaged, you crash.
My question is, what is it that would prevent you taking a minimum move ?
The only thing that I can think of is that there is another aircraft in the way. In that case, don’t you just overshoot ?
I suppose there could be a circumstance (especially if you are disadvantaged) that there are multiple aircraft directly ahead of you when you activate so you cannot move your minimum and don’t have enough movement to clear all of the opposing bases without exceeding your maximum, but overshoot allows you to exceed your maximum if needed.
No, I can’t see a situation that would lead to this problem and wonder why the response is there. At worst, this could encourage gamey players to line up aircraft in front of your disadvantaged plane and force you to crash without all that pesky and unpredictable die rolling…
What am I missing, or can the question be safely deleted ?
Best regards,
Mark Barker
December 13, 2018 at 11:33 am #151820Andy ChambersParticipantI struggled to understand how this would happen too, but the question was asked and there’s an answer for it – fighting up against mountains maybe? There were some instances Sakai mentions in his book where they pretty much chased P39s up mountain valleys until they crashed, likewise some P38s had trouble while effectively trapped in a valley in Romania as I recall.
As with most ‘laboratory conditions’ thought experiments I find it hard to imagine the contortions necessary to deliberately bring this about in a live game so I’m happy to let it stand for now. If it does prove to be an issue we can change it, but in essence you’re right the overshoot rule should mean it never happens anyway (exceptional mountainous terrain excepted).
-
AuthorPosts
- You must be logged in to reply to this topic.