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.
No comments:
Post a Comment