So I have been working on a dogfight game using the AAM mini's and such just thought I would post it here. It is no were near being finished but its still pretty fun and any suggestions would be greatly appreciated. IF you have questions on rules or what not feel free to ask or suggest alternatives. This is a community project now so take all liberties to morph, shape, twist and improve the game to your liking. As for now only England and Germany are near complete for cards I'm working on America but they have a incredably large number of planes to choose 9. I'm trying to get 9 planes per nation which might be a little tricky but we will see.
Link to Cards and Counters >
http://www.mediafire.com/?sharekey=1403 … 0a1ae8665aRules MovementMoving a hex cost 1 movement point (speed). Climbing to the next elevation level requires three MP's. To climb you must move one hex as normal and pay the two MP's to climb for a total of three. Diving cost .5 MP's meaning you can lose a elevation and move two hexes for the price of one.
You must face one of the hex columns in your frontal arc as you move (this affects turning)
You must use all of your alloted movement points whether just flying around or firing they must all be used before the plane ends it turn
Initiativebid movement points for initiative must state which plane the points are coming from. The Player with the lowest cumulative speed from the previous round starts the biding. If he chooses not to bid the other player chooses for no cost.
Turningheavy must pick a hex in frontal arc and must make a three move pivot around it to turn 180 degrees
jets must move two hexes forward, off center
fighters must move one forwards, off center
no plane can return to the hex from whence it came (exception agility)
Attackingall planes hit on sixes. Each hit inflicts ten damage to the target. (exceptions see special abilities)
attacking costs two movement points and Target must be within the frontal column of attacking plane to fire.
You may attack a unlimited amount of time at different units ( you may not attack the same unit twice)
Each plane recieves 4 shots before having to reach a edge hex and be removed from play to rearm for a turn (you cannot spend movement points from off map planes during iniative) before being allowed to fire again. Rear gunner has 2 shots before running out of ammo. (rear gunner and main plane have different ammo counts. 4 for plane 2 for gunner)
if attacked from your own frontal column (or rear arc if applicable) you may return fire at half dice rounded down (rear gunner gets rounded up).
Diving while attacking you may dive on a opponents plane from a higher altitude. You must dive to the current level of the defender. for each level you are diving down to your opponent you receive 1 extra attack die. And it costs only one MP to dive-attack You also receive 1 MP per level you drop for the first level you drop on a adjacent enemy you MUST enter there hex the rest you may move with as normal Example: Your Gloster meteor is at a altitude of 6 and is diving on Your opponents Stuka at level 3 in a adjacent hex you can dive up to the 3 levels between your planes. you now have 12 dice at 6 instead of 9 and you also receive 3 extra movement points.
You may only dive-attack adjacent enemies. They do not have to start there turns adjacent.
For each attack made the attacking plane and the defending plane both lose 1 altitude. Therefore a plane at LVL 0 cannot attack. You can attack a plane at Lvl 0 there is no ill effect for the defender being at level zero.
AltitudeAltitude is represented by different levels 0-? all planes enter the dogfight at level 0 you must spend points to ascend levels but you get a MP discount for descending. different planes have different max altitudes
example's
P-51D mustang Level 6
Corsair Level 5
Zero Level 5
Stuka Level 3
Extra build points can be spent on unit modifiers.
1 point per starting altitude level per plane.
7 Points for Ace.
2 points for veteran.
4 points for hot shot.
A plane cannot have both hotshot and veteran.
special abilitiesagility = This SA grants the ability to pivot facing in hex at a cost of one movement point. Can also enter a hex from whence it came.
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speed boost = once per game this unit can move at a speed of eight then attack and then move at a speed of six (non cumulative). Works even if you spend all movement during initative.
Heavy =this unit has 6 shots instead of 4. before having to land and rearm.
Jet.= When attacked this unit may immediately take a number of hexes of movement straight forward.
Ace. =This unit hits on 5-6 instead of just 6 and has an extra 10 hit points.
Heavy guns.= On each result of a six this unit does 20 damage
Rear Gunner.= This unit can attack a unit in its rear arc at short range using its medium range attack.
Hot shot.= This unit hits on 5-6
Veteran= this unit has +10 hit points.