J'ai proposé aux ricains de tester une idée à moi
Ici le lien: http://aaminis.myfastforum.org/sutra360259.php#360259
Ci après en anglais, je vais prochainement la retraduire et faire les cartes si je peux:
Here are the rules and the text cards I like to test:
Before game each player select 5 event cards (they can pick any number of one event except hurricane and cyclone) and add 2 end event and 8 no event cards.
All cards are shuffled (30 cards) and put in a pile near the map an additionnal Clear weather card is settled as first event.
1st turn after deployment, players roll for initiative, then return the top card of the pile and apply event.
2nd turn, players roll for initiative, then return the top card of the pile and apply event.
... and so on
Special Rules
Fighter Cover, Scoutplane Attack, Scout Planes SA follow planes rules
Range based SA follow event cards range limitations
- Sunny:
Planes: attack from the sun
Ships: AA are at -1 on each dice.
- Clear weather:
Planes: no bonuses or maluses
Ships: no bonuses or maluses
- Cloudy:
Planes: roll 2 dices before attacking if the result is 2 abort attack the target was not found;
if the result is 12 attack a unit (friendly or enemy) in an adjacent sector, If none treat as a result of 2
Ships: no bonuses or maluses
-Heavy Fog: Treat as smoke for defense bonuses.
Planes: Roll a dice before attack: target found only on 5 or 6 units.
Pinpointer and Shadowing SA are range 1 not 2
Cannot use: Combat Air Patrol, Harass from a Distance SA
Ships: Naval combat is possible only at range 0 and 1
Cannot use Chase, Pursuit Ship, Fighter director, Heavy Antiair, Radar Picket SA
- Light Rain:
Planes: carried take off only on 3+ then roll 2 dices before attacking, if the result is 2 or 3 abort attack the target was not found;
if the result is 12 attack a unit (friendly or enemy) in an adjacent sector, If none treat as a result of 2.
Ships: Submarines get Run silent ability
Bad weather fighter (SA) units get a concealment roll on a result of 7+ they take no damage
- Heavy rain:
Planes: land based take off only on 3+; carried only on 5+ then treat as light rain
Pinpointer and Shadowing SA are range 1 not 2
Cannot use: Combat Air Patrol, Harass from a Distance SA
Ships: Submarines get Run silent and Elusive quarry, No ER naval combat is possible
Bad weather fighter (SA) units get a concealment roll on a result of 6+ they take no damage
Cannot use Chase, Pursuit Ship, Fighter director, Heavy Antiair, Radar Picket SA
- Tempest:
Planes: No take off possible
Ships: Submarines get Run silent and Elusive quarry, naval combat is possible at range 0 and 1, torpedoes attack get -1 dice min 1; other attacks are at -1 on each dice
Bad weather fighter (SA) units get a concealment roll
Cannot use Chase, Pursuit Ship SA
- Hurricane: max 1 card per player last max 2 turns and replaced by clear weather if not canceled before by another event or an end event card
Planes: No take off possible
Ships: No attack possible, roll a 2 dices attack against each surface ship
- Cyclone: max 1 card per player last max 2 turns and replaced by clear weather if not canceled before by another event or an end event card
Planes: No take off possible
Ships: No attack possible, roll a 4 dices attack against each surface ship
- End event: Discard present event and replace by a clear weather card
- No event: Leave current event in play
If you test it please give me your 2 cents