Post by Eric Farrington on Jan 11, 2022 21:55:14 GMT
Greetings All,
I have been tinkering and working on an air combat game for the Korean War tentatively called White Star/Red Star. For these rules, I went out an purchased a bunch of Tumbling Dice 1/600 aircraft for the period. I have the forces of the USAF vs the Communists. However, there is room to expand with the USN/USMC and the British Commonwealth forces for the UN too.
These include some of my favorite planes like the F-80 Shooting Star, F-84 Thunderjet, the F-86 Sabre, and the venerable B-29 Superfortress. On the Communists side we have the much vaunted Mig-15 and various late World War II era prop planes.
As you can see, these models can be relatively tiny. However, that allows you to play a game in a relatively small space. In addition, the rules I am working on actually model and scale agnostic, so you could just as easily use Warlord's Blood Red Skies: Mig Alley minis too.
Above is a B-26 Invader, Mig-15, F-84 Thunderjet, and a T-6 Texan for scale purposes.
I have been testing the rules using paper templates while I get the minis sorted and painted. The main thrust of the rules is to do the following:
1. Simplify flying with an assumption that all pilots know how to fly
2. Quick, easy, decision based mechanics.
3. Pilot skill difference matters
4. Incorporate key ideas like Detection, Altitude, and vertical vs. horizontal combat
5. Gun battles at Jet speeds
You can follow some of the design work Here:
V1 Rules:
Cap in MIG Alley
bloodandspectacles.blogspot.com/2021/06/battle-report-white-starred-star-cap-in.html
Bomber Intercept
bloodandspectacles.blogspot.com/2020/08/battle-report-white-star-red-star.html
Bomber Intercept 2
bloodandspectacles.blogspot.com/2020/07/battle-report-white-starred-star-bomber.html
Intercept at Suwon Airfield
bloodandspectacles.blogspot.com/2022/01/battle-report-white-starred-star.html
After initial playtesting, I have gone through a major re-vamp of the rules and how Detection, the action economy, and how Wingmen operate. More to come as I continue to develop this game further. Let me know what you think of the progress, and if the game is hitting its design goals.
Thanks.
I have been tinkering and working on an air combat game for the Korean War tentatively called White Star/Red Star. For these rules, I went out an purchased a bunch of Tumbling Dice 1/600 aircraft for the period. I have the forces of the USAF vs the Communists. However, there is room to expand with the USN/USMC and the British Commonwealth forces for the UN too.
These include some of my favorite planes like the F-80 Shooting Star, F-84 Thunderjet, the F-86 Sabre, and the venerable B-29 Superfortress. On the Communists side we have the much vaunted Mig-15 and various late World War II era prop planes.
As you can see, these models can be relatively tiny. However, that allows you to play a game in a relatively small space. In addition, the rules I am working on actually model and scale agnostic, so you could just as easily use Warlord's Blood Red Skies: Mig Alley minis too.
Above is a B-26 Invader, Mig-15, F-84 Thunderjet, and a T-6 Texan for scale purposes.
I have been testing the rules using paper templates while I get the minis sorted and painted. The main thrust of the rules is to do the following:
1. Simplify flying with an assumption that all pilots know how to fly
2. Quick, easy, decision based mechanics.
3. Pilot skill difference matters
4. Incorporate key ideas like Detection, Altitude, and vertical vs. horizontal combat
5. Gun battles at Jet speeds
You can follow some of the design work Here:
V1 Rules:
Cap in MIG Alley
bloodandspectacles.blogspot.com/2021/06/battle-report-white-starred-star-cap-in.html
Bomber Intercept
bloodandspectacles.blogspot.com/2020/08/battle-report-white-star-red-star.html
Bomber Intercept 2
bloodandspectacles.blogspot.com/2020/07/battle-report-white-starred-star-bomber.html
Intercept at Suwon Airfield
bloodandspectacles.blogspot.com/2022/01/battle-report-white-starred-star.html
After initial playtesting, I have gone through a major re-vamp of the rules and how Detection, the action economy, and how Wingmen operate. More to come as I continue to develop this game further. Let me know what you think of the progress, and if the game is hitting its design goals.
Thanks.