Given the to-and-fro nature of the technological battle between the RAF and Luftwaffe that characterised the bomber offensive, might the core game not lend itself to expansion by means of special cards that both players could play to alter key elements like scoring?
For example, off the top of my head:
--1,000 BOMBER RAID: double damage, but double losses to bombers, flak etc.
--OBOE (short-range radar guidance): Bomber stream scores double points against 'green' targets.
--HS2 (radar position-finding device): British player could play to counter German NAVIGATION ERROR cards.
--TINSEL: British player can interfere with German nightfighter movement.
--WINDOW (aluminium foil dropped to neutralise German radar): British ability to 'blind' flak and searchlights, negating usual losses.
--8 GROUP PATHFINDERS: rather than being used to 'bomb' and neutralise German radar/searchlights/balloons (which doesn't seem to have happened, contrary to the game's narrative), the British Mosquito piece gains an enhanced ability to drop flares over the target city.
--100 GROUP NIGHTFIGHTERS: the British Mosquito piece scores double points when used as a nightfighter-killer.
--100 GROUP SPOOF OPS: the British player could deploy two or more 'bomber streams', only one of which would be real (markers would be used instead). The German player would have to use a nightfighter unit to intercept the streams to discover whether they were real or not.
--WILD SOW: German night fighters can ignore WINDOW.
--Naxos/Flensburg/Leichenstein (radar sets): German nightfighters gain extra points on intercepting the bomber stream.
--NAVIGATION ERROR: the German player can force the bomber stream to alter its course by one hex (and thereby to replot the rest of its movement to the target).
--REDEPLOYMENT OF GROUND DEFENCES: a small number of units might be redeployed.
Both players might receive a hand of cards at the start of the campaign (ie, 3 ops), perhaps having to play one single card for each op - ie, the British player might play WIDOW, and the German player might respond by playing WILD SOW to neutralise it. Or, alternatively, cards might be played at any point in the game, requiring greater skill at card management over the course of the campaign.
Again, I should stress that I very much enjoy the core game, and this is just a well-meant suggestion for possible expansion.
For those interested in a brief, illustrated summary of the technological battle between the RAF and Luftwaffe, see:
For Pathfinders marking targets:
For the Luftwaffe, see:
(use the icons labelled part 1, part 2, etc. at the TOP of the webpapge).
- Last edited Thu Apr 3, 2008 5:59 pm (Total Number of Edits: 1)
- Posted Wed Mar 12, 2008 2:16 am
Some good suggestions there and I reckon that given Friedemann's knowledge and expertise of this era, I'm willing to bet that even now he is working on some of these ideas for future expansions.
I'm willing to bet that even now he is working on some of these ideas for future expansions.
I'm sure he is!
There already is a variant for Window and Wilde Sau. I helped write the rules and did extensive playtesting last year. The variant was published in "Die Manoverkritik" #36.
The others are VERY interesting. I'm going to take a look at them to see how they can be worked into the game. Thanks for the suggestions!
- Last edited Sun Mar 23, 2008 6:20 am (Total Number of Edits: 1)
- Posted Sun Mar 23, 2008 6:18 am