Just4Fun wrote:
In the boardgame version of Blue Max, there are several special abilities (such as +1 to die roll, ignore deflection, 4 hex tailing, treat restricteds as unrestricted, etc.) that can be selected by pilots meeting certain experience criteria. I am just curious if there is a consensus favorite among those of us that have played the boardgame version as well. I'll post mine later.
Craig
My gaming group tended to favour the abilities in this order ignore deflection can only be tailed by another ace treat restricted as unrestricted
We had ongoing campaigns which allowed pilots to fly in a variety of aircraft. (If we had stuck to the later-war planes the 'treat restricted as unrestricted' would likely have gained in popularity.)
Dibbs |