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| | Message text Sorry Stachel, but I agree with Zif also for the reasons he stated.
I would prefer to see a random amount (1 or 2d6) of fuel added to each plane's allowance (mostly to discourage players from tracking everyone's fuel). It would also have the potential effect of extending the game a few more turns.
Some have suggested doubling fuel, but I think that this is excessive and does nothing to discourage the "fuel accountants".
For what it's worth, I have played the original version of Blue Max for 20 years (yikes!) without using any fuel rules at all. It didn't seem to "unbalance" things, as some have stated. If the situation warrants it, planes will go as fast as they can, but be no means will they always do this. The shooting penalty for high speed and same hex combat rules were enough to stop that from happening. Also, game situations frequently dictated moving at a slower speed. Besides, if there ever was a time to fly as fast as you can, I would think that a dogfight would be it! The fuel allowances, being derived from the plane's endurance (maximum flight time) just never seemed to fit with the brief but furious nature of aerial combat. Either you have enough fuel to offer/accept an engagement or you (try to) run/avoid the fight! While Allied planes generally carried more fuel than the German counterparts, it is my impression that fights were more likely to occur on the German side of the lines. That means more fuel used, in general, getting to and returning from the fight for the Allied planes as well. If so, this would serve to diminish the apparent fuel advantage of the Allied planes. Consequently, it wouldn't bother me too much to have all the planes start with the same amount of fuel either or just do away with it (fuel rules) altogether. I know, "Heresy!" some will shout, but it's not really all that bad. I expect that I will keep playing regardless of what fuel rules are used, because Blue Max is a way game! |
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