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Modifications
and Rules Variations
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Bombers for Mustangs WWII |
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Anti Aircraft
Rules |
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German
A4M Rocket Rules |
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Ammo Musings |
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Golden Age of Air Racing |
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Join the AIR-PIRATES
Yahoo group. This e-group is loosely devoted to the "MUSTANGS"
air-combat game, but any aviation related wargaming or air-racing topic
is open for discussion. |
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Musings
from the Yahoo Air-Pirates E-Group.
Brief
bursts:
For Experienced or Ace pilots. 1/2
ammo box for 1/2 GF
Point
blank:
If the firing plane is not slower
than the
target and is firing from adjacent
hex, roll a die prior to resolving fire. On a "six" or better, the firer
has
succeeded in closing to point blank.
Double the GF.
Marksman:
Firer rolls 2 dice for each hit
and choosing one as the actual hit location.
Slow
Firing Weapons
Limit the slow firing, low muzzle
velocity weapons to a range of one hex only (rifle caliber MGs should also
be considered for this limit). |
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