redwom wrote:
Understand-this game is new to me and I've had to learn as I go. I am unfamilliar with the board game and the rules that this site immulates. I'm also not a war history buff, either.
Knowing that...I've had a few games now where my guns stay jammed for quite awhile. 5,6-19 turns. To me that seems a bit much. My suggestion is this, Put a 2 straight turn limit on the jammed gun situation. Not consecutively either. A pilot can do a 2S1, 15L2 the a 3S2 before his/her guns are cleared. Or a 2S1 and a 3S2. Or any multiple combos. Point is, the gun(s) aren't cleared until 2 straight moves have been made.
Would that make sense and keep the integrity of the game intact?
the whole point is that you have to weigh the risk of getting your guns jammed and the difficulty of unjamming them with the bonus that you get. in other words make sure it counts if you are using it.
generally this should mean that you only use it when you are certain that it will make a difference - range 0 shots for example.....
different views are valid, of course, but the physical side of what is required to unjam the guns was actually quite difficult, im told. so i wouold say keep it as it is. |