|Image from here:|
I have been playing around with the core rules for Detection and the Action Economy for the game. This is a V3 of the rules that I will be testing today. The updates to Detection involve using the turn to influence the results of the detection. The changes to the action economy are intended to keep game play dynamic like V1, but avoid the strange game play lags from that same version. It also maintains the enhanced maneuverability and wingman rules from V2.
As usual, I am using my paper templates again. Altitude will be dictated by beads. 0= low, 1=combat altitude, and 2 = high altitude.
This is a Combat Air Patrol.
The game uses Measurement Units instead of a fixed measurement system. This allows players to match their models and boards. Today I will be using a 48 x 48 MU board, with an MU being 1 inch. We rolled for weather and found it to be clear. No terrain is placed.
The North Korean forces are the attackers.
The Sortie, Weather, and Attacker were all determined via the rules in the White Star/Red Star rules.