Another thing I forgot the first time is that my group usually uses a “treaty” to end our games-someone has to leave, so we just slice up the world with whichever powers are left and trade off some territories so everyone’s happy. 8)
Jefe: How is this different from the rules you play with? No one is arguing against the defender choosing his own losses and the attacker choosing his own losses.
Sometimes I think he reads every other line of the post he is questioning. :wink:
In 2nd edition rules – a surviving fighter in this scenario can only land if an island (completely surrounded by water) exists in that SZ.
In 3rd edition rules – when an aircraft carrier is sunk. The surviving aircraft on it can attempt to locate and land on a friendly island, territory, or aircraft carrier. These aircraft have one movement point to do so.
There are adjustments, then there is totally changing the game. Besides, what’s the point of making up a wild set of rules, playing that set of rules and getting good at it…… only to find nobody wants to play that way?
I’ve found that making even what you think are subtle changes can make a huge difference. Maybe it’s just me but even after all these years, each game takes on a life of it’s own after the first 2-3 rounds and often sooner.