Orm
Posts: 22154
Joined: 5/3/2008 From: Sweden Status: offline
|
This is my, simplified, understanding of the house. That I tried to follow as Western Allies in game 1. 1) If a enemy fighter can be intercepted en-route to a factory, then a alternative factory must be selected instead if such a factory is available. If no such factory is available, then the original factory is allowed to be bombed. (possible interception can never stop a bomber from flying a mission) 2) A bomber that take a longer route to avoid a fighter might be forced to use extended range. For example. The bomber has an range of 5, extended 10, and the target is 5 hexes away. However, in order to avoid interception the "factual" route the bomber takes is 7 hexes and thus should be extended. MWIF does not count the "factual" route and has the bomber on "normal" range. Therefore the bomber must be force to fly on extended range and this is changed manually. 3) Try to keep it simple. Do not abuse the house rule by overly complicate things. 4) And remember that AA should be ignored in a hex that has a "replacement" target due to interception (if the original, intended, target has no AA). 5) And that if there is no interception, then you continue to the original target.
_____________________________
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
|