First up, Robust. This is an easy Trait to use and explain. When played your opponent loses one attack dice. Simple - just remember to use it before he rolls the dice!
Toby always reminded his owner to play "Robust" in time! |
The Wildcat is a bit of an anomaly in that it is a "single Trait" plane with Robust. This is more by accident than design as it doesn't really fit any of the others, and the obvious Trait, Great Dive, doesn't add any benefits as it only kicks in above Speed 6. Andy Chambers is probably going to introduce a new Trait in V2 (whenever that happens) to give to slower planes like the Wildcat to make them a little less one dimensional.
The other Trait to consider here is Armoured. It is a rare Trait, which will probably only appear on two very specialised planes, the Il2 and the Hs129 - nothing else has the level of protection to justify it - think Flying Tank. This is also a positive Trait - basically an "always on" Robust. All the implications of Robust apply here, and there is no need to worry about choosing when to use it. There are no Bonus Doctrines that apply.
The last Trait that impacts on survival - or rather morale, is Deep Pockets (DP). DP is an interesting trait that represents those planes that due to either exceptional long range or large ammo capacity (or both) could hang around in combat longer. It allows you to discard boom chits, meaning your Squadron will soak up more Boom Chits before breaking for home. DP is a "Remove" card, so there is only so much you can get out of it, but if you time it right it can be a real force multiplier. Two good examples are P51s and the Zero.
There is one Bonus Doctrine that works with DP - Wall of Lead - basically you can burn your DP cards to re-roll any dice that don't hit. This is one of those Doctrines that scale with he number of firing dice, but it can be VERY powerful, particularly when used early in a fight to gain a Boom Chit advantage, OR again if using the optional deflection shot rules to try and inflict a Boom Chit with a deflection shot.
I'll not go into too much detail on how DP interacts with the multi engine rules, because it really gets confusing - so much so that the only Agile multi engine so far is the Mosquito, and we're unlikely to be repeating that particular combo. If you are using the "Heavy Fighter" optional rule it is much simpler.
Hope that is useful - next time I will round the series off with a look at the Traits we've missed so far - Jet, Agile, Biplane, and the dreaded Vulnerable, Poor Quality, and Sluggish.
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