Sunday 19 July 2020

Poor Quality in Blood Red Skies

Probably the most queried Trait in Blood Red Skies is "Poor Quality".  The text on the card is pretty simple :

"Rushed development and poor manufacturing practices held back many innovative designs. - In scenarios where a die roll is made for starting advantage, Deduct -1 from the roll for planes of this type."

The classic example is the Yak 1 in the initial "bendy" plastic releases. The Soviet aircraft industry was in disarray and quality control at the factories was suffering as the pressure to provide aircraft for the front. As a result some planes were rushed into squadrons with known defects - including parts becoming detached in flight. Similarly as the war situation deteriorated for the Axis forces some resources became scarce and were replaced by less ideal substitute materials ersatz rubber in aero engines for instance, which adversely impacted on performance in some cases. 

What Poor Quality does in effect, is to handicap such aircraft at setup, making it less likely to start Advantaged, or more pertinently, 50% of them will start Disadvantaged in Dogfight scenarios, which can be a PITA. There is no ongoing impact - they will still get to be Advantaged, they just take longer to do that, assuming the opposition doesn't get to them first!
 
That seems very simple. What has happened however is that as the game has developed the "team" has found some other uses for this card. The relationship between altitude and Advantage is a tangible but non specific one - you can be Advantaged or Disadvantaged at any altitude, but if you struggle with a sustained climb rate you are more likely to be disadvantaged at setup. There are a lot of aircraft types that we know due to design or other issues did not perform as well at climbing to higher altitudes due to lack of superchargers (for instance). A good example here being the P39 Airacobra. We struggled to represent this because we don't have low or high altitude. One option was to make climbing for advantage a test for such planes, however this would add another dice roll per plane per turn - lot of dice rolls, to a game involving such types. We really don't like adding layers of tests. BRS is about air combat, which is fast and furious, and one of the strong points is the quick turn sequence, so anything that adds tests and slows that down is avoided if possible. We did however already have a card that generated the right result in game - Poor Quality.  

Poor Quality is starting to appear more often because of this. It is morphing into a useful way of applying a negative to a plane's characteristics without inventing new Traits. We don't really like new Traits because they would have to be retrofitted to current releases, and the problems with cards etc make that undesirable to say the least. In the dim and distant future when we get V2 there will undoubtedly be more Traits added, but for now we are trying to keep to what we have.

So get ready for a bit more Poor Quality. Italian aircraft with battery powered radios*, or planes with no radios at all? PQ can work here because it can reflect the disadvantage these planes would be operating under without making them totally outclassed. Badly designed cockpits that overworked the pilot, same thing. There are many uses for PQ, so giving PQ to a beautifully build Macchi** doesn't mean it was badly manufactured, but that something about their design puts them at a disadvantage.

Cheers

*For some reason the Italian designers didn't think a dynamo \ alternator was needed on fighters. Instead of powering their radios by attaching them to the big rotating thing at the front that would generate copious amounts of electrical power, not the sons of Caesar, nope, they would use batteries. Like our mobile phones, battery life would deteriorate with use and age. The end result was the Italian fighter force in the early war period would only have enough power in their radios to communicate for a half hour or so, after which point they were down to wing waving and the like. Of course poor radios were not just an Italian thing. In 1940 it is fair to say most fighters had issues with radios, and Spitfire, Me109 and Zero pilots all struggled one way or another to reliably communicate with others in their flight, but these were mostly ironed out.  

** Saying nowt but I think our Regia Aeronautica players will be smiling soon(ish) once we start to get out of the Lockdown backlog :-) 


4 comments:

  1. Interesting post Renko, your explanation shows how the abstractions in the game give realism in a simple, elegant way.
    BRS is a grand game and I am glad I got into it, largely through reading this blog.
    Regards,
    Paul.

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    1. Thanks Paul. It's a fine line always when adding a new mechanism or changing something - will it slow the game down? If so is the return worth the cost? Thanks for your kind comments about the blog too - appreciated

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  2. I did not know that about Italian aircraft radios. I have read that the early-war planes did not have radios, but that is not quite accurate!

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  3. Yes it depends - some do , some don't, and often those that do don't work. In most WW2 air games coordination and cooperation are left to the players to work out. BRS is set at a scale where having poor communications is a real issue, so representing it by using PQ is one way around it. Cheers

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