Gaming: Here’s a
rule for Axis & Allies Air Force Miniatures we explored but dropped in
development: If your pilot quality is worse than the target you’re shooting at,
you take a –1 penalty on each attack die. For example, let’s say that an
average P-40 pilot is shooting at a Zeke veteran’s 4 o’clock. Normally the hit
number is 5, but because the Zeke has a better pilot, that would bump up to 6.
If the P-40 was diving on the Zeke and shooting, that would go back to a 5. If
the Zeke was evading, back up to a 6. And so on.
I sort of liked the original draft of the rule, because I
figured one of the Japanese “traits” in the game would be very high pilot skill
in many of the aircraft available in 1941 or 1942, especially naval aircraft;
the Japanese Navy began the war with extremely well-trained pilots. Aircraft
with later availabilities might be better airframes than the early war Zeroes,
but the pilot quality would downgrade steadily, so you just might not find any
veteran or ace pilots in 1944 or 1945—or at least, a lot fewer than the
Japanese had early in the war. Allied planes and pilots in 1941 and 1942 would
usually be outclassed in pilot skill, so the impact of this rule is that the
Zeroes would be that much harder to hit.
However, one of the tough things about global rules is that
they work for everybody, and I was a lot less sure that the pilot quality
ratings would have the same salutary effects when the European powers went up
against each other. Clearly, the Russians had a serious pilot quality
disadvantage against the Luftwaffe for most of the war, but the British and
American pilots were generally about as good as the Germans. I was also
becoming very worried about the trickiness of computing your to-hit number, and
developer Mons Johnson wasn’t very enthusiastic about how often this rule would
push you into “rolling for sixes” on your attacks. So we ditched the defensive
benefit of pilot quality, deciding that we could create special abilities to do
that work if we saw a plane we really wanted to give it to.
Now, some AAAFM players have also been wondering if the
Zeroes are too fragile. I think the Zeroes have the durability ratings history
warrants, but I agree that it’s a little unfortunate that a single ‘6’ cripples
the plane—Zeroes are just a little more vulnerable to low-odds deflection shots
than they probably should be. However, the “dropped rule” might help this
situation a bit. So, if you don’t mind a little more complexity in your game,
try this:
-
First, add the defensive advantage for a superior
pilot: –1 penalty on your attack dice if you’re shooting at a pilot of higher
quality.
-
Second, a new suggestion: If you need a 7 or
higher to score a hit, a 6 counts as 1 hit, not 2. We considered this rule too
early on, but backed away from it to avoid complexity. Anyway, it works well in
conjunction with the rule described above.
Combined with the great evasion abilities for the Zeke and
Zero, and you’ll find that your average and poor Allied pilots in early war
planes will have a much harder time getting that first hit that cripples Zero
or Zeke. Be warned: I haven’t playtested this much, so test with care!
Politics/Current
Events: There’s a major new insight in the climate change debate that’s caught
my interest. A Danish astrophysicist named Henrik Svensmark published a paper
through the Royal Astronomical Society examining the effect of cosmic rays on
Earth’s long-term climate. Basically, cosmic rays influence cloud formation,
which influences climate.
Here’s the Royal Astronomical Society press release: http://www.ras.org.uk/news-and-press/219-news-2012/2117-did-exploding-stars-help-life-on-earth-to-thrive
And here’s an (opinion) piece discussing the ramifications: http://calderup.wordpress.com/
The work is controversial because it’s evidence that solar
activity cycles, which influence the rate of cosmic rays reaching the Earth, may
play a much more significant role in Earth’s climate than the various climate
models and the proponents of AGW (anthropogenic global warming) theory
currently allow. That’s pretty significant already, but the really interesting
new angle in Svensmark’s work is that he shows that there is a strong link
between the overall level of cosmic rays and climate across hundreds of
millions of years, and those varying levels seem to be based on whether there
is a high or low incidence of nearby supernovae. In other words, when the Solar
System passes through a part of the galaxy where supernovas are somewhat more
frequent, cosmic ray levels are high, cloud formation is high, and Earth’s
climate is cool. When the Solar System passes through a region where supernovas
are few and far between, cosmic rays are weaker, cloud formation is low, and
Earth’s climate is warmer.
I spent an inordinate amount of time in the last couple of weeks
engaged in a Facebook debate about conservatives and science. The argument came
down to the question of whether it was reasonable to entertain skepticism about
the climate change consensus, or not? When we finally drilled down to it, I
realized that my opponents viewed their authorities as unimpeachable: The only
people qualified to comment on climate science were climate scientists. I
maintained that it was possible that important insights about the climate
change debate might come from other disciplines, too. I don’t know if Svensmark’s
research “wins” the debate—in fact, I’m sure there is a lot of debate still to
happen—but I think it does show that the science isn’t necessarily settled.
The Finer Things: Buffalo
wings. A couple of weeks back I had the opportunity to compare Hooters and
Buffalo Wild Wings within just a few days of each other. I’ve regarded Hooters
as the gold standard in chicken wings for many years now, but I have to say,
Buffalo Wild Wings just thumped ‘em. Now, it’s true that Hooters wings are
still pretty good, and there are other reasons to take in a meal at Hooters.
But as far as pure buffalo wings go, well, Buffalo Wild Wings is a little bit
better.