Had a quick look, WOW!!!!
Will have to make some minor changes to fit the information in it.
But now I got rules to make Zeps!
And a new enemy plane to deal with....
Khy wroteColonAnd now for the questions;
After reading bit of Z&B, I did have a question concerning Zeppelins as Aerodromes and choosing the Alert Birds squadron quality; how does Alert Birds interact with zeps, given the minimum aircraft launch rate from a zep is every other turn?
feggula wroteColonGondolas (page 156)
What is the point of a full length gondola? Is it the same as two gondolas? If so, why does it cost an additional 5 CP, does it confer additional advantages?
Choose a hanger (page 157)
It states here that a double hanger costs 15% of the zeppelins CP. Yet, on page 159 on Assign Zeppelin Special Characteristics it states that a dual hanger costs +20 CP.
What is the difference between the Variable Mounted Engines and Improved Combat Manoeuvering special characteristics? The table on page 159 states that both cost 5 CP, yet on page 160 it starts to say that Variable mounted engines cost 3 CP per engine pod. Both are incompatible with each other and both do the same thing, increase speed by 1. It does say that Variable mounted engines cannot be used on small zeppelins or blimps where speed is already at its best, but this is not true for Improved Combat Manoeuvering, yet I suspect that it has no effect on these zeppelins either. So in effect, they are the same thing yet given a different name?
Thanks a lot!
feggula wroteColonOh, one more question -
How many gondolas can a zeppelin mount?
Sorry for the questions!
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