This document proposes an optional dice-only combat system for the Blue Max: Miniature Rules edition miniature wargame. It replaces the standard combat values and results with rolling a number of six-sided dice determined by aircraft stability and range. Rolling red or blue pips on the dice represents scoring hits. Players can modify the number of dice rolled based on various in-game factors like weapon type, targeting conditions, or aircraft maneuvers. The system is designed to streamline combat resolution while maintaining uncertainty through dice rolls.
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Blue Max Combat Dice
This document proposes an optional dice-only combat system for the Blue Max: Miniature Rules edition miniature wargame. It replaces the standard combat values and results with rolling a number of six-sided dice determined by aircraft stability and range. Rolling red or blue pips on the dice represents scoring hits. Players can modify the number of dice rolled based on various in-game factors like weapon type, targeting conditions, or aircraft maneuvers. The system is designed to streamline combat resolution while maintaining uncertainty through dice rolls.
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Dice Only Combat System
For Blue Max: Miniature Rules edition
One of the only aspects I found interesting about the
4th edition of Blue Max (2014) was that they added an all dice combat system and included six unique six- sided dice. Using a dice only combat system is not a perfect substitute for using the Combat Values and Combat Results, but I think there is something to be said about using dice only. Besides, rolling dice is fun.
In the end, I was inspired to see if I could somehow
adopt something like this to the Blue Max: Miniature Rules and replace the Combat Values and Combat Results. The dice only combat system presented here can also be applied to the 1st edition (1983) and 2nd edition (1992) of the game, but the focus will be for the Blue Max: Miniature Rules or 3rd edition (1995) of the game as I feel this is the best version of Blue Max available at this time (2016).
First, you need a set of six combat dice. If you were
unfortunate to pickup the 4th edition of Blue Max, then the silver lining is that you have a set of these dice. If you do not have a set of these combat dice, then you can easily make a set by taking some normal six-sided and coloring in specific dots with red and blue paint. Two sides will need to be red, and another two sides will need to be blue. If you would like to match the numbers on the original dice, the colors are as follows: 1 and 6 are Red 2 and 5 are Blue 3 and 4 are White
Or if you have some plain blank six-sided cubes/dice,
you can simply make two sides red and two sides blue, but using any ordinary six-sided dice will do just fine.
Using the combat dice is simple and easy. Have a look
at the quick reference sheet below to determine how many combat dice to roll. Start by cross referencing your aircraft’s stability with the number of dice you start with, and then apply the modifiers.
It needs to be stated that this is only an optional rule,
and all players must agree to use this optional rule or it cannot be used. Starting number of dice: Range0 Range1 Range2 Range3 Stability A 3 3 2 1 Stability B 3 2 1 1 A player cannot roll Stability C 2 2 1 0 more than six dice. Short Burst – Subtract one die Medium Burst – No change Long Burst – add one die & check for jamming Add one die for Subtract one die for ▲ Target stalled ▼ Attacker’s speed is 3 or 4 ▲ Fired at target last turn ▼ Target at different altitude ▲ Tailed target ▼ Flexible gun (Observer) ▲ Firing with no deflection Single Gun: If the attacker has a single gun, the target may have the attacker re-roll any one die. Target is at a lower altitude: If the target is at a lower altitude, the attacker may re-roll any one die. The following Special Gunnery Abilities need to be changed for use with this dice only system. "Die Roll" - The attacking player may re-roll any one combat die. "Deflection" - The attacker is always treated as "Firing with no deflection." "Fire Value" - Add one combat die.
Starting number of dice:
Range0 Range1 Range2 Range3 Stability A 3 3 2 1 Stability B 3 2 1 1 A player cannot roll Stability C 2 2 1 0 more than six dice. Short Burst – Subtract one die Medium Burst – No change Long Burst – add one die & check for jamming Add one die for Subtract one die for ▲ Target stalled ▼ Attacker’s speed is 3 or 4 ▲ Fired at target last turn ▼ Target at different altitude ▲ Tailed target ▼ Flexible gun (Observer) ▲ Firing with no deflection Single Gun: If the attacker has a single gun, the target may have the attacker re-roll any one die. Target is at a lower altitude: If the target is at a lower altitude, the attacker may re-roll any one die. The following Special Gunnery Abilities need to be changed for use with this dice only system. "Die Roll" - The attacking player may re-roll any one combat die. "Deflection" - The attacker is always treated as "Firing with no deflection." "Fire Value" - Add one combat die.