Monday, 26 September 2022

MiG Alley Mission Cards




I put together a set of mission cards for MiG Alley at the weekend, so that I can try them out and have a go at using them in different way, to see which method works best. The basic idea is this. At the start of the game, before deploying ground targets, each side may draw four mission cards at random from the UN or Communist mission card deck. 

The deck consists of ten cards for each side. After reviewing each of the mission cards, one card must be discarded, leaving a total of three missions for the game. In addition, one of the three remaining cards may be discarded and a replacement card drawn. This card may not be discarded and the mission must be carried out. 

If for any reason a mission cannot be carried out, for example a night mission is chosen but the other side only select daylight missions, an alternative card may be drawn at random from the deck. This will require some negotiation before the game to decide if it is a night or day set up and the deck could be compiled beforehand as required; multiples of some cards would be needed if this was the case e.g. four or five Night Fighter cards instead of just the one.

The three missions for each side must not be revealed to the opposing UN or Communist player. The required sections and targets for the three missions should now be organised and the missions carried out according to the objectives set out on each mission card. A record should be kept of any successful missions completed during the game. 

When the game ends and a Victory Target has been attained by one side or the other, each player should roll 1D3+1 for each successful mission that they have completed during the game. This should be added to the Victory Point total for their side. The player with the highest overall Victory Point score wins the game.

Another approach might be to allow players to play cards from their deck during the game, a maximum of one card per turn, deploying missions to counter the cards played by their opponent. For example, the Communist player might start by playing the Bed Check Charlie card as the first card, which could be countered with a Night Fighter card. 

In the second turn, the Communist player doesn't play a card, so the UN player also chooses not to. In the third, the Communist player plays a Night Bomber Raid card and the UN player matches that with a Night Interdiction card, and so on. It would mean that you'd need to stack the decks with cards that match or can be used to counter the opponent's deck, but I think it would work well otherwise.


  1. That is a great idea Jim- I'll have to try it out when the models come out again.





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