I'll expand it as I iron out how things work.
Clear - no effect
Overcast - Roll 2 aircraft dice for number of planes, take lowest.
Windy - Start with 2 fewer air support dice, -12" from Arty Range
Rain/Snow - No Aircraft, Reduce Terrain by 1 level*, Night Fighting Rules (-1)**
Storm/Blizzard, No Aircraft, Night Fighting Rules (-2)**, Reduce terrain by 1 level*.
* If Terrain is Road - becomes cross-country.
Cross-country - becomes difficult
Difficult - becomes very difficult
Very Difficult - Becomes Impassable.
** Use Night fighting rules, but British Night Attacks abilities have no effect.
NEW - (?) number in the brackets is the penalty to visibility dice roll.
EDIT - removed the arty range penalty after some comments on the forum. added a shorter visibility instead.
Feel free to make suggestions. Again this is just a prelim to get things started.
try to keep simple for now.
For those that maybe don't play many other board games, I'll explain why I didn't give high dice rolls the better weather. With 2 dice, the odds are you more likely roll in the middle of the 2-12 range. 2 and 12 probably being the most rare rolls. Thus increasing the chances of getting clear weather.
I like the idea of real time where guys can declare battles any time they want. But then you run into problems where some players have more time then others.
So thought I would take a page out of the European board games and rotate turn order.
and so on.
Each player could declare 1 battle per turn, or spend VP's to pass.
Maybe even spending VP's to move up or down positions.
You could also add the real time in for diplomacy and such. Give players a week to talk to each other.
But so far it looks like it will be 6 turns per year....think I said that already. ;)