I'm not sure about having to think out 2 or 3 turns ahead for
WGS, but you sure have to think out three cards in
WGF. Exactly like Thomas says, though, if you get it wrong in
WGF, you are way far apart (SPADs are terrible for this). I haven't enough experience in
WGS, but I would like to try using the two card planning in WFG, just to see if the game gets tighter.
Others' comments on the fun factor in
WGF? Perhaps because the damage dealt in a single pass in
WGS tends to take you completely out of the fight, even if you are not shot down? That's my limited experience. Never fly only one plane vs one plane, was one suggestion I have followed in my very limited experience. And now I have a flight of three Hurries to take up against four Bf-109s for a realistic "flight vs flight" for WWII. Should be nail-biters for the Canadians.
For things like tailing, the 2 card system would allow better tailing. But, without playtesting, who knows.
Bookmarks