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Thread: Simplified Height Rules for WGS

  1. #1

    Default Simplified Height Rules for WGS

    The rationale is that there are two types of climb: first, the tactical climb or "vertical break", which isn't affected by the climb rate of the aircraft - all aircraft are equal. Then there's the smooth, steady sustained climb, the one where aircraft really differ from each other.

    Aircraft doing "vertical breaks" - tactical climbs - have an effective climb rate of 6. Those with climb rates of over 6 can only do sustained climbs.
    Aircraft doing "tactical dives" (but not reversals) can lose up to 2 pegs per dive. To lose only one, place a climb counter on the dive card.

    Procedure for sustained climb:
    Alternate slow straights with climbs, placing a climb counter on each. As you play the card, collect the climb counters. For each X climb counters, where X is the climb rating of the aircraft, go up 3 pegs. Round fractions down.
    As soon as you cease a sustained climb, trade in all climb counters - an aircraft with 3 climb counters and climb of 4 gets 3/4 * 3 or 2 pegs.

    Procedure for tactical climb (climb or reversal) - gain a peg.
    If using the optional "Energy" rules,you may trade in all your energy for an additional peg. One only, no matter how many energy markers you have, as long as it's at least one..

    Firing:
    A difference of 1 peg does not affect range, but fixed rear-firing guns cannot fire if there's any altitude difference.
    A difference of 2 pegs halves range except for dorsal and ventral guns and schraege musik.
    A difference of 3 pegs prevents firing except for dorsal, ventral and schraege musik, which halves range.
    A difference of 4 pegs prevents firing.
    An aircraft fired at while doing a sustained climb takes an addition A damage chit.

    Basically... in dogfights, you don't do sustained climbs. You disengage from the furball, then grab altitude in a smooth, steady, maximum climb attitude and engine setting. In practice,these rules simplify altitude. Nearly all climbs will be tactical, and it's simple. Climb - go up one. Dive - go down 2. Reversal - go up or down one, depending on whether Immelman or Split-S.

  2. #2

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    I'm quite interested how was it possible for this topic to go unnoticed.

  3. #3

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    These rules have been extensively playtested over several years and perhaps 100 games now. The similar CANCON rules for WGF are at http://www.wingsofwar.org/forums/dow...o=file&id=1367

    A slight modification to the original is that you place 3 climb counters on each card, and go up 1 peg for every (climb rate). So an aircraft with climb rate 4 that does climb-slow straight-climb-slow straight would get 3 climb counters for the first climb, then another 3 for the first slow straight (trading in 4 of the 6 for a peg), then another 3 for the climb (trading in 4 of the 5 for another peg) and another 3 for the second slow straight (trading in all 4 for another peg).

  4. #4

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    I am surprised that I missed it too.
    Sorry Zoe. It is quite a simple mechanism to make a dog fight much more enjoyable whilst giving the feel of the thing. i will certainly give this a try out for WWII. should make my solo games much easier to manage.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  5. #5

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    Love the simplified altitude rules for WGF. Will give these a whirl the next time I drag out my WWII kites.

  6. #6

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    Zoe, was it your intention that this system should apply to multi-engined aircraft as well - I'm thinking specifically of the bombers, as opposed to the bf-110 and Beaufighter?

  7. #7

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    Quote Originally Posted by brucewallace View Post
    Zoe, was it your intention that this system should apply to multi-engined aircraft as well - I'm thinking specifically of the bombers, as opposed to the bf-110 and Beaufighter?
    Yes, but we have to be able to cater for "corkscrew" maneuvers, where SOME bombers could use energy tactics.

  8. #8

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    Glad I have been doing it correctly then Zoe.
    Thanks.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  9. #9

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    Zoe, I love the way you explain the tactical climb versus the sustained climb. Is that the thinking with the WGF simplified altitude rules as well? I've been playing with your WGF rules, when I get heavily into WGS I'll use these as well. Thanks for all the work on them!

  10. #10

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    Personally I do not feel like the existing alt rules be changed. Recently I taught the youngest players of my group WGS alt rules and then we played a game using them. Piece of cake it was. We just did not use Flying Higher option and the game was smooth.
    Anyway, thanks Zoe for the work done. Sure, these rules may be used if agreed among players.
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  11. #11

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    Default

    The Avro Lancaster was capable of Corkscrew Manoeuvers - I've read about it in Gunning For The Enemy by Mel Rolfe.

    Basic Rules altitude philosophy: Remove an altitude peg and the houses get bigger. Add an altitude peg and the houses get smaller ...

  12. #12

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    Used your rules at Doncaster this year , no problems and good game flow.


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  13. #13

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    I'm gonna add this to my list as well.

    Resolving 1/2 dmg - do you turn the chit sideways to recognize it is only 1/2?
    Take a different type of chit?
    Last edited by Gotham Resident; 03-02-2016 at 06:28.



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