That's right, they did add the smoke+smoke when they printed the RAP.
That's right, they did add the smoke+smoke when they printed the RAP.
I always stack.
Methinks our Jovial Oberst is a bit bloodthirsty this evening chaps.
Rob.
"Courage is the art of being the only one who knows you're scared to death."
I like that too, stacking fire is the way to go....go down in flames anyway.
When illegal card is opened, it's immediately replaced with streight, and, in addition, A card is drawn?
Jammed rudder forces you to play illegal move, O.K. And in other situations, above could be solution.
Only exception should be made with Immelman turn, which should have it's mandatory sequence (but illegal move should be still punished with A card).
Perhaps this is a newbie mistake, but the rules seem to say that you cannot side slip with a rudder jam
http://issuu.com/aresgames/docs/wgf0...k-en_np_web/18
If I recall correctly the decks I've seen have that arrow for side slips....the rudder of the airplane is jammed. .... The airplane cannot choose maneuvres to the left (manoeuvres that have an arrow pointing left in the lower right corner of the card) for the next turn.
Am I missing something?
Sorry Fox, it is I who must be wrong on that one.
I thought I had read in one of Andrea's posts that this was allowed.
Must be my failing memory again.
Rob.
"Courage is the art of being the only one who knows you're scared to death."
We have been playing with smoke + smoke = fire since Ares published the rule change, and it has caused fire three or four times in the last few games - but I like the idea of restricting pilot's ability to fire if flying straight when smoking (or at all when on fire), and will suggest we try that at the club
You have just described the essence of Boom & Zoom tactics... something invented in no small part thanks to the SPAD's incredible diving ability.
Flying the SPAD without altitude rules is kind of pointless... as it was the first plane with the speed and strength to be a true vertical fighter and in the real world, changed the face of air combat tactics once this was understood.
I <3 SPAD
Steve
Last edited by surfimp; 05-29-2014 at 08:06.
And the SPAD is one of the fastest climbers in the game... combined with its great speed, if you use some creative 3 dimensional thinking you can really torment most Central Powers planes with relative impunity.
The SPAD turns the same to the right as to the left, unlike the rotary engined planes like the Dr.1 and Camel. But since it's so fast and turns so slowly, I have better luck doing Immelmans and Split-Ss, combined with climbing and diving.
When flying the SPAD, I look at the table in terms of long straight passes with reversals, and use turns mainly to line up each pass, as opposed to the Turn-and-Burn planes like the Camel and Dr.1. With the speed, you can come though, hit hard and then bank and dive away. Once out of gun range, climb for altitude again, do another reversal, maybe a turn to line up, then rinse-repeat.
When it all works it's great fun!
P.S. - Playing the SPAD without altitude rules wouldn't be fun (or historical) and would be a huge disadvantage for the plane. I would choose Camel or Dr. 1 in that scenario
Last edited by surfimp; 05-29-2014 at 10:49.
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