I played my first game of WGS with Brambo last night. two PRU Mk1 Spits, v two Bf 110s.
Mission parameter me, photograph railway sidings and return, Brambo, shoot me down.
Run 1, no altitude, result one plane managed to photograph target, both Spits shot down, German victory.
Run 2, Altitude. I'm reading the rule book, Brambo is slightly confused as he solo's with simplified rules.
I cross the coast with 1 at Alt 9 and 2 at Alt 5.
Brambo Alt 7, and 6.
Spit 1 takes two snaps lengthways, reverses, snaps a third, and beetles for home
Spit 2 gets lightly peppered by rear gun if one 110 on the way in, takes low level snap, gets chased by 110, overdives and crosses the coast smoking with 4 point left.
conclusion, Altitude rules as written are no good. (language over coffee at the bar slightly stronger)
I have not done any solo missions in WW2, or seen Daves rules, I can only go by what I remember from the conversation last night.
proposal:- Daves idea of using white turns as climbs and blue turns as dives excellent. combine with climb counters for climbs, stick with dive a level in one manouvre.
to operate, place the climb/dive card as appropriate below speed indicator on dashboard face up to indicate manouvre, use fast speed indicator to climb, but move short arrow to climb. For dive, show dive card, and move blue arrow. This should give a more realistic "enemy below, break left and attack" and "Hun in the sun , break right and climb to meet them"
must continue later, have to take SWMBO shopping
Ok, the above rules would mean that an aircraft with climb rate 5 would take 5 moves to climb a level instead of the ten it takes currently.
Also proposed is that to speed things up even more would be to give fighters a climb rate of 2, heavy fighters 3 and bombers 4. I think this would be for multi aircraft/ escort type missions. Straight dog fighting, eg BoB you would want to keep the climb rate differential.
Further to this, steep dives; declare a steep dive, use white arrow for dive, but take an A damage (stress).
Two steep dives in succesion, roll D6,1-3 ok, 4-6 flat spin, loose three levels, take a C damage, and roll D6 for direction of flight based on Hex, eg 1=forward 2= 30deg right, 3= 60 deg right and so on.
Lastly, my apologies if someone else has already posted the same idea, and any and all comments critiques etc most welcome
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