I got to looking, after quite a few games, at the decks A to D.
And was dismayed somewhat to find A to C had no difference in turning circle radius, only D did, yet the former were assigned to widely different aircraft? In fact, the most noticeable difference was the sideslip or as I prefer to think of it in WW2 terms, barrel roll cards between the different decks.
This didn't ring true to me. The Spitfire Mk I should be able to turn inside the Me109E, the Zero should be insanely manouveurable (but tinny.. I reduce the hit points to 12 in my games)
So, I scanned, edited and printed some tight turn radius cards for the A and C decks, giving A one tight turn card, and C two such cards. They're a bit crude and done quick, but can make better ones with more time. Printed on 250 gsm cardstock.
In test games tonight I saw a better reflection of the individual aircraft. My 109 couldnt always turn with the Spitfire MkI, and I resorted to vertical and head on attacks a lot, but was shot down in the end of a close run contest. I largely missed with my first burst and didnt capitalise all game, even though I got the "bounce". (See my other post about starting positions)
Likewise the zeros zipped and darted out from under the guns of most, but one good burst and they looked ready to scrap.
Love the mechanics of this game! Easy to mold modify and manipulate!
BD
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