WGS to me seems flawed compared to WGF.
It keeps things simple, the concept is good, but as a simulation it leaves a lot to be desired.
First, there's inadequate simulation of "Energy Tactics" where fast fighters can dash in, fire, and bug out. That's a big part of WWII air combat. It also means that many maneuvers, zooming to lose speed, turning tightly at low speed, then diving to gain speed aren't possible.
There's inadequate simulation of roll rate, where one plane can quickly get into a turn, even if not a very tight one, whereas another takes a while to enter, but then "turns on a dime".
The simplification that aircraft have about the same performance at low altitude as they do at high is just not valid in WWII.
Firing is broken. Aircraft with 2 rifle-calibre mgs will hardly ever get kills, those with 4 x 20mm will always hit significantly. In fact, instead of being 16 times as good, they should be maybe 4 times. Rifle-calibre guns can fire long continuous bursts, with cannon you run out of ammo so continuous spraying isn't feasible. The concept of having separate "rolls to hit" for each gun isn't appropriate: Having more guns increases damage when you do hit, but has almost no effect on chance of hitting.
No account is taken of self-sealing tanks, or armour plate, both of which are crucial.
"Fast" vs "Slow" is good, but you really need 3 speeds for an adequate simulation, - Fast, Cruise, Combat, with time taken to accelerate between them. The current rules are good in concept, but need tweaking for dives especially.
Altitude is essential. Climb rates important, dive rates even more so.
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Solutions-
I'd extend the "steep" concept a bit, so maneuvers of that nature have either "left","right", "climb", "dive" them as pre-requisites.
Have decks that have separate cards for each speed band.
Have decks that have multiple turns (etc) for each altitude band, just as they do for fast,slow now.
Have "special" cards for aircraft types to add flavour, but cut down on the sideslips that attempt to do this now. The attempt works poorly, the difference between A,B,E,F,G,H decks almost nothing.
Example -
Spitfires could always get away from Bf109s by a climbing turn to the right. So have one special combat speed card in the deck for spitfires.
Zeros had lousy roll rates, but once in a turn at combat speed - less than 150mph - could out-turn anything. And they could follow spits in a climbing turn to the right, and do the same to the left too, which the Spit could not do.
Problems - larger decks. Slightly more complications (one type might be able to do a 15 degree turn initially, then a 45 thereafter, whereas another could do a 30 initially, but still a 30 thereafter - the difference between a P40 and a Fw190)
Keep the idea of A,B,C,D firing chits, but add E, and x1,x2,x4,x6,x8,x10,x12,x16 counters.
A - rifle calibre MGs
E - mixed rifle calibre/ HMG or Cannon
B - HMG
C - 20-23mm cannon
D - 30-37mm cannon
Only have different chits for those guns with different ballistics - choose one, except at short range.
Examples :
D520 has 1x20mm, 4xrifle calibre mgs. These have different ballistics. So at long range, either Cx1 or Ax4. At short range, Ex2
P-51 has 4xHMG. At long range, Bx4, at short, Bx8
I'm sure this can be simplified. The aim is, one chit drawn, then a multiplier (depending on range and number of guns).
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