I was inspired by another post discussing the advantages/dis-advantages of allowing Climbing and Diving every turn - using the Blue and White Paths on the maneuver cards as ascend or descend paths.
This resonated with me, as I believe altitude does not play an integral part of the play during a battle. Altitude is hard to obtain quickly.
I imagine actual dogfights were fought in 3 dimensions. You could move your stick in any of 360 degrees. Current rules allow left or right or up or down (except special juke maneuvers, of course). By adding pitch to every turn, you could perform a climbing turn left. Or a break from formation with a steep dive right.... etc. etc.
The ability to climb or dive quickens. Making it an integral part of the play.
This weekend, planning a round of cut-throat - two on two on two on two- with the Blackburn brothers... Hope to have my bro John in tow - just in case things get heated! We are going to try adding the "pitch chips" to the play - to see if we can use altitude more readily.
Here is the content from my house rule sheet (attached).
Please let me know your thoughts on how it would affect the game.
Also, I'd love to hear from anyone that has played this way.
Thanks,
Joe
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In a dog fight, level flight is the exception. Altitudes will change constantly. Think of the Blue and White paths on the maneuver card as attitude or pitch, and not solely as speed. For every turn left, right or straight, the airplane can also ascend or descend. You can control the pitch and vary altitude with every play. Ascend up to one climb counter, or descend up to 3 climb counters. (Or fly level fast or slow)
Designate your airplane’s attitude by placing one pitch chip on the planned card during the planning phase. The blue path on any card is traveled for all descents and fast plays. The white path is traveled for all ascents or slow plays.
Play the CLIMB CARD to perform a climb maneuver. Add 1 Climb Counter. (plus 1 Climb Counter for your Pitch Chip) Next play must be Climb or Slow Level.
Play the DIVE CARD to perform a dive maneuver. Subtract 1,000 ft. from your altitude (1 Peg) (plus up to 3 Climb Counters for your Pitch Chip)
Next play must be Dive or Fast Level.
Any tailing pilot can see the hunted airplane’s next maneuver card, but not their pitch chip.
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