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Thread: Tactical Walk Through of Aircraft

  1. #1

    Default Tactical Walk Through of Aircraft

    This post is designed to give new players to the game some insight into the strengths and weaknesses of the various fighters available as miniatures in Wings of War. But before we do that, let's first discuss some key factors that must be considered before entering into any air combat, regardless of the plane.

    It is vitally important that you know the capabilities of your enemy's aircraft. Is the plane faster or slower than yours? Can it turn well to the left and right? Is it a sturdy plane? Is it exceptionally maneuverable? Knowing these things can be the difference between winning a dogfight or going down in flames. Learning the capabilities of the enemy plane can give you valuable insight when going into combat, and will give you a much better chance of survival. In turn, know your own planes capabilities. Review your maneuver deck before you engage in a mission. Finally, remember that in combat, sometimes doing the unexpected can save your hide. The tactical analysis will tell you strengths and weaknesses and give recommendations, but it doesn't mean you have to stick to them at all times.

    Now, let's go over each of the 8 key fighters of the first 3 Series of WOW (Series 4 update at the end). We'll start with the weaker planes and progress to the best. With each review I'll go over the strengths and weaknesses (if any) of each plane and any other key factors worth noting -

    Albatros D.III -
    Strength - none
    Weakness - no special maneuvers

    Albatros D.III - This is an average plane with no special maneuvers, average speed, and decent health. Use patience with this plane. With no 90 degree turns you have to wait for your opportunity and maybe use some unconventional maneuvers to try and gain position. Keep the Immelmann on standby at all times. As with the Nieuport, against a superior plane you must be more cautious, keep your distance, and look for an opening to land a hit. You have enough health to hang with the better planes, but a close range dogfight is a maneuvering mismatch not in your favor.


    Nieuport 17/21/23 -
    Strength - short side-slip maneuver.
    Weakness - Only 12 hit points

    Nieuport - Low health is its primary weakness. Fly it as you would the D.III, except use more caution after you've taken a few hits. You don't have many to spare. The short side-slip maneuver is the only real strength of this plane. Use it to set up position leading into a turning fight, to get out of trouble, or to keep your opponent off balance and guessing. Avoid early head on passes as you don't have enough hit points to survive this tactic for long. Use your Immelmann wisely but don't become too predictable with it. When facing a stronger opponent you have to be more careful, keep your distance, and wait for your chances. You won't win a turning fight and can't outrun anyone.



    Albatros D. Va
    Strengths - above average speed, good health (15 hp)
    Weakness - poor maneuverability

    D.Va - This is a fast plane but it has no special maneuvers. Treat it as a faster, healthier version of the D.III and use similar tactics. However, with the D.Va you have the ability to close quickly on an opponent, take a shot, and get out of trouble (also known as the hit and run tactic). Speed is your primary weapon, so use it to your advantage. Know that you can stay ahead of all but the Spad XIII & SE5a if you need to cut and run. The D.Va has only the standard maneuvers, and as a result the only plane it can out turn is the Spad XIII. Avoid a turning fight with all other Allied planes, even the Nieuport.


    Spad XIII -
    Strengths - top speed, health (16 hp)
    Weaknesses - poor maneuverability

    Spad XIII - Speed is its strength. Period. It, along with the SE5a, are the fastest planes out there (so far) and can outrun any of the current planes. You need to use the shoot and run tactic with this plane, using the Immelmann to quickly reverse direction, for it will take forever to turn around otherwise. With the Spad, patience is the key. This plane has top health, so wait for your opening, land some hits, and get out of harms way before setting up for another pass. Use your turns to get clear of danger when an opponent has gained the advatage, and don't forget about the long left or right slip maneuvers. The combination of turns and long slips can get you clear of danger quickly. If the battle isn't going well, use your speed to get out of trouble. You can be well out of range of your opponents guns in two well placed maneuvers.


    Fokker Dr.I -
    Strengths - tightest 90 degree right turn, short side-slip maneuver
    Weakness - only 13 hit points, no 90 degree left

    Dr.I - This plane is a good fighter with a number of weaknesses. Only average speed combined with low hit points leave you vulnerable. The Dr.I's best strength is its two super tight 90 degree right turns. In a close turning fight it will out turn any other plane (however, if flying against the Camel DO NOT forget that it has THREE 90 degree right turns to your two). If your opponent has a 90 degree left (like the Sopwith Snipe), keep him on your right when possible as you have no 90 degree left turn to counter with. If your opponent is also without a 90 degree left, then you can feel safe attacking from any direction. Finally, if your opponent does not have any 90 degree turns, you'll have a huge advantage in the turning fight if you attack from the right.

    In addition to it's super tight turns, the Dr.I also has the short side-slip. This is a valuable maneuver when combined with it's tight 90 degree turns. Keep this maneuver at the ready as you'll need it to beat the Camel. If the fight is going badly, get out of trouble before you get too low on health because you won't out run any other fighter except the Nieuport 16. Because of your low starting health, you should avoid early head on passes.


    Sopwith Camel -
    Strengths - three 90 degree right turns, above average speed.
    Weakness - no 90 left and no other special maneuver.

    Camel - Above average plane. Its weakness is its lack of a 90 degree left turn. But on the flip side it's strength lies in its three 90 degree right turns (no other plane has more than 2). Keep your opponent on your right as you approach, setting up for the hard right turns as you need them. The Camels above average speed is an advantage against the D.III and the Dr.I, but not so against the D.Va or D.VII. When flying against the D.VII, the lack of a 90 degree left turn is a distinct disadvantage. Against the Dr.I and D.Va it isn't a factor. The Camels combination of health, speed, and (right) turning ability make it a formidable opponent as long as you stick to it's strengths.


    Sopwith Snipe
    Strengths - health (16 hp), "super-slide" maneuver (1 left, 2 right), 90 degree turns both left and right.
    Weakness - none

    Sopwith Snipe - This is another great plane with no glaring weakness, but has a very cool maneuver I like to call the "super slide". This maneuver, also known as the long side-slip, is great for getting out of trouble quickly or setting up position for an attack. With your deck having one to the left and two to the right, this maneuver is very effective and undoubtedly your top weapon in combat. In addition the Snipe turns 90 degrees both left and right and has above average speed. Try using the side slips with the 90 degree turns to gain position or shake an opponent (side-slip right, then 90 degree left, followed by side-slip left (or vice versa) is a very effective evasive sequence). Bottom line - this is a top notch fighter and can hold it's own even against the Fokker D.VII. You can pretty much use any tactic when attacking with this plane, but keep your wits about you, try not to be too predictable, and use the "super-slide" wisely.

    Fokker D.VII
    Strengths - health (16 hp), short straight (non-stall), short turn (steep), 90 degree turns left & right.
    Weakness - none

    Fokker D.VII - This is considered by many to be the best fighter of WWI. The D.VII is a very dangerous plane, especially in the hands of an experienced player. With top health (16) and no real weaknesses, this plane has it all. Among its numerous strengths are the short straight (non-stall) card and the very effective short turn (steep) maneuvers which you can use to quickly turn the tables on opponents. Also note that this is the only plane that can perform two (or even three!) short straight maneuvers back to back, effectively forcing an opponent to fly right past it. If that isn't enough, it also turns 90 degrees both left and right and has above average speed (only the Spad XIII & SE5a are faster). Try using a short turn with the 90 degree turns to get out of a jam or quickly gain position from an odd angle. You can also use the short turn with the short straight to turn quickly and gain position without overshooting your opponent, or use the short straight with the 90 degree turn for a quick change of direction. Bottom line - use any tactic you want with this plane, but be careful not to get overconfident when flying it.



    A tactical over view of classic match-ups, from the pilots point of view.

    Fokker Dr.I vs. Sopwith Camel
    Dr.I pilot - When engaging in a dogfight with the Sopwith Camel, there are a few key factors I keep in mind. We both have hard right turns, but the Camel can hold the turn longer if the turning fight starts early (in the first maneuver round). Despite this, the Dr.I has a tighter turn and, if I have the angle (i.e. if you're not parallel), will land a shot before the third maneuver round even happens. The Camel is faster, so I try and stay in close and use the Fokker's superior maneuverability to keep the Camel on the defensive. The mini side-slip is a key factor here. The Camel has no such maneuver so I have the advantage again. If the Camel gets separation, it can close on me quickly, so I try and keep things close. The Fokker is a weaker plane so I avoid the head on passes if possible, unless I've scored previous multiple hits and feel certain that I'm the healthier plane at the time. The Fokker's strength lies in it's tight maneuverability. This is where I'll win the battle against the Camel.

    Camel pilot - When engaging the Fokker Dr.I, I keep to my strengths - speed and the three 90 degree right turns. The Dr.I is more maneuverable and as a result I must avoid the "in close" dogfight. The Dr.I will easily out turn my Camel if it has the angle on me, and with the mini side-slip it can quickly turn the tables. I'll keep my distance and attempt to land some quick hits to drop it's health enough to force it onto the defensive. The Camel is the sturdier plane, so I won't be afraid to go head on in the early stages of the fight. I'll use my speed to close quickly on the Dr.I if I catch it out of position, but I must watch out for it's Immelmann, as it can reverse direction quickly without distancing itself from me. To defeat the Dr.I, I must use my speed and 90 degree turns to gain its 6 and avoid the close range dogfight.


    Fokker D.VII vs. Sopwith Snipe
    D.VII pilot - The D.VII is an incredible fighter, but the Snipe is a worthy opponent. If I use all of the Fokker's strengths it's a hard plane to beat. When going against the Snipe I need to be patient while using the short turn and the 90 degree turns to my advantage. With the short turn I am more maneuverable in close, but I can't forget about the Snipes long side-slip. This is a tricky maneuver I must always be ready for. If the Snipe gains position, I can use the short turn to get myself out of trouble. Finally, the short straight (non-stall) maneuver is a key weapon in my D.VII arsenal. When used with the short turn or 90 degree turns I can change direction in a very short distance. If I use my strengths wisely, I have a great chance of downing the Snipe in combat.

    Snipe pilot - My Snipe is a great plane, but against the D.VII I must use every advantage I have and keep my opponent guessing if I am to be victorious. When fighting the D.VII I know that we both posses equal turning ability, but the D.VII can maneuver better in close with it's short turns. To counter this I must make use of my Snipes ability to pull a long side-slip maneuver, which I can do twice to my right, but only once to my left. This can enable me to close quickly on the D.VII if it's turning away from me or quickly distance myself if I'm in trouble. Our planes are again equal in speed and health, so it comes down to staying out of trouble. When I fly against the D.VII I must be patient, stay unpredictable, and not get in too close unless I'm able to gain its 6.


    Albatros D.Va vs. Spad XIII
    D.Va pilot - When going against the Spad XIII I know I'm the slower plane. But this gives me the advantage of a tighter turning radius which amounts to better maneuverability. I'll try and get in closer to the Spad to try and force a turning fight, which is in my favor. If I can't do this, I have to be patient and use my Immelmann often to reverse direction to try and gain position for a shot. I have to be leery of its speed, as it will close the distance between us much quicker than any other plane. I can't be predictable and if I get into trouble I have to leave myself an escape route since the Spad will easily catch me with its superior speed. To win I have to use my instincts and anticipate correctly what the Spad will do. If I can gain his 6, I have a good chance at victory.

    Spad XIII pilot - I have but one major advantage when flying against the D.Va, and that is speed. My plane is faster and I can close quickly on my opponent if I catch him out of position. But the D.Va is more maneuverable, so I must avoid the turning fight and try and keep some distance between us, waiting for the right moment to close the gap (which I can do very quickly) and take a shot. The Immelmann is the best way for me to reverse direction, so I'll always have it at the ready. Without a doubt, patience is the key with my plane. I cannot be too predictable and must use my speed and Immelmann wisely if I'm to win.

    SERIES 4 UPDATE

    Pfalz D.IIIa -
    Strength - top health (16)
    Weakness - no special maneuvers

    Pfalz - The Pfalz D.IIIa is the same as the Alabatros D.III in speed and maneuverability, but they have one BIG difference - health. With 16 health, the Pfalz becomes a much bigger threat to any opposing plane. Although its maneuverability and speed are only average, the durability of the plane gives you the opportunity to be much more aggressive in a dogfight. Feel free to engage in early head on passes in an effort to weaken an opponent, especially those with superior maneuverability (knocking a superior opponent down a few health points early can force him onto the defensive and give you the advantage). Use your Immelmann often to stay out of trouble or set up for new attacks.

    Your health is a big strength, but it does not make you invincible. You can be aggressive, but be smart. You're speed and maneuverability WILL put you at a disadvantage against most Allied planes, so be smart when pressing your attack. Know when to pull back and be more cautious.


    R.A.F. SE5a -
    Strengths - top health (16), top speed, 90 degree turns, "super slide".
    Weakness - additional steep/stall cards

    SE5a - The SE5a is an exceptional fighter that ranks among the best in the Wings of War miniatures. It is super fast, highly maneuverable, and very durable (16 hp). The combination of these three things makes for a very deadly fighter, yet some of these strengths can become a problem if you aren't used to the plane. Be aware of the SE5a's speed at all times, especially when you are near the edge of the game surface. As you get used to the plane you may have difficulty gauging distance, which could result in leaving the game surface unintentionally. You may also find yourself overshooting an opponent, so be prepared. If you overshoot your opponent and find yourself in trouble, simply use your speed and maneuverability to get out of gun range and regroup.

    In addition to its exceptional speed the SE5a has great maneuverability, with 90 degree turns both left and right along with an amazing long side-slip (super slide) that goes corner to corner on the maneuver card. But unlike the Snipe or the Dr.I, you cannot use a 90 degree turn and a side-slip back to back, as both have the black diamond steep/stall designation and therefore cannot be played consecutively.

    The SE5a's speed and durability allows you to be very aggressive with your attacks. Consider using your stall maneuver early as you approach your opponent, allowing him to reveal his plan of attack. You can then use your exceptional speed to close quickly and hopefully land some quick hits. Use your speed to execute the hit and run technique while using your maneuverability to quickly set up position for a new attack. In turn, use all your maneuver options in an effort to keep your opponent off balance and guessing. Your Immelmann can carry you well out of gun range during a turn around, as can the sweeping turns. Don't be too predictable and your opponent will stay on the defensive.

    The one thing you need to avoid is allowing your opponent to stay in close. Planes like the D.VII, with it's tighter 90's and short turning ability, can cause problems if you engage in a close turning fight. Avoid this. Speed is your best weapon and best defense. Stay out of gun range and use your speed to close quickly when your opponent leaves an opening. Finally, if the battle is going poorly, you'll have no problem escaping if you give yourself enough time.



    Hope this helps you with your new planes. Enjoy the game and remember, ALWAYS turn into your opponents attack!
    Guard your six and may your guns never jam.
    Scott
    Last edited by Goering Ace; 01-04-2011 at 12:37.

  2. #2

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    Excellent post Scott. Speaking as an FNG (fairly new guy) there’s a lot to ponder over there... (scratches chin absent mindedly and gazes thoughtfully into the middle distance)...

  3. #3

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    Great info! I especially like the head to head comparisons.

  4. #4

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    Wow, great post. Well thought out stated clearly. I vote for a sticky on this one.

    Way to go Scott!

  5. #5

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    Very good descriptions and comparisons. Especially nice of you to take the time to put the post together.

  6. #6

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    Very helpful write-up, Scott. Perhaps you should change your handle to "Boelcke Ace?"

  7. #7

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    Excellent work. A must read for any new player, and useful for the rest.

  8. #8

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    Quote Originally Posted by Goering Ace View Post
    This post is designed to give new players to the game some insight into the strengths and weaknesses of the various fighters available as miniatures in Wings of War.
    I DO NOT LIKE THIS POST AT ALL!!

    How am I supposed to get ace status if you give away all of the secrets to the new guys???
    p.s.Good Show!

  9. #9

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    Well done! Should bring new players up to speed quickly. I agree with Harold - this ought to be a sticky.

    P.S. Any thoughts of adding the new planes?

  10. #10

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    Quote Originally Posted by Artack View Post
    Wow, great post. Well thought out stated clearly. I vote for a sticky on this one.

    Way to go Scott!
    LOL!! Just for the record, guys, it was intended all along to be a Sticky. The Colonel asked me to expand my original write up specifically for that purpose.

    Oh, and the head-to-head comparison was the Colonels idea. Definitely fun to write up. He and I colaborated briefly on what to put into the thread and he let me run with it. Col. Hajj is also, at some point (he's pretty busy, as we all know ), going to be adding pics to the thread. I had alot of fun writing it and have to thank my son, Hunter (Aero825), who helped make sure I didn't miss anything.

    Also, you can look for me to be adding to the post as I get Series 4 into my collection.

    Thanks for all the compliments. I'm glad you all like it.
    Scott

  11. #11

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    Most excellent -- well written and very informative. Thank you for taking the time!

    First one is on me at the club; cheers!

  12. #12

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    Quote Originally Posted by Goering Ace View Post
    Also, you can look for me to be adding to the post as I get Series 4 into my collection.

    Thanks for all the compliments. I'm glad you all like it.
    Scott
    I'm definitely looking forward to your Series 4 tips, especially "How to shoot down a Breguet successfully."

  13. #13

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    Thanks for the write up!

  14. #14

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    Well done Scott! I think I'm going to have to tell the Commander in Chief I'm going to be taking a half day to do some extensive photo shoot of the "toy planes" here real soon.

  15. #15

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    Amazing! I'll study carefully your post.

    Attilio

  16. #16

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    An excellent piece Scott. Now I can refer all my young sprogs to the definitave work on aircraft strengths and weaknesses.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  17. #17

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    Yesssss, my preciousssesss, excellent piece indeed. Just enough information to make the rookies feel confident ...... and then WHAM!!! Ha, ha, ha, ha (maniacle laughter) and then we'll have them in our sightsesses instead of having to hunt them down over many, many Turnsesses at the edgesesses of furballsessses.

    Precioussssesss enough to be in the Filesessses

  18. #18

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    Very nice post! Waiting for the re-edition with planes from Serie 4.

  19. #19

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    excellent post!! just brilliant!!

    Pat

  20. #20

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    Just saw this one Scott...great synopsis. Well done.

  21. #21


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    Excelent! wow!
    Great, great post!
    Thanks

  22. #22

    Default Nice and Thanks

    Thanks for the info. All in one place.

  23. #23

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    Just got round to looking at this. Superb! Well done.

  24. #24

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    Now I know how my son beats me, he'll be in for a shock when we have our next dogfight. Thanks for the great post, I look forward to reading what I should be doing with my SE 5A when you add it in the future. Cheers Aled

  25. #25

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    Great post! Very accurate!

  26. #26

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    Well done dad. Well done indeed. (Proud son moment)

  27. #27

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    Outstanding Tactical Summary! Very Helpful!
    Ken Head - "The Cowman"
    “You're only given a little spark of madness. You mustn't lose it.” Robin Williams

  28. #28

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    When can we look forward to Series 4?

  29. #29

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    Quote Originally Posted by DaveZee View Post
    When can we look forward to Series 4?
    Hi Dave. I'll be adding the Pfalz D.IIIa and the RAF SE5a in a few weeks, if not sooner. I just need one or two more flights in the SE5a to finish my "research" before I write it up. The Pfalz will be easy since it's basically an Albatros D.III with better health.

    Scott

  30. #30

    Default Terrific!

    This post is everything the chaps said it was! Thanks, GA!

  31. #31

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    I think part of the game as a noob is figuring out the strengths and weaknesses of planes and finding the one that best suits you.

  32. #32

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    Goering Ace - Fabulous job on your tactical walkthrough. This will be very beneficial, esp. for beginners
    Col. Hajj - I'm looking forward to having pictures in this document. I am a big believer of having visuals with any kind of documentation if possible. It makes the document much more appealing.
    Goering Ace - You should be very proud. The post by Aero825 could not say any more if he had exploded an atom bomb to make the announcement. Obviously he loves his father. That is a great accomplishment in any mans life, esp. now-a-days.
    God Bless all of you
    trumpetman52

  33. #33

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    Quote Originally Posted by trumpetman52 View Post
    Goering Ace - Fabulous job on your tactical walkthrough. This will be very beneficial, esp. for beginners
    Col. Hajj - I'm looking forward to having pictures in this document. I am a big believer of having visuals with any kind of documentation if possible. It makes the document much more appealing.
    Goering Ace - You should be very proud. The post by Aero825 could not say any more if he had exploded an atom bomb to make the announcement. Obviously he loves his father. That is a great accomplishment in any mans life, esp. now-a-days.
    God Bless all of you
    trumpetman52
    Thanks Tom. Your appreciation of my post really means alot. I'm glad you like it. And thank you for the very kind words regarding my son and I. He's a great boy and we have a very close relationship, much of that thanks to this wonderful game we share together.

    Scott

  34. #34

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    Very nicely done. Looking foward to the photos and new plane updates. Is this also going to be in the file section? This would be a nice sheet to have at events to introduce new players on each plane. Just a thought. Keep up the good work.

    Thanks
    Tom

  35. #35

    Thumbs up Well Done!

    Thank you Scott for the time and effort in making this thread.

    Have Fun,
    Volant Gun.

  36. #36


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    Great stuff Scott, I only just stumbled on this little gem. How many game hours did all this research take?

  37. #37

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    Quote Originally Posted by Von Rotherham View Post
    Great stuff Scott, I only just stumbled on this little gem. How many game hours did all this research take?
    LOL!! I lost track a long time ago. Hunter and I have been playing for almost three years now, with regular missions and sorties throughout the week.

    Scott

  38. #38

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    Scott,
    have you been keeping track of the wins and losses?
    trumpetman52

  39. #39

    kengelma
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    Thank you. This is very useful to me. I'm trying to come up with quick ways to get us started when visitors come over and we want to introduce them to WOW. This will help.

  40. #40

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    Hi Scott,
    Thanks for the great update. I find I seem to attract the engine damage card when using the SE5A which causes major problems due to the requirement to play a stall card each turn. The problem is dealing with the fact so many of the cards in the deck have the steep marker and the restrictions that this places on movement options. But I'm sure in time I'll learn to deal with the issue. At least I nolonger fly off the edge of the table.

    Cheers Aled

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    Very useful, thank you! ...waiting for the analysis of the series IV and possibly the bombers??

  42. #42

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    Scott great job. Your putting everyone on an even playing field.

    There is one other thing that the R.A.F. SE5a can do. You can easily attack one fighter then another with your speed, most times catching the other pilot off guard as he thinks your dog-fighting another.

  43. #43

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    I think you may slightly underestimate the SPAD. When I first began playing it was my main plane. I flew it and did amazingly well with it, coming very close to ace status in our once a month campaign (which was no easy task, given the main foe I danced with was already an ace with an ignore damage ability and an amazing ability to pull 0s).

    I tried both the Camel and the Snipe, and while yes, the Snipe is nice for it's killer manueverability, the SPAD's raw speed is much more of an assest than initially thought of. With it's high health of 16, and blitzing speed you can immelman right back into an opponents guns with virtual impunity. The Albatross and Dr1 just can't trade shots with it very well. The Dr1 because of it's health, the Albatross because it isn't as fast and isn't any more maneuverable.

    Those long straights, turns, and side slips mean you can be out of harms way in an instant, while the Camel and Snipe will likely take an extra round of peppering.

    I am looking forward to the SE5a once it's available (new campaign), but even if not I'm pretty sure I would take the SPAD again in a heart beat.

    On one last note, is anyone else frustrated by the sillyness that is the tripple stall of the DVIII? Yes it could do that, but not in level flight, meaning it wouldn't be able to shoot at you 3 cards in a row.

  44. #44

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    Quote Originally Posted by CappyTom View Post
    Scott great job. Your putting everyone on an even playing field.

    There is one other thing that the R.A.F. SE5a can do. You can easily attack one fighter then another with your speed, most times catching the other pilot off guard as he thinks your dog-fighting another.
    Very good point, my friend. I tend to think one dimensionally with the reviews, i.e. one on one dogfights. Thanks for pointing that out!!

  45. #45

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    Quote Originally Posted by Maniac View Post
    I think you may slightly underestimate the SPAD. When I first began playing it was my main plane. I flew it and did amazingly well with it, coming very close to ace status in our once a month campaign (which was no easy task, given the main foe I danced with was already an ace with an ignore damage ability and an amazing ability to pull 0s).

    I tried both the Camel and the Snipe, and while yes, the Snipe is nice for it's killer manueverability, the SPAD's raw speed is much more of an assest than initially thought of. With it's high health of 16, and blitzing speed you can immelman right back into an opponents guns with virtual impunity. The Albatross and Dr1 just can't trade shots with it very well. The Dr1 because of it's health, the Albatross because it isn't as fast and isn't any more maneuverable.

    Those long straights, turns, and side slips mean you can be out of harms way in an instant, while the Camel and Snipe will likely take an extra round of peppering.

    I am looking forward to the SE5a once it's available (new campaign), but even if not I'm pretty sure I would take the SPAD again in a heart beat.

    On one last note, is anyone else frustrated by the sillyness that is the tripple stall of the DVIII? Yes it could do that, but not in level flight, meaning it wouldn't be able to shoot at you 3 cards in a row.
    Hi Robert. Actually, I never meant to give the impression that the Spad XIII was not a good fighter. I do see that I have it listed before the Dr.I, so that may be what you mean by underestimating. The Spad is a good fighter and I, too, did quite well with it in my early dogfights. It's maneuverability does limit what you can do with attacking, but the speed more than makes up for it. I don't necessarily think it's a lesser fighter than the Dr.I or the Camel, it just so happened I placed them in that order because each has different strengths and weaknesses. In hindsight, I think maybe I should have placed the Spad after the Dr.I . . .

    You know, I can always edit my post.

    Thanks for the feedback, Robert.

    Scott

  46. #46

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    Quote Originally Posted by Goering Ace View Post
    Very good point, my friend. I tend to think one dimensionally with the reviews, i.e. one on one dogfights. Thanks for pointing that out!!
    This is also what the SPAD is good for, particularly in missions where you are on offense.

    The SPAD compliments the Camel or Snipe well for it's ability to get right in, make the enemy have to react, and then let the Camels/Snipes come in and catch them with their pants down.

    Defensively, as the CP, beware the urge to turn after the SPAD immediately, it can leave you in the dust in such battles and just line you up for the maneuverable guys to come in and tango with you. Plus, it's ability to swap up and move fast means it can feint one way then flop over to a new target. It can't do this in a tight turn, but watch the moves coming in. Is he at an angle he could swap targets up on? Then don't over comit to something in one direction or another.

    Expect it to work like a shark (as this is the best way to operate it), cutting in for a mad dash attack then cutting out again immediately to setup for a new pass. Setting the SPAD up to come into one of your buddy's planes is a good way to take it down (since it can't maneuver well, but outruns everything but the SE5a with total ease). If you can force him one way that lines him/her up with a more maneuverable ally you are golden. This is where I had trouble as a SPAD pilot, trying to dance with me usually didn't work as I just zipped in and out. It was the cross over tag team that really hurt, taking rounds one way only to line into another gun sight while I couldn't maneuver away chipped away at that high health in almost virtual impunity.

    Thus, what works well for the SPAD also works against it (staggered attacks with more nimble planes coming in to support behind the more beastly main thrust).

  47. #47

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    Quote Originally Posted by Goering Ace View Post
    Very good point, my friend. I tend to think one dimensionally with the reviews, i.e. one on one dogfights. Thanks for pointing that out!!
    We usually play with 6 to 8 pilots, and that was one of the first things I noticed about this plane. I would leave one fur-ball and hit another all the while surprising the enemy at the same time.

    Now as you did note in your review watch your speed. That edge of the playing field comes up real fast like.
    Thanks for your time and thought on doing these reviews. Much appreciated.

    Tom

  48. #48

    A Lone Testicle
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    Thanks for all the information Scott and thanks for pointing me in its direction yesterday. I look forward to putting it into practice when my miniatures arrive.

  49. #49

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    Carl
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    Scott, Outstanding info, as a recent addition to the corps of fliers here, it is a HUGE bit of help since the miniatures I have been accumulating just about mirror those discussed. Thanks for the directions on some valuable info and getting my jasta and squadron off to a good start. Played for the first time last week, 4 planes, 2 Albatross D. Va and a Spad XIII and Sopwith Camel. Results: Sopwith exploded (damage card!) and double team on the poor Spad! Needless the say the result was expected! Albatross's prevailed!

  50. #50

    Hun in the sun
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    Thank you for this information, its very useful.

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