Last night my friends and I ran a scenario which allowed us to try Dave Z’s altitude rules and give the new Rumplers a go.

Those of you who use the standard altitude rules know that as written each plane has a climb rating of how many turns of climb it takes to reach the next altitude level. All planes when diving, dive 1 level plus any partial levels they might have. Planes always climb and dive their maximum amount.
Dave’s rules does away with partial levels. Instead each of his levels is 25 meters and every plane that executes a climb or a dive may go up or down 1 or more levels to its maximum. Planes that dive more than 4 levels immediately moves another dive move (total of 2). If it drops more than 8 levels it does 2 immediate additional dive mores (total of 3).

The Mission.
German intelligence had discovered that French officers would be holding an important conference at a chateau near the front. They were asking for a reconnaissance flight over the site to determine who was there. They were disappointed to learn that rank insignia could not be seen from an airplane overhead. An insightful intelligence analyst pointed out that these were French officers gathering at the chateau so they would undoubtedly bring their mistresses with them. General officers would surely have more voluptuous mistresses than their lower ranking brethren. The mission was saved.

The Germans start with 2 Rumplers, the lozenge pattern plane flown by Col. Klink and the Turkish plane flown by major Mustafa (both, of course, made up names although the Col. Would later command a prison camp). They started near 1 end of an 8 foot table, had to overfly the chateau at the other end and then return to their end and fly off the table, a total of about 14 to 15 feet. They started in formation with Klink at altitude 16 (4 pegs) and Mustafa at 17 (4 pegs + 1 level). They were immediately spotted by a trio of Spad XIIIs flown by Fonk at level 28 (7 pegs) and Baracca & Rickenbacker at level 32 (8 pegs).
The spads immediately turned toward the 2 rumplers and the distance quickly closed. The rumplers did some evasive maneuvering to try and throw off the timing of the attack and unfortunately became separated. (I was running both rumplers and became confused about which aircraft I was plotting for). Rickenbacker dived from level 32 down to 21 but because this was the 1st time playing these rules, he overshot the rumplers and ended up right in front of Klink who got in a couple of long range shots before the American could extricate himself.
Mustafa, who was nearer the chateau, tried to close on it and was bounced by Fonk and Baracca. He was able to maneuver away from Baracca but Fonk was relentless. He was further distressed when every time his observer tries to fire on Fonk, his guns would jam (2 times in a row). However by skillful flying Mustafa only collected damage cards with 1 or 0 on them.

As they neared the chateau, both the observation planes muffed their approach and had to go around. Mustafa’s gunner finally got his guns cleared and put a burst into Baracca as he sped past, setting him on fire.
Mustafa, temporarily rid of pursuers, managed to fly over the chateau and get his pictures. Klink, under attack by both Rickenbacker and Baracca, missed his approach again. Worse a deadly head on pass by Rickenbacker set his plane on fire. He did have the satisfaction of seeing oil spraying from Rickenbacker’s engine as he zoomed by. The next turn, Baracca’s plane with only 4 points of damage blew up as the last turn of fire reached the fuel tank.

Klink saw that his wingman was still under heavy attack by Fonk decided to forego another attempt and fly to Mustaffa’s aid. He was on his way when the last turn of fire caused a structural failure and his plane spiraled into the ground (16 points of damage on a 15 point plane).

As Fonk dove again on Mustaffa, the turk herd curses from behind him as the observer’s gun jammed yet again (3rd time in the game). Fortunately, Fonk’s guns suffered the same fate and the 2 planes sped harmlessly by each other.

Mustaffa now had to traverse about 6 feet of table to escape pursuit by the relentless Fonk and Rickenbacker (who was still faster, even with engine damage). He took only long range fire on the 1st pass by turning into the attack. Then he dove slightly just before the next pass leaving the allies too high to fire on him. They did get a couple of long range shots but the wily turk managed to get his plane off the table with 13 damage. Rickenbacker had 8 points of damage and a hurt engine while Fonk had only 5 points of damage.

The game took approximately 2 hours to complete which is about right for us.

Intense analysis of the photos showed that all the mistresses were flat chested so no important officers were present.

The new altitude rules were a hit with everyone there. We agreed the ability to dive multiple levels and move that far laterally will allow scouts to bounce other airplanes, particularly observation planes. The ability to climb and dive incremental distances really brings using altitude to life. The wider range of firing, due to altitude was also well liked.
Our group has always had a many collisions each game. Although there were a few near misses (mainly between Fonk & Rickenbacker), there were no collisions in the game. This is a welcome side effect of these rules (you have to be at the exact same level to collide).

Pooh