Andrea:
....To understand why three cards were chosen to compose a turn: In traditional air wargames as Blue Max or Dawn Patrol or Aces High, the manoeuvres you do in a turn are roughly equivalent to the ones you can build with the three cards of a
WoW turn, but you fire at the end of movement only. In Wings of War the turn has been split in three steps and so you fire in each of them: at one third of the movement and at two thirds of the movement, besides than at the end. This allows you to fire to fire during the turn at a target that you do not have in sight at the end of the turn: in previous simulations quoted, you could not fire at them at all. You can also deal more damage to planes that you followed all along the turn, and not just got in sight at the very last minute: more realistic, and making a deflection bonus less necessary.
So actually the three cards are three thirds of a traditional simulation turn. This is how the simulation has been conceived.
Not to say that it is the best system, just to understand the reasons why it has been designed in that way. Years later, the more "nervous" system for WW2 has been conceived.
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