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Thread: Multiples of the same plane?

  1. #1

    Default Multiples of the same plane?

    I see that many fellow flyers have multiple copies of the same plane - often to create whole squadrons and their markings. Other than collectability and the perfectly sane desire to keep buying these buggers, has anyone found that a single player can fly more than one plane reasonably. I know it can be done with some mental gymnastics but it's a little taxing after a few drafts at the O-Club.

    Has anyone craked the code? How do you play it?

    Auf Wiedersehen

  2. #2

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    Hi Ken. My son and I routinely fly 2 or 3 planes at a time when we battle each other. It's really not that difficult once you've got a handle on how each plane flies and you know the maneuver decks. The biggest key for me is to use the tokens (gun jam, flame, etc.) to keep track of what each plane has happening. We also use altitude rules most of the time, and I use the pegs to help me remember which plane is at what altitude to avoid collisions and for shooting purposes. Probably the biggest problem is the special damages, like engine damage or rudder jams. Those are kept secret from the opponent and thus I can't place a token reminding me about it. But otherwise, the more you play the easier it gets flying multiple planes. But even I have a limit. We've tried 4 each but that seems to be just too much for one person to handle. Three I have no problem with.

    Scott

  3. #3

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    We often "fly" 5 planes each. It makes for a rather chaotic mess on the table, but haven't you ever watched an old WW1 movie, with dozens of dog fighting planes? The "code" is everybody helps each other maneuver. If you see that you may overlap another plane, let that player move first, work out your moves together, if you can't reach across the table to move your plane ask for assistance. After awhile things get into a routine and you would be surprised how easily this game can flow. The more the merrier! Joe

  4. #4

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    The other thing is, historically the largest manageable formation size is three planes--deuces work better, but the massive 1000-plane raids of WWII were all built of 3-ship "Bomber Boxes" with each box's leader maintaining formation relative to a specific nearby box. A "Finger Four" like the German Me262 Schwarm is basically a pair of Deuces with the lead on the second maintaining formation on the first, then they break and attack as pairs once the furball starts.

    So basically, if you think of yourself as a 2-3-ship Element/Section Leader, that limitation about effectively controlling a max of three makes some sense.

    Gotta love having old fighter pilots teach you "the game" while still a kid, huh? LOL

  5. #5

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    Quote Originally Posted by Diamondback View Post
    Gotta love having old fighter pilots teach you "the game" while still a kid, huh? LOL
    In my humble opinion, that makes you an extremely lucky individual!
    Ken Head - "The Cowman"
    “You're only given a little spark of madness. You mustn't lose it.” Robin Williams

  6. #6

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    Offtopic: Ahh, that I was--old WWII guys around the local airpatch restaurant, plus my prof the ex-CO (who I still think of as a "surrogate Dad") to rebuild it all after the catastrophic nervous breakdown...

  7. #7

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    I don't use altitude so that is one thing I need'nt bother about. I would say an experienced player can handle three planes using the tokens etc. reasonably well. Four is a possibility but I suspect mistakes will begin to happen, not deliberate, more of the forgetful type, it will also slow the game if time is precious to you. Five planes would be asking for trouble and I believe the game would suffer.

    Having only a small group we are somtimes pushed to the limit to get larger amounts of planes in the air, but the less experienced players normally only control two planes.

    In the campaign I play with my son we have to divide our assets between a set number of missions, so this can lead to flying more than is normal, however we make sure we are not restricted by a time limit for these larger games, but yes, mistakes do occur.

  8. #8

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    I've used 4 frequently, and up to 8 occasionally (just in solo games, usually we don't control more than 2 apiece). I'd agree that it really slows the game down with multiple aircraft, and it gets more likely that mistakes happen.

    If I'm controlling larger numbers of models, I place special damage markers directly on the plane's base. I also keep damage cards taken that turn separate (next to the model, or more often above the normal spot on the control board) so that I don't forget to take account of any ongoing effects that start next turn. When I return them to the usual stack, I also have a quick check through all the damage cards taken previously before plotting movement.

    I've also found it easier if each player controls only 1-2 types of aircraft, and if altitude rules are dropped in the largest games.

  9. #9

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    Have played up to six v six with my buddy - in fact we played a 3 v 4 yesterday (scouts v 2 seaters & escort) so it is very possible but the guys are right, it does tend to slow things down and mistakes can be made.... Worth it though !

    "He is wise who watches"

  10. #10

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    What !!!! more than one at a time ?????? oooooohhhh my head hurts

  11. #11

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    I often play 2-3 planes at a time. Sometimes against multiple opponents. I've played mulitple aircraftv using the same set of cards so that they fly 'in formation' (at least until one gets engine damage or is forced to break off). I usually do this for two seaters on bombing missions as it reduces the planning time.

  12. #12

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    We usually fly 3 at a time. BUT...1 is usually a 2-seater, and the other two are usually different types of escorts. Also, we use the minis exclusively; placing the card depicting each plane on your manuever board helps as well.

  13. #13


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    Name
    Jody
    Location
    New Zealand
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    Join Date
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    i have a simple 'cheat' for controlling multiple planes. Fly them in formation. When you plan use the same manouvre fore each plane in your formation. Ive successfully flown 4 sopwith camels on my own in a tournament mission this way. If you think carefully about spacing and starting distance from the edge (we used to say ur plane could be up to 1 ruler length from your edge of the table at the start of play). we also did not use altitude so this would complicate things considerably if ur planes were also at diff levels but then you could always keep them within an altitude of each other or have them at 1 level high/lower than the plane next to it eg 4 identical planes at altitude 4,5,6,7 (this would eliminate the possibility of collisions between ur own planes or fly them at altitude 4,5,4,5 . Even flying 4 planes in pairs (with a wingman in each team) should work.

    This method cuts down on the mental gymnastics needed to keep track of individual manouvres and gives u the option of "breaking formation" when u want to or are ready to possibly catching your opponent by surprise.
    Last edited by Kiwi_Ace; 11-28-2010 at 00:00.

  14. #14

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    Hey! No cheating ...actually, we too tried to keep multiple planes in formation...but once things start to get heated up, well there went the great plans...besides...these things didn't really have radios, so communication beyond hand signals was about it. Now, if I can only let my right hand know the left one is doing I'd be in great shape

  15. #15

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    Having flown before and knowing pilots from several wars/conflicts (mostly great uncles, uncles and my dad), I take a page from their books, literally. Almost all pilots kept records on notepads, then kneeboards with notepads or cards on them as they flew. And they still do today. I have mine in a box somewhere.
    Just use a 3"x5" card as your notepad/kneeboard. You can just use blanks or come up with a format that suits your needs.
    As you make your “notes”, hide them from your opponents with your hand, then flip them face down as you go through the rest of the turn. As each maneuver or turn for each plane happens refer to your notes.
    It might slow the game down if you had large numbers of planes, but a flight of 5 or 6 shouldn’t be a problem.
    Try it next mult-plane game you play.

  16. #16

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    Peter that is a very good and simple idea.

  17. #17

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    Our group can play up to 3 Aircraft each but it does get kind of "messy" if you try more than that.

  18. #18

    Hunter's Avatar May you forever fly in blue skies
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    Terry
    Location
    Arizona
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    2,813
    Join Date
    Feb 2011

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    We like to have six planes in play, so if two of us are the only ones playing we each fly three. If three are playing then we each have two. If four then one pilot one pilot on each side will operate a two seater. If five or more are playing we each fly one plane.

  19. #19

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    In DoW I fly one maybe two sections all the time, each using one manuever card until damage forces them apart or tactical situation does so. In WoW I do the same, but not as often.

    We allow communication in WoW if both planes are withing a half ruler, hand signals and such.

    Sides, it's fun to run formations around, both shooting that scout that wandered in front of you.



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