I have never played with the altitude rules but hope to soon. Having read them, though, I realize I need to study them for tactical implications. The forum seems a little thin on discussion this point (little to be said?)
At first, there seems to be little impact. The most significant item I see is the shortening of range by altitude difference. This should favor the rotories.
Given the short climb maneuvre distances, I assume that a patient player might try to keep distance while gaining height, but some of the planes ranked 1 for speed (see that wonderful comparison pdf in the files section) should be able to close before much climbing (only one climb card per turn and 2-3 climb markers needed on average) is achieved. Once in combat, it seems so much harder.
On the other hand, a climb can be a handy way to shorten movement and keep place instead of stalling.
By the way, in which boxed set do the climb markers appear? Altitude markers (easier than changing pegs) are in Balloon Busting, right?
Back to tactics - some planes might be able to dive away from others, but it seems a short term escape.
The Immelmann is only a climb marker, so that does not necessarily change altitude, right? The Split S on the other hand, is a change downward. That appears handy, other than wanting latter to climb back up. Still, its only one marker rather than a whole level, so it might not be that bad. Add the stall for starting the Split S, and that looks like another good way to stay close.
I would appreciate any other insights from more experienced pilots.
Borrowing a line form the Bosche: "Fools learn from their own mistakes. Wise men learn from the mistakes of others." Besides, a rookie pilot should attend to the words of the veterans... (all the better to stay alive in the air my dear...").
Looking forward to tactical wisdom...
RJR
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