I am not the only person (or even the first) to use Pitch Chips - although I do claim to be the first to call them Pitch Chips
If you're playing solo you can try it out just by having a set of (any type of) counters to place a counter on top of a movement card to make it a dive. The house rule I use is for uber-divers (Pfalz DIII\DIIIa, SE5a, Spad VII and Spad XIII) any and all of the movement cards can have a Dive Pitch Chip placed on it to make it into a Dive - so their max dive rate is 3. For other fighter planes, a Dive Pitch Chip can be placed on any card that is not a Stall and up to 2 cards can have a Dive Pitch Chip placed on it - so their max dive rate is 2. For fighter planes that cannot safely do a continuous dive (or which have high drag) (Albatros DIII\DV\Dva, Fokker Dr1, Neiuport 11\16\17 and DH2) a dive cannot immediately follow a dive.
Combined with a dive movement bonus on the card following a dive and I've found the feel of the game is much more like seeing planes swooping around the skies. It's always fun to watch an SE5a plunge out of the sky at insane speed and shoot across the table.
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