'Warspite'
06-07-2014, 03:58
This started in the General forum under '92 pages of joy' but should really be here:
***
I suggest classifying all aircraft in dive groups from D1 to D5 with each higher number being less efficient aerodynamically.
D1: Spad XIII and SE5a - possibly also Sopwith Dolphin and the later (BMW) Fokker DVII
D2: Spad VII and SE5 + German Pfalz DIII/DXII - early (Merc) Fokker VII, possibly SS DIII/DIV as they were heavy rotaries, fast and clean. BristolF2b, Halberstadt CLII and Hanover.
D3: Most other 'inlines' including the Albatros DI/DII and the V-strutters. Fokker DVIII - a rotary-engined type but a very clean monoplane with low drag. DH 4, Breguet + Roland
D4: Most rotary-engined aircraft with tractor engines (i.e. Nieuports, rotary Sopwiths, Hanriot, Fokker E series) + Halberstadt DIII. RE8 and DH2.
D5: Most pusher-engined types such as FE2 and Vickers Gunbus (FB5).
Only the first three groups should be capable of overdive and only the GERMAN Albatros V-strutters, the Nieuport 28, Fokker Dr1 and the Fokker DVIII should turn a damage card after an overdive, the others - including Austrian V-strutters should be immune. The Austrians altered the design of their Albatroses but for some reason either never told the Germans or the Germans ignored the information.
I still favour a distance bonus (to simulate the speed built up in the dive) so... after any move (i.e. three cards played) where an dive or an overdive takes place and the aircraft survives... it may play one straight or one maximum turn card. No other card choices are allowed, no manoeuvres and no tight turns. I would also favour allowing the diving pilot to exchange the dive/overdive card bonus for a height counter instead at his/her choice to simulate using speed to trade-off for height recovery, the so-called 'boom and zoom'. This extra card or height token takes place as an extra phase before the next turn cards are chosen.
D1 aircraft - may gain one bonus card for a dive (straight or largest turn) and may gain a second complete card (straight or largest turn) for an overdive. Each card may be exchanged for a height counter instead.
D2 aircraft - may gain a bonus card (as D1) for a dive. If they go into to overdive they may gain only a stall card extra (half a straight - no turns). Only the first card may be exchanged for a height counter.
D3 aircraft - may gain a bonus card (as D1) for a dive. If they go into into overdive they gain nothing extra in terms of distance but may now exchange the earlier card for a height counter.
D4 aircraft - may only gain a stall card (half a straight) for a dive.
D5 aircraft - no dive distance bonus and may not overdive at all. I call D5 aircraft "the diving parachutes" :)
The bonus cards are not compulsory as the pilot may choose to dive 'throttled back'. Taking full bonuses represents a full-on power dive.
And before anyone queries this, yes I am aware that if a D1 diver such as a Spad XIII or SE5a overdives and trades off both cards for a height token, it will regain one complete height level peg as these aircraft both currently climb at '2' tokens. That is the advantage of power fighters such as the Spad XIII and compensates for their poor turning circles. In effect they can overdive into a fight, fire at the lowest level they reached but end this (3 card) turn one complete level (peg) higher than where they fired and thus reduce the gun range for next turn's return fire at them. A clever Spad or SE5a pilot will then circle and climb two moves (two tokens), regain their former height level and then overdive into the fray again. Suddenly we have real tactics and the game being played - tactically - in the third dimension.
***
I suggest classifying all aircraft in dive groups from D1 to D5 with each higher number being less efficient aerodynamically.
D1: Spad XIII and SE5a - possibly also Sopwith Dolphin and the later (BMW) Fokker DVII
D2: Spad VII and SE5 + German Pfalz DIII/DXII - early (Merc) Fokker VII, possibly SS DIII/DIV as they were heavy rotaries, fast and clean. BristolF2b, Halberstadt CLII and Hanover.
D3: Most other 'inlines' including the Albatros DI/DII and the V-strutters. Fokker DVIII - a rotary-engined type but a very clean monoplane with low drag. DH 4, Breguet + Roland
D4: Most rotary-engined aircraft with tractor engines (i.e. Nieuports, rotary Sopwiths, Hanriot, Fokker E series) + Halberstadt DIII. RE8 and DH2.
D5: Most pusher-engined types such as FE2 and Vickers Gunbus (FB5).
Only the first three groups should be capable of overdive and only the GERMAN Albatros V-strutters, the Nieuport 28, Fokker Dr1 and the Fokker DVIII should turn a damage card after an overdive, the others - including Austrian V-strutters should be immune. The Austrians altered the design of their Albatroses but for some reason either never told the Germans or the Germans ignored the information.
I still favour a distance bonus (to simulate the speed built up in the dive) so... after any move (i.e. three cards played) where an dive or an overdive takes place and the aircraft survives... it may play one straight or one maximum turn card. No other card choices are allowed, no manoeuvres and no tight turns. I would also favour allowing the diving pilot to exchange the dive/overdive card bonus for a height counter instead at his/her choice to simulate using speed to trade-off for height recovery, the so-called 'boom and zoom'. This extra card or height token takes place as an extra phase before the next turn cards are chosen.
D1 aircraft - may gain one bonus card for a dive (straight or largest turn) and may gain a second complete card (straight or largest turn) for an overdive. Each card may be exchanged for a height counter instead.
D2 aircraft - may gain a bonus card (as D1) for a dive. If they go into to overdive they may gain only a stall card extra (half a straight - no turns). Only the first card may be exchanged for a height counter.
D3 aircraft - may gain a bonus card (as D1) for a dive. If they go into into overdive they gain nothing extra in terms of distance but may now exchange the earlier card for a height counter.
D4 aircraft - may only gain a stall card (half a straight) for a dive.
D5 aircraft - no dive distance bonus and may not overdive at all. I call D5 aircraft "the diving parachutes" :)
The bonus cards are not compulsory as the pilot may choose to dive 'throttled back'. Taking full bonuses represents a full-on power dive.
And before anyone queries this, yes I am aware that if a D1 diver such as a Spad XIII or SE5a overdives and trades off both cards for a height token, it will regain one complete height level peg as these aircraft both currently climb at '2' tokens. That is the advantage of power fighters such as the Spad XIII and compensates for their poor turning circles. In effect they can overdive into a fight, fire at the lowest level they reached but end this (3 card) turn one complete level (peg) higher than where they fired and thus reduce the gun range for next turn's return fire at them. A clever Spad or SE5a pilot will then circle and climb two moves (two tokens), regain their former height level and then overdive into the fray again. Suddenly we have real tactics and the game being played - tactically - in the third dimension.