This may be pointless since it seems the new WW1 Wings of Glory Rules and Accessories Pack will include a revision of altitude rules, but my friends and I have been trying this for a couple of games with, lets say, interesting results. So here it goes:
Firstly: get rid of altitude markers.
Any maneuver that makes an airplane go up -- climbs and imelmanns-- makes the plane gain one altitude peg.
Any maneuver that makes an airplane go down (no jokes) -- dives and split-S -- makes the plane loose one altitude peg.
So how do we handle airplanes with better clim/dive speed?
Answer:
How to Climb:
Regarding Climbing, we divide planes in three groups:
fast climbing speed;
normal climbing speed;
slow climbing speed.
Airplanes with fast climbing speed are those that in the normal rules climb 1 altitude peg after 2 altitude markers -- i.e: Fokker Dr.I; Fokker D.VII; SE5a; SPAD XIII (with the new Ares Rules- etc.); Sopwith Camel (with the old rules)
Airplanes with normal climbing speed are those that in the normal rules climb 1 altitude peg after 3 altitude markers -- i.e: Pfalz DIII; Albatros DVa (with the old rules); SPAD XIII (with the old rules); Sopwith Camel (with the new Ares Rules Book);
Airplanes with slow climbing speed are those that in the normal rules climb 1 altitude peg after 4 or more altitude markers -- i.e. most two seaters and bombers *
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* Players may want to change some altitude speeds as they like. In our games we treat Albatros DV.a as a 'normal climbing speed' airplane (as if it needs 3 markers to clime a peg, as it was in the old rules); we consider most two-seaters and bombers as 'low climbing speed' airplanes just to simplify. We don't play 'Giants' with these rules
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The basic climbing rules are the following:
in order to climb a plane has to play a Climb Maneuver Card, but after that it may keep climbing by playing Stall Maneuver Cards (after the initial Climb Card). So Stall Cards played after the Climb Card act as Climb Cards, and the effect is that the plane keeps climbing ... and climbing ... and climbing ... BUT wait! here is the trick: not all planes can keep pulling Stall Cards one after another!
Airplanes with fast climbing speed can play up to three (3) 'climbs' in a row -- 1 Climb Card and 2 x Stall Cards.
Airplanes with normal climbing speed can play up to two (2) 'climbs' in a row -- 1 Climb Card and 1 x Stall Cards.
Airplanes with slow climbing speed can play only one (1) 'climbs' card -- just 1 Climb Card, no Stall Cards.
Example:
A Fokker Dr.1 (fast climbing speed) pilot can pull the stick to its belly and plan the following 3 cards maneuver: Climb-Stall-Stall, gaining one peg on each card... while an Albatros D.V pilot can play a Climb-Stall-Straight (or right turn, left wave, whatever) gaining two altitude pegs per the first two cards but then having to play some other non-climbing card.
>Note that an Imelmann also makes you win an Altitude Peg
>You may play a dive after an Imelmann (loosing an Altitude Peg)
>note that Climb Card and Stall Cards are both Steep Maneuvers, so they can't be played in a row if using the regular rules. However with this house rules you can do it -- we come up with that in order to make sure that the 'keep climbing' maneuvers are not confused with other maneuvers; since they are 'illegal'
How to Dive
We divide planes between two groups (and a half):
Low-Speed Divers
Fast-Speed Divers (plus Excellent Divers)
Low-Speed Divers dive just like in the regular rules: you play one Dive Card, the plane moves through the card and looses one Altitude Peg. Over-Dives are also played as in the normal rule: you play an Stall-Dive-Straight ... and the Straight is another dive played as a 3rd Maneuver.
Fast-Speed Divers: Dive just like regular rules too: you play one Dive Card, etc.
The difference however is in the Over-Dive rule: When a Fast-Speed Diver Plane over dives, the over dive happens in the second maneuver: So you play a Stall-Dive-any other maneuver you like: and the plane goes: 1st Stall, 2nd Maneuver Dive + Straight (advances double speed and looses 2 Altitude Pegs all in the second maneuver ... and then plays its 3rd Maneuver (that can be any non-steep maneuver card).
Fast Divers are: SE5a and Fokker D.VII, plus SPAD XIII and Pfalz DXII (if you're not using the Excellent-Diver rule)
There are two alternatives to this Diving Rule that we have considered but not tested yet (I'm explaining below so you can use them if you like):
> An alternative is making Fast-Speed Diver Plane loose 2 altitude Pegs while over-diving but not allowing it double its speed (i.e. not adding an straight)
> A second alternative is adding not a Straight Card but an Stall Card as movement extension when over-diving
Excellent Divers:
We developed this rule for SPAD XIII and Pfalz DXII, but it can be used as a third alternative rule for diving:
Planes that are Excellent Divers do not need to play a Stall before Over-Diving
So how do you 'over-dive'? You play a Dive Card and a Stall Card hidden underneath the Dive Card.
When playing that 'over-dive' maneuver the plane looses two Altitude Pegs automatically... for how far the Plane has to move 'horizontally' all depends on what rules you like to use: you can make them advance just the length of the Dive Card; the Dive + Stall; or double the Dive (play a Dive + Straight instead then). Everything depends on what you like better or consider more accurate...
In our test (2 games so far) we got some interesting results:
- 3D aspects of the game were very enhanced... for better and worsts...
- for Better: fast climbers and fast divers used their different abilities to escape from dangerous situations ... SPADS XIII can dive away from almost anything while Fokker Dr.I can climb away too...
- Good Divers (and specially Excellent Divers) saw their Boom&Zoom abilities enhanced: it was easy for a SPAD XIII to fly at high altitude and then dive into an attack using its double-horizontal speed and then run away...
- The cons was that since we're still using the rule about that you can't shoot planes at 2 Altitude Pegs up or down, and our planes were ending up in very different altitudes, shooting was more difficult or rare ... since it was easier for planes to end up out of reach from each others machine-guns.
you can avoid this a little bit by allowing long range shoot at one altitude difference, and short range (half rule) shoots at 2 altitude difference.
- we found ourselves a little short of altitude pegs when having lots of planes flying at the same time
well, I really would like to have some feedback from the community
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