Many tend not to use
WoG Alt rules hence:
OTT House Rule: Altitude: Scenario will be written without altitude in mind - those who wish to play with altitude may add that dimension to their game if they wish to using whatever altitude rules they prefer.
Mike has never grasped my simple altitude even in spite of my attempts to explain them face to face on a couple of occasions, Pete doesn't understand them either having read his comment on the
AAR !
You can move up or down a peg on manoeuvre cards, you can go up or down multiple pegs on a climb, dive or immel card.
A peg is not a level of altitude in the
WoG sense - more like a climb token ie part of a level of altitude.
Shooting ranges are unaffected on the whole.
So you can start a game where you like - eg at level 4 - on as many pegs as you like
on a manoeuvre card you can lose a peg & dip into level 3.
on a manoeuvre card you can gain a peg & pop back up to level 4.
On a dive card you can lose more than 1 peg into level 3
On a climb card you can gain more than one peg, possibly into level 4.
It must be simple - I wrote it !!
So Mike had it right in the sense of you can go up and down 'dipping' in and out of range he just misunderstood the basic idea of it being an increment not a full level.
Mike also misrepresented the alternate suggestion regarding AAMG - quoting
"As for AAMG - effective range of a Vickers is 6500 feet (2000m), indirect fire is double that so they too will be well within range....." and stating they give two A cards damage which is incorrect.
The rest of that passage is "... It has been suggested that perhaps you should draw 2 damage cards & apply the lowest for targets at such altitude."
Well we know how that worked out last time !
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