Something funny from my point of view, the only planes remaining are the only planes I haven't shot at. Hmmm, Dan has not been shot at all!
Something funny from my point of view, the only planes remaining are the only planes I haven't shot at. Hmmm, Dan has not been shot at all!
Last edited by Teaticket; 08-23-2021 at 06:30.
"Keep a fire burning in your eye
Pay attention to the open sky
You never know what will be coming down
I don't remember losing track of you
You were always dancing in and out of view
I must have thought you'd always be around."
- Jackson Browne
Round 6 in
Turns in cockpit and shakes fist
Turn 6 submitted! See if I can keep dodging bullets!
Turn 6 in. Hope I don't get to taste Dan's bullets.
Turn 6, P1:
Teaticket & Camelbeagle turn to come face-to-face with each other. Flash sideslips right, chasing Camel Crew, who makes the fatal mistake of flying straight and level in a dogfight (he was trying to Immelmann, actually):
Camel Crews damage total. The bottom two cards are a +1:
This is Flashs second victory of the game.
Turn 6, P3: Once again Teaticket & Camelbeagle turn towards each other. And come face to face-in the photo below. Camelbeagles base should just barely be overlapping Teatickets, but it was so close, I couldnt get the thing to stay in place. Flashs sharp right turn allows him a close-range shot at Camelbeagle, the first time in the scenario that anyone has shot at him:
Unlucky Iain... Now just two more devil dogs to put down...
Sapiens qui vigilat "He is wise who watches"
Turn 7 in!
Turn 7 in.
Close to the edge and no right turn, I didn't have many options, but one day I will have my REWENGE
Turn 7
There is a pause in the battle this turn, while everyone tries to position himself better.
Phase 1:
Camelbeagle dives, perhaps hoping to frustrate an attempt from Teaticket to use his upper Lewis gun. But Teaticket & Flash have both opted for a turning battle instead, with Flash just under Teatickets aircraft:
Phase 2:
Teaticket follows Camelbeagles example, attempting to extend for separation between him and the tightly-circling Snipe. Flash turns tightly, attempting to get on Camelbeagles tail:
Phase 3:
Flash and Camelbeagle attempt to out-turn each other, giving the former an opportunity for a crossing target shot. Why doesnt he shoot? Over to the left of the picture, Teaticket continues his separation:
Turn 8 submitted. Let the dance continue! HOO HAW!
Turn 8:
Another quick one, with no shooting.
Phase 1:
Flash climbs, making sure he continues his altitude advantage over Camelbeagle, who turns more sharply in a succesful evation attempt. Teaticket is wary of the two others:
Phase 2:
Teaticket increases his rate of turn, still working in stand-off mode. Which should he go for, Flash or Camelbeagle? Perhapse the former, as Camelbeagle works to get a little separation of his own, and Flash turns to face Teaticket.
Phase 3:
Camelbeagle pulls an Immelmann, while Teaticket and Flash return for another possible face-off. Flash may be in trouble, as both opponents seem to be set on putting him in a bad position:
The Line Dance continues!!! Turn 9 submitted.
Here we go for a Do-Si-Do !
Turn 9 in
Sapiens qui vigilat "He is wise who watches"
9 in. This turn should be interesting!
Turn 9
Things heat up again.
Phase 1:
Teaticket and Flash mirror each others sideslips, which means they miss a chance to shoot at each other by the narrowest of margins. Camelbeagles attempt to catch Flash, however means that he gives Teaticket a shot.
Phase 2:
Camelbeagle & Flash both turn hard right, which would have given Camelbeagle a shot, but Flash is out of range due to altitude. Teaticket, however has cleverly sideslipped again, now using the SE 5as superior speed to bring Camelbeagle within close range. Smoke begins to pour from the stricken Snipe.
Flash continues his turn, and would normally have Teaticket in his sights, but once again, the altitude difference comes into play, and he is out of range. Teatickets turn is not quite enough to keep Camelbeagle in his sights. Meanwhile, Camelbeagle has climbed to reach Flash.
"Olé" ! Turn 10 in..
Sapiens qui vigilat "He is wise who watches"
Turn 10 in!
10 in. A deadly knife dance!
Turn 10:
Another fairly quiet turn.
Phase 1:
By mutual unspoken consent, everybody scatters from the central pile-up that was threatening.
Phase 2:
Camelbeagle performs another tight turn, trying to get Flash in his sights. Unfortunately, Flash is very much out of range. Teaticket turns as well, hoping to catch Camelbeagle.
Phase 3:
Teaticket continues his turn, keeping a wary eye on the other two. Flash Immelmanns, readying a head-on pass at Camelbeagle, who has gone full speed ahead. Flashs Immelmann puts him at altitude 7, though, so the two are out of range.
Well, that opened up some space! Not what I was expecting.
Turn 11 in.
Last edited by Teaticket; 08-27-2021 at 19:55.
Well, note expected. Turn 11 in.
This is gonna hurt.. ! Turn 11 in
Sapiens qui vigilat "He is wise who watches"
Turn 11
The knife fight, as Peter labeled it, continues.
Phase 1:
Flash, forced to perform a straight maneuver from the previous Immelmann, falls victim to Camelbeagles sharp turn, but whatever damage was inflicted isnt enough to bring him down. Flash cannot return fire, as Camelbeagle is out of his arc. Teaticket turns to get at his foes.
Phase 2:
Camelbeagle continues his right turn, trying to get at Flash more. However, the latter has climbed, hoping to avoid a collision in case Camelbeagle did the same. It is in fact, Teaticket who climbed this phase, in preparation for another firing pass. Camelbeagle has almost completely disappeared beneath Flash.
Phase 3:
Teatickets careful planning pays off, as he just barely has a shot at the diving Camelbeagles tail. Once again, the victim finds the tormentor out of his arc of fire. (Even if Teaticket was as a horizontal consideration, in the vertical plane, Camelbeagle dived, and Teaticket is above him.) Flash turns away from the action.
Ah HA!
Turn 12 in.
BOO! why is it whenever I shoot flash Teaticket shoots me! BOO!
Turn submitted!
Sorry Dan, you were there!
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