There's been some discussion of taking Microsoft/FASA's _Crinsom Skies_ air-combat game, and converting it to use _WoG_ rules.
Meanwhile: I've been actually *doing* it (with aid from Max Headroom's computer-graphics skills).
Here's where we are at the moment:
_CS_ planes had three stats, which varied according to the unit: Maximum Acceleration; Maximum Speed; and Maximum G-load (respectively hereafter MA, MS, and MG). These are being retained.
_CS_ armor value will determine the Hit Points [HP] of the unit.
Given the plethora of weapons available, WW2 damage chits will be used.
A feature which _WoG_ players will not immediately be familiar with, but _CS_ players will: Hardpoints [HP]. Each unit will have a certain number of HP, on which can be hung various types of rockets, bombs, and such. Chits will be used to indicate rocket types.
The Speed of a unit will be from 1-5 (with 0 included for Stalls). When choosing which maneuver card to use, the unit's current speed will be a factor (that is: If its speed last turn is 2, and its MA is 2, it cannot perform a Speed 5 maneuver this turn). Speed will be marked with a numbered chit (for reason explained below).
Each maneuver will have a Speed value (which the unit must be traveling in order to perform the maneuver), and a G-rating; if the maneuver's G-rating exceeds the unit's MG, the unit must draw damage chits.
Rather than every acft. having its own unique maneuver deck, there will be a single maneuver deck type, with all possible maneuvers included therein; if a unit is insufficiently fast to perform a maneuver, the player can ignore those maneuvers. The speed marker mentioned earlier will be used in combination with the card to indicate which maneuver the player has planned to use (that is: If the card chosen has a "3" marker on it, the player has chosen the Speed 3 maneuver on that card); of course, both card and marker will be placed face-down.
As this is the "interstice" between WW1 and WW2, a variant of the WW2 movement-selection will be employed: A Novice Pilot will have to plot moves two turns in advance; a Regular Pilot, one turn (in essence, the normal WW2 rules); an Expert Pilot will not have to plan in advance. (Experience levels are as-yet undetermined.)
So, that's where we are at the moment.
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