Okay, lots of us use some type of fuel rules or at least have some ideas on how to include it in the game. What I would like to try and do is come up with a set of "standardized" rules for fuel.
I think the best way to implement fuel in game terms is to limit the number of turns a plane can stay engaged. As pointed out in another thread, Caves Eagles has already put a lot of research into the amount of fuel many of the planes from WWI carried in terms of combat ability. I've started my planning based off of these figures. I've then converted them into a more appropriate number system for Wings of War by dividing them by 5 (rounded up). This gives us the following results:
I think the WoW Fuel Ratings actually translate nicely into number of turns a plane can stay engaged before running out of fuel.
Let us use the Fokker Dr.I and D.VII as our example planes. These two planes have an eight turn engagement limit. They would need to exit the table edge (preferably via their own side) by the end of the 8th game turn's end of movement phase.
Missions could effect these ratings as well. If the mission called for attacking an enemy aerodrome, we could say that it costs 2 fuel points to get there. In a mission like this, the Fokkers would only have 6 turns of combat time.
If any plane did not make it off the table edge by the end of it's last turn of fuel, it would crash land (or glide) where it was. This could factor into victory points or have effects in and on going campaign depending on where the plane comes to land (behind enemy lines).
This system would need some play testing and even just some research on how long your games really last (turn wise) would help determine if the rating numbers are close to where they need to be.
Any thoughts?
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