Paper Airplane - Spitfire Mk.I vs. ME-109 F-4
There is always time to build some more planes, tanks, tokens and think about game which give fun and element of surprise....
I was able to build ME-109 F-4 paper Airplane and one Spitfire Mk. I version.
I did some research and started to check speed, rate of climb, turn time and what best maneuver plane could do. And I am not Mr. Perfection, that's for sure.
Flying Console is nothing like pice of paper with length calculated per real speed factor and divided so I could place planes on floor, table and let them fly or perform some special maneuvers:
S- move plane Straight. And ME-109 can fly faster on some altitude. Slowly game and moves are more complicated.....
S UP/DN - straight and fly up or down
L - Turn Left
R -Turn Right
TL - Traverse Left
TR - Traverse Right
I. - Immelman Turn (for Spitfire)
Split S - for ME-109
You can create your maneuvers, calculate all speed, distance if you want. I have Spitfire, who start his game from Direction No 6 and Altitude 3.
Me-109 F4 started from Altitude 5 and Direction 1.
Here you can see how far they are from each other. Sun is up north...
First started German plane.
Dice decide who start first - 1,3,5 - German start and 2,4,6 - British. Before each round throw dice and you know who will start.
Since Altitude was 5 - you can move plane Straight with top marker, because that plane could fly fastest on Altitude 6000 m.
Here we have move done.
Spitfire decide to Climb up so I placed plane to S UP/DN position and replaced sticker to Altitude 5.
Here we can see how they move vs. each other.
Again - German start, and looks like is going to turn right.
And Turn Right done, without changing altitude.
More detailed picture of that Turn Right move.
Spitfire decide to turn Left w/o changing Altitude.
Turn left move done
After three rounds planes are slowly close to each other.
German started with Right Traverse
Spitfire flew Right Traverse.
This time British start first. and looks like there is a chance to hit Meser!
After Turn Right Spitfire was able to Aim Messer!
But he missed... my token are simple mostly missed token with Counter Moves. So if you missed you can read moves (two or thee moves). Some of the move can destroy aircraft by flying down and hit ground... only if you are fighting at low altitude. Move 1 - Traverse Right, move 2 - one altitude up.

This time German starting Spitfire is on altitude 5 and ME-109 on altitude 6 .. And Flying Console allow him to do Split S, which nothing like opposite of Immelman Turn.
And after Split S turn and Altitude drop to 5 German Aircraft is manage to aim and attack Spitfire.
Here more detailed picture how you placed ME-109 in Split S position.
But this time he missed and Spitfire can do not two but three moves: Turn Right, Turn Right and Straight.
That two turns doesn't help Spitfire in escape... and German starting that round by simple turn right and again attack Spitfire.
With Shoot Down token... game over. 15 minutes episode end. I have 16 token per each plane. Two token are shoot down, two are hit and force plane fly down per dice result (which create opportunity of hit the ground and crash). But all others are or two or three counter moves. Which you could observe above.
I was able to build ME-109 F-4 paper Airplane and one Spitfire Mk. I version.
I did some research and started to check speed, rate of climb, turn time and what best maneuver plane could do. And I am not Mr. Perfection, that's for sure.
Flying Console is nothing like pice of paper with length calculated per real speed factor and divided so I could place planes on floor, table and let them fly or perform some special maneuvers:
S- move plane Straight. And ME-109 can fly faster on some altitude. Slowly game and moves are more complicated.....
S UP/DN - straight and fly up or down
L - Turn Left
R -Turn Right
TL - Traverse Left
TR - Traverse Right
I. - Immelman Turn (for Spitfire)
Split S - for ME-109
You can create your maneuvers, calculate all speed, distance if you want. I have Spitfire, who start his game from Direction No 6 and Altitude 3.
Me-109 F4 started from Altitude 5 and Direction 1.
Here you can see how far they are from each other. Sun is up north...
First started German plane.
Dice decide who start first - 1,3,5 - German start and 2,4,6 - British. Before each round throw dice and you know who will start.
Since Altitude was 5 - you can move plane Straight with top marker, because that plane could fly fastest on Altitude 6000 m.
Here we have move done.
Spitfire decide to Climb up so I placed plane to S UP/DN position and replaced sticker to Altitude 5.
Here we can see how they move vs. each other.
Again - German start, and looks like is going to turn right.
And Turn Right done, without changing altitude.
More detailed picture of that Turn Right move.
Spitfire decide to turn Left w/o changing Altitude.
Turn left move done
After three rounds planes are slowly close to each other.
German started with Right Traverse
Spitfire flew Right Traverse.
This time British start first. and looks like there is a chance to hit Meser!
After Turn Right Spitfire was able to Aim Messer!
But he missed... my token are simple mostly missed token with Counter Moves. So if you missed you can read moves (two or thee moves). Some of the move can destroy aircraft by flying down and hit ground... only if you are fighting at low altitude. Move 1 - Traverse Right, move 2 - one altitude up.
And Meser lucky run away...

This time German starting Spitfire is on altitude 5 and ME-109 on altitude 6 .. And Flying Console allow him to do Split S, which nothing like opposite of Immelman Turn.
And after Split S turn and Altitude drop to 5 German Aircraft is manage to aim and attack Spitfire.
Here more detailed picture how you placed ME-109 in Split S position.
But this time he missed and Spitfire can do not two but three moves: Turn Right, Turn Right and Straight.
That two turns doesn't help Spitfire in escape... and German starting that round by simple turn right and again attack Spitfire.
With Shoot Down token... game over. 15 minutes episode end. I have 16 token per each plane. Two token are shoot down, two are hit and force plane fly down per dice result (which create opportunity of hit the ground and crash). But all others are or two or three counter moves. Which you could observe above.
























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