Flying Circus - First release. Fokker Dr. I vs. Sopwith Camel
My World War I game slowly start looks as a complete game!
"Flying Circus"
In my game I have 1:144 paper planes, WW I. Easy to build and bring so much fun.
Each plane has own Flying Console (two per each model), altitude sticks (from one to five), damage tokens - so far for Fokker Dr. I and Sopwith Camel. I am going to replace tokens to Damage Cards where dice will decide what type of damage or counter move will be done during shooting. That will minimize amount of tokens.Card will be have number and type of damage or missed shoot with counter move. So far I am using tokens printed in past...
I did small calculation of speed and used a foam A4 size cards and did cut Flight Straight Console for each plane. They are similar in movement but have different length. For example: S- fly Straight, where SR mean - Fly Straight Right Side. SR UP/DN allow plane to fly Straight and change altitude Up or Down.
Sopwith Camel can fly straight and perform Immelman Turn with changing altitude. Like you see Albatros D. III/V can't turn so sharp as Sopwith Camel. To peform Immelmann Turn move plane to Im with Arrow Up marker, turn 180 degrees and change altitude one UP.
Fokker has similar moves as Camel but speed was not so good because of three wings. Fokker Dr. I can climb two altitudes in one move if necessary. Only Fokker DR. I and Sopwith Triplane can climb two ALT in one move.
Here we can see how they move Fly Straight Right. Of course that calculation is not real and even if you start really calculate speed, etc...you will find that it doesn't add or remove some aircraft features.
Turning Left/Right Console for each model.
Split-S can be done with that console and Albatros can also to wide Immelmann Turn.
All models did turn right. We can see that Sopwith Camel sharp turn vs. other planes. Turning can be done Sharp (called Sharp Right Turn - SRT) or 90 degrees with option to change altitude when it's turn. But only ONE for Fokker DR. I and Sopwith Triplane.
Fokker Dr. I with his moves Left. STL (did mistake and wrote SRL) - Sharp Turn Left, Split - S with changing altitude (one down), turning left 90 degrees allow Fokker to or dive one, climb two, turn and perform Split S maneuvers.
Albatros is not so good in turning so I gave him TL - Turn Left, with Split-S and Immelman Turn. Still working on that plane console so anyone can do his own.
Sowpith Camel can turn left not so sharp as Right Turn, so it can do 90 degree turn left, plus he can change altitude.
Nieuport 17 can Turn Left and do 90 degree turn with altitude change.
Set of token - if you are British you do selection German damage token. If you shoot left/right side you must perform move in that direction in next movement phase. If you attack plane from below - you must fly up in next move, that's why I have tokens with arrow so you will remember next move after shooting.
When you shoot select token and follow instruction - if shoot down - you are lucky, if you picked HIT - and symbol of dice, throw dice and plane attacked plane must fly down...to crash sometimes.
But mostly - token are MISSED with |Counter move so opponent can do two moves - ANY - he can counter attack or must do what is ordered - for instance - Fly Straight Left and Climb UP, etc. Orders are simple description from Flying Console.
Altitude sticks looks like below. from one to five. Can be six - and then not all planes can climb to that altitude. My box doesn't have enough space.
So I decided to try rules. German starts (1,3,5 - German and 2,4,6 - British). Even when I was played myself - I tried to move as best I could for each side to check all rules.
Red Baron flew SR - Straight Right on altitude 5
Camel did same with Altitude 4. Planes can attack each other with different altitude (if you attack plane who fly altitude 5 and you are 4 - then in movement phase you must move SL/SR UP or turn L/R 90 degrees UP. I have set of token called "remainder token" which you need to placed near plane so next move you follow that remainder (fly L/R or Fly UP/DN or both - such 90 degree turn with dive or climb)
This time British start first another Movement Phase
He did 90 degrees Turn Left with changing altitude to 5. Since target is on right side after shooting he MUST fly right.
Token with Right Arrow is simple remainder to perform move in next phase. You can shoot 45 degrees left or right. And move that direction during movement phase.
I used 12 corners dice to picked Damage token counted as 11 from random direction and I selected HIT with Down Straight Left Three Altitude. Red Baron has been hit and dive down three Altitude sticks from 5 to 2. Close to crash! Token has order for hit plane - DN SL - must fly down Straight Left and change altitude three down.
Here how he flew down. Camel is much above in close distance.
So Camel is much higher then Fokker. Very tied situation...
But this time Red Baron start first with Immelman turn and climb one altitude.
Since Camel had to turn Right - he decide to Split-S right with loosing altitude.
And this time selected token was HIT again with dice throw to force enemy fly down per result. I throw four and since he was ALT 4... Red Baron crashed.
I think that Red Baron should have more chances to counter attack or run of his live will be on danger.
So next time each HIT down allow Red Baron to use dice and count of luck (of he throw for instance - 1/3/5 - he will continue at ALT 1 instead crash.
Airplane stands are 3 x 3 cm card boards with coins inside (glued), which gave some weight and hold stable plane on table.
Another part will be testing real Flying Circus with all planes on floor with movement markers and Damage Cards for Each Plane..or token..
Here I have a typical set contains airplanes, altitude sticks, flying console, damage tokens and dice (six corners and twelve corners)
Fokker Dr. I - can climb two altitude up and one down.
Fokker Dr. I
SPAD XIII - can dive two altitude down - so it is good in run away from being hit. But climb only one.
Sopwith Camel - who cal turn right better then other. Camel can dive and climb one altitude.
Nieuport 17. One UP/DN maneuver
Albatros D series (III/V). Fast but not so good in turns. Can dive and climb one level of altitude

RAF SE. 5 - faster then Albatros. Can dive/climb one level only.
Sopwith Triplane. That was first three wings fighter plane (before Fokker). So he can also climb two level up and dive one down.
Albatros D series with Fly Consoles
SPAD XIII - fast with standard turn moves Left/Right
Difference in speed which was picked by me. Next Fly Consoles I am going to calculate per real speed. So far it is game...
Turn Right - Fly console for each model
Detailed turns for Camel, SPAD XIII, and SE5
Detailed turns for Albatros, DR. I and Nieuport 17
Turn Right - like you can see Camel has best Turn vs. others.



















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