Flying Circus - Starter Kit

Welcome back!

During X-mas and New Year brake I had a chance to review some games and found that about 10 planes are build in different scale. Instead 1;144 I did scale 1:131 +/- 1 percent.

Because of that I decided to create starter kit, write down manual and try to sell it. I added also Youtube channel and slowly learning how to add some clips...

https://www.youtube.com/channel/UCZ5Ddrz8bPqb6HcLWxYZDjw?view_as=subscriber


with small sample of my clip...




Game name will be  - Flying Circus


I have three British (one Sopwith Camel, one Pup and Triplane) vs. three German planes (one Fokker Dr. 1 and two Albatros D series). I need to build three German planes in 1:131 scale and soon will be have extension pack. I have one more SPAD XIII, one RAF SE.5 and Nieuport 17 and want to build one more Fokker Dr. I and two Albatros D V. Flying Consoles are made from cardboard and each player has twelve damage results plus three SHOOT DOWN additionally - which going to replace some of them if player will shoot down one plane.

I added one more: Nieuport 17 and one more Fokker Dr. I. Picture soon. So all planes are scale 1:131. So I have four planes now for each player.

Nieuport 17
SPAD XIII


I have added also small markers with Altitude, so now planes can climb and dive per their technical capabilities. As a sample: Fokker and Triplane can climb in one move 600 m (stages are 000, 200, 400, 600, 800) but dive only 200 m. Albatros and Camel can climb and dive 400 meters only. I have added altitude information - and now my planes can fly up to their real limit.

Three British planes
 Three German planes
Each plane has also Nationality marker, which will be removed after move so player can recognize which plane did move during each round (One round - each player will move all planes We can decide who starts and player move - or use dice to create unknown factor). When all planes moved - we start new round and we have to placed markers again.
 Altitude markers are on back side of each mounting plane. So now player can change altitude per 200 meters selection.
Flying Console to make Left Turn. Red information are simple option to perform or SPLIT-S, Immelman Turn or dive, climb.
Sample of Albatros options for climb or dive with altitude markers. It is simple explanation hot player can fly down or up and per technical parameters change altitude.
Also Immelmann or Split S must be done with Altitude change
Flying Console for Sopwith Triplane. He can Fly Straight, Dive (only 200 m change) Climb (even 600 meters). Same as Fokker Dr. I.
Sopwith Camel and PUP had same Flying Console and you can see that Camel can make very tied Sharp Right Turn. Altitude change can be 400 m so we can see that starts from 3800 m player can climb to 3000 or 3200 m or dive from 3800 m to 3600 m or 3400 m.

But when Camel want to turn Left - he can't turn same as right side. SLT (Sharp Left Turn)
Albatros D series can fly straight and also with traverse. Similar to Straight Right/Left - but also can change altitude.
Player can attack his opponent with wide selection of angle and altitude change. When attacked plane is located not same altitude and straight, player must mark that move with UP/DN marker and ATTACK or RIGHT or LEFT.

When player want to attack enemy plane from front and distance is too close (middle line is a critical distance) you can't shoot. But from rear or sides - there is no limitation about shooting range. 
Target Line must go across main Airplane frame. If touch only wings - distance is too far and you can't shoot.
Damage tokens for British planes (used by "German" player. From 12 markers one is SHOOT DOWN and two HIT with altitude change per 800 m or 12 corners dice (so attacked plane must fly down even 1200 m. Other tokes allow to perform counter move (and counter move can't be used to attack other planes, except that who was attacker. If player will shoot and dice selection  will show MISSED and (sample) ANY LEFT - attacked plane can perform any move left. If dice pick MISSED SL - player can run away Straight Left. MISSED - no action required.
 German damage markers.
 All markers are up side down and player can mix them any time. When some player will shoot down other - he throw dice and replace that old token with SHOOT DOWN in red. When second plane will be shoot down - player replace two more - so summary we can have three shoot down and two hits with altitude lost.
Here we can see Camel who attacked German plane with Straight Down and also shooting DOWN - so his next move must be fly down.

Sample of that game during tests. Altitude works fine, doesn't consume too much intention. 
Fokker |Dr. I with his Turn Console. Split -S is 180 degree turn with 200 m altitude lost. When player can do Immelmann Turn - he need to use Fly Console where he has selection to perform on 200 m or 400 m UP / Immelmann turn.

Flying Console for Camel. You can see that markers are not in the middle for some plane. So Camel is more "crazy" when do Right Straight or Turn
Sharp Right Turn for Sopwith Camel. 




I have added box and printed all markers with altitude and attack left/right and up/down.

Game has also manual in Polish language and I am going to sell it! That edition has planes in scale 1:131 +/- 1 percent.
 Five vs. Five in box
 German has three Albatros D series and two Fokker Dr. 1
 British has one Sopwith Camel, one Spowith PUP, one Sopwith Triplane, one SPAD XIII and Nieuport 17



SPAD XIII with flying console, markers with altitude printed.








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