Flying Circus Game. New edition
And at last isolation gave me time to sit down and use Microsoft Publisher and create Flying Console...
Sopwith Camel has maximum speed about 185 km/h so lenght of Camel console is 18.5 cm. Fokker
DR.I has 16.5 cm.
Each move has information about move A,B,C or D. That will be for future advance rules for speed.
Also new stands. Much Simple. Instead heavy small stand I decided to use size Rectangle stand with plane which have me stable stand on board.
I made stands and also cards with original size per 1:144 scale on rectangle card board with transparent view of Google Earth. Too much colors. Next stand will be have background Grey instead colors. So player can use airplane cards or paper or plastic planes. Each plane card Has four white markers to provide reference point when move forward, Turn.
I call it - Flat Flying Circus! Hard cardboard and tokens with altitude can replace models and stick. Game can be printed and will be ready to go!
So far I did Consoles for Sopwith Camel and Fokker DR.I. Altitude has sticks per 500m and between each altitude change I am using Yellow token with information how many meters plane fly above current stick. So if you have stick with 500 and token +250 it at 750m. So far they can fight up to 4500m...
Flying Console -Straight. Each move can be fine straight or Straight with altitude change. Console has SR/L markers ABCD. They are going to be used for future speed option depend on altitude.Right now we use all speed options.
And classic move Straight Right without any change in altitude. If you see Climb or Dive information near SR name - that mean you can also dive or climb on that position.
Each plane is mounted on S-mount or T-mount. S-mount allow player to perform any S-straight moves. When player decide to use second Flying Console called Turn Right or Left and perform TR-Turn Right or TL-Turn Left he must replace S-stand to T-stand.
When Fokker do Turn Left/Sharp Turn Left his second move can be any Straight or Turn opposite way. So after Turn Left for instance Fokker can make Turn Right.
Camel can do that only after Turn Left. When first Turn of Camel was Right - he can't change direction to Turn Left - he can fly Straight or continue Turn Right. In that case Fokker is better in turning both ways.
Fokker ready to make turn!
Sopwith Camel turns Left (STL - Sharp Turn Left).
Green names on Flying Console are Immelmann turn or Split-s Turn. Immelman is 180° Turn with climb and Split-S is 180° Turn with altitude lost. So fighter can make advance move.
Fokker DR. I after Immelmann Turn
Also with Turn Console player can fly Straight with traverse, dive and climb. So it need to have S-Stand. Sample below.
How they fight.... After move each player measure distance to enemy plane. Plastic traingle Has three linea. Center and left/Right. Center line ,- Attack can be fine straight. You can Attack enemy plane above or below.
When plane is on Left or Right side - player can Attack as well but his next move must be Turn in that direction.
To remember that move I have token with information about next move. Below sample of Attack Right!
When enemy plane is on Left or Right Attack can be done if they are on same altitude. Only while flying Straight we can use Attack UP/DOWN!
To shoot you have shooting result ruler and 12 corner Dice.
German has own ruler, British own.
Each numbers Has some action.
You can hit - shoot down. Hit - and force enemy plane to fall down required altitude. So sometimes it can crash. Missed are with counter action. Arrow Left with STR - run Sharp Turn Left.. hit with RW/LW mean Right / Left Wing Hit. Plane hit can't make Immelmann and Split-s both direction and Sharp Turn in that hit direction. Second wing hit is shoot down.
British has own shooting result ruler with different numbers. JAM is machine gun jam. Before next shoot he need to throw numbers to remove that malfunction. If numbers are different he can shoot again.
Attack Left. Place marker - Move Left after attack
Attack Right. Place marker - Move Right after attack
Attack UP
Set of markers used with Damage ruler
Roundel Dice. It is used to determine WHO move. Used before each move. After when you move place flag marker near plane. It is used to Control which plane did move.
So to start playing place planes against each other at any altitude.
Throw Dice and start moving your plane. After move leave marker near stand which allow to control wich plane moved who not.






















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