Flying Circus. Update
Hello again...
It no need to be exact position. Simple move plane to his left or right stand side with square symbol and remove flying console.
Slowly changing some tokens to make that game simple. On FB I have group where I published more details about game, rules, etc...
https://www.facebook.com/groups/566697750876378/?ref=share_group_link
What was changed:
1. Simple altitude rules. Planes are mounted on stand with stick (I found up to 19.5 cm long) which gave me 10 different altitude levels.
I started from 100m next stick was 300m up 2100. Between that I added only three altitude tokens and add +50 or +100 or 150m. So plane can move with one stick ( for instance 1500m and adding yellow token +100m it fly at 1600m.
Stands are simple picture of airplane model from top view with removed background printed on cardboard with size in 1:144 scale. Stand size allow to have high enough stick for planes.
Also I have added short S-stand (to fly straight) and T-turn stand - used when airplane will perform any turns).
One plane kit has: stand, altitude sticks, two additionally stands called S-Stand (to fly straight) and T-Stand(used to make turns), four tokens with dive/climb and turn left or right information used to plan direction of move after attack if enemy plane is located lower or higher, left, right side. Three altitude tokens (+50/+100, +150m) are used when player want to set altitude in 50m increments from current stick.
Red token - called Jamm, is used when during attack player will pick machine gun jamm.
Of course I am going to modify them for game purpose (round tokens instead square).
Update: September, 4th. I have decided to minimize airplane stands. So I used old stands size 3.3(up to 3.5cm) square cardboard with coins between, glued). Printed plane on top. So I get heavy stand small to support close combat manevours when player fight close to each other.
Below you can see old stand (one the left), then 1:144 scale stand and on right new stand (connection of first and second in mini size)
In sample you can see problem I found. When planes are close to each other, the stand can not be used because of background field. So new stand allow to have plane close enough with different altitude of course.
There is no limitations in amount of airplane on table. I used once 10 vs. 10... Like in "Bloody April"... But game takes more than hour and required some space.
Update, September 8
And also I changed amount of wooden sticks for airplane. Instead 10 sticks with different length I build modular altitude sticks which can be connected togther. So now I minimize amount of game element.
Main element of that game is a dice with three British roundels and there German crosses. Each time before move player will throw that dice determined who will move. So sometimes one side has three moves even or more. But that is not an advantage for player. During attack player have 30% to shoot down enemy plane. Missing fire create opportunity for attacked plane to counter move and react.
So how they fly?
I my game each type of aircraft has templates called Flying Console. I build them per few factors:
- speed ( length of each Flying Console is calculated per 1cm = 10km/h ratio. So for instance Camel max speed is 185 km/h so length of Flying Console has 18.5 cm. There are not so big differences between speed for some type of airplanes. Fokker Dr.I can speed up to 165 km/h. If you want to move plane forward ( fly straight) place Flying Console on front stand and move stand to SR/SL positions A,B,C or D of that plane allow to perform move D.
After move leave token with roundel symbol if you play with more than one aircraft.
Below you can see Fokker Dr.I max speed move and small token which inform player that plane has moved during round.
Half speed move. Each stand has also additionally altitude token who add airplane altitude per 50m.. so if stick is at 700m and you have +150m token on stand - summary altitude is 850m.
If you can see Climb/ Dive information near SR/SL marker on Flying Console that mean you can also change altitude during that move.
It no need to be exact position. Simple move plane to his left or right stand side with square symbol and remove flying console.
Special move is Immelmann Turn or Split-S. When you fly straight you can turn 180° but must change altitude level per information on Flying Console. Be sure that there are no other planes on whole Flying Console length when you turn plane.
Update: 24.08.2020
I decided to change Immelmann Turn and Split-S from one move to two moves. I added additionally stands (called Imm stand and Split-S stand) and one token with IMM on one side and Split-S on other side.
If player will decide about Immelmann Turn he will move plane to his manevour position with Imm Stand (plane pointed up) and mark stand with token. He also must add 100m to his altitude.
And that is move number one.
If dice will select that plane he can finish Immelmann Turn by turning plane 180° and move him Straight or left or right with S-stand.
Similar situation we have during Split-S manevour. But Fokker used Turn Console to his manevour.
Change stand to Split-S stand (nose down) move plane to his position and change altitude 100m down.
During second move. Turn him 180° and move with S-stand to Split-S position either left or right.Also with Turn Flying Console pilot can use Straight Left or Right Moves.
I call it Traverse move. It is half speed move with position changed in wide angle vs. Straight moves with Flying Console.
Straight Right (A) move
When you want to make a turn first you need to replace S-stand to T stand which change plane angle so player can see direction of turning.
Half turn called TR - Turn Left or TL- Turn Left are 90° turn in that move plane can also change altitude.
Manevour called STR - Sharp Turn Right or STL - Sharp Turn Left can be done without altitude change.
Green field are missed fire with some counter reaction of attacked plane. So if you throw 1 and result is STL - that mean, he can run away with Sharp Turn Left manevour. Sometimes counter move can be deadly because it can create collision. Which is standard situation. So I hope that in multiplane mode you will hold distance and always try to be below or above from other planes.
After move leave roundel token near stand and leave plane with T-Stand. Only in multiple plane mode. In one vs. one it is not required.
Attack. Each time after move player can measure distance to enemy plane and decide about for of attack. Standard attack is Straight Attack (at the same altitude). Attach foil to from of the airplane and if center line cross main frame of enemy plane - that is a attack straight.
Attack. Each time after move player can measure distance to enemy plane and decide about for of attack. Standard attack is Straight Attack (at the same altitude). Attach foil to from of the airplane and if center line cross main frame of enemy plane - that is a attack straight.
Take shooting result ruler and throw 12dice. Result of shooting you will find on ruler.
Green field are missed fire with some counter reaction of attacked plane. So if you throw 1 and result is STL - that mean, he can run away with Sharp Turn Left manevour. Sometimes counter move can be deadly because it can create collision. Which is standard situation. So I hope that in multiplane mode you will hold distance and always try to be below or above from other planes.
Attack Left of Right. When you find plane on left or right side use small token with information about direction of movement after attack (during next move).
Attack on Right side is similar to left attack. Direction of move is simple remainder for next move. Because enemy plane was on left or right side.. after attack pilot must fly that direction.
Also we can attack enemy plane if he is above or below own plane altitude. But attack can be provided only in climb/dive range. So if you will be at 1500m and enemy plane will be 1750m and your climb rate on Flying Console will be 200m.. attack can't be performed.
You can attack also down or up with left right turn. But that is limitation to Turn Right/Left climb/dive altitude level. If you want to attack that way leave two token - one climb/dive and second left or right move. So next. Move can be TR/TL climb or dive.
Sample below.
Shooting ruler.
When player attack enemy he is using 12corner dice and follow result from that ruler. Missed present also move which attacked plane can perform. Hit with altitude lost is also present direction of falling. Collision happened often during game and if that situation appears - both planes are crashed. After HIT - player can add ACE token and replace any MISSED field to SHOOT DOWN. JAM... Or GUN JAMM.. no reaction from attacked plane. Place GUN JAM token on stand. During next move player can try to fix gun and use 6 corner dice. If number will match 1/3/5 or 2/4/6 (depend from nation)- gun is fixed and player will remove GUN JAMM token.
During attack one of the result is hit with dice symbol. Using six corner dice player determine altitude lost. So if current altitude level is 900m (sample) and attack result will be altitude lost 1200m plane crashed. Each time HIT result increase Shoot Down possibilities by adding ACE Shoot Down token on any Missed Place.
And below I added some rules with comic book type😁







































































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