Flying Circus Game.

In that part I would like to present my new Flying Consoles, stands and altitude sticks.

Main reason is to minimize amount of game elements and also provide correct location of plane after move.

Flying console has cut edges in each flying position with shape or size taken from stand dimension.

Instead 11 sticks with length up to 20 cm I designed 3.5 cm mounts with so they can be joined together and place airplane on altitude from 100m to 2050m. If you have 10 planes you not need to have separate box with 100 sticks..

But still.. sticks are simple way to create altitude sticks instead short ones..

Also I have added ammunition counters so this time each attack depend on distance and side will cost player more or less rounds of ammo.


Stand is 3.5 cm x 3.5 cm two cardboards (1.5mm) with four coins between. That's create solid and heavy platform so plane will not fall down. On top of stand I added picture of that plane from top view so player know which plane it is from bottom to top.

S-Stand and T-Stand are same as previously. I have added also Imm/Split-S stands for Immelmann or Split-S turns. It point plane nose up or down during two phase manevours. Below you can see stand in Immelmann Turn position.


And Split-S position, nose down. These two manevours are divided to two parts where player first point plane in direction in turn and wait for second opportunity to move. Dice with roundels decide who can move each time. Also will change altitude per type of Aircraft.
When player who perform Immelmann Turn in first step will be selected again he turn plane 180° and return to start position with S-stand. 



New Flying Console has easy selection of moves. Sample of Straight Left position A move, marked as SL(A). Each location has also information about altitude change on that position. Like Nieuport his capability to rapid dive was limited due to small lower wings. A moves are like low speed. B moves are medium and C moves are maximum speed.
Aiming Foil has counters of ammo depend on target location. So attack on left right far distance cost 3 rounds of ammo. So far planes have 12 rounds.

Center line - attack straight. First line on left/right between center - attack with next move Turn Left or Turn Right. Edges on left and right cost more ammunition and player after during next move must Sharp Turn Left or Right.

And in January 2021 I have changed ammount of ammunition tokens to 6. Two sides from 12 to 1 and aiming foil with numbers representing ammunition which need to be spent. 


In picture below you can see Nitish Sopwith Camel who attack German Camel on his left side. That will cost him three round of ammunition and also next his move must be turn left. I removed STL/STR tokens so now player can make any Turn after attack. 



I am on the process of making 2x2 cm tokens with TL/TR or STR/STL moves (remainder). Attack down or up can be done only in center line with UP/DOWN no more than 150m (target can be no higher on lower 150m from attacker position) next move or TL UP/DOWN and STL/STR DOWN but no more than 100m on left or right. When target is at edge of foil higher or lower - attack is not possible.



So far I changed Flying Consoles for Albatros, Fokker Dr. I and Sopwith Camel with Nieuport 17.

Ammo counters are two sides yellow tokes with number from 12 to 1. And also direction of move after attack is represented with arrow and information about type of manevour ,- TR or TL, STR or STL.



Here you can see differences between N.17 and Albatros it turning.
Stand has mount for 100m stick but if someone want to use sticks from previous version he still can use it.

Turning Console has also positions to perform straight manevours and also colored tokens are used when target is on left/right or 40m above or below. When enemy aircraft is more than 40m above or below attack can't be performed.

Below there is a sample of Fokker who attack N.17 who is higher but not more than 40m. 



Second variant is new type of tokens with arrows and information about type of move.

I had two type of token used depend on target location. STL/R or TR/L. But decided to remove one of them and now if enemy is located on left or right side - player can move TR/L and decide how he want to turn.  


To confirm attack black line from aiming foil must cross main aircraft frame. If cross wings attack can't be performed. So below you can see almost edge of range from Red Baron. But possible.

Below you can see attack of Dreidecker on turning Nieuport and line cross his frame with two rounds of ammo and second card will show result of attack.

Another sample is Dreidecker attack Nieuport on his left side and it will cost him three rounds of ammo and three cards - where card No 3 will show result of attack.



S-stand and T-Stand are used depend of manevours.



FOKKER Dr. I in turn manevours.
Flying console has red colors with information about turn move with altitude change. Black color describe Straight manevours.
Second variant for shooting result are cards size 5x3.5cm called shooting result cards. That allowed me to remove 12K dice and shooting result rules and add more missed fire options. Player based on number on foil will pick first second or third card and follow result. Each used cards will be moved to the bottom.

So far I have 20 cards when two are shot down, three Ace cards and three are Hit with altitude lost so chances to shoot down enemy plane are not too high.. of course hit and altitude lost can crash plane and also add Ace Shoot Down card to bottom of card pile.

Cards allow to create many type of damage results.. and thinking about rudder hit so plane can't sharp turn, etc...

In picture below target is on right side and main frame cross line with number 2 - so attack will cost two rounds of ammo and player will take two cards from pile. Second card is shooting result.

Target is on right so next move will be TR (Turn Right) because Camel is in range on second line from right.




Missed attack. Attacks plane can flew or SL or SR and runaway.
Card with cloud create opportunity to hide plane in cloud until next move. When plane will left cloud it must be removed from field.


Clouds have center point and line with arrow. Before each move players move all clouds about 5 cm on direction of arrow. That will create real situation. Below you can see four clouds which moves in one direction. When clouds reach end of table player decide about place and direction. All clouds must move in one direction. There is no limit with amount of clouds and distance between. Them. 







And summary picture from Flying Circus Game. Rules are the same and now player can place planes in exact position.


I have decided to add my Comics game rules but they contains details with old shooting result ruler..

















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