Post by SWO_Daddy on Apr 4, 2020 18:54:19 GMT
Considering introducing a new maneuver through an "upgrade" card that can be purchased for a plane, kind of like upgrade cards in X-wing, Attack Wing, etc...
Immelmann Turn:
Cost ? (I’m thinking only a point or two)
- Only aircraft with a climb rating of 4 or higher may equip this card. Aircraft with Poor or Average pilot quality may not equip this card. Your aircraft may perform the Immelmann maneuver as a Difficult Manuever.
- The Immelmann is similar to the split S, but instead of diving the bring the aircraft around to the opposite direction, you climb. For it to work in combat, you need a plane with enough climbing power so that it won’t stall. In game, it would work like the Split S, rolling for success against the aircraft’s roll rating, except that on a success the plane would not decrease altitude – it would gain it. The graphic showing the outcomes on the back of the rulebook would be the same as the Split-S. Failure would be the same as the Split-S as well (falling out of an Immelmann means you stalled hard, and are going to drop like a rock, so you would move ahead 1, decreasing altitude by 1). I also think I'm going to add a penalty for attempting it at speed 2 (like maybe a -2).
A couple websites on the manuever…
web.archive.org/web/20060410133035/http://www.furball.warbirdsiii.com/krod/ACM-immelman.html
en.wikipedia.org/wiki/Immelmann_turn
www.youtube.com/watch?v=VU7v77kTs-k
Only planes with strong climbing power and good roll control could really pull this off, even in a non-combat situation. I’ve always been a fan of the Immelmann – there are a few modern jets that can accelerate in a vertical climb that can make it really devastating (F-15, F-22). In WWII, it would have been dangerous to try in all but the very best planes, and only a very skilled pilot could pull it off without getting shot down or crashing in the process.
Card coming to an air battle near you, but I wanted to open it up for public comment before Brigs and I started putting the graphics together.
Immelmann Turn:
Cost ? (I’m thinking only a point or two)
- Only aircraft with a climb rating of 4 or higher may equip this card. Aircraft with Poor or Average pilot quality may not equip this card. Your aircraft may perform the Immelmann maneuver as a Difficult Manuever.
- The Immelmann is similar to the split S, but instead of diving the bring the aircraft around to the opposite direction, you climb. For it to work in combat, you need a plane with enough climbing power so that it won’t stall. In game, it would work like the Split S, rolling for success against the aircraft’s roll rating, except that on a success the plane would not decrease altitude – it would gain it. The graphic showing the outcomes on the back of the rulebook would be the same as the Split-S. Failure would be the same as the Split-S as well (falling out of an Immelmann means you stalled hard, and are going to drop like a rock, so you would move ahead 1, decreasing altitude by 1). I also think I'm going to add a penalty for attempting it at speed 2 (like maybe a -2).
A couple websites on the manuever…
web.archive.org/web/20060410133035/http://www.furball.warbirdsiii.com/krod/ACM-immelman.html
en.wikipedia.org/wiki/Immelmann_turn
www.youtube.com/watch?v=VU7v77kTs-k
Only planes with strong climbing power and good roll control could really pull this off, even in a non-combat situation. I’ve always been a fan of the Immelmann – there are a few modern jets that can accelerate in a vertical climb that can make it really devastating (F-15, F-22). In WWII, it would have been dangerous to try in all but the very best planes, and only a very skilled pilot could pull it off without getting shot down or crashing in the process.
Card coming to an air battle near you, but I wanted to open it up for public comment before Brigs and I started putting the graphics together.