Is climb considered a difficult maneuver? We can play it this way for the rest of this match, just want to know for down the road.
Not your fault, but I have to admit I'm getting pretty fed up with this format already. I completely missed that part of "Panic". We're getting slapping with SAs that aren't on the cards. I've gotten totally boned by a couple of die rolls, and the game is getting totally balled up on non-standard rules. My last two moves are invalid, and my fighters, which should otherwise be pretty solid, are completely crippled. If I can't attempt difficult maneuvers, and a poor Russian Yak can still have an initiative bonus, then what's the point?
We should have spent a bit more time setting it up. I would have perfected getting a lists of sa's we could ad to our pilots as they advanced (Killer Instinct, Maneuver re-rolls, init bonus)
I would like to play a test match were each plane gets its own init. You might not get the last move, but there is a good chance that it won't be your opponents best plane. It will probably be just as bad though.
Chaining you moves would only penalize you, so I am ok to leave them the way they are.
Ill take my shots, but most are pretty poor odds.
Hawk at bf110 6 only +1 for evade, -1 for dive so 6 only 8sKrRMhq7d6
Yak at BF109 5-6 +1 for evade, so 6 only 6d6
Tiger at FW109 5-6 +1 for evade, -1 for dive, so 5-6 but at range 2 5d6
Sorry man. I've got a lot of real-life stuff going on right now, and this isn't helping my sanity. I'm going to concede the game. I'm getting slaughtered on initiative, and short of a miracle, I'll eventually lose this game after a lot of hair pulling.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. - Captain John Paul Jones