There's often a bit of head scratching over energy management in Wings at War, so here's a simple reminder of how it works. The key thing to remember is it is primarily at the end of a sequence of moves, when action point expenditure equals starting energy, that any energy problems are resolved (apart from stalls, which can occur during a turn as well as at the end)
1. Action Points = Energy at the start of a turn.
2. Don't change your Energy dice during a turn but do keep a separate track of Energy loss / gain (using tokens or counters is a good idea)
3. Aircraft are allowed to exceed their Energy rating during a turn, but....
4. If energy falls below 1 during a turn = STALL (the turn ends after this has been resolved using the stall diagram)*
5. Otherwise, the turn ends when all Action Points have been spent.
6. If Energy at this end point is less than 1 = STALL
7. If Action Point/s spent for the final manoeuvre in a turn cause Energy to be greater than starting energy = SPIN.
8. If Energy at this end point is greater than Energy Rating = AIRCRAFT BREAKS UP.
9. If Energy is equal to or less than starting energy (but obviously greater than 0) = Action Points available for next turn.
10. Flip the dice to the new Energy level on the model's base at this point.
*Try to avoid making manoeuvres with a random energy modifier (D) as this can cause a significant loss of energy during a turn and is unpredictable.
My only point would be that this phrase in the opening paragraph "The key thing to remember is it is only at the end of a sequence of moves,... " seems to be slightly contradicted at point 4?
ReplyDeleteHi Jim. My only comment would be that this phrase "The key thing to remember is it is only at the end of a sequence of moves, " seems to be slightly at odds with point 4.
ReplyDeleteGood point. I'll edit that. Thanks 👍
ReplyDelete