I got around to writing up the second part of the Wings at War 'how to?' guidelines to movement this afternoon, which are designed to help players get their heads around Energy and Action Point expenditure, using some more complicated movement actions compared to the previous guide. I think I've explained things as clearly as I can and have also incorporated some of the suggestions from people on the Wings at War Facebook group, most of which were very helpful. I'd be interested to know if this makes sense, especially if you either have played before or have absolutely no experience of the system. The examples use the free-to-download Desert Spitfires rules, so that anyone can try them out:
Welcome to my blog. I have upwards of 100 projects in various stages of incompletion or total abandonment, so you may well find something of interest if you rummage about a bit. I concentrate on solo air and naval wargaming but other 'skirmishy' things quite often pop up out of nowhere, only to disappear again after something else grabs my attention. I even finish the occasional project now and again!
Subscribe to:
Post Comments (Atom)
Labels
Bag The Hun
(880)
Books
(526)
Ironclads
(514)
AK47
(511)
Wings at War
(419)
Pre-Dreadnoughts
(265)
Back of Beyond
(243)
Algernon Pulls It Off
(241)
Coastal Warfare
(231)
Napoleonic Naval
(213)
Britain's Small Wars
(210)
Victory at Sea
(183)
Bolt Action
(175)
Knights of the Sky
(175)
What a Tanker
(173)
Target Locked On
(163)
MiG Alley
(162)
Chain of Command
(155)
Find Fix and Strike
(154)
Old West
(147)
Bag The MiG
(130)
Naval Command
(126)
Naval Thunder
(125)
Sandbox Skirmish
(122)
Air War Over Khalkhin Gol
(119)
Pirates
(117)
Indo China / Vietnam
(116)
Fistful of Lead
(109)
Duel of Aces
(103)
15mm Sci-Fi / Near Future
(95)
Darkest Africa
(95)
Strength and Honour
(90)
VBCW
(89)
Continuation War
(86)
ACW
(82)
Ancients
(82)
Shows
(82)
The Football War
(76)
Corsairs and Cavaliers
(72)
Shipwreck!
(72)
Boardgames
(67)
France's Small Wars
(67)
Spandau and Lewis
(67)
Journals
(66)
BKC
(65)
Rapid Fire
(65)
Saga
(63)
Saurian Safari
(63)
Air War C21
(60)
Cruel Seas
(60)
The Men Who Would Be Kings
(58)
Nimitz
(57)
IABSM
(56)
International Naval Wargaming Day
(55)
One Hour Wargames
(55)
Finest Hour
(53)
Flashpoint Alto Cenepa
(53)
War of the Pacific
(53)
Gladiators
(52)
2mm English Civil War
(51)
AirWar:1918
(50)
Flashpoint Taiwan
(50)
Fortifications
(50)
Red Actions!
(47)
Cold War
(46)
Scramble for Britain
(46)
Flashpoint Baltic
(42)
Flames above the Falklands
(40)
Dreadnoughts
(39)
Death in the Dark Continent
(38)
SCW
(37)
Thud Ridge
(37)
Desert Spitfires
(35)
RCW
(34)
Atlantic Wall
(33)
English Civil War / Anglo Dutch War Naval
(32)
Lion Rampant
(31)
Post Apocalypse
(31)
Iron Cow
(30)
Bag the Springbok
(29)
Mexican Revolution
(28)
Normandy Firefight
(28)
Full Thrust
(27)
It Rolls For Ivan
(26)
Samurai
(26)
Steamer Wars
(26)
Bulldogs Away!
(25)
Arctic Eagles
(24)
Imaginations
(24)
Winter War
(24)
Jet Knights of the Sky
(23)
28mm English Civil War
(22)
Armoured Storm
(22)
Achtung Kommando!
(21)
Flashpoint PVO
(21)
Ancient Naval
(20)
PITS
(20)
Galactic Heroes
(19)
Portable Pike and Shot
(19)
Strontium Dog
(19)
Iron Cross
(18)
Get the Goeben!
(17)
Aeronef
(15)
Aircraft
(15)
Imperial Commander
(15)
Rate of Fire
(15)
Zulus!
(15)
Aliens
(14)
Dragon Rampant
(14)
Black Ops
(13)
CY6 Jet Age
(13)
Congo
(13)
Mad for War
(13)
Wars of Insurgency
(13)
Impetus
(12)
What's on the Workbench?
(12)
Flashpoint Fleet Air Arm
(11)
Gaslands
(11)
HYW
(11)
Sharp Practice
(11)
633 Squadron
(10)
Bohica
(10)
Franco Thai Air War
(10)
Jungle Green
(10)
28mm Future Wars
(9)
Dux Britanniarum
(9)
Fire in the Sky
(9)
Lacquered Coffins
(9)
Merry Xmas Mr Sankara
(9)
Through The Mud and Blood
(9)
Adventures in Jimland
(8)
Bombers over Germany
(8)
Cry Havoc
(8)
French Indian Wars
(8)
Ravenfeast
(8)
Renaissance Naval
(8)
Star Wars Legion
(8)
Sword and Spear
(8)
Air War Angola
(7)
Fly Fight Win
(7)
Frostgrave
(7)
Target for Tonight
(7)
A Mighty Fortress
(6)
Five Parsecs From Home
(6)
French Resistance
(6)
Check Your Six!
(5)
Five Men at Kursk
(5)
Fivecore Skirmish
(5)
Maurice
(5)
Seven Days to the River Rhine
(5)
Three Musketeers
(5)
What a Cowboy
(5)
Wings Over Suez
(5)
Arab Revolt
(4)
Blood Red Skies
(4)
Corvette Command
(4)
In Her Majesty's Name
(4)
Infamy Infamy
(4)
Medieval Naval
(4)
Never Mind The Billhooks
(4)
2mm Portable Ancient Wargames
(3)
Battletech
(3)
Fivecore Company Command
(3)
Gangsters
(3)
HOTT
(3)
Hind Commander
(3)
Lord of the Sea
(3)
Luft 46
(3)
Mourir Pour l'Indochine
(3)
Si Vis Pacem
(3)
Sturmovik Commander
(3)
Whispering Death
(3)
Black Powder
(2)
Chincha Islands War
(2)
Crom
(2)
Disposable Heroes
(2)
Dominion of Pike and Shot
(2)
Fire and Steel
(2)
Iron Stars
(2)
Judge Dredd
(2)
Lethal Skies
(2)
NUTS!
(2)
No Go Zone
(2)
Pulp!
(2)
Starfighters!
(2)
War in El Dorado
(2)
Wars of the Roses
(2)
A Billion Suns
(1)
Air War 1940
(1)
Archibald
(1)
Battlegroup
(1)
Certainly Not!
(1)
Convoy
(1)
Dropzone Commander
(1)
Falklands War
(1)
Harpoon
(1)
If The Lord Spares Us
(1)
Indo-Pakistan War
(1)
Load and Return
(1)
MiG Hunters
(1)
Missile Threat
(1)
Missiles at Sea
(1)
Nam '68
(1)
Naval Wargames Society
(1)
Norway 1940
(1)
Oi Navarcoi!
(1)
Sea Wars Fleet Actions
(1)
Spanish American War
(1)
Sunray is Down
(1)
Thumbs Up!
(1)
Ultracombat Normandy
(1)
Voidfighter
(1)
Xenos Rampant
(1)
One nitpick "maximum limit" at top of page 2 (should say Energy).
ReplyDeleteI think the 2nd example needs some commentary: it's not obvious why anyone would deliberately push an aircraft into a spin like this. The more common situation is when someone ends a move with a variable AP cost manoeuvre, hoping for a low roll, and is unlucky.
Yep, I spotted the limit but and have already corrected it. I also tried to reorder the actions to make the right turn the last action but it was too difficult to get the numbers to line up. I probably need to go back and rejig the whole thing. I have also worked up a version for MiG Allley which ends in too much energy and a crash, avoiding the too many AP issue.
ReplyDeleteIt's actually quite difficult to work out a sequence of actions that ends in a spin, so I might try to create a turn ending in a stall due to zero energy. Might be a bit less trouble to work out.
ReplyDelete