pilum wrote:1) Ok ! you're wright : "Banking" is interesting because the enemy pilot can see where you want to go in the next turn.
But what is the interest of "180° banking" ? .
So we decided to keep banking, but only "port banking" and "starboard banking" : we keep "banking" only to show where the pilot want to go.
right, so the next time he moves you don't know what he's going to do, but you know which direction he's going to go.
pilum wrote:2) The game "Aces at dawn" uses "manoeuver card" and "initiative". What is the interest to use BOTH ?
Cause it's cooler that way. see below...
pilum wrote:Two examples :
a) In the game "Wings of war" : they ONLY use "manoeuver card". If you tail an enemy pilot, he must show his manoeuver card, and you can change your manoeuver card.
b) In the game "Knight in the sky, WW1" (variant from "hunters in the sky, WW2") : they ONLY use "initiative". If you tail an enemy pilot you gain the initiative and you play AFTER him.
The maneuver cards require that you choose what you're going to do well before you do it and contain the essence of the game. it's not about being able to shoot your enemy down before he shoots you down, but rather, it's about being somewhere where you can shoot your enemy down before he shoots you down.
pilum wrote:So, in our club, we only use initiative (Idlers whom we are, we have NO courage to cut the manoeuver cards...). And if you tail an enemy pilot you have +3 on initiative rolls. Ok the wrong thing is that you get an advantage over ALL planes.
So this is the complete rule : if you tail an enemy pilot you have +3 on initiative rolls, but you can only fire at this enemy pilot. If you don't use the "+3 modifier", you can fire at what you want.
Admittedly, I like the +3 modifier, but needs some playtest to determine if it's overpowering. also, the way you describe it seems to indicate it's a to hit modifier as well as an initiative modifier.
pilum wrote:3) About the quirk "decreased turn radius (left)" : can you explain clearly how it WORKS in the GAME ?
It provides a slightly faster turn to the left, but if you don't use the maneuver cards, it's irrelevant.
however, here's what it would allow...
Both the Sopwith Camel and the Fokker DR I have a Turn Class of "B"...
They both have a max movement of 5 hexes
They both may play a fast turn card and turn completely around during their turn, however, if the Sopwith Camel is banked to the left, it may make the turn at any point in the phase (like before it moves) instead of halfway through it's movement.