Topic: Question about half loops
I had a chance to play a game of SF tonight with my wife. Just to get us familiar with the rules, we kept it simple - 2 P-51s on 2 FW-190s. Needless to say, she sent both of my Wurgers into the ground with nary a scratch on either of her Mustangs. :oops: The only game I can consistently beat her at is LOTR Risk - she has the damndest luck with dice. I really need to take her to Vegas. :wink:
At any rate, I came across something I found odd - it is virtually impossible to half loop a FW-190. Obviously, you have to dive into the maneuver, which makes sense, but even then (unless I'm reading somethng incorrectly) with a dive speed of 18, and a turn rating of 6, you have only a 1 in 36 chance of pulling it off. First you move 6 forward, leaving you 12mp. Then you roll 2d for the half loop. If you roll double 6, you can make the half loop (and your movement is over, as it costs 12 points). With any other result, you're stuck moving forward either the result on one die or the sum of the dice, and either way you cannot half loop, and your maneuver is also over.
Was it intentional to make the half loop so difficult to do, particularly with planes with a turn rating of 6? The P-47 is a little better off, due to it's greater dive speed, but even it only has a 1 in 12 chance of getting it.
Doug