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Re: (TFT) Magic Carpets and Brooms

> Okay heres a look see at the subject

Flying your aircraft

Remember we move both straight and diagonally..

> On the square grid both sides and vertices are used for facing purposes
meaning a 45 degree turn changes facing from a square-side to an adjacent
square-vertex or vice versa, while a 90 degree turn goes from like to like.

Each aircraft has a movement allowance and a turn radius, based on its speed
and agility.

> If I can hold this together then, uhhhhh, <googles Harry Potter brooms>


> WOW! Really?
> I thought Id have to cheery pick the plane list because of the lack of
broom models I knew of but it seems Ive more to model here than I thought.

Turn radius

The turn radius letter indicates how the aircraft may turn.
Under no circumstances may an aircraft make 2 turns or manoeuvres in the
same square.

A - allows aircraft to make a 450 anti-clockwise or a 450 or 900 turn
clockwise (rotary-engined scouts)
B - allows an aircraft to make 450 turns in adjacent squares (inline-engined
C - allows an aircraft to make 450 turns, but with at least 1 straight move
intervening (some early scouts  wing warpers - and later two seaters)
D - allows an aircraft to make 450 turns, but with at least 2 straight moves
intervening (very unmanoeuvreable or damaged aircraft)
E - allows an aircraft to make 450 turns, but with at least 3 straight moves
intervening (damaged aircraft only)
If an aircraft has a turn radius of D or greater, that aircraft cannot
perform an Immelmann (although we use the term Immelmann this term covers
other manoeuvre such as stall turns or zooms)
An aircraft's turn radius may be reduced as a result of combat damage.
Aircraft reduced below turn E may only make one 450 turn each round.

> So here Ive got something that is a bit nifty.
> Square-hexes let me call some brooms to move on the hex-grid while
others move on the square-grid and maybe the best seeker stuff gets the
> A hex-face change from face to adjacent face is 60 degrees.
> Ill save vertices for the Ogre battle-map/fields.


Movement Allowance

This movement allowance is expressed as Movement Points (mps) and you use it
up like this:

Move 1 square straight ahead 2 mp
To turn 450 (or 900 clockwise for turn class A) 1 mp
Perform a sideslip 3mp
Climb 1 height band 5mp
Jink 3mp
Perform a wing-over 5mp
Immelmann (or zoom or stall-turn) 7mp
Perform a loop 9mp

> So here it seems to be discovery time.
> What is a square, MP, turn?
> Not arguing about anything as Im shooting for using the model flexibly
but rather curious.
> So lets see


The playing surface consists of a squared board, with squares large enough
to each contain one aircraft model, mounted on a stand.
Because we allow movement in both the horizontal/vertical and diagonal
directions, the bases should be octagonal.
This also helps to indicate the direction the model is facing, should that
not be apparent from the model itself.
We use a six foot by four foot board with four inch squares. This is OK to
take to wargames shows but ideally you would want something bigger with 1/72
scale models.


As this was going to be a participation game we had already decided to use
1/72 scale aircraft on an 8 foot by 6 foot board.


We have designed these rules to give a quick, fun game of World War One air
But we have also designed a realistic game, showing the differences between
the various types of aircraft available at different dates.

> So playability and space were a factor of design (wise choices if I may
> The remarks about realism and aircraft types leads me to believe that the
real-world data is buried in the game mechanics to some extent.
> I guess Im asking for designer notes.
> But I can infer some stuff.

Remember, you can only perform Immelmanns, zooms, stall turns, loops or wing
overs if your aircraft is currently turn class C or better.
To perform a sideslip the plane moves 1 square forwards and 1 square
sideways, keeping the same facing it started with.
A plane may only perform one turn or sideslip in each square moved into.
A planes current speed is reduced by 1 mp for each 2 turns or sideslips.
To perform a climb the aircraft moves 2 squares straight forwards, without
performing any other manoeuvre.
A planes current speed is reduced by 2mp for each height band climbed.
Aircraft with an Acc of 2 may climb 2 height bands in the one manoeuvre, at
a cost of 6mp.
A jink is an attempt to become a more difficult target for any aircraft that
are attacking you.
Move 1 square forwards, and count as jinking during the shooting phase this
To perform a wing-over you move on square to the side, turn 900 or 1350 and
lose one height. This costs 5mps but does not count as a turn or manoeuvre
for the purposes of losing speed because this is counteracted by the gain
for diving.
To perform an Immelmann (or zoom or stall turn) a plane moves 2 squares
straight forwards then turns to face in any direction.
A planes current speed is reduced by 2mp for each Immelmann performed.
To perform a loop the plane moves 1 square forwards and faces straight ahead
or at an angle of 45 degrees to its original line of flight.
A plane may accelerate by its Acc rating up to its move allowance, or
decelerate by 1 or 2 mp each round.
You add the additional mp for acceleration during the movement phase each
round, and lose deceleration mp at the end of the movement phase each round.
You may not attempt to move any plane less than 6 mp.
This represents stall speed.
If you have less than 6 mp available because of battle damage or manoeuvres,
you must lose sufficient height bands to increase your movement allowance to
Each height band dived through gives a plane +1 bonus mp.
These are added to current speed for this round.
If you perform a climb you lose 2 mp from your current speed for each height
band climbed.
You must you all your movement points each turn. You cant carry them over
from turn to turn.
But if youve just got 1mp left and you dont want to turn, you can ignore
that movement point.


How high is the sky?

There are 12 height bands.
No aircraft may fly at a height of more than 12 or less than 1.
If you descend to a height of 0 you are either landing or crashing!
If you are not spinning you can land successfully by rolling a 4+ on 1d6.
If you fail your pilot is dead.
Aces need to roll 3+ and for superaces anything but a 1 is sufficient.

> Okay altitude records say 10,000 feet was broken by 1915 and well over
30,000 by 1920.
> Speed records were around 150 mph in 1915 and near 200 mph by 1920.
> I suppose I could analyze all the different types mentioned but I have a
few student type references from the early 40s that gives an overview of
the more modern planes but focuses on an army trainer at the time which was
a bi-plane configuration uhhh <more googleing>


> In its Acrobatics and Precision Flying chapter it spits some good info
for degrees of bank, feet of climb or dive, and acceleration or deceleration
required for the various maneuvers.
> hummmm


Feel free to experiment with these rules, ignore bits that you don't like,
add extra rules and options.
But REMEMBER, we've spent a lot of time getting the balance right with long
sessions of playtesting.

> That last is what I worry most about
> The edge I keep walking is the messing with a good thing bit.
> Guess I need to read out that damned hypertext Potter page
> ugh I keep steppin in it!
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