Hi Don, the “line up and fire” keeps things feeling realistic, as aircraft attempt to point at the target and get some strikes. The pilot check represents their ability to actually score hits, and to pull off the maneuver without losing any speed or altitude. Note that aircraft with weapons in flexible mounts do not need to do this, they have wide fields of fire and can almost always make attacks without needing to maneuver (or make a pilot check)
Its not too much extra complexity – declare a maneuver and attack, make a pilot check, and either roll damage or adjust your speed/altitude if you fail. The whole process can be done in 5-10 seconds.
The airspeed – altitude dynamic is at the core of these rules, and I feel that it helps to represent real flying. Lose speed when you gain altitude, gain speed when you lose altitude, lose speed when you make tight turns, etc. Showing altitude also lets you know when you fly into the ground and crash – which does happen especially when you’re trying to execute complicated maneuvers at very low altitude.
Altitude also allows aircraft to stay out of trouble – if there are a bunch of fighters up high, you can go low to try to avoid them for a few turns. Being at high altitude also prevents you from taking too much damage from ground targets.
Hope this answers your questions
I’ll be updating these rules today for all current (and future) customers, based on some excellent feedback from John, and a bit more playtesting experience.
- This reply was modified 4 years, 5 months ago by NKL Aerotom.
Tom Jensen - http://ostfrontpublishing.com/