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Introducing 12 point movement to Air Force / Dauntless IV. FACING : B. Counters may now face towards a hex side or a hex angle. VI. MOVEMENT PLOTTING PHASE - HOW TO MOVE: E. MANEUVERS : 2. TURN MANEUVER : Right Turn from Hex Angle to Hex Side. Left Turn from Hex Angle to Hex Side. Right Turn from Hex Side to Hex Side. Left Turn from Hex Side to Hex Side. b. A plane that turns during its movement will shift the front of the counter 30 degrees to face an adjacent hex-side or hex-angle from the hex-angle or hex-side it originally faced. c. To indicate a turn maneuver, the plane must move at least half (rounded down) the specified number of hexes as indicated on the Data Card for a 60° turn, then make the desired turn notation. For the next turn or skid the plane must move at least half (rounded up) the specified number of hexes as indicated on the Data Card for a 60° turn. d. Technically a turn notation counts as one-half (0.5) hex moved, and causes a loss of one- half (0.5) speed factor. In practice the first 30° turn is not counted or speed factor lost until the second 30° turn is performed. Any unused speed factor loss is carried over to the next turn. 3. SLIP MANEUVER: a. A plane must be in a right bank or inverted right bank attitude in order to make a right slip.

AirForce 12 point movement - Altervista · Introducing 12 point movement to Air Force / Dauntless IV. FACING : B. Counters may now face towards a hex side or a hex angle. VI. MOVEMENT

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Introducing 12 point movement to Air Force / Dauntless IV. FACING:

B. Counters may now face towards a hex side or a hex angle.

VI. MOVEMENT PLOTTING PHASE - HOW TO MOVE:

E. MANEUVERS: 2. TURN MANEUVER:

Right Turn from Hex Angle to Hex Side. Left Turn from Hex Angle to Hex Side.

Right Turn from Hex Side to Hex Side. Left Turn from Hex Side to Hex Side.

b. A plane that turns during its movement will shift the front of the counter 30 degrees to face an adjacent hex-side or hex-angle from the hex-angle or hex-side it originally faced. c. To indicate a turn maneuver, the plane must move at least half (rounded down) the specified number of hexes as indicated on the Data Card for a 60° turn, then make the desired turn notation. For the next turn or skid the plane must move at least half (rounded up) the specified number of hexes as indicated on the Data Card for a 60° turn. d. Technically a turn notation counts as one-half (0.5) hex moved, and causes a loss of one-half (0.5) speed factor. In practice the first 30° turn is not counted or speed factor lost until the second 30° turn is performed. Any unused speed factor loss is carried over to the next turn. 3. SLIP MANEUVER: a. A plane must be in a right bank or inverted right bank attitude in order to make a right slip.

b. A plane must be in a left bank or inverted left bank in order to make a left slip. Planes in a level or inverted bank attitude cannot perform a slip maneuver. A plane that slips during its movement will shift into an adjacent hex (see diagram below), and remain facing in its original direction from its bank attitude.

c. To indicate a slip maneuver, the plane must move the specified number of hexes, and then make the desired slip notation.

Left Slip Maneuver

Right Slip Maneuver 3.1 SKID MANEUVER: a. A plane must be in a right bank or inverted right bank attitude in order to make a left skid. A plane must be in a left bank or inverted left bank in order to make a right skid. Planes in a level or inverted bank attitude cannot perform a slip maneuver. In other words, a plane will always perform a skid maneuver in the opposite direction from its bank attitude. b. A plane that skids during its movement will shift into an adjacent hex (see diagram below), and turn 30° in the direction of it’s bank attitude. c. To indicate a skid maneuver, the plane must move at least half (rounded down) the specified number of hexes as indicated on the Data Card for a 60° turn, then make the desired turn notation. For the next turn or skid the plane must move at least half (rounded up) the specified number of hexes as indicated on the Data Card for a 60° turn.

Left Skid Maneuver Right Skid Maneuver

Left Skid Maneuver Right Skid Maneuver Half Rolls & Half Loops from Hex Angles

Left Half Roll Right Half Roll

Left Half Roll Right Half Roll

Inside Half Loop LB or IL Inside Half Loop RB or IR

Inside Half Loop LB or IL Inside Half Loop RB or IR

Hex Angle Gun Play Examples

Clock Reference from 30° Hex Angle Log Notation Changes R = 30° Right Turn

L = 30° Left Turn J = Right Skid K = Left Skid If you keep Power & Brake Notation separate from your Movement Plots you should be able to avoid confusion as to whether K = Brake or Skid. Maneuver Cost Turn: Counts 0.5 Hex -0.5 Speed Skid: Counts 0.5 Hex -1 Speed