Monday, 6 July 2026

Air War solo training flights

 After our foray to Korea with SPIs 'Air War', there was some talk of another go, this time over Sinai in 1956 (Meteors vs Mysteres). As I had little clue what was going on in the last game, I thought I'd better practice a bit!


I added to the stuff I'd printed out for the last game with a full set of (printed) rules for flight and cannon combat as well as the data cards for Mysteres and Meteors. I also made up a battle board with four of the geomorphic air combat sheets and made some generic counters (red 1-4 and blue 1-4) plus some control counters for things like banking. 


My initial plan was to treat Blue 1 as a target drone flying across the map at 15,000 feet at constant speed 3, while Red 1 was at 16,500 feet and could practice manouvering around it and maybe set up an attack run. These are  both Mysteres which are actually pretty good early jets, very manouverable and relatively fast.


I'm just using little blue dice to track most things on the aircraft control sheets. You can just make out the aircraft attitude counters I made on the bottom right tracks - a very clever 2D display which shows both the degree of aircraft bank as well as the angle of dive or climb, including 'pull outs' and 'pull throughs' ie the top or bottom of a loop or split S.

One complication is that the movement point track has three markers on it - throttle, current MP and energy from dives. I'm just using three dice with 1,2 and 3 respectively showing, but I should probably make some specific counters for those (T,M,E or something).


Anyway, my plan of doing some gentle manouvres with Red 1 while Blue 1 chugged along steadily soon went out of the window. Blue 1 accelerated and made a hard turn to starboard (these old jets don't accelerate very fast!) which lost it both speed and altitude but put some distance between it and Red 1. Red 1 meanwhile banked to port then went into an inverted power dive which lost lots of altitude but gained lots and lots of speed and energy while heading in directly the opposite direction to Blue 1.


Blue 1 had completed a turn to port at low speed (they turn much better slowly) and was now facing Red 1. Red 1 meanwhile executed a Split S and roll and ended up facing Blue 1, albeit at much lower altitude. I'd accumulated a ton of energy in the dive, and I planned to use it to climb back up. My brain exploded at that point and I couldn't face the next few turns required for both sides to get lined up in what would almost inevitably be a head on pass with a very low probability of hitting anything. I had however learned a huge amount about the turn sequence and how manouvring worked. I needed to come back to it again and practice some more stuff. I'd really like to figure out how to do an Immelman and a barrel roll, but mainly to get a better feel of how to anticipate the position, altitude and speed of the aircraft as otherwise neither a turning fight nor boom and zoom are going to be possible. 



A few days later I set the game again with a couple of aircraft with the aim of working through more manouvres. In the interim I'd made up some custom counters to track throttle, energy and movement points as they all share the same track, and I'd colour coded and numbered the aircraft attitude counters to match the planes so I could tell which track related to which plane easily. We started off with Blue 1 and Red 1 (B1, R1) cruising along at throttle 3, MP 3. B1 at altitude 70, R1 at 75. (or 'medium low' - it affects acceleration, turn speeds etc).


This time I left B1 to just fly straight, accelerating to maximum speed but keeping straight and level. R1 wanted to try a loop (or 'wing over' as the rules have it). To execute a wingover you need to go into a type 1 (shallow) climb, then two turns in a type 2 (steep) climb, enter a pull through (ie vertical and pull the stick back) and finally the wing over which leaves you inverted and but reversed 180 degrees. It is quite a handy manouvre to practice as if you get into a pull-through, you can do an Immelman from there and choose how many points of turn (up to six) and roll you do - ideal to bounce an unsuspecting enemy. That is five moves or 12.5 seconds of real time.


Anyway, these old 1950s jets proved to be rather hard to loop in. I discovered I wasn't going fast enough to actually enter a type 2 climb! So had to level out, hit the throttle for a few turns to speed up (acceleration isn't instant as the turns are so short), and then try again. Of course what I should have done was dive first.... anyway 


I finally got to the top of the loop, meanwhile B1 had managed to fly off the far end of the board and come back on again at the bottom, barrelling along at 5 MP. At the top of the loop, I realised to my horror that my airspeed was about the reach 0 but managed to avoid stalling. Having survived, I executed the wingover and ended up inverted with an airspeed of 1, but eleven altitude levels above B1 (iirc each level is 250 feet?). 

As B1 was close by, I though I'd try and execute a pursuit.


This doesn't look too promising does it! It took me a couple of moves to turn 180 degrees by banking at 90 degrees and pulling hard Gs. I lost a bit of airspeed and altitude pulling such a tight turn but was still well above B1. Time to dive and get some energy. Diving both increased my speed to the airframes maximum, 6 (just below the speed of sound), gained energy, reduced the height difference and l
closed the gap.

It took a few turns but eventually I caught B1, and loosed off a rather hopeless medium range cannon shot which missed.


By now I'd accumulated masses of energy, so was able to pull off some very fancy manouvres. I rolled left to line up exactly with B1, my dive had actually made me undershoot the altitidude, but I was able to level off, burn some more energy to pull up a couple more altitude levels and then boost my speed using yet more energy to set up a perfect shot (above). I believe diving then pulling up right on the enemy's tailpipe is called a Yo Yo.


Point blank range with four cannon, Impossible to miss. KABOOM! goes B1.

I called it a day there as my head hurt once more, but I felt I'd got on top of the manouvre system at least. I think the main lesson was that these underpowered jets really can't do the same looping manouvres as prop planes and turning was the way to go in a cannon fight. The boost from accumulated (dive) energy from the very last engagement was a revelation however as it allowed extra manouvres at the last minute to set up really good shots.

OK, feel a bit better prepared for our next team outing now. I'm really not sure why I'm demonstrating this level of obsession with mastering a dead air warfare system from 45+ years ago. An intellectual challenge to be beaten, or something.






19 comments:

  1. "so long as a man rides his HOBBY-HORSE peaceably and quietly along the king's highway, and neither compels you or me to get up behind him,--pray, Sir, what have either you or I to do with it?"

    Neil

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    1. LOL. It does seem to be a curious obsession, but I'm sure it will pass. I like to figure out how things work, and once I've done it, instantly lose interest. That was partly why I was a terrible computer programmer, but moderately ok at systems design and implementation as the latter is more open ended.

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  2. Granular, but the right feel amongst all of that. A bit like me persisting with ASL when there are easier system, but the play is gripping amongst that depth. Tumbling dice have some nice models and rules for the period as an alternative!

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    1. I am sure there plenty of vastly more playable alternatives. I'm quite taken with the look of Joe Legans "Boom and Zoom", and of course Phil Sabin managed to turn WW2 fighter combat into a dry exercise of energy management.

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  3. I found drafting the one page turn sequence I sent round very useful in clarifying how it worked.

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    1. Writing a QRS is one of the most helpful things you can do in learning a set of rules. Given the premise of the game as a flight Sim, I also found it helpful to consider what was involved in executing real world aerobatics although my flying experience is largely confined to computer simulations and radio controlled models.

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  4. Ah - this is why the Fighting Wings games actually have all this stuff in as literal training flights!

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    1. It is always useful to do some training before taking to the skies. I'm sure the target drone idea would work for lots of air rules, as the first thing you need tfigure out is how to get your plane to go where you want it.

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  5. Excellent way to work through these seemingly complicated rules. You will be much better prepared when you next take flight.

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    1. Well, that is the idea. I'd rather feel like I was actually in control othe plane than vice versa. Tbh the rules aren't that complicated, but the effects are, so just figuring out how to manouvre in three dimensions takes some effort. Flying in a straight line with a few gentle turns is easy....

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  6. Fantastic! A detailed system that tries to simulate aspects of flight in which the challenges of flying the darned thing are almost as great as not getting blown out of the air by the other fella. It's wonderful how much can happen and how engrossing and challenging a few tens of seconds can be isn't it?
    Best wishes, James

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    1. Very much so. Just keeping the thing in the air and pointing in the right direction is quite hard enough. You expect me to shoot at stuff too? Nearly stalling as I pulled a loop was hilarious. Not unknown of course, when my Dad was in the RAF he saw someone spin a Javelin into the ground doing some ill judged low altitude manoeuvres.

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  7. As I said on an earlier post on Air War, you are a very very brave man, Martin! I remember playing this game and having so much trouble just flying my aircraft, let alone trying to shoot at anything!
    Steve

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    1. Thank you. I think that is partly what is so entertaining, and I am sure it is good for my grey cells to learn something new as well. Most air games are just about blasting stuff from the sky as fast as possible, whereas this has other dimensions.

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  8. Hello old chap,

    Air War eh?

    When in doubt - lateral rudder roll (as long as the bandits cannot follow you!)! It is a great game but needs much in the way of rules TLC. I played it a lot ‘back in the day’.

    All the best,

    DC

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    1. Thanks David. A future game report might well feature lateral rudder rolls! You will just have to wait and see ;) The latter part of this session was interesting, chasing down a target flying at the same speed as me but with an altitude disadvantage. Essentially I had one shot at getting the rate of descent right for an intercept with cannon. I can see why missiles became so popular!

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  9. Fantastic report, thank you! One of the best wargames in the world, I would suggest, even with the rules quirks.

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    1. Thank you. Once you feel you are getting the hang of it,there is a definite buzz. The thrill of flight perhaps? What a clever design, I can see why it endured through so many revisions.

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  10. I am impressed with your persistence on this one; I'm also rather amazed how complex the flying system looks to be - as stated before, I remember having this game and I am less and less sure that I will have grasped and followed all the detail of the mechanisms!
    btw I too was a computer programmer ( I leave it to my colleagues to say if I was any good! ). I would say my character is 'if i can't master something quickly, I can't be bothered to persist'. Which makes me further doubt if I ever really played this correctly!!!
    Thanks so much for allowing us all the vicariously revisit this ancient artefact..

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