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"How many TALs make a good CY6 JA game" Topic


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Comments or corrections?

Personal logo Yellow Admiral Supporting Member of TMP24 Sep 2014 4:56 p.m. PST

I'm ramping up for Korean War dogfighting with CY6 Jet Age, using telescoping stands.

The Jet Age rules mention multiple-CAB scenarios (i.e., more than 6 TALs), and I'd like to plan to do that, but all on one hex mat. To accomplish that I'm going to have to subdivide the telescoping stands so each telescoping rod section is 2 or 3 TALs (with paint, marks, etc.). How many TALs is a good number for a Jet Age scenario?

I have no experience with CY6 Jet Age, so I don't have any intuitive feel for what a good number of TALs on one table would be. The jets can make much greater changes in altitude – the game charts for the best-performing Korean War fighters allow up to +/-4 Alt in a move! That's a big chunk of sky to eat in one move… Is a 12 TAL-high CAB even big enough?

- Ix

BCantwell24 Sep 2014 6:10 p.m. PST

A 12 tal game is plenty even for later jets with afterburner. You could probably get away with 8 for Korea. Even though those jets have nominal access to bigger altitude changes, without afterburner they can seldom really take full advantage of the extra climb capability

Joep12324 Sep 2014 8:11 p.m. PST

We played with two Combat Altitude Bands in my Korean War game, it worked well.
We kind of find out that the two CAB with 12 tals total is more than you need, but it gives you options.
A fun time.
Joe

Buckeye AKA Darryl25 Sep 2014 6:04 a.m. PST

I do not believe there is any scenario in the CY6 Korean War game with more than two TALs, so I would say two should be quite sufficient. I have gamed a few KW scenarios and didn't have any issues being restricted to one or two TALs.

Buckeye AKA Darryl25 Sep 2014 4:09 p.m. PST

Sorry, I should say more than two CABs…twelve TALs.

Personal logo Yellow Admiral Supporting Member of TMP26 Sep 2014 2:17 p.m. PST

Thank you, gentlemen. This is exactly the kind of feedback I was hoping for.

12 TALs it is.

- Ix

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