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"Tailing " Topic


5 Posts

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1,113 hits since 10 Jul 2006
©1994-2026 Bill Armintrout
Comments or corrections?

panzerjager10 Jul 2006 6:45 a.m. PST

I am looking for ideas on easy rule concepts of tailing in a miniatures game. I have read Canvas Eagles and like a lot of what they have done in the rules. However, I did not particularly like the tailing rules. I have also looked through Aces at Dawn but did not find a lot there either.

Please let me know "conceptually" how you might write some very simple rules for tailing. Your thoughts are appreciated.

PzJ

fairoaks02410 Jul 2006 7:38 a.m. PST

easiest way to do it is the plane being tailed has to declare what group his manoeuvre will come from, i.e ahead, left right etc. this gives the tailing plane some advantage, but gives the tailed plane a realistic chance of escaping.
regards

jim

Bob in Edmonton10 Jul 2006 8:34 a.m. PST

We use a laminated card with a dry-erase pens with the Canvas Eagles rules. That works okay but I eliminate tailing all together for intro games and it is the one clunky mechanic in the system.

I think being behind someone you'd be able to tell roughly left/straight/right and up/down in time to affect your own flying. However your rules systems handles maneuver, the guy behind should get some sort of tip off about the general direction of flight.

Bob in Edmonton

Lone Eagle10 Jul 2006 8:41 a.m. PST

We are playing a Blue Max campaign right now and the way we do the tailing is on a card. The plane being tailed has to write down the maneuver they want to perform. Then they have to fill out a tailing card and hand it to the tailing plane. The card has areas marked Left, Straight, Right and Up, Level, Down. If the maneuver performed is different than what was written on the card the the plane has to perform a corrected maneuver as close as possible to what they had marked on the card and their control sheet.

panzerjager10 Jul 2006 9:05 a.m. PST

Thanks.

These seem like pretty stright forward ideas.

PzJ

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