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Piper

 
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Spitfire goes straight, turns right 3 times, then climbs, moving at speed 5, either way, ending up in E7.5.

Rolls: (2d6)      +4
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PostSun Mar 04, 2012 7:36 pm
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Piper

 
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E7.5, alt. 4.
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PostSun Mar 04, 2012 7:37 pm
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Asbestos

 
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Piper wrote:
Spitfire goes straight, turns right 3 times, then climbs, moving at speed 5, either way, ending up in E7.5.


If you're moving at high speed (5 for the Spit) you can't turn or perform difficult maneuvers in consecutive hexes.
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PostSun Mar 04, 2012 7:43 pm
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Piper

 
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I'll move at speed 4 then, ending up 1 sector back.
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PostSun Mar 04, 2012 7:46 pm
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Asbestos

 
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Piper wrote:
I'll move at speed 4 then, ending up 1 sector back.


You'll also be 1 alt higher, thanks to your climb. Will you be diving?


Map for reference.

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PostSun Mar 04, 2012 7:51 pm
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Piper

 
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Yes,I'll climb, I didn't think of starting out climbing, I was going to do that at the end, but that works.  And I'll end in diving status.
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PostSun Mar 04, 2012 9:07 pm
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Asbestos

 
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Time for some gunfire then.

I lost init so I'll open up with my Folgore Ace on your Hurricane.

6 dice on 3+
Rolls: (6d6)             
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PostMon Mar 05, 2012 12:27 am
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Asbestos

 
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Finally got rid of that Tally Ho! bonus.

You're up.
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PostMon Mar 05, 2012 12:28 am
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Piper

 
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Ok, Hurricane at the folgore.

Rolls: (6d6)             

I don't know the dice modifiers...
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PostMon Mar 05, 2012 1:36 am
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Asbestos

 
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The aircraft's 12 o'clock is its front, unmodified attacks  from that angle hit on a 5+.

Attacks on the 6 o'clock (the rear) normally hit on a 4+

Attacks on the 2 and 10 o'clock positions normally hit on a 6 only.

Attacks on the 4 and 8 o'clock positions hit on 5+


Diving onto an aircraft 1 altitude below yours gives you a +1 to dice rolls. Having a higher pilot skill or attacking a crippled opponent also give a +1 to dice rolls.

Being crippled, evading, or attacking an evading target give a -1 to dice rolls.

Bonuses and penalties stack, but you can't be penalized more than only hitting on 6s.


Your hurricane is attacking a position that normally hits on a 5 or better. However, my folgore is evading, which makes that a 6 or better. Your hurricane is also evading, but you can't penalize the attack rolls any further.
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PostMon Mar 05, 2012 1:45 am
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Oh, and attacking a climbing aircraft that has a lower climb value than yours also gives a +1. Forgot that one.


I have no more attacks. Your diving Spitfire Ace has a range 2 attack at my Folgore Ace's 10 o'clock. Normally hits on 6s only, but the dive makes it 5+.
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PostMon Mar 05, 2012 1:47 am
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Piper

 
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Spitfire at Folgore

Rolls: (4d6)          5+
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PostMon Mar 05, 2012 2:04 am
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Piper

 
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Miss, thanks for the clarification.

Rolls: (2d6)     

Rolls: (2d6)     
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PostMon Mar 05, 2012 2:05 am
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Asbestos

 
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Init

Rolls: (2d6)     +2 (tailing 2 aircraft vs your 1)
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PostMon Mar 05, 2012 2:06 am
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Your move (likes WaS, the higher bonus wins on ties)
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PostMon Mar 05, 2012 2:07 am
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Piper

 
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Ok, Hurricane will break right, speed 3.

Rolls: (2d6)      +4
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PostMon Mar 05, 2012 2:37 am
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Piper

 
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I'll make two right turns then.
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PostMon Mar 05, 2012 2:38 am
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Asbestos

 
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Which Hurricane? The damaged one or the other one?
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PostMon Mar 05, 2012 2:53 am
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Piper

 
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Asbestos wrote:
Which Hurricane? The damaged one or the other one?
The top undam. one.
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PostMon Mar 05, 2012 2:55 am
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Asbestos

 
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And his facing?


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