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WINGS of GLORY ww2 reminder sheet

A. basic consecutive maneuvers


Always put a blank speed token on a Climb, Dive and Turn maneuver (and on the maneuver right after the Turn).
Those cards change speed automatically, and by using blank tokens you will avoid lacking desired speed tokens for
subsequent maneuvers.

1. Immelman turn

FAST STRAIGHT TURN SLOW STRAIGHT


Gain one climb token.
Speed changes to slow.

2. SPLIT-S

stall TURN fast STRAIGHT


Lose one climb token.
Speed changes to fast.
3. OVERDIVE

stall dive fast STRAIGHT


Lose one altitude level. Lose one altitude level.
Speed changes to fast. Redraw one damage.
Redraw one damage. Reduce possible fire by one A.

4. TAKing-OFF 5. landing

stall Straight climb dive Straight stall


Start with the Choose any Climb to alt. 1 Dive to alt. 0 Choose any The centre of
centre of your speed. Speed changes Speed changes speed. your airplane
airplane inside of to slow. to fast. must be inside
a landing strip of the landing
9x27cm. strip 9x27cm.
B. bombing attacks
1. level bombing
Announce bombing at the end of planning phase. Carry out the planned maneuver. Put a Straight of the same speed (or a Stall if
your last maneuver was a Stall) in front of the airplane base and a Bomb card in front of it. If you are at altitude 2 the bomb
explodes. If you are in altitude 3 or 4 move the Bomb card yet once by the same Straight/Stall and let it explode right afterwards.
Bombers cannot drop bombs from altitude 1. Airplanes that are not bombers can announce bombing only in altitude 1 or 2, and
only if the subsequent planned maneuver is a Stall, Dive or Straight of an Overdive.
If you dont use altitude bombing rules, bomb like if you were in altitude 2.

2. sharp bombing
You need to carry out at least two consecutive sharp dives to execute sharp bombing. Announce the bombing at the end of
planning phase, in altitude 3 or 2, right before the last sharp dive is flipped. Carry out the last sharp dive, and place a bomb card in
front of your plane. The bomb explodes.
Your next maneuver must be either a fast non-steep maneuver or a Climb. Mark the Climb with a slow speed token to get a climb
token, or mark it with a fast speed token to get a whole altitude level after executing the Climb.

3. vertical bombing
You need to carry out at least two consecutive vertical dives to execute vertical bombing. A vertical dive means any
maneuver card that is marked by a Stuka speed marker. The airplane that is carrying out a vertical dive doesnt move at all, it just
loses one altitude level. Announce the bombing at the end of planning phase, in altitude 3 or 2, right before the last vertical dive is
flipped. Carry out the last vertical dive. Your airplane base then works as a Bomb card (which means you want to announce the
bombing when your airplane overlaps the target card, otherwise there is no reason for it). The bomb explodes.
Your next maneuver must be either a fast non-steep maneuver or a Climb. Mark the Climb with a slow speed token to get a climb
token, or mark it with a fast speed token to get a whole altitude level after executing the Climb.

C. other frequently used mechanics


1. Moving gunners between gun posts
Move a gunner to the middle between the current and another post (on the dotted line) at the end of planning phase. At the end of
any later turn, you can move him to either of the posts (he cannot shoot for at least two turns).

2. aa guns
AA guns start the game loaded, set in altitude 1. They can shoot only if they were loaded at the start of that turn. They shoot at the
end of planning phase, and the grenade explodes during the next firing phase. AA gun takes two turns to reload, and you can
reload it at the end of each planning phase. AA guns shoot a grenade token to a particular altitude level, you announce.
AA guns have no fire arc, and they can shoot anywhere between the fringe of the AA card and the range. For shooting to altitude 2
the range is two rulers. Make the range half a ruler shorter for each altitude above 2. You can shoot no higher than to altitude 5
(half a ruler range). When you shoot at AA guns, they ignore special damage.

3. TROOPS
Troops shoot once per fire phase. They are located in altitude 1, they have no fire arc, and they shoot to altitude 1 (one ruler) or 2
(half a ruler). When you shoot at troops, they ignore special damage.

4. rockets
You can shoot rockets only once per game, only on ground targets within range in altitude 1, and only after a Stall, Dive or Straight.

5. reconnaissance / taking picture


Overlap the centre of a target card at slow speed. The altitude must be 3 or lower.
D. damage distribution OVERVIEW
Explosions are not included. Sums of percentages in the second chart are not exactly 100 due to rounding.

0 1 2 3 4 5 6 7 8 10 12 15 18

A (71) 19 19 20 10 3
B (59) 10 7 12 9 8 6 3 2 2
C (59) 25 12 10 7 5
D (29) 13 5 3 3 3 1 1

% 0 1 2 3 4 5 6 7 8 10 12 15 18
A 27% 27% 28% 14% 4%
B 17% 12% 20% 15% 14% 10% 5% 3% 3%
C 42% 20% 17% 12% 8%
D 45% 17% 10% 10% 10% 3% 3%

A 2 2 2 2 2 1
B 2 2 2 2 2 1
C 2 2 2 2 2 1
D 1 1 1 1 1 1
e. SPECIAL DAMAGE OVERVIEW
You cannot plan maneuvers in the arrow's direction for the following
Jammed rudder
two turns.
secret
Additional: Reset the above conditions and start again. Both
2 turns
directions are resolved as separate special damages.
Single-engine plane: you cannot plan fast maneuvers except for dive.
Running successive maneuvers are finished normally.
Additional: The airplane is destroyed.
Damaged engine
Multi-engine plane: Draw randomly from two tokens (I&II). If the
secret (single-eng.)
number drawn is lower than the number your engines, nothing
public (multi-eng.)
happens. If it equals, your engines are damaged, and you cannot plan
lasting effect
fast maneuvers for the rest of the game. If it is bigger, the airplane is
destroyed. The number drawn is stored, and kept secret.
Additional: Draw again, and add the number to the previous result.
Single-engine plane and heavy fighter: The injured pilots move
before the others, and they plan next maneuver right after they have
moved. Then all the healthy pilots move as usual.
Additional: The airplane is destroyed.
Double-seater : Draw randomly from two tokens (I&II).
I =pilot (follow the single engine rules + the token is placed back for
Crew member hit
eventual redraw).
public
II = observer (cannot shoot any more + the token drawn is set aside).
lasting effect Additional: Draw again. If the pilot is hit again the airplane is
destroyed.
Multi-engine plane: Draw from the crew-member tokens and apply
the results in the same manner as for the double-seaters.
Additional: Draw again. If the last pilot is hit for the second time, the
airplane is destroyed.
Smoke A smoking airplane cannot tail. Get 6 smoke tokens. Remove one
public smoke token at the end of each turn (starting with the next turn).
6 turns Additional: Remove the smoke tokens and start fire (see below)
Single engine airplanes cannot plan straight maneuvers except for
Fire and smoke overdive. An airplane on fire cannot tail. Get 6 fire tokens. Remove
public one fire token at the end of each planning phase, and the airplane is
6 turns dealt one A damage (ignore all special damages except explosion).
Additional: Reset the above conditions and start again.

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