Energy Management Explained
There’s often a bit of head scratching over energy management in Wings at War, so here’s a simple reminder of how it works. The key thing to remember is it is only at the end of a sequence of moves, when action point expenditure equals starting energy, that any energy problems are resolved.
1. Action Points = Energy at the start of a turn.
2. Don’t change your Energy dice during a turn but do keep a separate track of Energy loss / gain (using tokens or counters is a good idea)
3. Aircraft are allowed to exceed their Energy rating during a turn.
4. The turn ends when all Action Points have been spent.*
5. If Energy at this end point is less than 1 = STALL
6. If Energy at this end point is greater than starting energy = SPIN.
7. If Energy at this end point is greater than Energy Rating = AIRCRAFT BREAKS UP.
8. If Energy is equal to or less than starting energy (but obviously greater than 0) = Action Points available for next turn.
9. Flip the dice to the new Energy level on the model’s base at this point.
*Try to avoid making manoeuvres with a random energy modifier (D) as this can cause a significant loss of energy during a turn and is unpredictable.
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Autor: Jim Jackaman / Jim’s Wargames Workbench