Energy Management Explained

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

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