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City:Chieti IT
Personal Data:Male, born: April 04 1892
HomePage or other cool site:http://www.arabspc.net/upload/images/Nieuport_11_3.jpg
Membership23years 141days ago.
Last Login1year 72days ago.
Last Move3years 330days ago.
Zif is currently Offline!Send a mail to Zif


Message header
Area/Game:Blue Max
Topic:Suggestions, improvement, critics
Subject:Re: Rookie looking for suggestions
Posted by: Zif - 12years 168days ago.
Message text
There are some things you can keep in mind while playing, and which can help you give a little advantage, apart good dice rolls.

-Speed
-Maneuvers
-Stability
-Be a bad target
-Strafe
-Fuel
-Guns
-Sturdiness

Blue Max here is a table top, on a flat surface, and you can see all the planes involved in the fight, and they can always see you. This is true for all players, but not always considered.

Speed

Having a plane which got the move set of a Spad, with the 4S3 moves, means that you can chase better, and disengage faster. Those planes most of times lacks strict turns (10, 11, 15 moves) but can keep up if played wisely. How?

You can both try to move a 2S1, 3S2 when you are not sure what to do, so next turn you can play an acrobatic and turn very fast.

Or, if not chased, playing two consecutives 7S1 (or 6S1) makes a good choice, better that trying to get behind your opponent with the 22 long range turn.

Faster planes means even that their fuel consumption is lower (funny tho) if compared to slow planes, at same distance of hexagon moved:

A Spad XIII moves 2S1+2S1, or 3S2, more efficiently than a Pfalz DIII 3S3. In a long game this will make a difference.

High speed means you can decide when to go in, and when to leave: it is good for a bite and run tactic. Avoid to enter a strict turns duel with planes with better maneuverability, because probably they will gain your tail and have a close range shot.

Maneuvers

If you got a nimble plane, with moves like 10,11,15, you will turn in close quarter better than a Albatros DV, or a Spad. This means that if you got a nimble plane you can try to get behind a enemy with these moves.


Stability

Stability, one of the painful point of Camel and Fokker DrI. That C doesn't pay them the right justice, besides having them very nimble.

If you got a better Stability than your opponent, you may think that a frontal pass will may worth it, since you will deal more base damage. Or you may think that a long strafe from range 2-3 is worth it, because with stability A you are going to probably place some hit.

On the opposite, never long strafe with a B, C stability plane from a distance higher than 1. You have chance of jamming the guns for a little damage reward. Luck apart.

Be a bad target[\BOLD]

If they are going to shoot at you next turn, because you are slow, or because they successfully chased you, try to give them the worst chance the game allow:

Try to position your plane in a perpendicular axis relatively to your opponent fire direction, try to deny your tail.

Try to force them to make a speed 3 move to reach you.

Don't give them the chance to fire while you are stalling.

Try to get help from your squadron, reaching a position which will force the opponent plane to become a target for your friends.

If he is slower than you, exploit your speed, disengage if the situation gets hot.

If you are more maneuverable, out-turn him.

Check your enemy last move, some moves are restricted and you may find a spot where you will be surely safe. A non-targetable hex which the enemy guns will not be able to reach.

Strafe

Never make a long strafe at a range different than 1: you may find yourself with guns jammed in the next move you may be aiming at a target, having no chance to fire. At distance 0 makes no difference on the fire table.

My suggestion is to always keep long strafe allowed only at distance 1.

Fuel[\BOLD]

Save it, whenever you can. If you are thinking to make a 16R3 starting move, replace it with two consecutive 10R1+10L1, some planes allows it (Nieuport 17 comes in my mind).

If you are not trying to disengage, keep your moves slow, 1or2 points of fuel. If you are playing a Fokker DVII, or DrI (37 fuel), consider to make only 2or4 moves at speed 3 in the whole game (four moves at 3 fuel consumption each will drain 33% of your fuel reserve, with double fuel option it will be 16%).

Consider your enemy moves, is him moving fast? You may find yourself chasing a plane with no fuel if your opponent keeps spamming speed 3 moves.

Generally, slow planes (2S2, 3S3 set) will exhaust their fuel faster, specially if you force them to run around a lot.

Guns

If you have one gun, don't accept frontal passes against 2 guns planes.

Do not gamble long strafes at distance 2 or 3, it will be almost useless. Just fire long strafes from distance 1.

Sturdiness

Some planes got 4 tails, some got 6. Some other got 6 engine points, some 8.

Try to consider it, for example you won't accept a frontal pass against a Fokker DVII playing a Sopwith Snipe, because it is gonna likely destroy your engine.

Same, if you have a 4 tail plane, try not to give your opponent the chance to fire you from behind, perfectly in line, because you are going down.

The rest is just luck, dice and damage.

Personally I prefer sturdy planes, more than fast turns. I prefer the Fokker DVII to the Siemens Schuckert, but it's question of tastes.

Consider that nimble planes players sometimes play more bold, and make some mistake.

Hope this will help.

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Posting elapsed timePosted bySubject

12years 170days Gufetto [BM][IDEAS] Rookie looking for suggestions
12years 169days bltzlfsk Re: [BM][IDEAS] Rookie looking for suggestions
12years 168days DarknessEternal Re: [BM][IDEAS] Rookie looking for suggestions
 12years 168days Gufetto Re: [BM][IDEAS] Rookie looking for suggestions
  12years 168days Zif Re: [BM][IDEAS] Rookie looking for suggestions
   12years 167days Gufetto Re: [BM][IDEAS] Rookie looking for suggestions
    12years 158days edwardlaneuk Re: [BM][IDEAS] Rookie looking for suggestions
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12years 153days edwardlaneuk Re: [BM][OT] Early Warning of time away
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