Post your questions and recommendations for NJ Hickman's excellent QUICK START RULES (QSR) for FIGHTING WINGS. These rules are very concise, so a few things do need clarifying for new players who don't have the benefit of a tutor/more experienced player! Hickman also admits to some errors in the example of play within the QS Scenarios, so we can discuss them here so newbies aren't confused. Attached are the latest PDF files for the rules, scenarios, and map from Uncle Ted's (the resource site NJ Hickman runs)!

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We definitely need some sort of blurb on how to count range, particularly when either the shooter or the target is on a hexside. Of course, the full rules set has a diagram that spells that out neatly, but in the interest of brevity, we need something terse for the QSR. Would it be to much to suggest that "range in hexes between firer and shooter--when one or both aircraft is on a hexside--should be determined by assuming the hexide aircraft is/are in the adjacent hex closest to the other"???
EXAMPLE OF PLAY error? Looking at the otherwise exceptional and easy-to-understand example of play that comes with NJ Hickman's THE SUN AGAINST THE STARS scenarios, the following situation raises questions:

In the second column of page seven, Webster is considering is flight attitude options for Game Turn 1. In the first full paragraph of that column, the example notes that "If he elects to transition at the maximum rate of ET, he may transition four steps around the circle, which would put him into an inverted steep dive (STD). Furtherore, as he starts in the area where he will push "With Gravity," he is allowed to make an extra step of transition, so he could end in an inverted Shallow Dive (SHD)."

Now, doesn't this conflict with the following from the QSR: Under 3.4 TRANSITIONS PROCEDURE, the second paragraph, third sentence says: "Push transitions are limited to a maximum rate of HT-2." This is also parroted in the chart entitled Flight Attitudes Diagram.

Webster doesn't do this, of course, but the fact that option is even brought up makes me wonder.
Think in the example the plane could go inverted so the "push" would really a "pull" to dive (still with gravity) thus negating the HT 2 limitation. A later game turn shows a large attitude transition while inverted (game turn 3 or 4?).

Studying the QSR it looks like the quickest way to dive is to roll inverted while transitioning to a steep dive or go vertical. Might have to try this out next game.(which Eric should show up to). ....
QSR 3.1 is now available! This fixes the range hex counting problem and has a few other things included as well....
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