Demonstratiepartij

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Turn 2 of 27calmAll games
Move by move:Whole turnMove 1Move 2Move 3← previous turnnext turn →
αβγ1αβγ2αβγ3αβγ4αβγ5αβγ6Rode BaronZwarte ValkLone WolfKiekendiefStaartschotDowning John

Chatter

Kiekendief: “Array”

Staartschot: “Array”

What you see on the board

Aircraft
Each aircraft is a biplane in its player's colour, nose pointing the way it is flying.
Ring around it
A brass ring means that pilot has twenty points or more and so gets ace advantages.
Coloured runways
The airfields, each with three runways: α to the left, β towards the centre and γ to the right. The runways are coloured in the pilot's colour. An airfield with faded runways belongs to a pilot who is out of the fight.
Grey patches
Thunderclouds. Flying into one costs damage, and you cannot shoot into or through them.
Darker outer ring
The last row of hexes. Cross it and you leave the playing area and crash.
Solid lines
The route an aircraft flew this turn, with a pale open ring (no fill, rather than the player's colour) at its starting point.
Dotted lines
The bursts fired. A filled dot in the player's colour on the line means it struck home — the pale ring at a starting point and the filled dot of a hit stay two separate things, even when they happen to land on the same spot.
Names by the airfields
Each airfield shows its pilot's name with two numbers, for example 12/16: how many more damage points he can take before he goes down, and how many bursts he has left.

What happened

Move 1

nothing of note

Move 2

nothing of note

Move 3

nothing of note

After the last move

  • It is calm: the clouds stay where they are.

Orders sent in

PilotMove 1Move 2Move 3
Rode Baron (bot)R Bank rightA Straight aheadA Straight ahead
Zwarte Valk (bot)R Bank rightA Straight aheadA Straight ahead
Lone Wolf (bot)R Bank rightA Straight aheadL Bank left
Kiekendief (bot)R Bank rightA Straight aheadL Bank left
Staartschot (bot)A Straight aheadA Straight aheadR Bank right
Downing John (bot)R Bank rightA Straight aheadA Straight ahead

Abbreviations, for reference: A = Straight ahead, L = Bank left, R = Bank right, LS = Sideslip left, RS = Sideslip right, 0 = Hold, IT = Immelmann, SL = Split-S left, SR = Split-S right, LO = Loop, TA = Take off, runway Alpha, TB = Take off, runway Beta, TC = Take off, runway Gamma, T = Roll on, LD = Land. For fire, A, L and R mean the same as for a manoeuvre: ahead, left, right.

How the board stood after turn 2

The three moves have been carried out; it was calm, so the clouds stayed where they were. This, then, is the position turn 3 began with.

αβγ1αβγ2αβγ3αβγ4αβγ5αβγ612/16 Rode BaronZwarte Valk 12/1612/16 Lone WolfKiekendief 12/1612/16 StaartschotDowning John 12/16

Without flight paths or lines of fire, so you see the positions only.

How the aircraft stood

PilotDamage takenDamage dealtDamage leftAmmunitionKillsPointsCondition
Rode Baron0 DP0 DP12 of 12160+0in the air
Zwarte Valk0 DP0 DP12 of 12160+0in the air
Lone Wolf0 DP0 DP12 of 12160+0in the air
Kiekendief0 DP0 DP12 of 12160+0in the air
Staartschot0 DP0 DP12 of 12160+0in the air
Downing John0 DP0 DP12 of 12160+0in the air

Damage taken is all damage an aircraft suffered this turn, from hits and from clouds. Damage dealt is the damage a pilot did to other aircraft with their hits; hits on balloons do not count. Repairs are listed separately in the report.

Result

Rode Baron was the only one left after 27 turns. Below is what each pilot earned in this game: a point per hit, more for a kill, and a loss for anyone who went down.

PilotThis gameKillsEnding
Rode Baron+201still flying
Downing John+163shot down
Zwarte Valk-20shot down
Lone Wolf-20shot down
Kiekendief-20shot down
Staartschot-40shot down

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