The Sky is the Limit

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Turn 2 of 2wind → northwestAll games
Move by move:Whole turnMove 1Move 2Move 3← previous turnnext turn →
αβγ1αβγ2αβγ3αβγ4αβγ5αβγ6MutedfaithFinchhunterNickyOllannachChippyCambria

Chatter

Nobody wrote anything this turn.

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

  • Mutedfaith hits Finchhunter at 2 hexes (3 DP)
  • Finchhunter hits Mutedfaith at 2 hexes (3 DP)

After the last move

  • The wind picks up.
  • The clouds shift one hex towards the northwest.
  • Ollannach takes 1 DP as a cloud passes over

Orders sent in

PilotMove 1Move 2Move 3
MutedfaithA Straight aheadA Straight aheadL Bank left
fire A+L (ahead, left)
FinchhunterRS Sideslip rightA Straight aheadL Bank left
fire A+L (ahead, left)
NickyA Straight aheadA Straight aheadL Bank left
OllannachA Straight aheadLS Sideslip leftLS Sideslip left
fire A (ahead)
ChippyA Straight aheadL Bank leftA Straight ahead
fire A (ahead)
CambriaL Bank leftL Bank left
fire R (right)
A Straight ahead
fire R (right)

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 and the clouds have shifted one hex. This, then, is the position turn 3 began with.

αβγ1αβγ2αβγ3αβγ4αβγ5αβγ69/14 MutedfaithFinchhunter 9/1412/16 NickyOllannach 11/1512/15 ChippyCambria 12/14

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

How the aircraft stood

PilotDamage takenDamage dealtDamage leftAmmunitionKillsPointsCondition
Mutedfaith3 DP3 DP9 of 12140+1in the air
Finchhunter3 DP3 DP9 of 12140+1in the air
Nicky0 DP0 DP12 of 12160+0in the air
Ollannach1 DP0 DP11 of 12150+0in the air
Chippy0 DP0 DP12 of 12150+0in the air
Cambria0 DP0 DP12 of 12140+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.

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