ORIGINAL: m10bob
Dereck and Ron have got me to thinking about a game I played many moons ago with aircraft miniatures.
There was a rule book for fighting models clipped to dowel rods and different formulaes were employed to simulate each value of aircraft, such as firepower, wingloading, power to weight ratio, etc.
The numbers were pretty valid (as far as their results), because they were based on known aerodynamics of the "prototype".
Since the rule book could not give the breakdown for every plane on earth, the formula was given in the book, (for those players who wished to take the time to use rare/unusual planes, (like the Buffalo).
As I recall,the durability and armor could be figured roughly by adding the width to the length and dividing by number of engines,(to compensate for the heaviest factors).
Thus, a single engine plane like the P 47 had a real armor advantage over an I 16 (for instance).
I don't remember the name of the rule book, its' been maybe 25 yrs, but the power to weight was figured similarly, and could give the amount of speed a plane loses in a sustained turn, over time.
Wingloading was width and depth of the wing combined and divided by the HP of the engine(s).Types of wing were not considered, since "it was just a game" and the rulebook author was trying to keep it simple. (Ergo, no compensation for Davis wing, etc.)
Instead of a "Zero bonus", I think Ron has a very sound idea, of re-visiting the experience levels of the pilots themselves.
I believe the game you are talking about is called "Mustangs and Messerschmitts".














