Wargame Mechanics Index

Altitude & energy

Height and speed as resources.

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Watch it played 2 moments

  • 22:25–22:59
    Death of the Red Baron Wargame
    Little Wars TV
    Rule in play High-Low Approach Traps Last German Ace

    Josh and Simon coordinate a high-low altitude approach to trap Miles' DR1 between two Sopwith Camels, drawing another fatal explosion card to clinch RAF victory.

  • 11:22–12:35
    Wings of Glory Rule Review
    Little Wars TV
    Ruling Evaluating the optional altitude rules

    Greg critiques the official rules for relegating altitude to an optional advanced module, comparing the standard plastic peg stands to the club's custom telescopic flight stands.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 1 game

2air
Diving, climbing, zoom climbsCanvas Eagles

Altitude levels trade with speed and fuel: steep dives add speed, steep climbs lose it.

How it works

Diving costs 1 less fuel, climbing 1 more. A dive of 2+ levels adds one speed next turn; a climb of 2+ loses one, and speed 0 tests for spin. A dive of 2+ levels permits a Zoom Climb at +0 fuel and the Climbing Immelmann. Over-diving beyond the safe rate draws a blue damage marker per extra level to the wings. Medium/long bursts by rigid guns at higher or lower targets force a climb or dive next turn.

An aircraft which dives 2 or more altitude levels during a movement phase may elect to “Zoom Climb” the following movement phase.
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