Phil Hall wrote:
Upgrading them means you aren't flying those aircraft anymore but the myths of those aircraft. That is exactly what "Blue Max" players want to play, otherwise they'd play something more complex like "Aces High" or "Air Force". 
Said that, and after tipping my hat to the authors of such a great game, allow me some considerations on the matter.
First: I think the Dr1 is more or less good as it is. In the hands of a good pilot it can give a SPAD XIII or a S.E.5a an hard time in one-to-one. In opther aspects, it's doomed. It was in fact retired from service. But the Camel endured to end of war, and it doesn't perform better against "modern" german models. (Or so it seems, check out the "Is the Camel so bad?" series that I just made ).
Why this discrepancy between game and history?
It seems to me that the Camel suffers, by a series of unlucky circumstances, the granularity of the game. It is maneuverable, but it isn't more that the PFALZ D. III (IMHO overrated, but that's it). It should be fast, but it isn't more than a Dr.1. It just fell "on the wrong side of the blade" when rounding took place to adapt planes to the game system.
Now, there are IMO some measures that could be taken to give justice to the Camel.
1. Give the Camel at least 15L3 and 10L2. Although it was better turning right than left, it wasn't SO bad turning left. Now is worse than anything else!
2. Leave out the "speed 3 or 4" malus on the firing table. So "slow" crates won't be restricted to three hexes to move in if they want to have any chance of a decent shot.  This seems interesting to me, as it will make everybody crank their engines and zoom. It should be real fun! 
3. (Less likely of all) Make speeds right. It makes no sense that travelling 3 hexes is speed 3 for a Camel and speed 2 for an S.E. This issue is not only about the Camel, but I'm afraid is the most difficult to implement.
Now, I'm goin' to test the Camel against everybody else... |