These are the basic modifications we used for our hex based version of Wings of War. Obviously, they lack the principal item — the hex based cards themselves. This is for two reasons:
For now, here’s the few modifications we used:
Movement is done using the new hex based maneuver cards. There are two sets of cards:
The two versions differ in the single fact that the small table cards have had the first hex of all movement arrows removed, so in a pinch the bigger table version can be used for a smaller table by ignoring the first red (or blue in the case of a Split S) hex.
Planes are always oriented towards hex sides, not vertices.
Short range is 3 hexes, long range is 6 hexes.
The firing arc is found by drawing two lines from the center of the hex out through the vertices left and right of the hex side towards which the plane is facing. Hexes bisected by this line count as part of the firing arc.
The firing arc for rear gunners is the same from the rear of the hex, but excluding the hexes directly behind the plane.
Update: the up to date version of these rules now live on the main site here
OK - let’s try a game with a 3/6 and one with a 4/8 shooting range and see which of the two feels best. Rule building the empirical way :)