Down in Flames: Locked-On
World War II Air Combat Card Game
List Price: $59.99
Your Price: $47.99
(Worth 4,799 Funagain Points!)
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Down In Flames: Locked-On expands the game series into the jet-era. Locked-On retains the fast-paced game play of WWII Down In Flames and adds the high-speed excitement of jets.
Down In Flames places each player in the cockpit of a fighter as they enter combat against other aircraft. By playing cards, you gain advantageous positions on your targets, fire your guns, and send them down in flames!
The game is based on a unique action-reaction card mechanic. Each card can be countered by specific other cards. At the bottom of every card is the list of cards it is allowed to cancel. This makes for exciting card play back and forth between players...
Player #1: "I Play an In My Sights for 3 Hits. If you don't stop it, you're going down." Player #2: "I counter with a Barrel Roll." Player #1: "I react with a Yo-Yo." Player #2: "You got me."
Each aircraft is accurately simulated with several ratings including: Performance (the maximum cards you can hold), Thrust and Afterburner (the maximum cards you can draw each turn), Guns (how good your gun is), Electronic Warfare (your passive dfensive electronics capability), Counter-Measures (your active defensive electronics capability), and missiles (the number and types of missiles you carry).
The air combat is simulated using a Positioning system that allows aircraft to be Advantaged, Tailing, Disadvantaged, or Tailed in relation to other aircraft. An aircraft's position determines if it can attack, and which types of missiles it can launch.
The game uses a simple Altitude system to add this vital aspect of air combat. Aircraft get to draw cards when diving, and must discard cards when climbing.
In most air combat games, the game grinds to a halt when a missile is launched. Charts must be referenced, complex calculations must be performed, etc. Not so in Down In Flames!
There are 2 types of missiles: Heat Seeking and Radar Homing. Heat Seeking missiles do better when fired from behind the target, and Radar Homing do better when fired from in front of the target. Each missile draws a mini-hand of cards when launched. The number of cards it gets is based on your Position and the EW rating of the target.
The targeted played must play cards to defeat your missile's hand or get destroyed.
The game also includes Light, Medium, and Heavy Bombers that are used in the historical campaign games.