Player aids


Impulses


A key concept of Phantoms is the impulse, a portion of a move during which some aircraft move/fire etc. I often lose track of which impulse it is, and whether an aircraft can move. So I have made some cards to help me keep track.

impulse5
Here is an example. It indicates that it is the fifth impulse of the move and that aircraft with speeds of 1, 3, 5, 6, 7, 8, and 10 may move.

A PDF file of the cards and be downloaded here: Phantoms_impulse_cards.pdf

And here is a set for Gordon Colter's 5 impulse per turn system:
Phantoms_impulse_cards_5.pdf

I am happy for you to download and print them, as long as it is for non-commercial use.

Maneuver counters

I use coloured dots to differentiate aircraft, so have made up some maneuver counters to correspond to these. They can be seen in use in the image to the right.

Phantoms_counters_blue.pdf
Phantoms_counters_red.pdf
Phantoms_counters_green.pdf
Phantoms_counters_yellow.pdf
Phantoms_counters_black.pdf
Phantoms_counters_white.pdf

As usual I am happy for you to download and print them, as long as it is for non-commercial use.

Height counters

I am using fixed height aircraft stands so need some way of indicating heights. Here are some counters:

Phantons_height_counters.pdf

The usual 'download and print OK for non-commercial use' rule applies.



a6mig21
'Yellow 1', an A7 Corsair at height 5 begins a diving hard right turn to try to shake off 'Red 3', a MiG-21 at height 6.