Squadron Dispatch #2
- Phil Yates
- Jun 10
- 5 min read

Dear Squadron Pilots,
Welcome back to Squadron Dispatches! This week, I want to share the story behind Angels One Six—why I created it, what drove me to tackle the challenges of aerial combat gaming, and how a lifelong fascination with fighter aircraft became the game you'll soon have on your table.
Long, Long Ago…
…in a galaxy far, far away when the Second World War was closer than the first Gulf War is now and the First World War was closer than Vietnam today, a much younger Phil collected Airfix model aircraft. Two favourites were the Red Baron’s Fokker Dr.I and the Bristol Fighter.



Back then, aerial wargames were either very simple or horrendously complicated, or a devil’s brew of both. Hmmm… some things don’t change much. Anyway, young Phil used to play dogfights with a friend using the carpet tiles as squares and ponder how to make a better dogfighting game, especially one with height-adjustable 3D stands—the ultimate in youthful fantasies.
As the years went by, I kept returning to dogfighting games, seeking the holy grail of simplicity and realism. Pilot’s accounts of combat, tactics, and test flying, combined with learning the basics of aeronautics, resulted in some interesting games. Unfortunately, they also tended to be a bit mathematical and complicated. Seeking to get rid of mathematics and turning circles and the like, Angels One Six was born.

Modelling Three-Dimensional Flight

The key question was, how to model the physics of three-dimensional flight without grids or fiddly turning circles. The first part of the answer is height adjustable flight stands. I made the initial test versions by disassembling rabbit-ear TV aerials, cutting them down, and reassembling them.
The second part of the answer was to approximate the curves with straight lines. Surprisingly, it turned out that making each aircraft move along a custom ruler without bothering with curves creates remarkably good result. This became a core part of Angels One Six.
Each turn, you have the option of a break turn of up to 45 degrees before you move, then after moving, you can turn further—if you have enough energy.

Everything you do in an aircraft costs energy, so that’s how it works in Angels One Six. Each manoeuvre you take costs you Actions (pilot awareness) and Airspeed.
To pull the turn shown above, the pilot started with a Break turn to port (left) costing two Actions and two Airspeed. As you can only use each manoeuvre once each turn (aside from diving), that’s as far as they can turn at the moment.
They then move five spaces. Since it’s an aircraft, you don’t get any choice in the matter. You have to move whatever’s showing on your Airspeed Indicator.
You always have to work from left to right across the manoeuvre chart. You can’t go back to an earlier manoeuvre, so that brings our pilot to the Turn section. A 45 degree turn at the end of the move costs another Action and three Airspeed—fewer Actions for the less violent manoeuvre, but a greater loss of airspeed for a Messerschmitt with a relatively high wing loading.



To pull that manoeuvre, cost three Actions and five Airspeed. To do that, the Messerschmidt would need to have started at its maximum level speed of seven, or spent an extra action and dropped a height level in a dive. Either way, the pilot is going to start the next turn right at their stall speed of two. Fortunately, they gain four Airspeed from its engine’s Power, pulling them up to six for their next set of wild manoeuvres.
The Development Journey
It’s taken quite a few iterations to get everything right (from memory, the latest Aircraft spreadsheet is version 53!), but the result has been worth it. I love Greg’s Airplanes and Automobiles and his videos like Corsairs and Hellcats Vs. Bf 109 and Fw 190. It’s exciting to compare his performance analysis based on technical reports and aeronautics with in-game performance and discover that my modelling has produced the right outcomes. Exciting for a math nerd like me, but the good news is that the spreadsheet distils everything down to a aircraft-specific manoeuvre chart like that for the Messerschmitt Me 109 E-4 above. You don’t need to worry about math, your job is just to fly, survive, and win.
Right now, the cockpit display is undergoing another big change. Instead of my rather basic graphics, it’s getting a full makeover by Erika, my graphic designer, to make it look more like an actual cockpit. The drafts look great and I can’t wait to show you the finished thing.
Design Philosophy: Authentic But Accessible
I’d like to finish up with a summation of the three core design principles that have driven Angels One Six.
Physics Without Mathematics—Real aircraft behavior governed by genuine aeronautics, but implemented through intuitive mechanics rather than complex calculations.
Visual Clarity—You can see what's happening on the tabletop and react to it. There’s no ambiguity about movement and positioning.
Historical Authenticity Through Gameplay—The tactics that worked in 1940 should work in the game, but players shouldn't need a pilot's license to fly.
Community and Feedback
Your early interest and feedback have already shaped the game. Questions about solo play have led to me working on a future article on how that works. Every idea you have gets taken on board.
This isn't just my game anymore - it's our game. Your passion for aviation, your gaming preferences, and your enthusiasm drive decisions as we approach launch.
Looking Forward
In upcoming newsletters, I'll dive deeper into specific mechanics, share historical insights that influenced design choices, and preview components as they reach production quality.
But today, I wanted you to understand the heart of Angels One Six: a desire to bring the reality of aerial combat to your tabletop, honoring both the history and the heroes while creating something you can share with friends and family.

We Want to Hear From You
What aspects of aerial combat most fascinate you? The technology? The tactics? The personal stories of the pilots? Your interests help shape not just the game, but how I present it to the world.
Hit reply or join the discussion at Angels One Six Gamers. Our squadron is growing, and every voice matters.
Until next week, keep your eyes on the skies and check your six!
Red Leader, Out!
Phil Yates
Designer, Angels One Six
Savage Mouse Games
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