There's often a bit of head scratching over energy management in Wings at War, so here's a simple reminder of how it works. The key thing to remember is it is primarily at the end of a sequence of moves, when action point expenditure equals starting energy, that any energy problems are resolved (apart from stalls, which can occur during a turn as well as at the end)
1. Action Points = Energy at the start of a turn.
2. Don't change your Energy dice during a turn but do keep a separate track of Energy loss / gain (using tokens or counters is a good idea)
3. Aircraft are allowed to exceed their Energy rating during a turn, but....
4. If energy falls below 1 during a turn = STALL (the turn ends after this has been resolved using the stall diagram)*
5. Otherwise, the turn ends when all Action Points have been spent.
6. If Energy at this end point is less than 1 = STALL
7. If Action Point/s spent for the final manoeuvre in a turn cause Action Point expenditure to be greater than starting energy = SPIN.
8. If Energy at this end point is greater than Energy Rating = AIRCRAFT BREAKS UP.
9. If Energy is equal to or less than starting energy (but obviously greater than 0) = Action Points available for next turn.
10. Flip the dice to the new Energy level on the model's base at this point.
*Try to avoid making manoeuvres with a random energy modifier (D) as this can cause a significant loss of energy during a turn and is unpredictable.