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Thread: The Infirmary

  1. #1

    Arrow The Infirmary

    This here is the INFIRMARY.
    Although I still put the injury and escape rolls in each of the AAR's, I'll compile them here for easy reference to everybody.

    With a bonus:


  2. #2

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    MISSION 6

    Blackronin:
    All his pilots went home fine.

    Entente Pilots
    F.O. Dwight Montgomery - Sopwith Camel returned home. Fit for the next mission.
    Captain John Perry - Sopwith Camel - Crashed in friendly territory. - Fit for the next mission (Rolled a 12!!)
    Major Herb. Billings - SE5a - Returned home wounded. - Skips the next two scenarios.

    F.O. Kyte:
    Archie Worker (Spad) exploded and was shot down in No man’s Land. - Rolled 5. (Exploded: -3) - Modified: 2 - Dead!
    Kyte returned home wounded. - Rolled 8. (Landed safely in Aerodrome: - +3) (Wounded: -1) - Modified: 12 - All well when you land well!
    Hawkwood returned home wounded. - Rolled 9. (Landed safely in Aerodrome: - +3) (Wounded: -1) - Modified: 11 - All well when you land well!

    Central Pilots are from another Jasta, am I correct?

    Rob! I wasn't aware that you also play and sing:



    Marechallannes
    Captain Peabody (Sopwith Camel): wounded – safe return – Rolled 6. (Landed safely in Aerodrome: - +3) (Wounded: -1) - Modified: 8 - Skips 1 Scenario.

    Central Powers
    Lt. Peter Müller (Albatros D.III): exploded over no man’s land - Rolled 7. (Exploded: -3) - Modified: 4 - Severely Injured - Skips 3 Scenarios. Second roll: 11 (Exploded: -2) (Wounded: -1) (No Man's Land: +1) - Modified: 9 - They didn't even saw me! Overall: Skips 3 Scenarios.
    Lt. Anton Wroniecki (Albatros D.Va): wounded – safe return - Rolled 4. (Landed safely in Aerodrome: - +3) (Wounded: -1) - Modified: 6 - Injured - Skips 2 Scenarios.
    Lt. Hans Kappel (Albatros D.Va): wounded – shot down in flames over enemy territory - Rolled 8. (Wounded: -1) - Modified: 7 - Bruised - Skips 1 Scenario. Second roll: 7 (Wounded: -1) - Modified: 6 - In hiding! - Skips 2 Scenarios - Overall: Skips 2 Scenarios.

    I wasn't aware that you sing and play so well, Sven!

    See next post.

  3. #3

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    I wasn't aware that you sing and play so well, Sven!


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  6. #6

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    Flash
    Ric O'Shea (Sopwith Camel) - shot down in enemy territory - Rolled 8 - Bruised - Skips 1 Scenario. Second roll: 9 (Healthy: +1) - Modified: 10 - They didn't even saw me! Overall: Skips 1 Scenario.
    Hugh Jundys -(Sopwith Camel): - shot down in enemy territory – Rolled 3. (Healthy: +1) - Modified: 4 - Severely Injured - Skip 4 Scenarios. Second roll: 8 (Wounded: -1) - Modified: 7 - Landed almost home! - Skip 1 Scenario. Overall: Skips 5 Scenarios.

    Central Powers
    Lt. Heisengard (Albatros D.V): Shot down in friendly territory - Exploded - Rolled 8. (Exploded: -3) - Modified: 5 - Injured - Skip 2 Scenarios
    Unidentified pilot (Albatros D.Va): wounded – Shot down in friendly territory - Exploded - Rolled 4. (Exploded: -3) (Wounded: -1) - Modified: 0 - KIA

    Dave! I wasn't aware that you also play and sing:


  7. #7

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    OK, guys. I see the music starts to play an increasing role in our Cameraderie. That's cool.
    As I'm a man of the eighties of the former century, here is my proposition, that suites my mood after the sixth mission and turns me somehow melancholic.

  8. #8

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    Dear Jouquim.

    We need a few result rolls for our pilots:


    • Jim Tavy - shot down over enemy territory (not wounded)
    • Cpt. Francis (Frank) Willeman - shot down over no-mans-land (not wounded)
    • Lt. Paul Stone - exploded over no-mans-land (not wounded)
    • 2nd Lt. K Trotter - shot down over enemy territory (not wounded)
    • Sgt. George Zeller - shot down over own territory (not wounded)
    • FO. Perry Shute - wounded but landed safe at airfield


    Please be so kind and tell us the results.
    Last edited by Marechallannes; 05-20-2012 at 08:39.

  9. #9

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    To support our GM a litle bit, I determined the injury results for the Bulldog pilots. I used http://invisiblecastle.com/ to determine the results. Campaign name is: Mission 6 WoG by Marechallannes:

    Jim Tavy

    1d12 → [11] = (11) - All well when you land well!

    http://invisiblecastle.com/roller/view/3529373/

    1d12 → [12] = (12) - They didn't even saw me!

    http://invisiblecastle.com/roller/view/3529374/

    Francis (Frank) Willeman

    1d12 → [6] = (6) Injured - Skip 1D3 Scenarios

    http://invisiblecastle.com/roller/view/3529378/

    1d3 → [3] = (3) to the hospital for 3 missions

    http://invisiblecastle.com/roller/view/3529379/

    Paul Stone

    1d12 → [7] = (7) Exploded: -3 to the dice roll = 4 Severely Injured - Skip 1D6 Scenarios

    http://invisiblecastle.com/roller/view/3529380/

    1d6 → [3] = (3) to the hospital for 3 missions

    http://invisiblecastle.com/roller/view/3529382/

    K. Trotter

    1d12 → [11] = (11) - All well when you land well!

    http://invisiblecastle.com/roller/view/3529383/

    1d12 → [9] = (9) - They didn't even saw me!

    http://invisiblecastle.com/roller/view/3529386/

    Georg Zeller

    1d12 → [3] = (3) - Severely Injured - Skip 1D6 Scenarios

    http://invisiblecastle.com/roller/view/3529388/

    1d6 → [1] = (1) to the hospital for 1 mission

    http://invisiblecastle.com/roller/view/3529389/

    Perry Shute

    1d12 → [3] = (3) Landed safely in Aerodrome: - +3 to the dice roll = 6 - Injured - Skip 1D3 Scenarios

    http://invisiblecastle.com/roller/view/3529392/

    1d3 → [1] = (1) to the hospital for 1 mission

    http://invisiblecastle.com/roller/view/3529395/



    I don't have an overview about the injured Eagles pilots. Maybe a Central Power pilot could determine the result.
    Last edited by Marechallannes; 05-22-2012 at 06:33.

  10. #10

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    Thank you, Sven, I updated the Bulldogs roster.

  11. #11

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    I rolled for my participants in the 6th mission - it's posted at the end of my AAR. Jan has worked it out already. If there is such a need, I can handle the rest of the Eagles.

  12. #12

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    Quote Originally Posted by Nightbomber View Post
    I rolled for my participants in the 6th mission - it's posted at the end of my AAR. Jan has worked it out already. If there is such a need, I can handle the rest of the Eagles.
    If Joaquim is unable to, please, do so, Andrzej, so that the roster can be updated.

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  14. #14

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    Eagles losses according toindividual AARs:


    Flash:
    Already done in his AAR.
    Heisengard - shot down - 0 victories - Injured - Skip 2 Scenarios
    V. Zirndorf - rtb - 2 victories - Alabtros D.III severely damaged - Active
    unidentified pilot - shot down - 0 victories - KIA.


    F.O. Kyte:

    1. Unknown Albatros pilot: injured,skip 1 scenario (not relevant),
    2. Unknown Albatros pilot: injured,skip 1 scenario (no relevant),

    Marechallannes:
    1. Lt. Peter Müller (Albatros D.III):exploded over no man’s land: injured, skip 2 scenarios, escaping:In hiding, skip 2 scenarios: total: skip 4 scenarios.


    2. Lt. Anton Wroniecki (Albatros D.Va):wounded – 11 damage points – safe return


    3. Lt. Hans Kappel (Albatros D.Va):wounded – 15 damage points – shot down in flames over enemyterritory: all well, when you land well! In hiding! skip 1scenario.

    Tikkifriend:
    LedererExploded mid air DR1: Killedin Action.


    Koln Shot down(15pts) DR1 over NML: all well, when you land well! Escaping: Inhiding, skip 1 scenario.


    Jach Wounded butflew off board 12pts damage to plane. All well when you landwell!

    Todd:
    No wounds, no losses.

    Blackronin:
    No wounds, nolosses.


    Nightbomber:
    No wounds, no losses.

    Watchdog:
    No wounds, no losses.


    Algynon:
    Albatros DIII RTBHans wounded: bruised. Skip 1 scenario.
    Albatrol DIII RTBJohann wounded: all well when you land well!

  15. #15

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    Thanks for all the help, gentlemen.
    I'm going through a terrible working ordeal that steals all the time I have.
    I hope that next week it gets better.

  16. #16

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    Mission 7 casualties:

    Sgt. Frank (Snowy) Winter crash landed in no-man's-land

    1d12 → [12] = (12) - All well when you land well!

    http://invisiblecastle.com/roller/view/3537539/

    Cpl Joe (Dodger) Dodgson crash landed in no-man's-land

    1d12 → [8] = (8) - Bruised - Skip 1 Scenario

    http://invisiblecastle.com/roller/view/3537541/

    FO Pit (Fries) Mannecken crash landed in no-man's-land

    1d12 → [10] = (10) - All well when you land well! (has to be a 12, because I forgot the + 2 modification for the ace status)

    http://invisiblecastle.com/roller/view/3537542/

    01.06.12

    FO Lewis Bricant:

    1d12 → [9] = (9) +3 safe return to base = 12 All well when you land well!

    http://invisiblecastle.com/roller/view/3544707/
    Last edited by Marechallannes; 06-01-2012 at 00:24.

  17. #17

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    Mission 8 Bulldogs


    Cpt. John Perry

    1d12 → [4] = (4) + 3 for safe return = 7 Bruised - Skip 1 Scenario

    http://invisiblecastle.com/roller/view/3560529/

    Sgt. Frank (Snowy) Winter

    1d12 → [2] = (2) + 3 for safe return = 5 Injured - Skip 1D3 scenarios

    http://invisiblecastle.com/roller/view/3560530/

    1d3 → [2] = (2) = skip 2 scenarios

    http://invisiblecastle.com/roller/view/3560532/

    FO Stanley Deasey

    1d12 → [1] = (1) -1 wounded - 3 exploded = -3 - Dead!

    http://invisiblecastle.com/roller/view/3560543/

    FO Lewis Bricant

    1d12 → [10] = (10) + 3 for safe return = All well when you land well!

    http://invisiblecastle.com/roller/view/3560545/
    Last edited by Marechallannes; 06-11-2012 at 06:51.

  18. #18

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    I am relieved that Perry and Winter came out of what looked to be a horrific crash so well, but am mortified that the Red Cross have replied with a message to inform me that Stanley Deasy has perished in action. The German authorities have had his body buried with full honours in the local French cemetry.
    I shall of course be writing to his next of kin this evening, and there will be an auction of his personal effects in the Mess tonight in order to raise funds for his widdow.
    Kyte.

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  20. #20

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    Mission 8 newest sorties:

    FO Mannecken - wounded - retun to base

    1d12 → [12] = (12) + 3 safe return + 2 Ace - All well when you land well!

    http://invisiblecastle.com/roller/view/3571327/

    FO Bushmill - wounded - return to base

    1d12 → [4] = (4) + 3 safe return = 7 Bruised - Skip 1 Scenario

    http://invisiblecastle.com/roller/view/3571328/

  21. #21

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    Mission 7 (Todd)

    Charles (Chuck) Spellman - shot down over no-man's-land

    1d12 → [8] = (8) Bruised - Skip 1 Scenario

    http://invisiblecastle.com/roller/view/3590114/

  22. #22

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    Mission 9:

    Mannecken - wounded and shot down over friendly territory

    1d12 → [8] = (8) + 2 Ace - 1 wounded = 9 All well when you land well!

    http://invisiblecastle.com/roller/view/3602357/




    FO Harper - exploded over enemy territory

    1d12 → [1] = (1) + 2 Ace - 3 explosion = 0 - Dead!

    http://invisiblecastle.com/roller/view/3602360/

    Normaly he's dead now, but:

    Always Coming Home (When crashes, the pilot will always return home to the Aerodrome.)

    I don't know how to handle this exactly.

    ...

    Lt. Sharpe - exploded over enemy territory

    1d12 → [4] = (4) + 2 Ace - 3 explosion = 3 Severely Injured - Skip 1D6 Scenarios

    http://invisiblecastle.com/roller/view/3602383/

    Escape roll:

    1d12 → [7] = (7) + 2 Ace - 3 explosion = 6 In hiding! - Skip 1D2 Scenarios

    http://invisiblecastle.com/roller/view/3602388/

    Injuries: 1d6 → [1] = (1)

    http://invisiblecastle.com/roller/view/3602390/

    Escape: 1d2 → [2] = (2)

    http://invisiblecastle.com/roller/view/3602392/

    Lt. Sharpe skips 3 scenarios.




    Does anyone have an idea how to handle FO Harper now? Did he survive? Do I have to roll injuries & escape?
    Last edited by Marechallannes; 07-15-2012 at 00:58. Reason: upgrade result

  23. #23

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    Interesting issue with FO Harper.
    Here is what I think:
    1. Unofficial "Always C.H." ability has been always annoying for me, because it may make a pilot to ignore all the risks of air combat. And it leaves behind all the adrenaline of a campaign for a player using it. Frankly, I would excluded it from the game if it was may choice.
    2. If this ability is to be observed, I would say as a lawyer:
    a) there are no rules without exceptions,
    b) Lex posterior generali non derogat legi priori speciali (A later more general law does not eliminate a previous more specific law) - and this is the case! The A.C.H. ability as a house rule was invented after the implementation of the specific individual effect of the explosion card was a valid rule for the game purposes and caused an immediate pilot elimination.

    So, according to my taste of the game and the campaign:
    Explosion connected with a "dead" die roll should be treated as an exception from A.C.H. ace ability.

    Disclaimer: This is my humble opinion only

    Thanks for PM asking, Sven.
    Last edited by Nightbomber; 07-11-2012 at 01:50.

  24. #24

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    I see that was a "bad luck" scenario for those two exploded Bulldogs...

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    I concur entirely Andrzej, even though two of my men have that ability.
    Rob.

  26. #26

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    I'm not happy with the loss of Harper, but he had his chances like Lt. Sharpe and failed.

    My opinion of ACW was, that this character can't be captured.

    So it's ok, if the explosion in comination with a miserable dice roll sealed his fate.

    Rest in pieces FO Patrick Harper.

    The Bulldogs lost another Ace.

  27. #27

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    As for Harper, does the A.C.H. ace ability not add +3 to the roll? I think I saw it discussed in the Campaign Rules thread or somewhere.

  28. #28

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    Quote Originally Posted by Marechallannes View Post
    I'm not happy with the loss of Harper, but he had his chances like Lt. Sharpe and failed.

    My opinion of ACW was, that this character can't be captured.

    So it's ok, if the explosion in comination with a miserable dice roll sealed his fate.

    Rest in pieces FO Patrick Harper.

    The Bulldogs lost another Ace.
    To be honest: that does not make the Eagles happy at all.
    Another empty chair...

  29. #29

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    Quote Originally Posted by Watchdog View Post
    As for Harper, does the A.C.H. ace ability not add +3 to the roll? I think I saw it discussed in the Campaign Rules thread or somewhere.

    I checked the summary of wound determination and here it goes:

    Crashing and wounded Effects Table
    2 or less - Dead!
    3-4 - Severely Injured - Skip 1D6Scenarios
    5-6 - Injured - Skip 1D3 Scenarios
    7-8 - Bruised - Skip 1 Scenario
    9+ - All well when you land well!
    Modifiers:
    Ace: - +2 to the dice roll
    Exploded: -3 to the dice roll
    The exactly amount of damage thefighter has of hit points: - +1 to the dice roll
    Wounded: -1 to the dice roll per wound
    Landed safely in Aerodrome: - +3 tothe dice roll
    Escaping Enemy Territory Table
    2 or less - Captured! The war endedfor this pilot...
    3-4 - Captured and escaped! - Skip 1D3Scenarios
    5-6 - In hiding! - Skip 1D2 Scenarios
    7-8 - Landed almost home! - Skip 1Scenario
    9+ - They didn't even saw me!
    Modifiers:
    Ace: +2 to the dice roll
    Exploded: -2 to the dice roll
    Wounded: -1 to the dice roll
    No Man's Land: +1 to the dice roll
    Healthy: +1 to the dice roll

  30. #30

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    Quote Originally Posted by Watchdog View Post
    As for Harper, does the A.C.H. ace ability not add +3 to the roll? I think I saw it discussed in the Campaign Rules thread or somewhere.
    Didn't found that in the rules/modifiers.

    Only the Ace bonus and that was already added.

  31. #31

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    I don't know where the Always Coming Home ability came from or how it is defined - seems a tad unrealistic to me - but I supposed it meant that no matter the damage the 'Ace' nursed his crippled kite to pancake at his home field.....how dramatic.. however, no one said he had to be alive when he got there !!
    I think if he's dead then that's it - otherwise he'd be immortal - thinking about it he'll never be captured either !

    Wow, you guys added alot before I managed this post - maybe somebody suggested he gets +3 for landing safely at his aerodrome ? Though I think if he's got the boom card the word 'safely' in that statement may be argued !

  32. #32

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    Voice of reason, Dave. I second that. We do not play cricket, "we're fighting a bloody war" (on a gaming table, thanks Goodness).

  33. #33

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    If I remember correctly, there were some objection in that ability making the character immortal. The ability does not mean the pilot brings his crate home, only that he always manages to at least crawl out of the wreckage.

    As far as I remember Joaquim suggested adding +3 to the result, much like the ace status adds +2. Joaquim used this ability in his own solo "campaign" with his paper models.

    What is the point of that ability anyway if it does nothing then? By taking it, the ace gives up an ability that may actually be useful during the mission. An ability that does nothing is not an ability at all.

  34. #34

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    I found it. The A.C.H. adds +3:

    http://www.wingsofwar.org/forums/sho...l=1#post141505

    Vizefeldwebel Josef Wotlitschek in a Pfalz D.III – downed by the explosion of the balloon by drawing an explosion card himself. 1st Dice roll: 4 (+2 Ace), (-3 Explosion), (+3 always coming home): modified to 6 - Injured - Skip 1D3 Scenarios. 2nd Dice roll: 11 (+2 Ace), (-2 Exploded) (-1 Wounded) (+3 always coming home): modified to 13 - They didn't even saw me! (Wounded but returns home, skips 2 scenarios).

  35. #35

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    Quote Originally Posted by Watchdog View Post
    If I remember correctly, there were some objection in that ability making the character immortal. The ability does not mean the pilot brings his crate home, only that he always manages to at least crawl out of the wreckage.

    As far as I remember Joaquim suggested adding +3 to the result, much like the ace status adds +2. Joaquim used this ability in his own solo "campaign" with his paper models.

    What is the point of that ability anyway if it does nothing then? By taking it, the ace gives up an ability that may actually be useful during the mission. An ability that does nothing is not an ability at all.
    ACH gives a hell of advantage, Jan. IMHO, despite injuries and a fatal explosion result ("dead" die roll) it turns off any other possible negative events, like capturing. If I remember well (take a look at the set of ACE house rule cards) there is an ability like "Trench Runner" with much the same effect.

  36. #36

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    Andrzej, could you explain what exactly does the ability do then? How exactly does it turn off the possible negative events? What exactly is the hell of an advantage if it had no effect on the result of the FO Harper's roll?

    According to how the A.C.H. has been used before in the campaign the result should have been like this:
    1 (base roll of 1d12) +2 (ace status) +3 (A.C.H.) -3 (explosion) = 3 (skips 1D6 scenarios)

  37. #37

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    Quite right Andrzej - and I agree always coming home is a huge advantage - I think all anybody is saying is that it doesn't bring you back from the dead if that's what the dice determine

    If there is a +3 always coming home 'bonus' then Harper would now be severely wounded rather than dead & have to roll on the escape table to see how he fared (which would seem redundant in light of "always coming home" skill ??) but I'd say that +3 is a huge bonus with an ace already getting +2.

  38. #38

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    Quote Originally Posted by Watchdog View Post
    Andrzej, could you explain what exactly does the ability do then? How exactly does it turn off the possible negative events? What exactly is the hell of an advantage if it had no effect on the result of the FO Harper's roll?

    According to how the A.C.H. has been used before in the campaign the result should have been like this:
    1 (base roll of 1d12) +2 (ace status) +3 (A.C.H.) -3 (explosion) = 3 (skips 1D6 scenarios)

    Of course I can
    I. situation: Let's say we do not use dice rolling system for wounds, just pure game rules plus ACH:
    An ace ACH pilot is virtually immortal. He can draw an explosion or maybe hit twice or just shot down - nothing can harm him.
    II. situation: we use the dice rolling system for wounds plus ACH:
    An non ace ACH pilot may be: killed (hit twice), exploded, shot down BEL or captured.
    An ace ACH pilot in the above situations will not be killed even after two hits (doubtfully, I would disagree), will add 2 or 2 + 3 and would have much greater chance of survival. And if he survives he may never be captured.
    Is that not enough?

    Please note that if ACH ace exploded and he rolled the initial 2, he adds 2 for being an ace, but deducts 3 for the explosion. Than it's still a KIA result. He WOULD add another 2 but ONLY when determining "Escape from enemy territory", but would as well deduct 2 (for the explosion) so only when he landed or crashed BEL or in no man's land. It's a second stage of determining the ace fate.

  39. #39

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    A.C.H. as Joaquim invented it meant that the pilot always got out of the wreckage. That is why it adds +3. It is still possible for the pilot to die, if he is already wounded when he is wounded and then explodes and rolls 1 on 1D12.

    I. situation does not apply, since we do use dice rolling.

    In II. situation I agree he probably cannot get captured, but is that not one of the points of the A.C.H.? To always come home, even if seriously wounded? As for drawing 2 pilot wounded damage cards, you should note that the ability kicks in when the airplane is eliminated (explosion, full damage, engine destroyed), however by drawing two pilot wounded cards, the pilot is killed instantly and only then is the airplane eliminated. Thinking about it I would say the A.C.H. ability does not address being killed instantly. Nothing else than two pilot wounded damage cards can cause this anyway.

    As for this:
    Please note that if ACH ace exploded and he rolled the initial 2, he adds 2 for being an ace, but deducts 3 for the explosion. Than it's still a KIA result. He WOULD add another 2 but ONLY when determining "Escape from enemy territory", but would as well deduct 2 (for the explosion) so only when he landed or crashed BEL or in no man's land. It's a second stage of determining the ace fate.
    As seen on FO Harper's example, he rolled initial 1, added 2 for being ace, deducted 3 for explosion. And A.C.H. ace should get +3, making him wounded instead. If he had been already wounded from drawing a pilot wounded damage card before drawing the dreaded explosion card, he would have had to deduct further 1, meaning KIA despite the ace ability.

    What is not fair about an ability that does nothing during the actual combat, unlike other ace abilities, and only kicks in when you lose and are shot down, while still allowing the possibility of death from an unlucky roll after an explosion is drawn for an already wounded pilot?

    Anyway, why don't we let Joaquim decide?

  40. #40

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    We are getting screwed with this ACH ability. According to your statment Jan, the only way such a pilot may be killed is to draw explosion card while being wounded
    Well, the Quim the designer should definitely take the floor.

  41. #41

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    Quote Originally Posted by flash View Post
    Quite right Andrzej - and I agree always coming home is a huge advantage - I think all anybody is saying is that it doesn't bring you back from the dead if that's what the dice determine

    If there is a +3 always coming home 'bonus' then Harper would now be severely wounded rather than dead & have to roll on the escape table to see how he fared (which would seem redundant in light of "always coming home" skill ??) but I'd say that +3 is a huge bonus with an ace already getting +2.
    My thoughts exactly . Immortality is not an option, the risk of loosing a good PC pilot should be an important factor in how you play the character. In my opinion an explosion in mid air is just that Goodnight Vienna for the pilot involved.

    Perhaps we should ( if we don't officialy already) have a campaign rule of a playing with xp cards b the number of each in your A & B decks.

    Comments please gents
    Paul

  42. #42

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    Paul, if that ace ability has been in the campaign since the very start, do you really consider it fair to make it not working in the way it was supposed to, in the middle of the campaign, at the very point when it should be the safety catch of a player's pilot?

    And, for some players the risk of losing a good character may actually be a hindrance, especially if they cannot influence the characters' behaviour in games played by other players. For instance, for me the possibility of easily losing a character would not be anything entertaining, rather the opposite. That is why I welcomed the chance to get that skill for some of my characters.

    As for explosions, some players like them, some don't. For me they would only have the potential to make the games too short.

    On the other hand, I withdrew from the campaign, therefore how ever you decide won't have any influence on me. It is your choice now, chaps.

  43. #43

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    Paul, I play with standard double A decks - single B deck - if I didn't use the "Bang" card Stan might still be here but I think that not using them is lame - if I'm not putting the pilots at risk then what's the point ? As for other campaigners nailing my pilots - I thought that's what the NPC were for !!

  44. #44

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    I'm not shure how to handle this. I can follow Jan's argument and - important - we have an example in on of our former mission and that's an ace ability from the beginning.

    If I lost Harper - it's ok, too.

    But remember, we have more Aces with the "Always Return Home" ability.



    I'll PM to Joaquim.
    Last edited by Marechallannes; 07-11-2012 at 06:55.

  45. #45

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    Continuity is what we need, whatever happens lets make sure its written down in the rules somewhere; surprising the +3 was not already in the summary of wound determination ?!

  46. #46

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    Quote Originally Posted by flash View Post
    if I'm not putting the pilots at risk then what's the point
    This is it.

  47. #47

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    Quote Originally Posted by flash View Post
    I play with standard double A decks - single B deck -
    I play with double A and B decks with all the explosion cards included. That is the thrill

    Only if we plan to play a kind of tournament (like Prague SummerCon this month) I opt for excluding the xp cards only to get all players in the game as long as possible. That is also Andrea's suggestion included in the original rulebook.

  48. #48

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    As far as I am concerned i'm quite happy to forgo the Always returns home for my characters, as long as I can pick up another Ace ability for them. The only way we can really honour the ability is by ensuring that the coffins are delivered back to the home country via the Red Cross.
    Rob.

  49. #49

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    Rob - read this comment today again und understand it now...



    Poor old Harper!




    Andrzej - we have another exploded ace: Hptm. Lothar Zachmeier (Ace, ability: Always Coming Home) - exploded over friendly territory - not wounded.

    I would be happy if you determine the fate of the Reservestaffel Hauptmann.

  50. #50

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    No problem, here we go with dice:
    Ace Hptm. Lothar Zachmeier (Ace, ability: Always Coming Home) - exploded over friendly territory - not wounded.

    Rolled 9 (minus 3/exploded, plus 2/ace) => 8. Bruised, skip 1 scenario.

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