Mission 16:
FO Pit (Fries) Manneken (Ace, Ability: Marksman I) wounded/returned to base/ace
1d12 → [1] = (1) wounded - 1 safe return + 3 ace + 2 = 5 Injured - Skip 1D3 Scenarios
http://invisiblecastle.com/roller/view/3929640/
1d3 → [3] = (3) Out of action for the next 3 scenarios
http://invisiblecastle.com/roller/view/3929641/
Lt. Harry Norwich wounded/returned to base
1d12 → [5] = (5) wounded - 1 RTB + 3 = 7 Bruised - Skip 1 Scenario
http://invisiblecastle.com/roller/view/3929642/
FO Waldo van Brunswick exploded over enemy territory/wounded
1d12 → [4] = (4) exploded - 3 wounded - 1 = 0 DEAD
http://invisiblecastle.com/roller/view/3929643/
Rest in pieces Waldo...
Alas poor Waldo
Telegram sent, letter to follow to next of kin.
R.I.P.
Kyte.
Results of mission 16th wounds and crashes.
Willi Gabriel: exploded over NML:
http://invisiblecastle.com/roller/view/3935610/ 2d6-1=6. Injured.
Escaping Enemy Territory:
http://invisiblecastle.com/roller/view/3935614/ 2d6=7
Landed almost home, skip at least 1 scenario.
The Campaign is over for Willi Gabriel.
Anton Wroniecki: shot down wounded in flames over enemy territory.
http://invisiblecastle.com/roller/view/3935627/ 2d6-1=6 Injured.
Escaping Enemy Territory:
http://invisiblecastle.com/roller/view/3935633/ 2d6-1=5
In hiding. Skip 1D3 scenarios.
The Campaign is over for Anton Wroniecki.
All in all, not bad ending for both pilots. They have returned to base, but too late to take part in the last, Circus scenario.
Dave promised some free tickets to a circus. I keep his word
Good news Ron Curtis was found in a bar in the small hamlet of Talvern , Smelt like a BBQ but otherwise ok. Plane was a right off but the lads are painting him up another Camel with his Lucky number 7 as before.
Paul
Mission 16
Ward. wounded RTB
Lt Philip Ward
1d12 → [7] = (7) wounded - 1 RTB + 3 = 9 All well when you land well!
http://invisiblecastle.com/roller/view/3944197/
Curtis. Got over to Allied lines with 13 pts of damage and 2 more turns of fire left his fate is yet to be decided
So I still know what to do here... should I throw a dice, or not?
If he hasn't done so already Paul should draw the 2 damage cards to see if Ron went down - Ron might pull zeroes after all & land his crate by the tavern ! If he doesn't roll one or less then roll the crash dice for him.
That would make only 14 points of damage Paul, so Ron could land safely rather than crash land
So Curtis really was in the pub and it wasnt a dream
All went well...
If it was a dream, I was having the same one, the Crossley from 46Sq. just dropped him off at the Guardhouse, looking as large as life and twice as ugly. He must have force landed near their field, and they took him to the bar before delivering him back today, as the phone lines were down again.
Kyte.
Could I please have the outcome decided for Hawkwood and Perry who fell in the latest mission.
Rob.
On my way...
Lt. Ginger Hawkwood Ace/exploded (collision result) over no-man's land
1d12 → [11] = (11) explosion - 3 ace + 2 = 10 All well when you land (in a water/crap filled megacrater in the no-man's-land) well!
http://invisiblecastle.com/roller/view/3959305/
Cpt. John Perry Ace/exploded over no-man's land
1d12 → [6] = (6) explosion - 3 ace + 2 = 5 - Injured - Skip 1D3 Scenarios
http://invisiblecastle.com/roller/view/3959308/
1d3 → [2] = (2) = skip 2 scenarios
http://invisiblecastle.com/roller/view/3959310/
Last edited by Marechallannes; 03-06-2013 at 08:55.
Huzzah ! I take it they escaped nml ?!
I never roll a dice for no-man's land.
Maybe we should introduce some dice rolls for artiilery fire when (crash)landing in no-man's-land.
I am very relieved.
I was already looking out my photographs of the graveside volley.
Rob.
Indeed. I spottet this modifier, too.
...but don't use it in the past.
Every player has to assign if he treats the region where the pilot crash-landed is enemy territory or not.
I always treated the no-man's-land as neutral = no enemy territory
Definitely there is a +1 modifier I have been using. So There are only two "territories" for crashing purposes: Friendly and Enemy. NML is treated as the Enemy territory, but it's easier to escape from there.
I agree, NML should be considered as enemy territory...but easier to escape from.
Actually you should make it more difficult, as you are discussing an area that is basically a freefire zone from both sides. Stand up and walk across that "neutral zone" and it would be difficult to determine from which side you take more holes in you. (not to mention mines, UXB, and evil debri.) This would probably mean that you need additional modifier than merely being behind the enemy lines.
Of course but you could always try and angle the plane to come down closer to your side(?)
Then probably get shot by your own side as they are crap at aircraft recognition!
They probably recognised him .... !
Rolled for Martin Ziegel: Rolled 10; -1 for wound = 9: All well when you land well (jammy bugger)
Last edited by flash; 03-11-2013 at 01:36.
That's a point...
Mission 17
Captain Michael Fuzzpearl exploded over no-man's-land
1d12 → [9] = (9) exploded - 3 = 6 Injured - Skip 1D3 Scenarios
http://invisiblecastle.com/roller/view/3970680/
1d3 → [1] = (1) skip 1 scenario
http://invisiblecastle.com/roller/view/3970692/
no-man's-land*:
1d10 → [3] = (3) = friendly territory
http://invisiblecastle.com/roller/view/3970681/
FO Terry Torttenhamshire shot down over no-man's-land and wounded
1d12 → [2] = (2) - 1 = DEAD
http://invisiblecastle.com/roller/view/3970684/
Feldwebel Leutnant Werner Lukas Möwe shot down over no-man's-land
1d12 → [5] = (5) = Injured - Skip 1D3 Scenarios
http://invisiblecastle.com/roller/view/3970686/
1d3 → [3] = (3) skip 3 scenarios
http://invisiblecastle.com/roller/view/3970691/
no-man's-land*:
1d10 → [1] = (1) friendly territory
http://invisiblecastle.com/roller/view/3970687/
* Special No-man's-land dice roll (no modifiers allowed):
1-5 near friendly lines = friendly territory
5-7 near enemy lines = enemy territory
8-10 killed by Artillery-/MG-/friendly-/enemy fire
Last edited by Marechallannes; 03-13-2013 at 07:29.
No point in rolling for Evans and Dodgson I'm afraid.
I don't think the Germans found enough to bury.
I have sent a letter to the respective relatives.
Kyte.
[QUOTE=Marechallannes;206321]That's a point...
Has this been added to the rules section? Seems fair and reasonable, simple and do-able.* Special No-man's-land dice roll (no modifiers allowed):
1-5 near friendly lines = friendly territory
5-7 near enemy lines = enemy territory
8-10 killed by Artillery-/MG-/friendly-/enemy fire
Final Month Mission 2:
Lt. Erwin Munk crash landed + wounded.
Dice roll: 10 - 1 wounded = All went well.
Lt. Imrich Szöllösy, Ritter von Várbogya et Nagymád - crash landed
Dice roll: 8 = bruised skip one scenario
Invisible castle was out of service. Two lucky dice rolls saved my pilot's asses (6+4 & 5+3)
Final Month Mission 3: Bait & Switch
OLt. Rosenzweig: Wounded - ace - RTB
1d12 → [12] = (12) + 2 + 3= 15 ALL WENT WELL
http://invisiblecastle.com/roller/view/4039381/
Lt. Crawford - exploded in the air
1d12 → [1] = (1) - 3 exploded = - 2 KIA
http://invisiblecastle.com/roller/view/4039387/
I am not sure if this issue has been already covered, but please help me decide for the OtT FM Campaign:
What happens to a pilot hit twice?
KIA or just wounded? I'd rather treat this situation as KIA, what is your opinion?
We should set this rule. It is important for one of Paul's heroes may be right now knocking on heaven's door...
Rules for crashing:
Resolution of Crashes/Wounds etc
This is how we resolve what happens when a pilot is shot down, crashes, is wounded:
Roll 2D6
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
Wounded: -1 to the dice roll per wound
Landed safely in Aerodrome: - +3 to the dice roll
Escaping Enemy Territory Table:
2 or less - Captured! The war ended for 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 see 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
It means -1 per wound while crashing, so I will deduct 2 from the roll.
That seems quite clear then.
We have been rolling, therefore, we roll against this list and ignore the WoG rule as we have done before.
That is one vote.
Rob.
Happy to go along with this provided that the second wound still incapacitates the pilot and he is shotdown/crashes !
Rob, I notice, has been pulling critical hit cards for shot down crews rather than just boom card downed crews when he may be better off rolling for them.
I personally don't believe we should use the critical hit deck as the crash rules provide for boom card struck pilots. On the cards if it's red you're dead, if it's green you walk away, there's no wounds/scenarios missed. Maybe a compromise would be to roll if you survive the critical hit deck ?!
I agree dave Critical hit cards for Booms only
Maybe I'm mistaken then Rob, though Evans/ Dodgson did not pull a boom card in mission 2b (but it was a 10 on a C deck that knocked them down!), you used a critical hit card that killed them - I didn't see any roll for them mentioned ? You also used the critical hit cards on the shoot down results of the Hanover & an Albatros that had no boom cards in mission 3 so that's the pattern I'm seeing. As I said, I'd rather just roll than use the cards.
I must be wrong then Dave.
I thought that one of you chaps did the rolls when you got the results from me.
I never bother about the Germans because I never use the ones from the pool so they are expendable.
In future I will leave it to one of you to decide the outcome, just as I believed was being done heretofore.
I do not believe in doing my own results.
Rob.
Rob, Sven or me can do the rolling for you using the Invisible Castle app., like I have done that for Paul yesterday, if you wish. No problem at all.
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