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Thread: The Infirmary

  1. #151

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    Quote Originally Posted by Skafloc View Post
    "Donner und Blitzen, kebab's unt pomme fritte"...."Der Englische fliege ist nicht Kapput!"
    Himmel, Donner, Arsch und Zwirn - diese englische Schmeißfliege ist einfach nicht klein zu kriegen!

    Quote Originally Posted by flash View Post
    Blimey ! Thought he was a gonner for sure. Must be the luck of the Irish about him
    Just remembered he's an ace too (wish I'd done that before the game!) so his saving score would be even higher !
    Oh, an ace...


  2. #152

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    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...


  3. #153

  4. #154

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    Telegram sent, letter to follow to next of kin.
    R.I.P.
    Kyte.

  5. #155

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    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.

  6. #156

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    Quote Originally Posted by Nightbomber View Post
    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.
    Would this be Monty Pythons or Daves?/??

  7. #157

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    Dave promised some free tickets to a circus. I keep his word

  8. #158

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    Quote Originally Posted by Nightbomber View Post
    :lol: Dave promised some free tickets to a circus. I keep his word :D
    So long as it *isn't* "The Death-Stench Circus".... :P (Look it up.)

  9. #159

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    Quote Originally Posted by Nightbomber View Post
    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.
    What happened to Franz Jach - did the M.O. clear him for action ?!

  10. #160

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    Quote Originally Posted by csadn View Post
    So long as it *isn't* "The Death-Stench Circus".... :P (Look it up.)
    Boom - Chaboom-Cha

  11. #161

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    Quote Originally Posted by tikkifriend View Post
    Boom - Chaboom-Cha :)
    I'm more concerned with "GASHUNK -- GASHUNK -- GASHUNK".... :P

  12. #162

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    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

  13. #163

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    Quote Originally Posted by tikkifriend View Post
    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
    Yet another reason for a celebration in the Mess.
    Kyte.

  14. #164

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    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/



    Quote Originally Posted by tikkifriend View Post
    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
    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?




  15. #165

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    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.

  16. #166

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    Quote Originally Posted by Marechallannes View Post
    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?



    I did draw the cards got a 1 and 0 so assumes a landing, sorry, so better role for me Sven

  17. #167

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    That would make only 14 points of damage Paul, so Ron could land safely rather than crash land

  18. #168

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    So Curtis really was in the pub and it wasnt a dream

  19. #169

  20. #170

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    Quote Originally Posted by tikkifriend View Post
    So Curtis really was in the pub and it wasnt a dream
    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.

  21. #171

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    Could I please have the outcome decided for Hawkwood and Perry who fell in the latest mission.
    Rob.

  22. #172

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    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.

  23. #173

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    Huzzah ! I take it they escaped nml ?!

  24. #174

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    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.

  25. #175

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    I am very relieved.
    I was already looking out my photographs of the graveside volley.
    Rob.

  26. #176

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    Quote Originally Posted by Marechallannes View Post
    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.
    It's just that the escaping enemy territory section has a modifier for landing in NML so I took it that landing in NML counted as 'enemy territory' for game purposes - all those MGs, whizz bangs and such might do some further damage !

  27. #177

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    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

  28. #178

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    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.

  29. #179

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    I agree, NML should be considered as enemy territory...but easier to escape from.

  30. #180

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    Quote Originally Posted by Skafloc View Post
    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.

  31. #181

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    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!

  32. #182

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    Quote Originally Posted by wargamer View Post
    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.
    Good point. Wasn't a Prussian prince shot and killed running towards German lines after a forced landing in NML?

  33. #183

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    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.

  34. #184

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    Quote Originally Posted by Nightbomber View Post
    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.
    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.

  35. #185

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    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.


  36. #186

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    [QUOTE=Marechallannes;206321]That's a point...

    * 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
    Has this been added to the rules section? Seems fair and reasonable, simple and do-able.

  37. #187

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    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)

  38. #188

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    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/

  39. #189

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    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?

  40. #190

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    Quote Originally Posted by Nightbomber View Post
    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?
    If we are using the Official WoG rules it has to be KIA, but have we had this occur before in the campaign, and if so, what president did it set?

    Rob.

  41. #191

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    We should set this rule. It is important for one of Paul's heroes may be right now knocking on heaven's door...

  42. #192

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    Quote Originally Posted by Flying Officer Kyte View Post
    If we are using the Official WoG rules it has to be KIA, but have we had this occur before in the campaign, and if so, what president did it set?

    Rob.
    If you are going to dice or a succesful outcome to a double pilot hit in ,my opinion, the odds are going to be against the pilot coming off for the better Best to have a 3rd party role it for you.

  43. #193

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    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.

  44. #194

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    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.

  45. #195

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    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 ?!

  46. #196

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    I agree dave Critical hit cards for Booms only

  47. #197

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    Quote Originally Posted by flash View Post
    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 have actually only been using the boom cards to add flavour to my scenarios. Whatever the result of them, the pilot has gone to the magic castle for verification as far as I knew. Has this changed since we started playing the late war period?
    Rob.

  48. #198

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    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.

  49. #199

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    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.

  50. #200

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    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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