Ares Games
Results 1 to 40 of 40

Thread: Zeppelins in WoG

  1. #1

    LOOP
    Guest


    Default Zeppelins in WoG

    Well I start this thread as a result of a missionreport from jbmacek.
    He had made a fantasic "mini" of zeppelin that made up a part of the mission.
    As I find these flying cigars fascinating I really would like to hear all your experiences of gaming with them and collect all sorts of info. on how to make them playable.

    Do all zeps have 4 gunners? How fast are they (in WoG-speed) How to bring them down? (rockets?, incendinary bullets?, just a motherload of bullets...)
    The altitude-issue. etc, etc..

    So please will someone get the snowball rolling

    P-G

  2. #2

  3. #3

    Default

    Quote Originally Posted by LOOP View Post
    Well I start this thread as a result of a missionreport from jbmacek.
    He had made a fantasic "mini" of zeppelin that made up a part of the mission.
    Yoink!!! Credit where it is due. That mini was made by Clipper/Dave.

  4. #4

    LOOP
    Guest


    Default

    My bad... Sorry Clipper/Dave

  5. #5

    Default

    No worries, my mistake for assuming everyone would recognize that fact.
    And the zepp belongs to Tuskine/Anthony.

    He was running it using whatever rules are floating around here on the site, as far as I know. I wasn't too worried about how he was running it; I was worried about not getting blasted by the thing!

  6. #6

    LOOP
    Guest


    Default

    How many gunpoints do that Zep have? 3? Or more?

  7. #7

    Default

    My version of Zeppelin is very simple to play. But it's possible to play with two of them.
    More info you can find here:
    http://www.wingsofwar.org/forums/sho...e-Con-testing)
    and here:
    http://www.wingsofwar.org/forums/sho...ons-Collection
    and here:
    http://www.wingsofwar.org/forums/sho...=1#post297016¨
    The Pictures from playing with Herr.Oberst here:
    http://www.wingsofwar.org/forums/sho...l=1#post306899

  8. #8

    Default

    Quote Originally Posted by LOOP View Post
    How many gunpoints do that Zep have? 3? Or more?
    This one had, as I recall, 5 fore, 3 amidships, and 1 aft.

  9. #9

    LOOP
    Guest


    Default

    that is some heavy armament.....
    How fast is it? It can't be very fast.

  10. #10

    LOOP
    Guest


    Default

    And how do you move it? I mean you can't use a card or base that are as big as it is. Then it would be a real racer!! Do you have a card that are "fighter"-sized?

  11. #11

    LOOP
    Guest


    Default

    Here I found a useful thread.... What you can't find here ain't worth reading.......
    http://www.wingsofwar.org/forums/sho...?752-zeppelins

  12. #12

    Default

    Quote Originally Posted by LOOP View Post
    And how do you move it? I mean you can't use a card or base that are as big as it is. Then it would be a real racer!! Do you have a card that are "fighter"-sized?
    Per-Gunnar,

    I used XD speed based on some information Clipper sent along with the Zep. But I did not do the actual WoW movement (put card to front of base, then move back of base to arrow of card) since that would result in an enormous speed. I out the card to the front of the base, then moved the front of the base to the card, so the Zep only moved the distance of the arrow each turn. According to Jane's, speed for that Zep was 60mph, or just under 100 km/h, so according to the guidelines used by the unofficial stats committee, it should be an XB or XC deck.

    The base that Clipper provided (as an aside, the whole Zeppelin just looks and feels fantastic!) is smaller than the actual model, and the model itself is 1:214 scale. So we used the actual model rather than the base to figure shooting and hits. For the next game, I will create a base on a 1:144 scale, and will add firing arcs.

    We also played without altitude, this being the first time we ever flew a Zeppelin, but will probably use altitude in future games. Since the Zeppelin has 3 guns above front, two below front, two amidships below, and two in the tail, it will make firing arcs more relevant and interesting. As it was, I tried to adjust firing arcs based on common sense. One interesting point is that since the guns are located on the center line of the zeppelin and the craft is so wide, it is quite difficult for the Zeppelin gunners to hit anyone within half a ruler for double damage.

  13. #13

    Default

    From the other thread:
    Right all you Zep fanatics out there Per has thrown down the gauntlet.
    Now give him the truth about Zeps. If it comes only from me he may think I am biased.
    Rob.

    This was my first ever shot on a Zep Per....
    Name:  TWWS Zep 1 - My first shot on a Zep 1.jpg
Views: 348
Size:  273.3 KB
    Destroyed a gas cell and damaged some around it ...

    And this was it's first round of return fire ...!
    Name:  TWWS Zep 2 - Zeps first shot on me.jpg
Views: 366
Size:  446.4 KB

    The second round of return fire wasn't quite as bad thanks to a few zeroes but that was eight (8) potential hits in return in just two movement phases - thank goodness I was at long range ! Hopefully that will give you an idea of how tough they can be.

    Sapiens qui vigilat... "He is wise who watches"

  14. #14

    LOOP
    Guest


    Default

    Quote Originally Posted by tusekine View Post
    We also played without altitude, this being the first time we ever flew a Zeppelin, but will probably use altitude in future games. Since the Zeppelin has 3 guns above front, two below front, two amidships below, and two in the tail, it will make firing arcs more relevant and interesting. As it was, I tried to adjust firing arcs based on common sense. One interesting point is that since the guns are located on the center line of the zeppelin and the craft is so wide, it is quite difficult for the Zeppelin gunners to hit anyone within half a ruler for double damage.
    Aboute the gunners on the zep. Because they have so many guns isn't it nesseary to use some sort of altitude-rules. If I where to attack a zep I would try not to attack from the side. Every gunner on the ship will have a go at me then. But an attack from above, below or perhaps straight at the back or front will spare me some holes in my AC. But then I must be able to get to a diffrent altitude than the zep.
    How did you solve this problem?

  15. #15

    Lightbulb

    Quote Originally Posted by LOOP View Post
    Aboute the gunners on the zep. Because they have so many guns isn't it nesseary to use some sort of altitude-rules. If I where to attack a zep I would try not to attack from the side. Every gunner on the ship will have a go at me then. But an attack from above, below or perhaps straight at the back or front will spare me some holes in my AC. But then I must be able to get to a diffrent altitude than the zep.
    How did you solve this problem?
    Per take a look at F/O Kytes BRF mission info in the WW1 Over the Trenches Early Doors campaign for a good idea on Zep rules & shooting. Its called "The Bigger they come----"

  16. #16

    LOOP
    Guest


    Default

    Quote Originally Posted by gully_raker View Post
    Per take a look at F/O Kytes BRF mission info in the WW1 Over the Trenches Early Doors campaign for a good idea on Zep rules & shooting. Its called "The Bigger they come----"
    I'll do that. Thanks

  17. #17

    Default

    I can't really claim much originality for that Chaps. I just modified Clipper's rules which he sends out with the Zep models.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  18. #18

    Default

    Quote Originally Posted by LOOP View Post
    About the gunners on the zep. Because they have so many guns isn't it nesseary to use some sort of altitude-rules. If I where to attack a zep I would try not to attack from the side. Every gunner on the ship will have a go at me then. But an attack from above, below or perhaps straight at the back or front will spare me some holes in my AC. But then I must be able to get to a diffrent altitude than the zep. How did you solve this problem?
    We played that particular game without altitude to keep it simple for the first time out - so it can be played without them ! In that pass enthusiasm took over, and as in real life without experience would you know where all the guns are ? Probably not.
    Problem with altitude is that a Zep was generally higher than a fighter could get so that could make attacks from above difficult; a scenario adjustment would sort that issue but playing the birds at a height of numerous pegs is also difficult if you want to make it look right. An attack from below is recommended but each gondola has guns so getting into position might still be punishing - guns top front and in the very tail also discourage those approaches and remember that once you've got in to shoot them up you still have to get out so are then likely to get clobbered by their other guns ! When you've played this type of game a few times you begin to find the paths of least resistance, gun jams and wounded gunners sometimes further opening the door to get in and out without too much damage.

  19. #19

    Default

    I have finished my house rules " Easy Zeppelin 2D/3D" and hope to test them tonight on table in a 4 players group. If the plan works out, the AAR with pictures will follow.
    Andy.
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  20. #20

    Default

    I look forward to comparing your rules to Clipper's set Andy.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  21. #21

    LOOP
    Guest


    Default

    Quote Originally Posted by Nightbomber View Post
    I have finished my house rules " Easy Zeppelin 2D/3D" and hope to test them tonight on table in a 4 players group. If the plan works out, the AAR with pictures will follow.
    Andy.
    Lookong forward to that report

  22. #22

    LOOP
    Guest


    Default

    Quote Originally Posted by flash View Post
    We played that particular game without altitude to keep it simple for the first time out - so it can be played without them ! In that pass enthusiasm took over, and as in real life without experience would you know where all the guns are ? Probably not.
    Problem with altitude is that a Zep was generally higher than a fighter could get so that could make attacks from above difficult; a scenario adjustment would sort that issue but playing the birds at a height of numerous pegs is also difficult if you want to make it look right. An attack from below is recommended but each gondola has guns so getting into position might still be punishing - guns top front and in the very tail also discourage those approaches and remember that once you've got in to shoot them up you still have to get out so are then likely to get clobbered by their other guns ! When you've played this type of game a few times you begin to find the paths of least resistance, gun jams and wounded gunners sometimes further opening the door to get in and out without too much damage.
    Well I realize all this. And the fact that Zeps flew so high that they where allmost impossible to reach for ACs makes many senarios hard to recreate.
    A doking senario or a zep forced down by bad weather leave a door open for an attack from above.
    And the fact that zeps had so many guns must have forced pilots to learn the best way to approach them.
    Another thing. As a pilot you could try to create a safer passway by targeting the gunners and silence the mashineguns that way. It must be easier to do that on such a slow target, even if the
    thing is shooting back at you, than say on a bomber. You wrote something in that direction but I mean as a approachstrategy.

  23. #23

    Default

    Quote Originally Posted by LOOP View Post
    ...Another thing. As a pilot you could try to create a safer passway by targeting the gunners and silence the mashineguns that way. It must be easier to do that on such a slow target, even if the thing is shooting back at you, than say on a bomber...
    In real life you might try that - bit hard to emulate in the game when you're drawing cards from a deck though. Anyway, have a go yourself and see how you get on !

  24. #24

    Default

    Quote Originally Posted by LOOP View Post
    ...Another thing. As a pilot you could try to create a safer passway by targeting the gunners and silence the mashineguns that way. It must be easier to do that on such a slow target, even if the thing is shooting back at you, than say on a bomber...
    In real life you might try that - bit hard to emulate in the game when you're drawing cards from a deck though. Anyway, have a go yourself and see how you get on !

  25. #25

    Default

    Rules tested Blast we had. AAR will follow.
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  26. #26

    Default

    That's good to hear Andy.
    I've been fretting over how well this baby would play ever since I conceived it.
    thought it might be a Blimp too far.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  27. #27
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  28. #28

    LOOP
    Guest


    Default

    Quote Originally Posted by flash View Post
    In real life you might try that - bit hard to emulate in the game when you're drawing cards from a deck though. Anyway, have a go yourself and see how you get on !
    Well true again. It easy to forget that this is only a game. Well I must find time to read all your rules and make a 2D, paper-zep. (you have to start somewhere )
    Now I'm recovering from a nasty stomachsickness..... No fun.....

  29. #29

    Default

    Good luck with both of those ! Get well soon

  30. #30

    LOOP
    Guest


    Default

    Quote Originally Posted by Nightbomber View Post
    When reading this AAR I got to wonder if it is possible to score a 0 hit while shooting a zep. But then again....... you could argue that you only hit things
    that was allready damanged and thereby do no addisional damage. And with the +1 rule you DO do some damage....so... This needs some more thinking
    Great AAR Andrzej by the way

  31. #31

    Default

    Quote Originally Posted by LOOP View Post
    When reading this AAR I got to wonder if it is possible to score a 0 hit while shooting a zep. But then again....... you could argue that you only hit things
    that was allready damanged and thereby do no addisional damage. And with the +1 rule you DO do some damage....so... This needs some more thinking
    Great AAR Andrzej by the way
    Certainly with ordinary bullets Loop you could get a bullet to go right through the Zep and the pressure of the gas just closed up the hole made with the flap of gut like a sealing washer. It did happen.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  32. #32

    LOOP
    Guest


    Default

    I'm so glad that I opened this thread. It makes some good reading and set me in a creative mode. Me'sa like it!!

  33. #33

    LOOP
    Guest


    Default

    I'm so glad that I opened this thread. It makes some good reading and set me in a creative mode. Me'sa like it!!

  34. #34

    Default

    Quote Originally Posted by Flying Officer Kyte View Post
    Certainly with ordinary bullets Loop you could get a bullet to go right through the Zep and the pressure of the gas just closed up the hole made with the flap of gut like a sealing washer. It did happen.
    Rob.
    Thanks for that self sealing info, Rob. I must do some research on fighting Zeps. Could you suggest any reading?
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  35. #35

    Default

    The Zeppelin Fighters by Arch Whitehouse comes readily to mind. Although it may not be easy to find.

  36. #36

    Default

    Thank you Robert. Have found one used copy on ebay.uk for 7 USD and bought on the spot.
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  37. #37

    Default

    Quote Originally Posted by LOOP View Post
    When reading this AAR I got to wonder if it is possible to score a 0 hit while shooting a zep. But then again....... you could argue that you only hit things that was already damaged and thereby do no addisional damage....
    You are regarding the zero as a miss whereas you could regard it as a hit, just one that caused no serious damage.

    Quote Originally Posted by LOOP View Post
    ...And with the +1 rule you DO do some damage....so... This needs some more thinking Great AAR Andrzej by the way
    +1 on a 0 does not count and is still a zero

    Aim Rule: "When a plane fires at the same enemy plane for multiple phases in a row, it can fire with more accuracy. From the second phase of consecutive fire, even from one turn to the next, all the damage cards causing damage score one additional damage point. However, zeroes are still considered zeroes."

  38. #38

    LOOP
    Guest


    Default

    And you are of course right Dave. My bad.
    I had to much focus on how big they are and that they must be easier to hit.
    But a zero is a zero.

  39. #39

    Default

    Having had my tail whipped in my latest outing against the beasts I did suggest removal of the zeros, other than those with special damage, from the attackers deck and no +1 for the defenders guns (in this case we were not using individual weapons).. not sure it would have made a huge difference but would have made me feel a lot better !!

  40. #40

    LOOP
    Guest


    Default

    Quote Originally Posted by flash View Post
    Having had my tail whipped in my latest outing against the beasts I did suggest removal of the zeros, other than those with special damage, from the attackers deck and no +1 for the defenders guns (in this case we were not using individual weapons).. not sure it would have made a huge difference but would have made me feel a lot better !!
    Maybe it was this I wished for to



Similar Missions

  1. zeppelins
    By Captain Bigglesmay in forum WGF: Rules Help
    Replies: 32
    Last Post: 04-13-2022, 08:49
  2. Zeppelins!
    By PunkReaper in forum UK Wing
    Replies: 23
    Last Post: 07-31-2015, 12:28
  3. WW I has zeppelins, what should we have in WW II?
    By Thomatchef in forum WGS: General Discussions
    Replies: 40
    Last Post: 07-19-2015, 23:48
  4. The new zeppelins
    By BobP in forum Officer's Club
    Replies: 9
    Last Post: 08-28-2014, 21:16
  5. WGF Zeppelins, Again!?
    By clipper1801 in forum Hobby Room
    Replies: 14
    Last Post: 11-15-2013, 17:22

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •