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Thread: Cancon 2015 - Day 3

  1. #1

    Default Cancon 2015 - Day 3

    The poster from 1915. Worth a bit more than the 2d original cost a century ago....



    The 1-page rules sheet saw much use. It contains everything but Ace abilities, AA, Bombing and Balloon-busting. Not just a summary of the basics.
    I suggest that in demo/participation games that you only have one aircraft available per maneuver deck. You can differentiate between WoW-I and WGF, so have (say) an Ares Spad VII and a Nexus D.Va without the chance of a card mixup, but anything else requires close auditing during and after the game.



    The third day saw experienced players playing - though some had only started on previous days. Consequently, the games were much quicker, and we packed quite a few in.

  2. #2

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    First Game - Sopwith Snipe and Camel vs the Red Baron's Fokker Dr.I and an Albatros D.Va



    The Red Baron decided he had a previous engagement and decamped after getting peppered a few times, leaving the unfortunate Albatros to face the music alone. And on fire...




    ..with predictable results.


  3. #3

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    Game 2

    A Spad XIII and an SE5a intercept a Rumpler C.IV escorted by a Fokker D.VII





    In a head-on pass, the Fokker and Spad both poured bullets into each others' engines....



    The Spad started losing height, oily black smoke streaming from its now defunct engine...



    The Fokker's engine was stricken too - but at least the prop was turning - well, it was turning.. for a while... because the SE5a came up behind it and soon smoke was pouring from the Fokker's motor too. Meanwhile the Spad headed for a bumpy but successful "dead-stick" landing behind friendly lines.



    As the French pilot got out of his stricken crate, he saw the SE5a on the tail of the crippled Fokker, pouring in burst after burst at extreme range.



    The Rumpler drove off the attacking SE5a, the crew momentarily cheered by the Fokker no longer belching smoke. But that was only because the last rounds from the SE5a had caused the engine to sieze... and the powerless Fokker rapidly lost height, providing excellent target practice for the French machine gunners in the trenches.



    The Fokker pilot nonetheless managed to get his crate down, mostly in one piece, in no-man's-land. Rather too close for comfort to enemy lines, but he got out before the French ground troops' fire shredded his plane.



    The SE5a pilot, confident after his victory - "HA forced down this ack emma" was rudely surprised by the Rumpler swooping down to attack.





    His surprise was short-lived though. Unfortunately so was he, as his body was riddled with bullets within seconds.



    The Rumpler's crew were awarded the Großkreuz des Eisernen Kreuzes for saving the Fokker pilot, scoring a kill - and accomplishing their recon mission.


  4. #4

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    Some remarks before the next game's AAR.

    With fewer and more experienced players, it gave me more time to take photos between turns.

    I know I invented them, but I can't recommend too highly the simplified altitude and "forced down" rules. What could have been an unsatisfying experience for the SPAD pilot - first shot a BOOM hit - became a nerve-wracking race to get her powerless plane back behind friendly lines and landed successfully. Her own fire did engine damage to the Fokker too, meaning he was unable to close and deliver the coup de grace.

    The altitude rules make loops and half-loops more intuitive too, and provide a true 3D effect - especially when attacking two-seaters.

    Ground fire was represented by ad-hoc rules - come within a ruler length of trenches (enemy of friendly) and at altitude 2 or less, and you take an A class damage (if hostile) or B class (if "friendly"). All low-flying aircraft were assumed hostile by both sides, aircraft recognition was imperfect at best.

    Now back to the next AAR....

  5. #5

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    Game the third - Bomber Intercept. A Gotha (with a pilot from the ubiquitous Flying Circus in one of his commander's Dr.Is running interference) is intercepted by 2 Spad VIIs, one fitted with two guns.



    After over-shooting, trying to slow enough in a stern attack to fire effectively, one SPAD breaks off in a split-S then a half-loop to re-attack from a better position, whole the other overshoots in a head-onner.



    As the second SPAD half-loops behind the Gotha to attack it as it starts its bombing run, it makes a perfect target for the Dr.I coming up behind it...



    But that's what wingmen are for, to keep enemy off the attacker's tail. The second SPAD - no 4 - is in an even better position on the Dr.I, which is shot to pieces.



    The primary attacker (no 2) having fallen victim to the Gotha's accurate defensive fire, the Gotha continues its first bombing run... a near miss. As it turns around for a re-attack, No 4 gives it a sustained burst... which detonates part of the Gotha's bombload.



    A futile attempt by the Gotha pilot to make a safe landing soon falls apart - as trailing flame, so do the rapidly falling pieces of Gotha.


  6. #6

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    Game 4 - A Sopwith Triplane and RE8 take on an Albatros D.II and Roland C.II in early 1917. Mayhem ensues. After a confusing furball, everyone decided to go home in their badly shot-up crates. Some with wounded pilots, some barely flying (2 were at 1 point left each), one with a dodgy engine.



    Game 5

    A week later, both the RE8 and Roland were patched up (the fighters both had to be written off). Again, both pilots decided to turn for home - in one case involuntarily, controls were jammed, forcing it off the table. The RE8 was returned to the aircraft park for major surgery (or used for parts), the Roland had its instruments salvaged, the airframe and engine were beyond that.


  7. #7

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    Thanks again for a very entertaining account of day three's action Zoe.
    Looks as if everyone had a good game or two even if some came to grief rather early.
    Great stuff.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  8. #8

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    Game 6 - Mid 1918. A Sopwith Camel and Bristol F2B fighter clash with a Fokker D.VII and a Halberstadt CL.II just above the trenches - more exciting 2-seater action.

    Behind and above is the perfect position for attacking enemy fighters.... unless they're Brisfits, which at that altitude carry two rear guns.



    Then they swapped partners in the Dance Macabre, the Camel taking on the Halberstadt, the Fokker taking on the Brisfit - which just kept on turning with the more agile Fokker, finally downing it.



    The Halberstadt, which had fought ineffectually with the Camel, incurring moderate and giving only light damage, was set alight by a swooping Brisfit, and headed for home. The Camel tried to intercept by cutting corners, the Brisfit being out of position, but after a half-hearted attempt to lure the Camel into German flak (the wily Camel pilot refusing to take the bait of a possibly fatally hit opponent), the badly damaged Halberstadt made it home successfully.




    And that, ladies and gentlemen, was Cancon 2015. 12 games. 24 hours play over 3 days. Many new faces, many returning ones from previous years. Not too bad considering the nearest FLGS that carries WGF is a thousand kilometres away, and postage costs are eye-watering.

  9. #9

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    Quote Originally Posted by Zoe Brain View Post
    Some remarks before the next game's AAR.

    With fewer and more experienced players, it gave me more time to take photos between turns.

    I know I invented them, but I can't recommend too highly the simplified altitude and "forced down" rules. What could have been an unsatisfying experience for the SPAD pilot - first shot a BOOM hit - became a nerve-wracking race to get her powerless plane back behind friendly lines and landed successfully. Her own fire did engine damage to the Fokker too, meaning he was unable to close and deliver the coup de grace.

    The altitude rules make loops and half-loops more intuitive too, and provide a true 3D effect - especially when attacking two-seaters.

    Ground fire was represented by ad-hoc rules - come within a ruler length of trenches (enemy of friendly) and at altitude 2 or less, and you take an A class damage (if hostile) or B class (if "friendly"). All low-flying aircraft were assumed hostile by both sides, aircraft recognition was imperfect at best.

    Now back to the next AAR....
    These sound great! Do you have a copy of these rules tweaks (especially altitude & "forced down") for sharing...?

  10. #10

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    Quote Originally Posted by Zoe Brain View Post
    And that, ladies and gentlemen, was Cancon 2015. 12 games. 24 hours play over 3 days. Many new faces, many returning ones from previous years. Not too bad considering the nearest FLGS that carries WGF is a thousand kilometres away, and postage costs are eye-watering.
    Thanks, Zoe, for sharing... this looks like a terrific event!

  11. #11

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    Great action Zoe, good to see.

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

  12. #12

  13. #13

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    Quote Originally Posted by fast.git View Post
    These sound great! Do you have a copy of these rules tweaks (especially altitude & "forced down") for sharing...?
    But of course! http://www.wingsofwar.org/forums/dow...o=file&id=2069

    Summary of Differences from Standard Rules.

    Boom cards and going over damage no longer mean automatic death. The plane's still going down, but a good and lucky pilot can sometimes walk away from being forced down.

    Height has been simplified.

    Climb – go up a peg.
    Dive – go down 2 pegs.

    That's pretty much it – though there are many consequences.

    Firing Vertically
    If there's a difference of 2 pegs in height, you can only fire at short range, and only do one card when you fire. If there's a difference of 3 or more pegs, you can't fire. If stands overlap, you're too close to fire. except vertically upwards.(observer and top wing guns only)

    Immelmans etc.
    There are some special maneuvers - “3 card tricks” - involving reversals – the maneuver cards with the arrow pointing backwards. Reversals can only be played as part of one of these sequences.
    1) Straight – Reversal – Straight : An “Immelman” or course-reversal at the same height.
    2) Straight – Reversal (go up one peg) – Stall (short straight) : A half-loop upwards
    3) Stall (short straight) – Reversal (go down one peg) – Straight : A half-loop downwards, also called a “split S”
    \
    Overdive : Stall – Dive (lose 2 pegs) – Straight (lose 2 pegs) Note: 2 steeps so take an A damage (except for SE5a, Pfalz D.III , Phoenix and Spads)
    Powerdive : Stall - Reversal(lose 1 peg) - Dive (lose 2 pegs)
    Continuous Climb – Straight – Climb – Straight - Place 2 “climb counters” on each of the 3 cards. When you've accumulated enough climb counters (varying from 2-6 depending on aircraft type) trade them in for 2 pegs increase in altitude. As soon as you cease doing consecutive continuous climbs, discard all remaining climb counters.
    Spin : Turn(any turn card) - Reversal(lose 1 peg) – Dive(lose 2 pegs). Retain these 3 cards. Draw from A deck at end of turn. If not 0 damage, play the same cards next turn, Ignore the damage - including special damage – regardless, and put the drawn card at the bottom of the deck.

    Damage Changes

    SMOKE - Your engine is emitting smoke for 3 complete turns (9 cards – like fire). Your visibility is poor if the engine is in front of you, and the fumes are choking you if it is behind you. You can only fire at short range, and only do one card when you do. If you take another smoke result in those 3 turns, you get a fire result instead.
    CREW WOUNDED - On a 2-seater, draw a chit numbered 1-3. If it's 1, the pilot is wounded. A 2-3, the observer is wounded and can no longer shoot.
    A wounded pilot must choose a straight as one of the 3 cards for the rest of the game. Not good if the aircraft is on fire....
    A pilot who sustains a second wound is killed.
    FIRE!!!! For three turns, take an “A” damage card before choosing your three maneuver cards, due to fire. Take an additional “A” damage card for every fast straight you play in that period too.
    ENGINE DAMAGE - A single-engined aircraft with a damaged engine must choose a slow straight (stall) as one of the 3 cards for the rest of the game. It may only do a reversal downwards, and may not climb. A second engine hit forces you down.

    Forced Down
    As soon as the aircraft is “forced down” it must go out of control, but may go into a spin first – followed by going out of control when the spin stops.

    Out of Control
    If Out of Control the aircraft may not fire except observer's guns, It is set to have 0 damage points, and of the three cards selected each turn, one must be a stall, another a dive. Do not tell opponents that you're forced down, just do the moves. Also note – you'll have to play consecutive steep maneuvers, taking an “A” class damage each time. Go over the aircraft's points and the aircraft breaks up in mid-air.

    Slow Climbers - aircraft with climb over 6 can only go up pegs by the "continuous climb" maneuver.

  14. #14

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    Extremely cool... I think I've seen these before, but didn't digest them fully. I like the "forced down" and "spin" mechanics... Thanks!

  15. #15

    Thumbs up

    Congratulations Zoe on another great effort promoting our game at Cancon.
    Really missed being there but had a very successful Ag Show with 14 engines & 6 tractors on display.

    Hope to be back in Canberra next year.

  16. #16

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    Quote Originally Posted by gully_raker View Post
    Congratulations Zoe on another great effort promoting our game at Cancon.
    Really missed being there but had a very successful Ag Show with 14 engines & 6 tractors on display.
    What scale? We had a few tractors, and some pushers too No more than 2 engines though, and that was on the Gotha.

    Glad the Ag show went well - you've given so much of your time to us in the past, it was only fair that they get a look-in sometimes.

  17. #17

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    BTW... the "Public Warning" poster? One in not quite as good a condition went for $1650 in New York recently. We handled it with care, and took it home every night.

  18. #18

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    Quote Originally Posted by Zoe Brain View Post
    ...

    And that, ladies and gentlemen, was Cancon 2015. 12 games. 24 hours play over 3 days. Many new faces, many returning ones from previous years. Not too bad considering the nearest FLGS that carries WGF is a thousand kilometres away, and postage costs are eye-watering.
    OK,
    I can stop whining now. I may not have any player in my town/city, but I have someone within a few minutes drive. And I now have a store that has Wings of Glory minis in stock. So, they are WWII peg queens. I can order in to my town!

    *To self: Shut up, and stop crying. Get on with the gaming, and generate a local community.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  19. #19

    matt56's Avatar May you forever fly in blue skies.
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    What a great time must have been had by your pilots! I just downloaded the house rules and am really looking forward to trying them out with my gaming pals. They certainly seem to offer a chance of "added realism" to scenarios.

    And I must admit - the more I see your pictures of the event, the more I covet a trenchline playing mat to fly above...

    Thanks for such great coverage of the convention - sounds like you need a break to recoup, perhaps?!

    Always the best,
    Matt

  20. #20

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    A trifle if not very late in catching up with your reports Zoe. Some fantastic action and some ideas to incorporate into our own shows in Blighty.
    See you on the Dark Side......

  21. #21

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    Same as Scafloc, only just catching up here, nicely done Zoe, great action. Well done all



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