Ares Games

AMERICAN SUMMER (WW1 campaign)

An American summer
https://www.wingsofwar.org/forums/showthread.php?36860-WW1-campaign-AMERICAN-SUMMER

A friendly confrontation based on a Wings of War West section mat and a 4-run scenario pitting Americans ([i][b]Monse[/b][/i]) against Germans ([i][b]Tiopepe[/b][/i]) in the summer of 1918 (German aircraft with nationality markings and right crosses post-April 1918).
This campaign is linked to the desire to use American aircraft in a relatively coherent way historically (the Nieuport 28 began to be removed from the front in August 1918, while the Fokker E.V arrived in the German squadrons).

- [u]Round 1[/u] "Balloon drop": an Allied [b]balloon[/b] is tasked with spotting five German entrenched infantry and artillery positions (including 2 machine guns and an anti-aircraft gun). Suggested post-game modification: replace a Trench card with a second AA gun). Two American fighters [b]Spad XIII[/b] (Rickenbaker) and [b]Nieuport 28[/b] (Hartney) are tasked with protecting it from attack by a [b]Fokker Dr.I[/b] (Rahn) and a [b]Pfalz D.III[/b] (Holtzem).

One of the German fighters is equipped with incendiary bullets, but the Americans don't know which one: it will be identified when the balloon or aircraft suffers special damage (excluding flame) or a value of 5 points (WOG rules p35).

The anti-aircraft gun can take aim without having been discovered by the balloon's observers, but will be revealed when the gun is fired (rules for using the gun, pages 32-33-34 of the WOG Rules and Accessories booklet).
At the end of each game turn (three programmed maneuver cards), the balloon loses one climb counter (or one altitude level if no climb counter) and a land position card is revealed.
The balloon is defended by two anti-aircraft machine guns, which can only target aircraft at altitudes 1 and 2.
At the start of the game, the aircraft start at altitude 4, and the balloon also at altitude 4 and two climb counters.

- [u]Round 2[/u] "Two-seaters on the horizon": two American two-seaters [b]Airco DH4[/b] (50th Squadron AEF) and [b]Bréguet 14[/b] (Browning/Duke), each with a bomb load, are tasked with neutralizing the anti-aircraft gun first, then possibly 4 trench positions, two of which have anti-aircraft machine guns. The German sector is protected by a [b]Fokker E.V[/b] (Lowenhardt) recently arrived on the front and an [b]Albatros D.Va[/b] (Jentsch).

- [u]Round 3[/u] "Heavy in action": a French [b]Caproni Ca.3[/b] bomber (CEP 115), escorted by a US [b]SPAD XIII[/b] (Luke), lends a hand to their allies by destroying the enemy positions resisting the first offensive with three bomb loads. Two highly maneuverable German fighters [b]Fokker D.VII[/b] (Starck) and [b]Siemens Schuckert D.III[/b] (Lange) will try to prevent this.

- u]4th round[/u] "Soldiers, we attack!" American ground troops will have to cross the width of the map to seize enemy positions, with air support from a [b]RAF SE5a[/b] (Boudwin) and a [b]Spad VII[/b] (Soubiran). Two German two-seater assault aircraft [b]Halberstadt CL.II[/b] (Schwartze/Schumm) and [b]Hannover CL.IIIa[/b] (Luftstreikrafte) will harass the US infantry (represented by two cards that will advance one card's width at the end of each game turn).

[u]For practical purposes[/u], each player controls two different aircraft, with a pack of Wings of War maneuvers for one miniature and Wings of Glory maneuvers for the other, to facilitate card retrieval and sorting after each game phase.
Maneuver cards are sorted by movement type (straight line, turn, swooping maneuvers, etc.) on the card holders.
Each side has its own A and B damage decks: WoW A and WoG B for the Germans, and WoG A and WoW B for the Americans, to make it easier to sort the A and B cards at the end of the game, and to distribute the damage evenly between the two players.
The C damage pack for anti-aircraft guns and aircraft collisions is common to both sides.
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