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View Full Version : Comprehensive Wings of War/Glory Turn Summary (including advanced and house rules)



celticgriffon
07-09-2013, 01:41
Hi everyone,
Here is a (hopefully) totally comprehensive turn order summary for Wings of War/Glory. This summary incorporates all of the rules in the Rules and Accessory pack. Any items in italics refer to house rules.

I hope this may help you all to ensure counters and special details are not missed in the heat of battle. Please add/remove or modify for your needs. My house rules are also listed below. Sorry - I don't know how to format via cut and paste on this forum.

Wings of War/Glory Comprehensive Turn Order Chart:



Planning Phase

Grounded planes may taxi
Discard 1 Fire counter and take 1 A Damage
Plan three maneuver cards

If rudder damage you cannot plan a maneuver in that direction
If engine damaged you must plan one stall
Zeppelin Gunners may move to new turret in same location



Planes which are tailing can add one maneuver card below play sheet

Rookies and some Novices cannot tail


AA guns may fire, hold fire, or adjust aim
Planes which played illegal maneuvers go into a spin
Tailing planes check maneuver cards and re-assign card if they wish
Multi-Engine crew may move to new location
Discard Recovery counter
Discard Jam counter
Discard Re-load counter
Bombs discard one counter

Bomb moves either long straight or stall (as when they were dropped)
If no counters remaining they explode


Play aircraft maneuver card

Climb (short red arrow)

Gain one climb counter
If plane goes above maximum height draw 1 A Damage

Plane goes into a spin next maneuver phase


Fully loaded bombers require one additional climb to gain altitude
Multi-engine planes with engine damage may require an additional climb counter to gain altitude


Dive (long red arrow)

Lose one altitude and all climb counters
If plane goes below Altitude 1 it immediately crashes
If firing in front arc at a target of lower level it gains aim bonus
Come out of cloud ceiling (replay all cards)


Overdive (Stall / Dive / Straight):

If fired at you may redraw a single damage card
If plane goes below Altitude 1 it immediately crashes
Multi-Engine planes and Zeppelins may not overdive
If the “Dive” card (long red arrow)

Drop one altitude and all climb counters
If firing in front arc at a target of lower level it gains aim bonus
Come out of cloud ceiling (replay all cards)


If the “Straight” card

Drop one altitude
Draw a B Damage card

Discard numeric value of flame counters


If firing in front arc at a target of lower level it gains aim bonus



Stalls (two or more ♦ in a row):

Fully loaded Bombers must plan two non steep maneuvers between steeps
If this is the second or third consecutive stall draw 1 A Damage for plane

Plane goes into a spin next maneuver phase


Photo Recon pictures can be taken after a stall manouver


Split-S (Stall, Immelmann, long Straight)

If the “Straight” card

Drop one climb counter
Cannot be executed in the same turn as a Dive (i.e. this is an illegal maneuver)



Hammerhead Turn – the Immelmann in the book (long Straight, Immelmann, long straightl)

No Altitude adjustment


Immelmann (long straight, Immelmann, Stall)

If the “Stall” card

Gain one climb counter


If plane goes above maximum altitude draw 1 A Damage

Plane goes into a spin next maneuver phase


Fully Loaded Bombers may not do this maneuver


Take-Offs (Stall, long Straight, Climb) – must start at Altitude 0

If the “Climb” card

Gain one Altitude


If the “Straight” card

The airplane red dot must be inside the landing strip or it crashes

If it crashes draw 3 A Damage



If the “stall card”

The airplane red dot must be inside the landing strip or it crashes

If it crashes draw 2 A Damage




Landing (Dive, Straight, Stall) – must start at Altitude 1

If the “Dive” card

Lose all climb counters


If the “Straight” card

The airplane red dot must be inside the landing strip or it crashes

If it crashes draw 3 A Damage



If the “stall card”

The airplane red dot must be inside the landing strip or it crashes

If it crashes draw 2 A Damage




Gliding (Dive, any card, stall)

If the “Dive” card

Lose one altitude


If the “any card” is a turn

Draw 1 B Damage. If a “0” next turn go into spin


If the card is a “stall” card

Draw 1 B Damage. If a “0” next turn go into spin




Check for Mid-Air Collisions (between planes and planes or planes and balloons)

If red dot on one plane overlaps with base of another
Both planes are at the same altitude with one or more climb counters or both have none
Collision sub-game

If collision occurs both planes draw 1 C Damage
Structural Damage occurs
Planes go into spin next turn



Check for Balloon Barrage Collisions

Plane tests for Explosion


Firing – General Notes:

Remember Blind Spots
Remember range adjustments for clouds and altitude differences
Disruption (being shot at) negates aim bonus
Line of sight may be blocked by altitude
Observers may not fire in any 3 phases before or after an Immelmann, Split-S, or Hammerhead Turn
Wounded crew cannot fire after a Steep, Immelmann, Split-S, Climb, or Hammerhead Turn
Remove 1 ammunition
Remember Novice Disabilities
Incendiary Bullets

If damage is five or more causes fire
If causes smoke special damage it is fire instead
If causes engine damage also causes smoke (does this mean fire?)
Against balloons causes fire if smoke, rudder, engine, or 5+ damage



Ace Special - Itchy Trigger Finger Fires
Veterans Fire
Rookies Fire (Novices Fire)
Rockets Fire

Maneuver this turn must be a straight, stall, or dive

Must be in front firing arc one ruler or less
Enemy fire did not indicate a special damage symbol
Target must be same altitude or one altitude lower


Next turn hits if the following

Must do a stall or long straight maneuver
Still be in front firing arc or overlapping target
Enemy fire did not indicate a special damage symbol
Target must be same altitude or one altitude lower



Zeppelins and Large Scale Bomber Gunners Fire
Ground AA Guns Fire
Ground AA Machine Guns Fire
Trenches Fire
Balloons Explode

Planes overlapping the base take 1 C Damage
Planes overlapping the base at a higher altitude take 1 D Damage


Zeppelins Explode

Planes overlapping the base take 1 D Damage
Planes overlapping the base at a higher altitude take 1 D + 1A Damage


Balloon Observer crew may bail.
Check for Tailing
Go back to step 2 for maneuver phases two and three
End of Turn Cleanup

Discard Smoke counter
Take Immelmann, Steep, Stall, and Straight counters
Balloons may descend one counter
Check for spin recovery

Draw A Damage card – if a 0 the plane may recover


Re-Spawning planes are placed on home table edge
Re-Enforcing planes are placed on home table edge




Optional / House Rules



Measuring – you may not measure range before any attack (ground or plane)
Limited Ammo – various (as per Richthofen's War data and Knights of the Air campaign)
Patrol Formation – planes of same type fly in formation
Template clouds, storm clouds and fog (in Pre-Flight Checklist section)
Tailing – modified house rules
Gliding – a plane with more engine damage than engines must glide or spin
Collisions – sub game with my custom cards
Crashing
Leaving an Enemy Table Edge
Explosion cards (as per Don Bonner’s file on wingsofwar.org)
Sustained and Diving Fire
Special Damage is Always On
Spins – recover on a 0 on an A damage deck
Immelmann vs. Hammerhead Stall vs. Split-S


Measuring
Before you declare your shot you may not measure the distance to the target. Also, you may not check the arc of fire. You have to use your best guess before launching the ammo. If the shot is out of the fire arc or range you must still discard an ammunition card.

Limited Ammo
All planes use limited ammunition in our campaign. Each plane receives 7 ammunition cards (of the appropriate type) for each weapon on the plane dealt face down. If your shot is at long range you give the target one of your ammunition cards (do not look – only the victim gets to see it). If your shot is at short range you give one card as per above and the target also takes one card from the community damage deck (of the same type). Once all shots have been fired you should probably consider heading home.

Patrol Formation
A scenario may specify if one side is flying in a formation. If in patrol the formation flies with the maneuver deck of the slowest aircraft. One card is chosen for all planes in the formation and the entire formation is moved according to that path.

Tailing
We use modified tailing rules as follows:

Check for tailing after the firing segment of each maneuver card
Same rules apply to determine if a tailing condition exists
If you are tailing a plane you may place one additional maneuver card under your play sheet before everyone reveals their next maneuver
After AA gun movement you may check the tailed planes move secretly
If you wish you can swap your next maneuver for the one you originally placed.
If you do this you may only fire at the plane you are tailing in the following fire segment.
A tailed plane which is smoking or on fire allows one additional card to be placed by the tailing plane.
If a chain of tailing exists start at the front and work backwards

Gliding
If a plane takes its second engine special damage card the plane begins gliding with the next planning phase instead of automatically being eliminated.

Next planning phase you must plan as follows:

1) dive
2) any card
3) stall

The plane will lose an altitude level (not climb counters) during the dive (phase 1).
If the second card (phase 2) is a turn (sharp or gradual) the plane draws a B damage card. If it is a 0 it will go into a spin next turn.
The plane will also draw a B damage card during the stall phase (phase 3). If it is a 0 it will go into a spin next turn.

Players should record at what altitude they were at prior to the spin. When a plane crashes it will take one A Damage card for each level of altitude it was at before it hit the ground as per the crash rules.

Collisions
We play a rock-paper-scissors style sub game for all mid-air collisions. Both sides take their set of five collision cards and randomly select one. If the collision occurs from a roughly head on position the planes will collide if they revealed opposite directions. If the collision occurs from a roughly rear direction or side direction the planes will collide if they reveal the same directions. Both planes will receive a C Damage card and will go into a spin beginning next planning phase. Also both planes will immediately take out any stall, dive, and climb cards. Shuffle the remainder and lose half to simulate the structural damage. Then re-add the stall, dive and climb cards and this will be the new maneuver deck for the rest of the mission assuming it recovers from the spin.

Crashing (ground or mid-air)

There are two parts to a crash – plane damage and aircrew damage.

Plane Damage


Mid-Air: Use collision cards to determine if there is a crash. It occurs if the center of a plane (red dot) touches any part of the base of another plane. If yes, draw 1 C Damage for the plane. The plane goes into a spin starting next planning phase.
Into Ground: Draw 1 A Damage for the plane for every altitude level when it started its spin. If the plane is not destroyed it may be restarted as long as it isn’t smoking or on fire.
While on Ground during take-off or landing: If red dot is off the landing strip during the stall or straight: Draw 2 A damage if during stall and 3 A Damage during the straight
Both: Take out all of the stall, the red climb and the red dive counters. Shuffle the rest and remove half of the cards from the game. The rest get added to the first group and become the planes maneuver cards for the rest of the sortie.


Aircrew Wounds


Draw 1 B damage for each member of the crew starting with the pilot:
If it is an explosion all crew are killed.
If it is a 0 the airman is killed
Any other number means that character gains that many Wounds


Leaving an Enemy Table Edge
If a plane (red dot) leaves an enemy table edge it must take 2 C damage cards before it can return home. If the engine is damaged it must take a further C damage card. If the engine is destroyed it must take a further C damage card. It must also draw any cards for fire damage as well (as normal). If a planes damage threshold is exceeded the plane is destroyed and all crew are killed.

If a plane leaves prior to any engagement (i.e. one side giving or receiving at least one damage card) it crashes automatically and is eliminated. All aircrew are killed and the plane is destroyed at maximum damage.

Explosion Cards
If you draw the explosion card your plane has crashed. It must draw a card from the Explosion sub-deck. If it has a red skull and crossbones the crew is killed and the plane is destroyed (max value). If it has a green skull and crossbones follow the damage procedure for Crashing listed under Aircrew Fate section.

Sustained and Diving Fire
Any damage which occurs from sustained or diving fire is always +1 even if it is a 0.

Special Damage is Always On
If a plane receives further special damage due to fire or other events the special damage occurs. The only item which doesn’t have an effect is enemy guns jamming.

Spins

Initiation of a Spin:
A plane will immediately go into a spin on the next maneuver phase if the following circumstances occur:


Illegal maneuver- must also draw and A damage for structural damage
Voluntarily to try to evade/fool enemies
During a mid-air crash


A diagram on how to place the movement cards during a spin are on the special maneuver reference sheet. Each maneuver card played while in a spin loses one climb counter.

Spin Recovery:


During the End of Turn clean-up phase the plane should draw an A damage card.
If it is a 0 value they can end the spin and plan maneuver cards as normal or they can continue spinning.
If the pilot chooses to voluntarily continue the spin they must draw a B damage card for structural damage to the plane.
You may not fire a weapon during the same maneuver phase when you check for a spin.


Immelmann vs. Hammerhead Stall vs. Split-S
In this campaign the rules as stated for an Immelmann are actually known as a Hammerhead Stall. Here are the differences:



Immelmann - long straight, Immelmann, stall (gain one climb counter)



Hammerhead Stall – long straight, Immemann, long straight (no altitude adjustment)
Split-S – stall, Immemann, long straight (lose one climb counter)



Check your six,
Michael

celticgriffon
07-09-2013, 02:13
I am sorry everyone - I can't seem to get the formatting to work properly... uggg.. it's late.

The attachment (if you can view .doc files) is much, much cleaner.

I noticed one omission... rocket launching planes have to also do a stall or straight in the second phase after launching..

Sorry.

Michael