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rdm
06-22-2010, 06:46
We posted an earlier version of these rules on Board Game Geek about 18 months ago.

They consist of a set of special missions (usually written on cards), and some specific rules on how to achieve them.

We've used them about eight times now, with the most recent revision supporting a game with 16 pilots.

Please suggest other exciting missions for us to include, and let us know if you give this meta-scenario a go.

-Rob & Leece.

Multi Mission Wings of War Game (6+ aircraft)
Rob Masters & Alicia Smith

Setup
Terrain required for both Allied and Central players:
2 Balloons (set up no less than 1 ½ rulers from edge of table) at flight level 3.
1 AA emplacement card (not in front of trench line)
1 town card (set up no less than ½ ruler behind balloon line)
2 trench cards (set up no less than 1 ruler in front of balloon line) (These represent the front line. Any gap between the two sides' trenches is No Man's Land.)
2 MG cards (no less than ½ ruler behind trench line)
Units per side:
Minimum 2 fighters and 1 recon or 1 fighter and 2 recon (i.e. at least one of each class is required).


Pre-game:
Secretly deal 1 mission card from the mission deck per 3 aircraft. Return duplicates to the deck, and draw a replacement. Players choose aircraft after missions are assigned.

After aircraft are selected, each team secretly draws one strategic defence card from the defence mission deck. If the opponent achieves this mission, the defenders lose 20 points.

Players must openly choose any special weapons (all extra ordinance is externally loaded, and visible to all players), but can load ordinance not needed for the mission. This includes bombs and rockets, and cameras.

Aircraft start ½ ruler in from edge of table, players from each side taking turns to place.


Special Rules:

Incendiary Round Hazards: Any time a plane loaded with incendiary bullets jams, draw an A damage card, and display it. Apply any flame or smoke special damage. Ignore all other special damage and number point damage. Reshuffle the card back into the deck.

Strafing: This is performed at altitude 0, and targets at short range only (1 card). A strafing target is destroyed after taking either the printed damage on the card, or 20 points for a trench zone. NOTE: The attacking player does not know when the target is destroyed.

Bombing: A target may be bombed by a bomb-armed two-seater from flight-level 2 or below, by performing a stall manoeuvre over the target card. Two bomb-loads are carried.

Recon: A target can be photographed by a camera equipped two-seater from flight-level 2 or above by performing a straight manoeuvre over the target card.

Pilot Survival: Unless an aircraft is destroyed by an explosion, upon crashing, the pilot draws from the C damage deck, and displays the card. Explosion, fire, or smoke – the pilot was killed in the crash. Numbered damage: Pilot wounded, and may not play in the next game. Zero damage: He escaped uninjured. A surviving pilot, if on friendly territory, may return; if on hostile territory, he is captured, unless a friendly aircraft lands within 1 ruler of the crash site, takes off, and escapes the board. (If the pilot survives in no-man's land, toss a coin to see who gets to him!) If the aircraft is a two-seater, check for both crew. Reshuffle the card back into the deck. An uninjured pilot, who has been rescued from hostile territory, may return in the reserve aircraft. Each aircraft may only carry one passenger (who is riding on a wing).

Round Picker: A pilot may elect to be a round-picker (only red jams count) at a 5VP penalty.

Balloons may be winched down at the rate printed. Once on the ground, unless already alight, they are safe. Half points are scored or lost for a grounded balloon.

Reserve Aircraft: There is one B armed reserve aircraft of each class (fighter/recon) available to each side. It can be brought into play by any player exiting the friendly side of the map, after a two turn delay. If an uninjured rescued pilot is taken off-map, he can return in the reserve, with the rescuing aircraft re-entering the board at the same time.

Victory Conditions:
Generic points (always available):
Per escaping aircraft 0 pts
Per enemy fighter destroyed 2 pts
Per enemy recon destroyed 3 pts
Per enemy balloon destroyed 3 pts (if not on ballon busting mission)
Per strafing run 2 pts (if not on strafing mission)
Per ace in mission 5pts (4 kills, ace must survive mission! If two pilots kill an enemy at the same time, the kill is not awarded.)
For highest number of kills 3 pts (not awarded if tied)
Failing to defend the strategic defense, -20 points.
Per round-picking pilot, -5 points

Game End
Take the difference between each side's scores, and divide by the number of missions per side.
<5 pts difference – undecided – no clear victor
5-10 pts difference – marginal victory – clear winner, but no exploitable benefit
10-19 pts difference – normal victory – clear winner, with possible tactical benefits
20+ pts difference – decisive victory – clear winner, with significant tactical and possible strategic benefits


Missions (1 set each for Allied and Central):
Recon - Trenches - 10pts per trench photo returned (maximum 20 points)
Town - 20pts if successful town photo returned
AA - 20pts if successful AA emplacement photo returned
Artillery Spotting – Spend consecutive 10 turns over enemy lines in a two seater

Strafing - Trench – 20 points if destroyed , or 4 points per pass (to a maximum of 20 points)
MG - 10pts per MG site disabled

Bombing - Trench - 10pts per successful bombing of trench (maximum 20 points)
Town - 20pts if town bombed
AA - 20pts if AA emplacement bombed

Balloon Busting - 20pts if an enemy balloon is destroyed

Air Superiority - Fighter - 5pts per enemy fighter (max 20) downed, or 20 pts if all, destroyed
Recon - 7pts per enemy recon destroyed (max 20), or 20pts if all downed.

Defense missions:
Protect from damage one of: Town, Trenches, Balloon, AA, MG
Protect from recon one of: Town, Trenches, AA, MG
In each case, -20 points if not successful.