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Jythier
09-05-2010, 14:09
Earlier I posted a campaign that could be finished in a day. Today I present the campaign that I will be running for a year.

This is the rule sheet I will be bringing with me in order to solidify the rules. I would like it to be able to answer any questions that may come up, so that I am not just making things up off the cuff. Also, any comments on rules that may be off-base or bad, or rules that should be included, would be much appreciated. We are kicking this off on the 10th.

Thanks for any input!

XP needed for abilities will be included on a separate pilot sheet that each player will get. (with neat little check boxes and spots to put in the mission stats, etc. It's pretty cool)

Optional Rules Included:

All special damage counts.

Engine Damage: Secret - Must stall once every round. If you take another engine damage, it’s a kill.

Rudder Damage: Secret – Next round during the planning phase, you cannot plan a maneuver with that directional symbol on the bottom of the card.

Jammed Guns: Cannot shoot for 3 maneuvers.

Fire: Take an A damage at the beginning of the next 3 rounds.

Smoke: Cannot tail for 3 rounds.

Observer Incapacitated: Rear gunner no longer functions.

The A/B explosion card only causes your plane to explode if you have engine damage, fire, or smoke. Explosion card will still destroy targets (trenches, blimps, AA guns). C and D deck explosions still kill.

Novice Abilities:
1. Aim: +1 on any attack on a plane that you attacked the phase before.
2. Immelmann: Can shoot after immelmann turn and do split-S’s (stall-immelmann-straight)
3. Tailing: If a ruler connects both center dots of the planes, passing through the front side of the tailing card, and the back side of the tailed card, the tailing pilot can look at the maneuver cards for the tailed plane, and rearrange his own maneuver cards however you want.
4. Accuracy: Remove –1 penalty to long-range shots.
5. Extinguish: When on fire, stall and take a fire damage – if it’s a 0, you’ve extinguished the fire. Discard all fire counters. If it’s not a 0, discard just one fire counter.

Ace Abilities:
1. Bullet checker: Guns only jam on red jamming symbols.
2. Incendiary bullets: Explosion card eliminates your opponent instantly. Also, balloons get fire for any special damage from you (except jammed guns)
3. Daredevil: Can do two steep moves in a row, once every two rounds.
4. Evader: Can discard a single damage card once every game. (costs double)
5. Escaper: Cannot be tailed. Also, if a pilot without the tailing ability is tailing you, you can look at their first maneuver card and then rearrange your own cards.
6. Perfect Aim: Once per turn, can shoot with the +1 ability even if did not shoot at the same plane last maneuver.
7. Sniper: Once every two rounds, pull an extra damage card, look at them, and discard one of your own choice, giving the other(s) to your opponent to keep.
8. Quick-shot: Resolve your damage before other planes can fire.

Experience:
Shot Long Range = 1 XP
Shot Short Range = 2 XP
Kill = 10 XP
Ace Kill = 20 XP
As Ace, Novice Kill = 5 XP
As Ace, Kill = 10 XP
Not Shot Down = 5 XP

Completed Objective = 5 points for your side.
Kills = 5 points for your side.

Kill Awards: Each pilot who shoots at the victim on the maneuver he is shot down. If fire damage kills the victim, then the kill is awarded to the pilot(s) who shot the victim last.

Team kills: Count as 1 per opponent shot down.

Bugging out: If you have taken half your damage points, are on fire, have engine damage, you may leave the playing field from your side without penalty. This side of the table will be established prior to the beginning of the sortie, and will be marked somehow if I can figure out a good way to mark it. You do NOT have to reveal what damage you left with until the sortie is over OR damage cards need to be reshuffled. The penalty for improper bugging out will be counting as shot down. If you fly off the wrong side of the table, it counts as shot down. If you leave off your side of the table, your pilot may be discharged for cowardice. A good rule of chicken is: if your mission is still ongoing, don’t run. If your mission is over, you can’t complete the mission, or you are going down if you stay, run!

Objectives:
Most offensive objectives will be specific to one plane – i.e., getting a kill on a patrol, bombing a target, silencing ground fire or a trench, popping a balloon, etc. Some may be worth more than 1 objective, such as popping a balloon or killing a bomber before it drops ANY bombs.

Defensive objectives will be for the team – i.e., the team defends against a bomber. Every target not destroyed is a general objective for your team. Shooting down the bomber is a specific objective, whereas if you’re escorting the bomber and it lives, it’s a general objective.

All objectives are worth 5 TEAM points (NOT XP) and will be credited to the team only in the case of multiple pilots completing it.

Consequences of being shot down:If you are shot down, there will be an ‘A’ damage deck draw to see what happens to your pilot.
Count the number of times you were shot down in the last 5 missions (mission logs will be kept in order in the binder).
Death occurs:
1 time: 5+
2 times: 4+
3 times: 3+
4 times: 2+
5 times: 1+
If the pilot lives and there is a special damage icon (including jammed guns) on the card, the pilot is trapped behind enemy lines and cannot fly the next mission.
If the explosion card is drawn, the next mission will be a rescue mission for that pilot.

Picking sides:

Rule Zero: The campaign leader decides how many players are on each side.
First rule: Pilots with the most experience get first pick to be flown on a side, no exceptions. If someone has a pilot for the Germans with more experience than your German pilot, you CAN be bumped to the Allies by them should they choose. Lowest experience is bumped first. The player of the pilot can choose not to use this rank.
Second rule: Players may pair off of their own free will to be on a certain side.
Third rule: Players draw cards. Even number, Allies, odd number, German. As soon as a side fills up, we stop and the rest go on the other side.


NPCs: Along the way there may be some players who do not want to be a part of the campaign, but do want to play a game. For them, we have some pilots who they can take on for a battle. These pilots have all the 10 point skills, do not earn XP, but will earn points for the team. No player points will be awarded to anyone flying an NPC – get your own character.

Strategy discussions:
These can only take place prior to the sortie, as a mission briefing. This discussion may and should be kept secret from the other side.

Planes:
There is an artificial limit on the number of planes that can be flown/the number of planes of each type that can be flown.

First-time pilots will be put in
Allied: Morane-Saulnier Type Ns, Airco DH2s, Nieuport 11s..

Fokker EIIIs, EIVs, Halberstadts D IIIs, and S.Schuckert D. I.’s.


Upgrades in rough order:
Allied:
Nieuport 17/23
Sopwith Triplane
Spad VII
Sopwith Camel
Hanriot HD1
Spad XIII
RAF S.E.5a
Sopwith Snipe

Central:
Albatros DIII
Pfalz DIII(A)
Fokker DRI
Albatros DVA
Aviatik D.I.
Fokker D.VII
S. Schuckert DIII, IV

Aero825
09-09-2010, 13:17
Let me be the first to say............wow

Jythier
09-10-2010, 15:39
Too much?

Goering Ace
09-10-2010, 17:40
I second that . . . wow!!

Oberst Hajj
09-10-2010, 21:57
Looks like a pretty good set of campaign rules.

Attila57
09-10-2010, 23:04
Great job! To be studied from all points of view

Attilio

Jythier
09-10-2010, 23:51
It's a hit, apparently! I found that I did not have all the bases covered, and I did change the explosion card rule by overwhelming majority to NOT be reshuffled into the deck, but to count as a zero (boo! Explody goodness is better!). We had the first 5 missions tonight, and it went really well. It pays to be organized, and I really wasn't, so I was having a hard time finding the proper planes and such for each mission, but it went smoothly rules-wise for the most part. Nobody's pilot has died as far as I know (I had to leave before the final battle was finished). But all in all, it was a good night. The Germans are winning. I'll put up a better write-up later - I have to edit out the people's names and put in their pilot's names (I don't have all the pilot sheets on hand).

Jythier
09-13-2010, 22:42
The first mission was a 3 on 3 contest between the Germans and the Allies over neutral ground, as each side fought viciously to take control of the skies. As the battle waged onward, and trash talk crossed the table, Breaking Wind was the first to find himself shot down, his engine no longer functioning. The Allied side continued to wane, while Gray Wolf’s German plane repeatedly caught fire. He managed to stay airborne for some time, eventually landing safely but unable to continue the fight. Goose went down next on the Allies, and Robot Ace eventually went down too, giving the Germans air superiority. Gaylord and Brett Spielwelt were credited with 2 kills each, having shared the glory of downing Goose.

The Germans immediately put it to good use, taking to the skies again in order to attack some Allied observation balloons that had been spotting their trench systems. German pilot The Dark Bug flew fast and dangerously, straight at a balloon, firing a rocket and setting it on fire. Brett Spielwelt lined up next, taking severe damage and catching fire due to the enemy pilots lined up behind him. His rocket ended up being a dud, and he was unable to shake the pilots off his tail, being shot down soon after the failed attempt at the balloon. Lastly, Gray Wolf lined up and fired his rocket into the second balloon, which exploded marvelously. Having wreaked their havoc, Wolf and Bug bugged out, getting away. No Allied planes were shot down. Robot Ace was credited with downing Spielwelt.

However, without their trench-spotting balloons available, the Allied Commander sent in his planes for a test run as a reconnaissance team. A two-seated Pomilio was sent in with two escorts to take pictures of the trench system, and disrupt enemy positions with strafing if possible. The mission was a disaster, as the planes took heavy fire from the ground. Goose, piloting the Pomilio, was able to get into position for a single picture before it was shot down, the camera lost in the process. The other Allied planes, however, were able to silence one of the three target trenches. This limited victory did not help their cause much, as they too would eventually fall to the defending German pilots and infantry rifle fire.

The Germans got cocky, sending in a scout team of only two planes into enemy territory, albeit one was the new Halberstadt DIII with two machine guns, the other also a Halberstadt DIII with slightly less firepower. The Dark Bug and Brett Spielwelt met up with a set of three Morane Saulnier Type Ns. Spielwelt broke off to try to lure them into two separate battles, but the Allies stuck together like glue. Goose, Ace and Fritz easily tore the Halberstadts to shreds.

Despite victories in this, and the fifth mission, which I was not a part of, the Allies are still on their back foot. Questions do remain. Will the Germans seize the advantage and find a suitable target to bomb? Will the two-seater scout planes be enough to pull it off? What is Goose, an Allied pilot, doing in a Pfalz DIII, a German plane with distinctly German markings? Find out next time!

Jythier
10-17-2010, 05:35
Word has spread and we had 12 planes going Friday night!! Awesome! Due to all the new players it took FOREVER to do just one mission (also the table was too long) so we just did a recon, but next time we're going to bomb those suckers. Fun!

http://jythier.weebly.com (Click here to see the website - Flight Report is posted there.)

Hamburger
10-17-2010, 17:35
Great! Sounds like fun!

Jythier
10-17-2010, 19:23
Not so much for me as I completely bugged out at the beginning, but everyone else had a blast. :P

crashx
10-18-2010, 17:02
Great action, sure wish I was there to see it!!!

Jythier
10-24-2010, 12:26
Anyone with Microsoft Access can take a look at the database we use with all the flight data removed. I'm not sure if the pilot sheets will work (they rely on a custom control to display kills) but that could easily be replaced with a bound textbox instead. Or I could package the control with it. Not sure. Regardless, it's limited to two factions, Central and Allied, but now has soft-coded scoring so anything tracked can be given a point value for the individual pilot, the team, or the other team... Box scores, individual pilot or player standings (for players with more than one pilot), etc. Fully editable abilities that will automatically appear on the pilot sheets, but that may need some editing if you go over 15 or so. We hand out poker chips to keep track of shots, kills, and objectives. So far it's gone very smoothly!

KiltedWolf
10-24-2010, 14:05
Jythier -- I like what you have done, automating your pilot data and standings. I'll talk with the rest of the group, but this seems like a great idea to keep track of everyone during our campaigns (we are running three: WW1, Battle of Britain, and Carrier; already had people forget their pilot sheets).

Can you PM me with more information on setting up something similar, and with your database?

Cheers!

HardRock
10-24-2010, 15:42
Thanks. Your not going to let me forget that, will you.

KiltedWolf
10-24-2010, 16:42
Probably not HardRock! ;) But who can say after a round or two at the club!

Jythier
10-24-2010, 16:51
The point was to do something that fits me, and then let the community have it because, you know, it's done. :P
PM will be on the way. Included free of charge is a listing of every plane in card form (we use cards) and their maneuver deck, damage points, guns, etc. I can't vouch for the accuracy of the faction field as I set it up personally and without knowledge except circles are Allied and Crosses are Central.

Also included is a list of the maneuver decks with speed (in eighths of inches) and maneuverability ratings per me, which are also probably wrong.

For automation it sure is a lot of work, but I can't seem to stop tinkering. :D

Jythier
10-24-2010, 16:52
Also, I keep all the pilot sheets in a binder and I take them all home. Mostly to input data myself because nobody else seems to have Access... and everytime I ask about it, they say, "Access to what?"

Edit: PM on the way!

KiltedWolf
10-24-2010, 17:05
Wow, thanks Jay; I really can appreciate all the hard work that goes into something like this. Thank You!

Cheers!

Jythier
10-24-2010, 17:42
Wings of War makes databases FUN. And to think, I can use some of this stuff I learned doing this at work!

Jythier
11-13-2010, 04:33
New Flight Report (http://jythier.weebly.com/flight-reports.html) posted.

Mike George
11-13-2010, 14:51
HI
"The Germans immediately put it to good use, taking to the skies again in order to attack some Allied observation balloons that had been spotting their trench systems. German pilot The Dark Bug flew fast and dangerously, straight at a balloon, firing a rocket and setting it on fire. Brett Spielwelt lined up next, taking severe damage and catching fire due to the enemy pilots lined up behind him. His rocket ended up being a dud, and he was unable to shake the pilots off his tail, being shot down soon after the failed attempt at the balloon. Lastly, Gray Wolf lined up and fired his rocket into the second balloon, which exploded marvelously. Having wreaked their havoc, Wolf and Bug bugged out, getting away. No Allied planes were shot down. Robot Ace was credited with downing Spielwelt."

Germans didnt us rockets on ballons in WW1 that I know of.

Jythier
11-20-2010, 15:45
Historical accuracy should not get in the way of getting to blow balloons out of the sky with rocket-fire. :D

Jythier
04-16-2011, 10:52
New Flight Report (http://jythier.weebly.com/flight-reports.html) posted. 5 months later, picking up right where we left off.

Jythier
04-19-2011, 18:56
So there are some problems with the campaign. Basically, novice skills are fiddly.

The novice skills, once taken, were easy to track. But before they were taken, it was just a hassle. -1 to shots, no shots after an immelmann, So, the idea will be tossed out.

Next season, if there is a next season, there will only be Ace skills, and they will be tiered. So, you can get Sniper (draw an extra card for damage and give the ones you want to your opponent), and then Sniper 2 (draw 2 extra cards) etc.

I think this will make the game that much easier for the newbies, while still allowing for fun pilot upgrades for the veterans.

Flying Officer Kyte
04-20-2011, 01:29
Look forward to following the new season Jay. Your observations on the game play are very useful for anyone contemplating setting up a similar one. Can save a lot of trial and error for others.
Thanks, Rob.

Jythier
04-22-2011, 06:30
Despite all my hard work, Knights of the Air is still a better campaign. However, I would incorporate my house rules into it and as such, it wouldn't be quite the same so stats wouldn't be comparable.

I may end up taking the missions and incorporating the points system I have into the skill system from KotA, and maybe borrow some missions.

Thanks for Max Headroom for uploading the train set I used on that last mission!

Kiwi_Ace
04-22-2011, 12:52
nice work J. always good to hear the different innovations to campaigns that wow players r using :) i have run 2 Knights of the Air campaigns before (the 2nd one is on hold for the school holidays but will be resuming agin in a few wks).
its great fun to see different pilots developing and evolving throughout a series of missions and you get a real sense of continuity. all the players are far more engaged than they would b if u were just playing isolated one-off scenarios.

Bartman
04-22-2011, 13:09
Historical accuracy should not get in the way of getting to blow balloons out of the sky with rocket-fire. :D

Well said Jay.

Hear, hear!

Flying Officer Kyte
04-22-2011, 14:18
Well said Jay.

Hear, hear!

Just wait till you see my new Spad X wing fighter firing its balloon busting lazer guided rockets.:cool:
Rob.

Jythier
04-22-2011, 17:34
My biggest problem is players saying, "Where's the F-16?"