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Blackronin
03-12-2012, 14:22
Over the Trenches - Multi-player Solo Campaign

Introduction
I'd like to invite you to a Multi-player Solo Campaign to be played by anyone who subscribes the campaign. This Campaign is to be played solo, where the player will create two pilots to fight for the Central Powers or for the Entente. Although the scenarios are played as solo missions, each of the scenarios that the player plays will add to the story and will impact in the following scenarios and story. The general aim of this campaign is to create a story by different people in the Aerodrome, even if they are thousands of miles away from each other and to have fun!

General Rules: We will two squadrons, a British and a German and players will enlist their chosen squadron with two pilots and two aeroplanes. The start of the Campaign is October 1917 (so that players that have fewer aeroplanes can use those they probably have).

Each week, a mission is posted here. Player use their planes to complete the mission. Then they write a AAR with photos and post it here. The report must be written with "WW1 flavour" so that the story of the squadron grows as the missions pile over time.

A set of Solo rules will be posted so that every player uses the same solo rules.

Each player that is subscribed to the Campaign will vote in the AAR of the other players, so it isn't really the number of kills that will matter, but the quality and interest of the AAR that will dictate the player who is better placed in the Campaign.

At the end of the campaign we'll find a way to offer to the best player a prize.

The scenarios should be played will sincerity and an eye for drama and fluff.

Campaign Rules: These are the rules that will be used in the campaign.

Weekly Scenario: Every Sunday we'll post a Scenario for the next week. Players will play that scenario and will post their AAR.
The thread must have the following name: Over the Trenches: Player Name - Scenario # - Scenario Name. (The Scenario Name can be changed by the player, if he feels that it is necessary for the quality of his AAR).
A player isn't forced to play all scenarios. He can pass some scenarios. We'll admit that his pilot was injured or had a cold. :) The scenario must be posted during that week and until the end of the next Sunday (Midnight of his country or region time). After that, a player cannot post that Scenario's AAR.

Voting: Players will vote in the AAR's posted in the previous week. They must vote during the next week until Sunday (as above). After that, the votes won't count. The reason for this is bookkeeping and speed.
A player that doesn't vote on the AAR of his fellow players will receive 1 negative point per AAR not voted.
A player must be impartial and demonstrate sportsmanship when he votes. This is for fun only. :)
A player can vote giving from 1 to 5 points to the AAR of his fellow players. One is for very basic AARs and 5 is for excellency. These are the advised parameters for voting:

+1 or +2 per photos. Good photos and enough photos to illustrate the AAR should grant the +2.
+1 for good fluff. +2 for amazing fluff
+1 for good technical AAR.
+1 if the AAR is well bound to the Squadron and Campaign overall story.

Any member of the Aerodrome can vote. For that he must follow only two rules. The above rules and he must vote in every scenario of that week for his vote to count. It's a matter of equity. He doesn't have to vote every week. But the week he votes he must vote in every player that posted a scenario on that week.

Solo Rules: For now, so that our discussion about the rules can start, I'll go with Richard Bradley Solo Rules, with some - and open for discussion - small amendments:

SOLO RULES ENGINE
Richard Bradley Solo rules added by this table. The manoeuvres will be changed when the die rolls "1" or "6". This creates more deadly and unpredictable AI pilots.

Die Roll: --------- 1 --------------------------- 6 --------
1/12 Stall/Straight/Stall --------- Straight/Straight/Loop
2/3 Hard Turn R./Stall/Hard Turn R. -- Straight/Straight/Loop
5/4 Straight/Loop/Straight -------- Straight/Loop/Straight
6/7 ---------------------- No changes ----------------------
8/9 Straight/Loop/Straight -------- Straight/Loop/Straight
10/11 Hard Turn L./Stall/Hard Turn L. -- Straight/Straight/Loop

Expanded solo rules to Special Damage and Artificial Intelligence:

AI DAMAGE RULES

Rudder Jammed: In Solo games, when the A.I. receives this damage, be it right or left, these are the rules: In the following turn, after all the living players play their cards, roll a 1D6 die: 1-3 - cannot turn left, 4-6 - Cannot turn right.
Pilot Wounded: If an AI pilot is wounded, he cannot make any more Immelmanns. The second wound kills him.
Engine Damage: Roll a die to find in which manouver the stall should be performed. 1-2 = first, 34 = second, 5-6 = third.
Smoke - Per the rules.
Fire - Per the rules.

AI BEHAVIOUR

Wounded pilots: After being wounded, AI pilots roll 1D6 die after players play their turn. On a 4-6 they start to move away from the combat to their lines. They will use the best approach to reach their lines with these two things in mind: Moving away from the enemy and approaching their table edge.
Plane on Fire: When the plane is on fire and the plane has more than half of total damage, AI pilots roll 1D6 die after players play their turn. On a 4-6 they start to move away from the combat to their lines as for the rules of a wounded pilot.
Two or less remaining hit points to the plane: The same as above with wounded pilots, but they move away or a roll of 3-6 on a D6.

Pilots: Players will have always two pilots, but they can play with more than two pilots if the Scenario calls for them. The remaining pilots will be AI and the Solo Rules will take care of them.

A pilot will always have the following data attached to him at the final day of each week.

Pilot Name (Player's Name) - Number of missions - Kills/Shared Kills - Ace Skills

Each pilot starts as a 0 kills pilot and with the rank of Flying Officer/Leutnant. As the Campaign proceeds the pilots will rise in rank. How? Open for discussion.

Other Rules: Open for discussion.

Enlistment: You can enlist here. Enlistment is open and it will be open for one more week after we decided that it is time to start. To enlist players only need to post the following:

Player's Name
German or British
1st Pilot Name/Plane
2º Pilot Name/Plane
Suggested name for the Squadron (to be voted between the players who play for that side).

SCENARIO'S GENERATION

Scenario Generation:
This Scenario Generator is heavily based on Andrzej's Scenario Generator and only has some minor modifications since it's weekly and not daily.
All rolls are made with 1D10. Easily changed to 1D6 if someone needs to.

1. Who is the Attacker?(1D10)
0-4 - Central Powers
5-9 - Entente

2. Your flight consists of...
0: your plane only.
1-6: you and your wingman.
7-8: you and your two wingmen.
9: you and your three wingmen.

3. Attacker's Mission assignment:
0-3: Patrol over the front.
4-5: Strafing run over the trenches.
6-7: Interception of enemy plane.
8: Balloon busting.
9: Special Mission.

3.1. Patrol over the front (Attacker and Defender).
What will you encounter?
0-4: enemy fighter flight.
5-7: enemy recon flight.
8-9: enemy bomb flight.

Enemy fighter flight consists of...
0: 1 plane.
1-7: 2 planes
8-9: 3 planes.

Check if the enemy flight is led by an ace pilot:
0-2: ace pilot is present.
Check what type of ace he is:
0: Daredevil, 1: Acrobatic pilot, 2: Good in evading, 3: Good in escaping, 4-5: Perfect aim, 6: Sniper, 7: Bullet checker,
8: Quick at shooting, 9: Incendiary bullets.

Enemy recon or bomb flight consists of...
0-4: 1 two seater plane,
5-8: 2 two seater planes.
9: 3 two seater planes.

Is it escorted?
0-5: No escorts.
6: 1 fighter.
7-8: 2 fighters.
9: 3 fighters.

Where do you meet the enemy flight?
0-3: 3 rulers ahead.
4-7: 2 rulers on your side, no matter right or left.
8-9: 2 rulers behind you.
No man's land is always in the middle between you and your enemies.

Enemy is heading...
Recon planes and bombers – always straight to your side of the front.

Fighter patrol:
0-4: toward your flight.
5-9: the same direction as your flight.
If the enemy flight is behind you, it always heads toward your planes.

3.2.1. Strafing run over the trenches (Attacker).
What will you encounter?
0-5: Infantry Position. (Light AA - Destroy 6 positions)
6-8: Artillery Position. (Light AA and Heavy AA - Destroy 3 guns)
9: Train. (Light AA and Heavy AA - Destroy Train)

Enemy fighter flight defending consists of...
0: 1 plane.
1-7: 2 planes
8-9: 3 planes.

3.2.2. Strafing run over the trenches (Defender).
What will you defend?
0-5: Infantry Position. (Light AA - Defend 6 positions)
6-8: Artillery Position. (Light AA and Heavy AA - Defend 3 guns)
9: Train. (Light AA and Heavy AA - Defend Train)

Enemy fighter flight attacking consists of...
0: 1 fighter and 1 two-seater.
1-7: 2 fighters and 1 two-seater.
8-9: 2 fighters and 2 two-seaters.
At any time, the AI planes check if the are more than an rule away from the enemy planes, if they are, they will move towards the closest target.

3.3. Interception of enemy plane (Attacker and Defender).
What will you encounter?
0-4: Attacker and defender: enemy fighter flight.
5-7: Attacker: Escorting recon flight. Defender: Intercepting recon flight.
8-9: Attacker: Escorting Bomber flight. Defender: Intercepting Bomber flight.

Enemy flight consists of...
0: 2 plane.
1-7: 3 planes
8-9: 4 planes.

Check if the enemy flight is led by an ace pilot:
0-2: ace pilot is present.
Check what type of ace he is:
0: Daredevil, 1: Acrobatic pilot, 2: Good in evading, 3: Good in escaping, 4-5: Perfect aim, 6: Sniper, 7: Bullet checker,
8: Quick at shooting, 9: Incendiary bullets.

3.4. Balloon busting mission.
This week the attacker must attack the balloons. Defender must defend the balloons.

How many balloons?
0-6: 1.
7-9: 2.

How many ground defence cards are drawn?[/I]
0-2: 1.
3-6: 2.
7-9: 3.

Enemy flight attacking or defending planes consists of...
0: 2 plane.
1-7: 3 planes
8-9: 4 planes.

3.5. Special mission.
In a Special mission there no attacker of defender. The mission is rolled below and the mission specifics are freely drawn in the scenario

What do you want us to do, sir?!
0-2: Rescue mission. A pilot's down in a empty area. Let's save him.
3-5: An Aerodrome must be strafed so that they can learn that we can do it!!.
6-7: Collect a spy. Land and take to safety a spy with important informations.
8-9: Kill a spy. An enemy plane has a spy with vital informations with it. Take him down before he reaches the enemy lines.

At the end of each Scenario, the pilots that crashed should roll in these two tables. In the second, only if they have crashed in enemy's territory. (No Man's Land is considered enemy territory.)

Crashing and wounded Effects Table
2D6 roll

2 or less - Dead!
3-4 - Severely Injured - Skip 1D6 Scenarios
5-6 - Injured - Skip 1D3 Scenarios
7-8 - Bruised - Skip 1 Scenario
9+ - All well when you land well!

Modifiers:

Ace: - +2 to the dice roll
Exploded: -3 to the dice roll
The exactly amount of damage the fighter has of hit points: - +1 to the dice roll
Wounded: -1 to the dice roll per wound
Landed safely in Aerodrome: - +3 to the dice roll

Escaping Enemy Territory Table
2D6 roll

2 or less - Captured! The war ended for this pilot...
3-4 - Captured and escaped! - Skip 1D3 Scenarios
5-6 - In hiding! - Skip 1D2 Scenarios
7-8 - Landed almost home! - Skip 1 Scenario
9+ - They didn't even saw me!

Modifiers:

Ace: +2 to the dice roll
Exploded: -2 to the dice roll
Wounded: -1 to the dice roll
No Man's Land: +1 to the dice roll
Healthy: +1 to the dice roll

Next: Putting it all together - How will the separate Scenarios work into a unique and solid story? How will the actions of each of the players will affect all the players and the story? See the next post, please.

Nightbomber
03-12-2012, 14:41
A job well done, Joaquim, you are the Admin, here :medal:

Blackronin
03-12-2012, 15:04
How do we add this together in one interesting and ever evolving story?

First we add the other staff in both aerodromes.
Extra 24 pilots
12 ground crew members - Mechanics mostly.
And planes.

You see, these are pool of planes and pilots that will engage the adversary players. Yes, your mates at the aerodrome mess.

After the Scenario mission is created, the player's will pick planes and pilots from the enemy aerodrome rooster. Not the enemy player pilots, of course, but all the other. The comrades, those that some times fly together with the player's pilots.

So the stories will start to mingle because of these Non Player Characters (NPC) that are everywhere.

As soon as we are ready to go, each player will add to the NPC pool four more pilots and two more characters that will be added to that nation's rooster. Is from these that the enemy will pick the adversaries. And we can spice them with abilities, planes and fluff.

What do you hear, boys?

Nothing but the rain, sir. Nothing but the rain...

Watchdog
03-12-2012, 16:03
A few notes:

Do the Solo engines rule only apply to airplanes with hard turns, like Fokker Dr.I or to airplanes without them as well, like Albatros D.III (if so, how?)?

Do the AI planes have to follow the usual straight/Immelman (loop)/straight pattern? If so, how are we suppose to treat the situation when they go for the straight/straight/loop and then something not beginning with a straight, or have to replace a straight with a stall after suffering engine damage?

How do we treat it if the AI pilot ends up playing two diamond marked manoeuvres in a row? Like last manoeuvre being a steep one, then rolling a sequence beginning with another one (this is very well possible with I deck). The sequence of hard turn/stall/hard turn sounds illegal, is it OK for AI pilots to play THREE steep manoeuvres in a row? This might be an unwarranted advantage for them, they are an annoyance already, since you cannot predict or poker-face them in the same way as humans.

How is the AI "cannot turn left/right" supposed to be played? What are the manoeuvres replaced with if anything? A straight?

Do AI pilots suffer gun jams as normal?

The "best approach" to reach their lines for retreating AI pilots is a bit vague. Could you elaborate on it, please? I have no idea what to imagine under that term, e.g. what manoeuvres to use and in which direction.

I am not sure about the voting on other players' AAR's. Maybe we should let some impartial judges decide? A public "poll" thread, perhaps? It could also help to promote the campaign.

If you insist on D10 rolls for the missions, this might help: http://rolz.org/mini

How many planes and of what types are there to be available on the aerodromes? 24? How many of each type? Do they get replaced after each weekly mission?

Phew...:surrender:

Blackronin
03-12-2012, 17:11
A few notes:

Do the Solo engines rule only apply to airplanes with hard turns, like Fokker Dr.I or to airplanes without them as well, like Albatros D.III (if so, how?)?

Hard turn means - the hardest turn the deck has. If the hardest turn is the 60º turn, then that's the turn.



Do the AI planes have to follow the usual straight/Immelman (loop)/straight pattern? If so, how are we suppose to treat the situation when they go for the straight/straight/loop and then something not beginning with a straight, or have to replace a straight with a stall after suffering engine damage?

If the next turn, the first maneuver isn't legal, replace it with a straight maneuver or the most logic maneuver in case of doubt.



How do we treat it if the AI pilot ends up playing two diamond marked manoeuvres in a row? Like last manoeuvre being a steep one, then rolling a sequence beginning with another one (this is very well possible with I deck). The sequence of hard turn/stall/hard turn sounds illegal, is it OK for AI pilots to play THREE steep manoeuvres in a row? This might be an unwarranted advantage for them, they are an annoyance already, since you cannot predict or poker-face them in the same way as humans.

If the turn maneuver is a steep manuever in a deck, replace it by the next non steep maneuver after the stall. If you don't feel that the AI pilot is annoying, then the AI pilot isn't doing his job.


How is the AI "cannot turn left/right" supposed to be played? What are the manoeuvres replaced with if anything? A straight?

The way you can't predict where the AI is going, knowing beforehand that he's got a rudder jam is by deciding by a die roll what will be the direction of the rudder jam.


Do AI pilots suffer gun jams as normal?

Yes.


The "best approach" to reach their lines for retreating AI pilots is a bit vague. Could you elaborate on it, please? I have no idea what to imagine under that term, e.g. what manoeuvres to use and in which direction.

Use the maneuvers gauge in the AI maneuver where the "enemy plane" is a point in the AI plane side of the table. Roll the die and use that set of maneuvers if those maneuvers don't put the AI plane nearer the nearest enemy plane. If all the maneuvers put the AI plane closer than the nearest enemy plane, use the set of maneuvers that put less close.


I am not sure about the voting on other players' AAR's. Maybe we should let some impartial judges decide? A public "poll" thread, perhaps? It could also help to promote the campaign.

To promote the Campaign, yes, I like your idea of creating a group of fixed voters.. But our voting is also part of the Campaign process. Impartiality is an inner virtue, let's give it exercise so it becomes stronger. Once again, this is for fun. No one is doing for any other reason.


If you insist on D10 rolls for the missions, this might help: http://rolz.org/mini

I guess we all have a D10. If someone doesn't have, they're easy to find. If you want to make a D6 or 2D6 alternative list, please do it.


How many planes and of what types are there to be available on the aerodromes? 24? How many of each type? Do they get replaced after each weekly mission?

We'll make that decision during the aerodrome creation. They get replaced once they get down, yes. And also the pilots.


Phew...:surrender:

Next batch of questions, please. :)

Nightbomber
03-12-2012, 17:48
I do appreciate your clarification effort, Joaquim! They are correct.
However, I think for fun reasons I would let every soloing payer decide how to handle the AI planes the way he/she feels suitable in moments described by Jan and it shouldn't be treated as breaking of any rules:)
For example:
1) I would let an AI pilot to perform any set manouver rolled, no matter if one after another steep man. is pointed by a die.
2) I never apply a rudder jam to AI pilots.
Those two rules make them more unpredictable.
3) If an AI plane got an engine damage - I (like you do) choose which one of the 3 cards is a stall with 6D, but let the AI pilot finish an immelmann with a stall.

...just 2 cents.

...But I'm absolutely ready to follow the AI rules posted before by Joaquim, they are fine of course:)

Watchdog
03-12-2012, 23:05
Thank you for the answers Joaquim. :)

I do not think you understood my question about AI rudder jams.

I do know how to determine which side is jammed by the roll proposed in the rules. What I was asking about is how to play the jammed rudder's effects. What happens if the roll sets the jammed side as the left one and the manoeuvres rolled for for that turn are for instance left turn/right side slip/left turn. Do those get changed to straight/right side slip/straight?

Oh, and one more question. What to do when the AI plane is nearing the board edge? Any special manoeuvre table? I saw some on Richard Bradley's site, but only for a couple of decks, not for all of them.:confused:

Marechallannes
03-13-2012, 00:46
Ok, I understand I need a dice - a D6 would be fine for the KI pilot maneuvers.

Joaquim will tell us the scenarios, why do I need a D10 then? I can buy one, no problem.

Don't care so much much about the voters or judges - there will be six AARs per week! If you calculate with 10 + Missions it's about 60 + polls!

...and keep the polls as simple as possible. Every one = 1 vote - 5 options to vote = results from 1 - 5

Watchdog
03-13-2012, 00:46
Even more questions:

- What is the difference between a recon and a bomb AI flight in the game? Is there any difference in their behaviour? Do they bomb/photograph anything? How do we do that?
- What does Light AA and Heavy AA stand for? B- and A-firing AA MG cards? Or AA Artillery? Or is it up to the player?
- What is a train supposed to be in the game? Does it move? How fast? Where from and where to? How many wagons? How many HP's?
- How many bombs are scouts and two-seaters allowed to take? How many bomb hits do ground targets withstand?
- What does strafing an aerodrome mean exactly?
- What rules for landing/taking off do we use? Dive/straight/stall for landing, straight/climb/straight for taking off? Or something else?

Marechallannes
03-13-2012, 01:08
Jan, I think you are going to deep into details.

I don't know what to do with a enemy train too, but I 'll find a solution. Even with KI recon or bomb planes.

Think we'll get a scenario (with numbers for enemy planes, ballons, AA-guns, winning comditions, etc.), and take care for the details by ourselfs.

Watchdog
03-13-2012, 01:13
Well, I may go into a lot of detail, that seems to be a professional deformation of mine.:surrender:

However, coherent and consistent rules only get created by exactly that.;)

Blackronin
03-13-2012, 12:26
Thank you for the answers Joaquim. :)

You're welcome.


I do not think you understood my question about AI rudder jams.

I do know how to determine which side is jammed by the roll proposed in the rules. What I was asking about is how to play the jammed rudder's effects. What happens if the roll sets the jammed side as the left one and the manoeuvres rolled for for that turn are for instance left turn/right side slip/left turn. Do those get changed to straight/right side slip/straight?

I see what you mean. I would use the option you are giving, or, I would use only the set of maneuvers that don't have that particular turn effect. But it open for discussion, or to be used at the player's discretion. When I play with solo rules and I have two possible answers, I always choose the most logic one that the AI pilot would choose, unless there is a very clear rule. Not all the options are clearly set, so we must use good sense and sensibility.



Oh, and one more question. What to do when the AI plane is nearing the board edge? Any special manoeuvre table? I saw some on Richard Bradley's site, but only for a couple of decks, not for all of them.:confused:

When a plane is near the board table there are three solutions.

1. If the maneuver chosen will take the plane out of the game, see if it is possible for the plane to make an Immelmann. If yes: Roll a D6 die: 1-2 (Left, Left, Forward), 3-4 (Forward, Immelmann, Forward), 5-6 (Right, Right, Forward). If no: Roll a D6 die: 1-3 (Left, Left, Forward), 4-6 (Right, Right, Forward)

2. Roll on the 6/7 column and use the cards given. If the cards means that the plane will leave the table, roll again.

3. If the plane leaves the table, put a counter where the plane left and roll 1D6 - 1-3: Plane returns 3 turns later and appears in the same place where he left, 4-5: Plane returns 2 turns later and appears in the same place where he left, 6: Plane returns 1 turns late and appears in the same place where he left.

Blackronin
03-13-2012, 12:32
Ok, I understand I need a dice - a D6 would be fine for the KI pilot maneuvers.

Joaquim will tell us the scenarios, why do I need a D10 then? I can buy one, no problem.

You don't have to, Sven. And if you want I can change the rules above to be used with 1D6/2D6. I just think that the D10 is more elegant.


Don't care so much much about the voters or judges - there will be six AARs per week! If you calculate with 10 + Missions it's about 60 + polls!

...and keep the polls as simple as possible. Every one = 1 vote - 5 options to vote = results from 1 - 5

I wasn't thinking about polls. I was thinking more in the line where all the Aerodrome crew could post their votes on the thread of the each scenario. The only thing was that if they voted one week, they should vote in every scenario of that particular week. It would be more open and more people would be able to participate, even if not to play the Campaign.

Blackronin
03-13-2012, 12:39
I do appreciate your clarification effort, Joaquim! They are correct.
However, I think for fun reasons I would let every soloing payer decide how to handle the AI planes the way he/she feels suitable in moments described by Jan and it shouldn't be treated as breaking of any rules:)
For example:
1) I would let an AI pilot to perform any set manouver rolled, no matter if one after another steep man. is pointed by a die.
2) I never apply a rudder jam to AI pilots.
Those two rules make them more unpredictable.
3) If an AI plane got an engine damage - I (like you do) choose which one of the 3 cards is a stall with 6D, but let the AI pilot finish an immelmann with a stall.

...just 2 cents.

...But I'm absolutely ready to follow the AI rules posted before by Joaquim, they are fine of course:)

Andrzej:

I'm also supporting that we can all play our own style, and little differences in how we use the AI's aren´t really important. If you prefer not to use one rule, or change it to suit better your style it's fine with me.

Let me state again what is important here:

1. To have fun.
2. To create a story together where, our efforts, no matter how far we are from each other will create a "novel" where none of us will completely control, but that might have a lot of meaning because: the AI's will create uncertainty and each of us will bring his own creations to the story.
3. To play WofW with each other through proxies.
4. To write great AAR that will have a continuous meaning.

Nightbomber
03-13-2012, 12:47
Absolutely. Story telling and almost RPG style of campaign is the Idea.
OK. Let's sum where we are now.
3 units on both sides.
6 people to play.
Rules mostly compatibile.
Do you guys think we can arrange the first mission of our guys for the next week?
Andrzej.

Blackronin
03-13-2012, 12:50
Even more questions:

- What is the difference between a recon and a bomb AI flight in the game? Is there any difference in their behaviour? Do they bomb/photograph anything? How do we do that?

There must be. What? I don't really know yet. Do you have ideas? Spill it out. :)



- What does Light AA and Heavy AA stand for? B- and A-firing AA MG cards? Or AA Artillery? Or is it up to the player?

Rules are as per the Burning Drachen rules for Machine guns and AA-artillery.



- What is a train supposed to be in the game? Does it move? How fast? Where from and where to? How many wagons? How many HP's?
- How many bombs are scouts and two-seaters allowed to take? How many bomb hits do ground targets withstand?
- What does strafing an aerodrome mean exactly?

Specific rules will be added to the scenarios. But your ideas are always welcome.



- What rules for landing/taking off do we use? Dive/straight/stall for landing, straight/climb/straight for taking off? Or something else?

If you are using altitude, yes. If not, to land use: Straight/Straight/Stall. To take off use: Stall/Stall/Straight

Blackronin
03-13-2012, 12:50
Jan, I think you are going to deep into details.

I don't know what to do with a enemy train too, but I 'll find a solution. Even with KI recon or bomb planes.

Think we'll get a scenario (with numbers for enemy planes, ballons, AA-guns, winning comditions, etc.), and take care for the details by ourselfs.

Yes to all! :)

Blackronin
03-13-2012, 12:53
Well, I may go into a lot of detail, that seems to be a professional deformation of mine.:surrender:

However, coherent and consistent rules only get created by exactly that.;)

The best rules won't survive a solo game where the player isn't playing with the proper spirit. Less coherent and consistent rules will be awesome if the player is playing with the proper spirit. Mmmm... That goes for live, too. :)

Blackronin
03-13-2012, 13:02
Absolutely. Story telling and almost RPG style of campaign is the Idea.
OK. Let's sum where we are now.
3 units on both sides.
6 people to play.
Rules mostly compatibile.
Do you guys think we can arrange the first mission of our guys for the next week?
Andrzej.

Oh yes we can!!
And if we find something working less well after the first scenario, we just have to improve it for the following scenario.

Things to do:
Create the Aerodromes.
Fill it with people, planes and skills.
I'm going to create two threads called: "Entente Aerodrome and Central Powers Aerodrome" (if you have better names, please state them soon) with the rules for each one of us to choose our share of extra pilots, mechanics planes and pilot abilities.
A thread with the list of Ace abilities.

I also think that we should advertise a little more throughout the Aerodrome to see if we could get at least two more pilots. Andrzej, your planes could be used to this advertisement in the Aerodrome. What do you think?

Watchdog
03-13-2012, 13:26
Thanks for the answers again, Joaquim.

Maybe one Italian pilot will register after all, but he hesitated about his (to me seeming alright) English.

As for rules for recon flights, how about the target to be photographed being consider an equivalent of the closest enemy, therefore the recon plane will manoeuver to get to it? When within one ruler distance at the end of a turn, the next three manoevres get changed to 3 stalls (permitted only for AI planes, naturally). If at the end of any of those stalls the recon plane's red dot/stem is within half-ruler distance, the photograph is considered to be taken successfully and the enemy will fly back to its board edge to deliver the pictures home.

Maybe something similar can be developed for light bombers? I would have to playtest it some, but I am a bit lacking in the gaming time department right now.

As for the aerodromes, I am sure we can come up with some names for the aerodromes? Maybe some French ones, since it is the western front? Like Trois Chaux (just an example) for the Central Powers one?

One suggestion, the AAR's should always be name like this to keep it clear: "AAR Game 1:" and name of mission (maybe leave that up to each player?

Nightbomber
03-13-2012, 13:43
Andrzej, your planes could be used to this advertisement in the Aerodrome. What do you think?

Wow! Absolutely. But - frankly - I wouldn't like to do it myself, chaps. You know -I do not want the others to think I'm pressing people on watching my repainted planes and stuff. Those two Fokkers of mine on the picture may be used of course, but maybe everyone of us, participating in the campaign, could prepare a picture of two planes that will play a major role in his scenarios and we could present them together in one common thread with big fonts and stuff. Any thoughts?

Nightbomber
03-13-2012, 13:49
As for rules for recon flights, how about the target to be photographed being consider an equivalent of the closest enemy, therefore the recon plane will manoeuver to get to it? When within one ruler distance at the end of a turn, the next three manoevres get changed to 3 stalls (permitted only for AI planes, naturally). If at the end of any of those stalls the recon plane's red dot/stem is within half-ruler distance, the photograph is considered to be taken successfully and the enemy will fly back to its board edge to deliver the pictures home.

Maybe something similar can be developed for light bombers? I would have to playtest it some, but I am a bit lacking in the gaming time department right now.

One suggestion, the AAR's should always be name like this to keep it clear: "AAR Game 1:" and name of mission (maybe leave that up to each player?

1. There are rules for solo mission "Intercept a 2 seater" in the files section. I posted it there and the rules work for me very well. They are simple and fast and you do not need any special decks, just 1d6. There is one miss in typo (left/right) but you will easily find and correct it).

http://www.wingsofwar.org/forums/downloads.php?do=cat&id=6

2. AAR names - very good idea.

Nightbomber
03-13-2012, 13:51
Recon/bomb mission are mostly the same in fact. It's just a flavour, but may differ in final manouvers - before target. Just need to check i t in the official rules for bombing and reccon. missions.

Nightbomber
03-13-2012, 13:58
I suggest you can give the "Intercept a 2 seater" rules a try and check if they suit your needs. The good point of them is that they may be easily applied to direct a flight of 2 seaters wit a single deck (making things simple) moving them in formation OR issuing 1D6 orders to each of them separately.


To make things easier - here you are (typo fixed):

"Intercept a Two-seater"
SOLO RULES

Number of players: 1
Planes: 1 two-seater [2S] (non-player), 1 fighter [F] (player)
Mission target for a two seater: photograph a site and reach the map edge on the way back.
Mission target for the player: destroy the two-seater or force it to abort the mission. And stay alive.

Setup: Random, rectangular map, not wider than 80-90 cm., not longer than 150 - 160 cm. Place a card with a site to be photographed by the 2S within 1 ruler away from F side of the map in a center section.

Mission start: 2S starts anywhere on one side of the map within one ruler form the edge, heading toward the site to be photographed. F starts on the opposite side, somewhere within 1 ruler away from the edge of the map.

F player plans his/her moves normally.
2S doesn't plan it's moves according to the basic rules. His three moves are ruled by a die. Each round roll a die for the 2S and execute a manoeuvre as follows:
1 - forward,
2 - left side slip,
3 - right side slip,
4 - left turn,
5 - right turn,
6 - stall.

If at any moment the 2S is about to leave the edge of the map, correct it's movement (reroll) and use only die results that do not force the plane to leave the map, and also reroll these which force the plane to leave it's target behind.

If. at any moment the 2S appears to be within two ruler distance from it's target, execute a manoeuvre that makes it flying straight to the target. Over target follow the photo-recon procedure from the basic rules (stall etc.). After succesfull flight over the target, AFTER TARGET procedure begins: execute consecutive movements (observing normal turn movement procedure) like right or left turns to position the 2S on the shortest possible (and straight) course back toward it's own map edge. From that point change the "die rolling mechanics" as follows:

1, 2 - the 2S makes a left side slip,
3, 4 - the 2S makes a right side slip,
5 - forward,
6 - stall.

CHASING: if the F is in chasing position, the player may normally change his/her preplanned movement cards AFTER the die is rollled.

ABORTING MISSION: if at any time the 2S gets damage points exceeding 2/3 (round fractions up) it's total damage points, in the begining of a 2S turn roll a die. If you roll 5 or 6, the 2S aborts it's mission and heads for home. Execute the AFTER TARGET procedure as above.

The 2S may continue it's mission even if the observer is hit.

Blackronin
03-13-2012, 14:05
Wow! Absolutely. But - frankly - I wouldn't like to do it myself, chaps. You know -I do not want the others to think I'm pressing people on watching my repainted planes and stuff. Those two Fokkers of mine on the picture may be used of course, but maybe everyone of us, participating in the campaign, could prepare a picture of two planes that will play a major role in his scenarios and we could present them together in one common thread with big fonts and stuff. Any thoughts?

Good idea.

Marechallannes
03-13-2012, 23:07
This is the way I want to see the solo misson briefing, Andrzej. :thumbsup:

Watchdog
03-15-2012, 12:15
What happens with the pilot (without Always Comes Home) if his airplane is shot down in enemy territory/no man's land/own territory?

Am I supposed to let an NPC pilot die automatically if he sufferes two injuries in one sortie, or can I leave room for him being saved, or even come up with a story supporting it (even if it is an enemy)?

Nightbomber
03-15-2012, 12:20
Jan, try to use KotA rules for a downed pilot. They are downloadable in the file Section. I tried to simplify them in my next version of Mission Generator. I will post it right now...

Blackronin
03-15-2012, 12:22
Jan, try to use KotA rules for a downed pilot. They are downloadable in the file Section. I tried to simplify them in my next version of Mission Generator. I will post it right now...

Nice Andrzej. We really must make good rules for that. Post your rules for us to see and discuss. ;)

Nightbomber
03-15-2012, 12:24
OK, this is very rough, up for discussion:

Shot down and what...
Your pilot has 25 Health Points (HP).

I. Regular shot down.
II. Exploded.
Ad I)
1. on your side of the front: Roll D10 to determine the number of points deducted („9” means killed).
2. on the enemy side of the front: Roll D10 to determine the number of points deducted („9 means killd”) and check for escaping:
a) an Ace escapes when 0-6 are rolled.
b) any other pilot escapes when 0-4 are rolled.
3. on no man's land. Roll D10 to determine the number of points deducted and check for escaping:
a) an Ace escapes when 0-8 are rolled.
b) any other pilot escapes when 0-6 are rolled.
Ad II)
As above, but you roll 2D10 to determine the number of points deducted („9” means killed).

HP Recovery:
For a day off a pilot recovers 1 HP.

We may exchange the day off for a mission off...

Watchdog
03-15-2012, 12:37
Alright, thanks, Joaquim should then add HP pool to the pilot rosters.

What about injuries when they are not shot down? How about drawing an "A" damage card to determine the HP deduction, Pilot Injured meaning they miss the next sortie, Explosion meaning another "A" card drawn and missing the next sortie?

Nightbomber
03-15-2012, 12:46
Alright, thanks, Joaquim should then add HP pool to the pilot rosters.

What about injuries when they are not shot down? How about drawing an "A" damage card to determine the HP deduction, Pilot Injured meaning they miss the next sortie, Explosion meaning another "A" card drawn and missing the next sortie?

It's according to Official Rules and KotA and it's OK with drawing A card rule.
I do not think a wounded pilot (one "head" card) should take any health point deduction and shouldn't pause at all. But the second "head" card definitely kills him. It affects his reaction just in this particular mission: 4 unjamming moves and can not shoot after an immelmann.

Blackronin
03-15-2012, 13:04
I like the frame, but I don't like the hit points. I would go for a table, with modifiers:

Crashing Effects Table
2D6 roll

2 or less - Dead!
3-4 - Severely Injured - Skip 1D6 Scenarios
5-6 - Injured - Skip 1D3 Scenarios
7-8 - Bruised - Skip 1 Scenario
9+ - All well when you land well!

Modifiers:

Ace: - +2 to the dice roll
Exploded: -3 to the dice roll
The exactly amount of damage the fighter has of hit points: - +1 to the dice roll
Wounded: -1 to the dice roll per wound

Escaping Enemy Territory Table
2D6 roll

2 or less - Captured! The war ended for this pilot...
3-4 - Captured and escaped! - Skip 1D3 Scenarios
5-6 - In hiding! - Skip 1D2 Scenarios
7-8 - Landed almost home! - Skip 1 Scenario
9+ - They didn't even saw me!

Modifiers:

Ace: +2 to the dice roll
Exploded: -2 to the dice roll
Wounded: -1 to the dice roll
Healthy: +1 to the dice roll

Watchdog
03-15-2012, 13:14
I would not limit the pilots that much as far as missing sorties is concerned. How about 1/2/3 missed?

What about crashing in no-man's land, not in enemy territory?

Finally, what about not using the dice that often? It is refreshing to finally have a game not requiring me to roll dice for everything. We have the damage decks for random numbers, guys. ;)

Nightbomber
03-15-2012, 13:16
Perfect Joaquim! I like your new system a lot!
I'll use it.

Blackronin
03-15-2012, 13:18
I would not limit the pilots that much as far as missing sorties is concerned. How about 1/2/3 missed?

What about crashing in no-man's land, not in enemy territory?

Finally, what about not using the dice that often? It is refreshing to finally have a game not requiring me to roll dice for everything. We have the damage decks for random numbers, guys. ;)

The decks can create "randominess", but lack in the modifiers. And the rolls are almost all in pre and pos scenario. I really prefer the dice. But you can create a table with the decks here, Jan. I really like options that suit everybody.

But you are right in the amount of scenarios skipped by the pilots. I'll edit that.

Blackronin
03-15-2012, 13:21
Perfect Joaquim! I like your new system a lot!
I'll use it.

Thanks, Andrzej.

Watchdog
03-15-2012, 13:26
How exactly does the Always Comes Home ace ability works with the rules for wounded pilots?

Does the ace ignore the rolls and simply comes home no matter what the condition of the crash? I would say so, maybe it should even override the two injuries and make the pilot roll on the table instead? Or does it override even that?

Blackronin
03-15-2012, 13:29
How exactly does the Always Comes Home ace ability works with the rules for wounded pilots?

Does the ace ignore the rolls and simply comes home no matter what the condition of the crash? I would say so, maybe it should even override the two injuries and make the pilot roll on the table instead? Or does it override even that?

The pilots who have Always Comes Home ignore the tables. They... how can I put this... always return to the Aerodrome... and barely... but in time for the next mission.

Nightbomber
03-15-2012, 13:33
The pilots who have Always Comes Home ignore the tables. They... how can I put this... always return to the Aerodrome... and barely... but in time for the next mission.

This ability can make a pilot almost immortal.Hmmm...doubts.

Blackronin
03-15-2012, 13:36
This ability can make a pilot almost immortal.Hmmm...doubts.

You might be right. An Ace who has Always Comes Back Home adds +3 to the first table and ignores the second one. What do you think?

Nightbomber
03-15-2012, 13:43
You might be right. An Ace who has Always Comes Back Home adds +3 to the first table and ignores the second one. What do you think?

First thought: Draw a single A card. If there is a special damage, the ability is cancelled and all the modifications from your table take effect as for a regular pilot.

Blackronin
03-15-2012, 13:48
First thought: Draw a single A card. If there is a special damage, the ability is cancelled and all the modifications from your table take effect as for a regular pilot.

That fragilizes an ability that is useful only after the action. What about this:

Draw a single A card:
If there isn't a special damage, an Ace who has Always Comes Back Home adds +2 to the first table and ignores the second one.
If there is a special damage, an Ace who has Always Comes Back Home adds +1 to the first table and adds +1 to the second one.

Watchdog
03-15-2012, 13:57
Well, since the ace gives up another ability that is actually useful in the fight itself, I would say it should ensure that fellow always gets back home. This might be a good safety catch if you really like a character. You give up something but you do not have to worry about losing that particular pilot.

I would, however, say, that it would be fair to let the pilot be incapacitate temporarily in the same way as other pilots? Adding +3 for the first table and ignoring the second one sounds fair enough.

Blackronin
03-15-2012, 14:18
Well, since the ace gives up another ability that is actually useful in the fight itself, I would say it should ensure that fellow always gets back home. This might be a good safety catch if you really like a character. You give up something but you do not have to worry about losing that particular pilot.

I would, however, say, that it would be fair to let the pilot be incapacitate temporarily in the same way as other pilots? Adding +3 for the first table and ignoring the second one sounds fair enough.

And the deck A, Jan?! Andrzej had so much trouble to add a deck just for you and now you don't want the deck? :lol: :lol:

Nightbomber
03-15-2012, 14:21
And the deck A, Jan?! Andrzej had so much trouble to add a deck just for you and now you don't want the deck? :lol: :lol:
:lol:
In fact I'd like to get thrilled by the fact that my Character pilot may eventually die. It would influence my decisions in the air. I'd rather run for safety sometimes, than fighting to the end knowing I'll be home for dinner.

Blackronin
03-15-2012, 14:24
:lol:
In fact I'd like to get thrilled by the fact that my Character pilot may eventually die. It would influence my decisions in the air. I'd rather run for safety sometimes, than fighting to the end knowing I'll be home for dinner.

Yes, you're right. I'd go for this middle ground. It's possible that he dies, but improbable. I've edited my idea again, above. :)

Watchdog
03-15-2012, 15:33
Thing is, that your NPC characters may very easily get killed by others, namely by other players from the opposing side.

I managed to get one enemy NPC killed already...

Nightbomber
03-15-2012, 15:38
Thing is, that your NPC characters may very easily get killed by others, namely by other players from the opposing side.

I managed to get one enemy NPC killed already...

"We are fighting a bloody war". Or at least play with it, having fun. A brutal truth...

Watchdog
03-15-2012, 15:49
Losing a character, that you have been developing carefully, in a game you cannot influence at all can be frustrating, not fun. It can really hurt, trust me, especially if someone else gets "your" character killed. Even the NPC's can be interesting to develop.

I still tend to think that by taking Always Comes Home the ace is giving up a lot by not taking an ability that is actually useful DURING the sortie. I think the benefit of taking such an ability should be the preservation of the character.

Nightbomber
03-15-2012, 15:56
Losing a character, that you have been developing carefully, in a game you cannot influence at all can be frustrating, not fun. It can really hurt, trust me, especially if someone else gets "your" character killed. Even the NPC's can be interesting to develop.

I still tend to think that by taking Always Comes Home the ace is giving up a lot by not taking an ability that is actually useful DURING the sortie. I think the benefit of taking such an ability should be the preservation of the character.

Understood very well.:) Just choose it. I'll simply never choose it for my heroes, for I want to be scared during my missions.;)

Watchdog
03-15-2012, 16:00
It is not that much about YOUR missions, Andrzej, more about the missions played by the other players, using the character you spent time developing and then killing it without you being able to influence it.

Nightbomber
03-15-2012, 16:07
Jan, no, it is not the case, if I understand it well. In OtT Campaign the others can not choose MY CP to play against. I do not develop NPCs. So it may be only my mission. Am I right?;)

Watchdog
03-15-2012, 16:15
Well, if you do not plan to develop any of your NPC's, then yes, you are right.

Marechallannes
03-16-2012, 01:06
I don't care for the AI-pilots. There are replacements for them.:serious:

We develop our characters and don't use the characters from other players.

If one of my pilots get killed - it's fate.:slysmile:

Marechallannes
03-16-2012, 01:14
Just a proposal:

Joaquim could randomly deal out the AI-pilots for each player at the mission briefing.

We can decide wich planes they use.

So there is no more problem if one player shot down Sven von Zirndorf in the same mission - and he's killed, and another player from my squadron shots down Sven von Zirndorf and he survives.

...and I think it's better if Joaquim determines randomly the result of a shot down pilot.

So I'll fly my mission and report the result. (Maybe: Camel pilot Pit Manneken wounded - Pfalz pilot Sven von Zirndorf shot down by explosion)

Jouaquim throw the dices and tell us was happened. (Maybe: Mannecken injured - out of action for the next 2 sorties, Sven von Zirndorf survived injured - out of action for the next 4 sorties)

Blackronin
03-16-2012, 01:25
Just a proposal:

Joaquim could randomly deal out the AI-pilots for each player at the mission briefing.

We can decide wich planes they use.

So there is no more problem if one player shot down Sven von Zirndorf in the same mission - and he's killed, and another player from my squadron shots down Sven von Zirndorf and he survives.

...and I think it's better if Joaquim determines randomly the result of a shot down pilot.

So I'll fly my mission and report the result. (Maybe: Camel pilot Pit Manneken wounded - Pfalz pilot Sven von Zirndorf shot down by explosion)

Jouaquim throw the dices and tell us was happened. (Maybe: Mannecken injured - out of action for the next 2 sorties, Sven von Zirndorf survived injured - out of action for the next 4 sorties)

This might be a good idea. But of course, if one of you wants to play against a particular AI pilot, you can send me a PM.

Nightbomber
03-16-2012, 02:57
I agree with Sven and his proposals. No problem for me.

Flying Officer Kyte
03-16-2012, 03:13
I was expecting to fly against unknown pilots from Jastas that I have in my box, not other peoples NPc's. Do I now need to ascribe names to the planes I just fought with?
Rob.

Watchdog
03-16-2012, 03:38
Hmmm, maybe Rob is right, we should have anonymous enemy AI pilots and use our NPC's only for our missions?

Nightbomber
03-16-2012, 03:48
I do not mind. Doesn't matter. Let Joaquim decide.
I just want to:fokker::guns::minis::FOK: and have fun.

Marechallannes
03-16-2012, 04:27
This unknown pilot thing is ok. Think we can go both ways, the same time.:serious:

If one of the named AI-pilots is killed, we need to create a new one, anyways.



The only thing we have to care about is, that the same "named" pilot does not participate in the same mission of two different players.

I want to fly vs. AI-pilots with names.

If Rob or Jan want to hunt no-name pilots, it's ok.

Blackronin
03-16-2012, 07:39
This unknown pilot thing is ok. Think we can go both ways, the same time.:serious:

If one of the named AI-pilots is killed, we need to create a new one, anyways.



The only thing we have to care about is, that the same "named" pilot does not participate in the same mission of two different players.

I want to fly vs. AI-pilots with names.

If Rob or Jan want to hunt no-name pilots, it's ok.

I feel exactly the same way. In my vision, both our squadrons are near, so it is normal that we face each other some times (throught the AI's we've created) but of course we'll face other unknown pilots. So you can choose. The world is vast and this campaign is very free, as it should be.
I've design it to be creative and open, and that we - physically away from each other - could interact, if not in the game table, at least in a joined creation. That is why I decided that we should create AI pilots for our opponents to use in their solo missions. But if one of us has a plane that it doesn't exist in the adversary squadron and wants to use it, please feel free to do it.

Watchdog
03-20-2012, 16:11
I sent an e-mail to Richard Bradley, the author of the Solo Rules we use as a base for the Over the Trenches campaign here at the Aerodrome, telling him about our campaign and this site and asking about the possibility of getting tables for Q,R,S and bomber decks and about the N deck and the Immelmann's turn which is not used there.

He replied to me:


Hi there!

Thank you so much for your interest in my little system!

I designed the system to do (more or less) what I would do in any given situation. As there is no range or attitude of the enemy plane taken into account it is - I am happy to admit- rather arbitrary!

I have found the fact that solo run aircraft run less well than most players rather an advantage, as most players really want to win!
--though not too easily!
It also allows groups of players to play a slightly larger number of enemy planes that are using the solo rules, whic can be quite challenging and fun (at least based on my friends experience at our club!)

As to the 'N' deck not using the Immelmann turn, I didnt think it needed it! - The SE5a is a very fast and manoeuverable bird, and I felt the Immelmann was contrary to those strengths as it leaves the plane comparatively stationary....well, that was my reason!

I enclose a PDF of the 'N' deck with an Immelmann - and will have it updated to the club website as the Codex version. Got to keep my fellow players happy! - if it bothered you, it probably bothered others too!

The other sets are not ones I have the manoevre cards for, that is why I havent done the solo rules!!
I will see if my friend who collects such things has the missing decks, so I can do them.

Hope this is helpful? - please contact me if you have any more comments or queries.

Happy gaming!

I uploaded the PDF to the files section here, it is currently awaiting moderator's approval.:salute:

Blackronin
03-20-2012, 16:16
That was amazing, both of you, Jan, and of Richard Bradley, that seems to be an excellent chap. Thanks to both of you.

Nightbomber
03-20-2012, 16:21
Jan! :salute:

Marechallannes
03-21-2012, 01:16
A few thoughts:

The twoseaters:

Especially for St. Caronne was a twoseater as AI comrade my second choice.

First I wanted to fly with two Camels, but the I realized, that I had 3 enemy planes vs. 2 of my own (one of them AI controlled) with a mission to fullfill. Rob's mission showed this very well. Another point was my randomly choosed enemy twoseater Roland C.II with the big firing angle. That was really hard.

More AI enemy planes:

Fighting a few more AI planes won't be a problem if you control both personal pilots. You can keep your planes in formation and support each other fighting vs. a lone/separated enemy. If I control only one plane, you need something to take influence on the success chances for the scenario. That's why I choosed the B/A AIRCO D.H.4 and not the RAF R.E.8. Two other things that have a big influence on a dogfight vs. an AI pilot is, that you have no influence on the damage deck and the missing altitude rules, that normaly gives you the chance to avoid a direct confrontation.

I like the idea to control only your own pilots and the other AI controlled.

...ad I think it's ok - fighting 1 vs. 1. Fighting one more enemy planes is very challenging. (Rob's/Nightbomber's/Marechallannes's AAR) But it was fun.

I'am afraid, the party is over, when we encounter the AI, that have an advantage of 2 or more planes.;)

Missions/sides:

Different missions and diferent sides need a different choice of planes. Looking at St. Caronne, two scouts were a good decision for the Central Powers. The Germans had to hunt enemy scouts. Depending on future missions we'll find out, that we have to adjust our choice of planes for the mission.

For example: A mission to hunt a Airco D.H.4 that tries to leave the battlefield. Think I would choice a minimum of one Albatros D.Va to have the ability to follow this guy.

Own parameters:

One mission - 5 (soon 6) diferent AAR. That was fun!

Think St. Caronne had all details we need to play a funny mission. I know I'll be dissapointed if I read 6 similar AARs. One player keep the (AI)recon planes in formation, the other sent only a Bristfit for the picture and keep the AI planes meanwhile busy and the third let the (AI)recon planes spread out for dogfights before reaching St. Caronne. We all ended the missions with diferent results and this is ok.

Maybe you can't compare the AARs excactly because of missing parameters like: 2 DR.I vs. 1 SPAD XIII and 2 Camels.

But this shouldn't be a problem. That's why I'm in here.:salute:

Repeat mission:

Maybe there will be confusion about our "diehard" personal pilots in the next few missions, but it's clear that I'll repeat a mission if the first "A" or "B" damage result for my pilot is an explosion, or he did not survive. I don't care for an injury. That's life.

Think that's ok, because I won't see a perforated Nigel or a grilled von Oppeln,too..:hmm:

Flying Officer Kyte
03-21-2012, 01:44
Sven.

You may well see a perforated Nigel in the future. Even the great characters like Guynemer, Ball, or Voss did not live forever. He will have to take his chances with the rest and trust that the scar on his rear end is the only wound that he gets.
Rob.

Blackronin
03-21-2012, 02:23
Once again, my friends, the true advantage of solo mission is that you can tailor them to your choices. The beauty of the AARs is surprise (our own surprise while we play - and other's surprise while they read it), accomplishment (even if we fail the mission), and fun (have I said this before?).

The rules are there to give meaning to the effort and to join us together in one goal.

Believe me Sven, that after 3 or 4 missions you will be wanting to add an extra enemy plane to the equation. 2 vs. 3 will stop to be enough. :)

It's our pilots against AI's so, of course it's our game and we want our pilots to endure and get better. But without the risk of losing it all, it wouldn't be funny. It's that risk that will keep you on your toes to make it better and better.

A balanced scenario is one where the goals that you must achieve are of the same weight with the challenge you must face. But the opposite forces at work might be very unbalanced. I always hated rulebooks where the scenarios given had equal forces on both sides with similar goal.

The greatest battles in History weren't ever balanced:

Thermopylae,
Battloe of Britain
Etc.

As for this campaign let's weight the odds:

Players -------- vs. ------- AI Pilots
Intuition ------------------ Established movements
Free movements ---------- Established movements
Free Disengage ----------- Pre-set rules for disengaging
Can Choose Target ------ Reacts to the nearest target
Less planes in combat ----- More planes in combat
More abilities ------------- Typically common pilots

In this environment the only way to create challenging scenarios is to give extra planes to the AI's and to create scenarios with difficult tasks, wouldn't you agree?

Watchdog
03-22-2012, 01:29
Another e-mail from Richard Bradley (including my reply to his previous e-mail with the N-deck PDF):


Hi there!

Please keep me informed as to what you do - I would be interested!

The new deck N is on the club website now, so can be considered the 'official version'.

My friend has some of the decks missing from the solo rules, as I thought, so will be letting me borrow them on Saturday to use in working out the new charts.

Be well!

----------------------------------------------------------------------------------
Hi Richard,

Thank you very much for the PDF, it is going to be quite useful. The fact that the S-E-5a is a fast plane also means it can get away from the action quite quickly and the Immelmann is both an option to return to the frey and a threat to the opponents by the very fact that it is there in the table, which adds fun to the game.

Your rules are undergoing some serious playtesting and some of us even started adding to them to make the AI planes even more unpredictable and deadly. I think that our campaign, currently with six players, could be a good source for some feedback for you.

Last but not least - thank you for creating this great system. Have you ever thought about offering it to the authors of the game? Andrea is active at the Aerodrome and since now there is a new and active publisher for the game, maybe some new ideas could interest them.

Best regards

Jan

Maybe we could create a thread specifically with feedback for Richard Bradley?

Blackronin
03-22-2012, 01:35
That is fantastic, Jan.
Yes, of course we can create a specific thread for Mr. Bradley. You are now nominated to take care of that. You can call it: "Mr. Bradley's Observatory Post"
Give Mr. Bradley the links for our battle reports and rules, and specially the link for the mess, of course, as we all would like to pay Mr. Bradley's a drink.

Flying Officer Kyte
03-22-2012, 01:58
Great idea. He deserves a lot of credit for allowing us to use his rules, and in granting us such a great way of adding to our solo playing of the game.
Rob.

Blackronin
04-21-2012, 03:22
Pumped to the first page.

toddwf
04-21-2012, 05:05
I just came across this thread and would like to volunteer for the cause! :pint: I've played the solo system and really loved it!

Todd

Blackronin
04-21-2012, 05:08
You are more than welcome, Todd.
What would you prefer, The Entente or the Central Powers?

toddwf
04-21-2012, 05:12
What would you prefer, The Entente or the Central Powers?Either is fine with me. But, if you would prefer I choose, Entente.

Todd

Nightbomber
04-21-2012, 05:15
Todd, everyone is welcome:)

BUT: The last - so called - empty slot for now has just been preassigned to user Algynon. See the end of this thread, please:
http://www.wingsofwar.org/forums/showthread.php?9740-Mission-4-The-Best-Part-of-Valour-(Central-Powers)
That would form a 4:4 group.
HOWEVER!:
1. We are not sure if Alygnon joins the group eventually,
2. Even if he joins, THERE IS NO REASON YOU CAN NOT JOIN!:). That would make 5:4 and I have nothing against it!
I'm sure the other members will welcome you as well.
We are an open cameraderie.
You decide. So step up. Your Squadron/Jasta needs you. Which side do you choose?

Nightbomber
04-21-2012, 05:18
WoW! Our Admin Blackronin is always first! :salute:
Entente...I see...

Well, after 4 missions they do need fresh meat...:guns:

Blackronin
04-21-2012, 05:49
Alygnon (Bob) already sign in for the Central Powers, so even if he takes a while to get to us, he's already ours. ;)
There's no problem about Todd joining the Entente. So, welcome and get to it.

Here's what you have to do using the words of Jan (Watchdog):

"I recommend that you create a scout pilot and a two-seater crew as your personal pilots and then create 6 NPC pilots. I would again recommend you to create another two-seater crew instead of one of the NPC pilots. Then come up with enough airplanes to let them all fly. But remember, only those airplanes available in October 1917 are allowed, so no Fokker D.VII's... "

Watchdog
04-21-2012, 05:55
Alygnon (Bob) already sign in for the Central Powers, so even if he takes a while to get to us, he's already ours. ;)
There's no problem about Todd joining the Entente. So, welcome and get to it.

Here's what you have to do using the words of Jan (Watchdog):

"I recommend that you create a scout pilot and a two-seater crew as your personal pilots and then create 6 NPC pilots. I would again recommend you to create another two-seater crew instead of one of the NPC pilots. Then come up with enough airplanes to let them all fly. But remember, only those airplanes available in October 1917 are allowed, so no Fokker D.VII's... "

And the fresh meat should be listed here: http://www.wingsofwar.org/forums/showthread.php?9172-Pilots-Registrations-and-Stories

I will then add them to the squadron rosters.

Nightbomber
04-21-2012, 06:12
Amazing how the whole project is going. I have never been a member of such like-minded group.
Having a glass of red wine in your honour chaps, right now.

Blackronin
04-21-2012, 06:15
I'll drink a glass of red wine with you also.

Nightbomber
04-21-2012, 06:38
To get everyone in the right mood for the campaign...
Enjoy.


http://youtu.be/zUOZDYNW5Ok

toddwf
04-21-2012, 07:41
I'll drink a glass of red wine with you also.It's a little early for red wine in the states. I'll have a few later. ;-)

Flying Officer Kyte
04-21-2012, 08:56
It's never too early for a G&T. I'll enjoy one whilst I watch the show.
Kyte.:FOK:

Marechallannes
04-21-2012, 09:11
...an afternoon away and we got two new members? :confused:

toddwf
04-22-2012, 12:47
"I recommend that you create a scout pilot and a two-seater crew as your personal pilots and then create 6 NPC pilots. I would again recommend you to create another two-seater crew instead of one of the NPC pilots. Then come up with enough airplanes to let them all fly. But remember, only those airplanes available in October 1917 are allowed, so no Fokker D.VII's... "Ok, so I have a small problem. I only own 4 fighter minis that were available in 1917 (Nieuport 23, SPADXIII, Focker DR. I, and Albatros D. III). I have a total of 11 minis (with 2 Reveresco's still being built). So, my collection is pretty small compared to most on this forum.

So, I guess the question is, do you mind if I still participate with cards? While the photos might not be as engaging. I have Burning Drachens, along with the Top Fighters and Recon Patrol booster packs. I don't see my wife being happy about me acquiring enough minis to fully participate.

If you would prefer to have all minis, I completely understand.

Sorry for the complication,

Todd

Watchdog
04-22-2012, 12:51
Fine with me. If you can only use cards, use them, if it does not hinder YOUR fun. Having fun is the most important part. :)

Nightbomber
04-22-2012, 13:04
No problem here as well! Get along with cards, Todd, fun and imagination is the point, as Jan wrote. Tally ho!

Blackronin
04-22-2012, 15:50
There is absolute no problem with that, my friend.
We are an inclusive group. Fun is for everybody with the possibilities that anyone has.
Play the game as you can or want.

Marechallannes
04-22-2012, 21:26
I only own 4 fighter minis that were available in 1917 (Nieuport 23, SPADXIII, Focker DR. I, and Albatros D. III). I have a total of 11 minis (with 2 Reveresco's still being built).

Two Entente and two Central Power planes? That's still enough.

Todd, a few questions:


Do you have any twoseater miniatures??

What kind are the other miniatures?


I don't see a problem if you're playing the missions with cards, too.

You're the guy that wants to join the Bulldogs, aren't you?

Blackronin
05-10-2012, 04:06
Is it possible to pin this thread?

Nightbomber
05-10-2012, 05:05
You mean close it, Quim? Rob posted closed threads, I do not know how yo do it.

Blackronin
05-10-2012, 05:06
Not close it, Andrzej, but rather pin it at the top of the sub-forum so that we don't have to go looking for the rules.

Watchdog
05-10-2012, 05:16
It is called a "sticky" on most forums.

Blackronin
05-10-2012, 05:19
Thanks, Jan.
That's it. Let's stick this thread. :)

Flying Officer Kyte
05-10-2012, 11:25
You mean close it, Quim? Rob posted closed threads, I do not know how yo do it.

Sheer willpower on my part.
Kyte.

Or you could ask the Herr Oberst to stick it for you as my power is limited to the U.K. sub forum.
Rob.

steel_ratt
06-26-2012, 09:52
Hi all! Your solo campaign has caught my attention and I would love to give it a try. It looks like I may have a bit of catching up to do! Can you direct me as to how to go about starting up? (I'd be quite interested in running all of the scenarios to date, even if the outcome won't have an effect on the campaign right now.)

Please let me know how to proceed!

Jon

Nightbomber
06-26-2012, 10:03
You are most welcome, Jon!

Of course you can join us!
I'll try to give you some rough guidelines:
1. Choose a side (prefarably Central Powers - the Eagles are the minority:))
2. Nominate 2 PC and 6 NPC pilots.
3. Play the missions (all of them, from the first one), but remember, that your enemies should be "unknown" pilots (until you catch up with the rest), for your scores must not interfere with ongoing results.

Have fun.

steel_ratt
06-26-2012, 10:59
Sounds good.

Ii had an idea that I'd like to play some Canadian boys flying for the RFC, but I'd be just as happy playing the Germans.

Can you point me to a location where I can get the complete campaign rules? I'm having trouble sifting through all of the accumulated posts to find information.

Specifically, I'm looking for rules on starting up (creating pilots, npcs, selecting aircraft, etc.), playing scenarios (which rules are in play, if there is a preference for 'simplified' or 'complex' AI movement, etc.), and campaign play (how to transition from scenario to scenario, what effects are carried over, stats tracked, and how the group results work).

Cheers,
Jon

Nightbomber
06-26-2012, 11:20
Sounds good.

Ii had an idea that I'd like to play some Canadian boys flying for the RFC, but I'd be just as happy playing the Germans.

Can you point me to a location where I can get the complete campaign rules? I'm having trouble sifting through all of the accumulated posts to find information.

Specifically, I'm looking for rules on starting up (creating pilots, npcs, selecting aircraft, etc.), playing scenarios (which rules are in play, if there is a preference for 'simplified' or 'complex' AI movement, etc.), and campaign play (how to transition from scenario to scenario, what effects are carried over, stats tracked, and how the group results work).

Cheers,
Jon

Jon, you are welcome to play Canadians, that was my suggestion only, but when you take it historically - British Commonwealth had a numerical superiority over the trenches:) Feel free to form a squad of your fellas.

So now, let's begin the adventure:D

Click this:
http://www.wingsofwar.org/forums/showthread.php?9012-Over-the-Trenches-a-Solo-Campaign

If you turn to the last of the post pages, you will find initial threads by Blackronin.
Then the most important threads are the MISSION # threads, where every mission is described with details. Start with "Patrol over St. Carronne".

Oh, I have almost forgotten!
Drop in for a cold one in our own Officers' Mess. Nice drawings and music you'll find there;)
Other soloing guys (Rob, Quim, Sven, Jan, Paul, Todd, Dave) will gladly meet you!

http://www.wingsofwar.org/forums/showthread.php?9223-Over-the-Trenches-Officer-s-Mess

Watchdog
06-26-2012, 13:35
Jan is a bit too short on gaming time, but he would certainly welcome you too, Jon. :)

As for nominating your pilots, please, mind that you are to deploy 8 aircraft crews, not necessarily 8 scout pilots. I would suggest that you deploy one scout pilot and one two-seater crew as your two player crews, 4-5 NPC scout pilots and 1-2 NPC two-seater crews. Two of your NPC airmen are supposed to be aces, each getting an ace skill from the start (or Chivalrous Aptitude AND two other ace skills). Then give each of your PC airmen an assigned airplane and add enough airplanes to the squadron's pool to accommodate all your NPC airmen too. NPC's are free to choose an airplane for the mission (some may have a preference for storytelling reasons, like some of mine). Airplanes are supposed to be from late 1917, no Snipes and Fokker D.VII's, please.

I shall then update the Google sheet with the squadron roster with the newcomers.

Blackronin
06-26-2012, 15:41
Hi Jon:

Welcome.

You can find a lot here:

http://www.wingsofwar.org/forums/showthread.php?9174-Campaign-Rules

steel_ratt
06-26-2012, 18:50
Thanks. I think I've got my roster sorted out. I've taken 2 scout pilots as my PCs, though they may be assigned to pilot the 2-seaters depending on mission requirements. Most of the planes are pretty standard; Camels and RE8s. The two aces in my roster fly Sopwith Tripes... a bit out of date, but there is a story there!

I think I have managed to find everything I need in the rules... At least enough to run the first scenario. Then there will be time to figure out what happens next!!

steel_ratt
06-28-2012, 12:27
Just a few quick questions now that I have done Mission 1...

Is "Forced Down" considered a kill? That Pfalz had 2 damage points left and had just failed a morale check. Unfortunately, since rudder on both sides were inoperative (rolls of 1 and 6) it had no choice but to exit the table (straight, stall, straight, since it also had engine damage... and a crew hit!)

What happens between missions? I assume that the aircraft are repaired or replaced as needed. Is this true? Is there anything else that needs to be done?

Finally, from a story perspective; has a name been established for the 52 Sqn aerodrome? Is there a village nearby on our side of the line?

That about covers it. I'm off to try to find some acrylic rod so that my planes can actually fly!

Nightbomber
06-28-2012, 12:40
Just a few quick questions now that I have done Mission 1...

Is "Forced Down" considered a kill? That Pfalz had 2 damage points left and had just failed a morale check. Unfortunately, since rudder on both sides were inoperative (rolls of 1 and 6) it had no choice but to exit the table (straight, stall, straight, since it also had engine damage... and a crew hit!)

What happens between missions? I assume that the aircraft are repaired or replaced as needed. Is this true? Is there anything else that needs to be done?

Finally, from a story perspective; has a name been established for the 52 Sqn aerodrome? Is there a village nearby on our side of the line?

That about covers it. I'm off to try to find some acrylic rod so that my planes can actually fly!


1. Fleeing from the battle was a wise decision. It's neither a kill, nor a point for the other side.
2. Wound effect must be rolled. Quim devised a clever dice rolling mechanism to check how many (if any) scenarios are skipped by that particular pilot. Doesn't care if it's an unknown pilot. Only PC and NPC fate matters.
3. Crates are repaired or replaced between missions.

Hope that helps:)

By the way - there is no name for the Bulldogs Drome;) YOU can name it :thumbsup:
It would be a nice contribution of a newbie :D By the way - search the town cellars for some French wine for your fellow pilots. Upppssss this is what we Huns would do! You should kindly ask some inhabitants...

Flying Officer Kyte
06-28-2012, 14:27
The name of the Drome from which the 52 Squadron "Bulldogs" opperates is Bentangles. The nearest village that is not totallydestroyed is La Bouche. Although Le Fond Démons, some 10 km to the West is the favourite haunt of the off duty pilots.
Rob.

Nightbomber
07-17-2012, 03:44
One of my 2 PC's (von Oppeln) has now a KIA status. Do you think it's possible to get a fresh PC enlisted to the Eagles Jasta for me, or not?

Marechallannes
07-17-2012, 05:15
Why not, Andrzej?:confused:

Was not the fist personal pilot we lost in this campaign.

Remember brave Stan Deasy in mission 8.:salute:

Nightbomber
07-17-2012, 06:04
So here we have a new recruit for the Eagles!

18 years old, Bolko von Oppeln, Andreas younger brother, joins the famous Jasta.

Flying Officer Kyte
07-17-2012, 08:53
So here we have a new recruit for the Eagles!

18 years old, Bolko von Oppeln, Andreas younger brother, joins the famous Jasta.

Sorry to hear about von Oppein, Bouncer-Smythe knew him at Oxford.

One of the chaps will drop an R.F.C. wreath over your airfield if you let us know the time of the funeral.
Kyte.

Nightbomber
07-17-2012, 09:36
...Von Oppeln often recalled wonderful hunting days he and Bouncer-Smythe spent before the war.
Thanks for those memorable days; sent our well wishes to Bouncer, Kyte.
Unfortunately von Oppeln's plane fell down on your side of the front and we even have no information if his body was found.
Thanks for your generous proposal.:salute:

Flying Officer Kyte
07-17-2012, 11:03
...Von Oppeln often recalled wonderful hunting days he and Bouncer-Smythe spent before the war.
Thanks for those memorable days; sent our well wishes to Bouncer, Kyte.
Unfortunately von Oppeln's plane fell down on your side of the front and we even have no information if his body was found.
Thanks for your generous proposal.:salute:

If you can give me an indication of the area in which he fell, I will make inquiries as to the possibility of recovering his body.
Kyte.

Nightbomber
07-17-2012, 12:13
It happened near one of the possible gun position, Kyte. If you take a look at our Jasta'a after action report, you will surely find the place. :thankyou:

http://www.wingsofwar.org/forums/showthread.php?10944-Mission-9-Nightbomber-Central-Powers

Flying Officer Kyte
07-17-2012, 12:37
It happened near one of the possible gun position, Kyte. If you take a look at our Jasta'a after action report, you will surely find the place. :thankyou:

http://www.wingsofwar.org/forums/showthread.php?10944-Mission-9-Nightbomber-Central-Powers

:salute:Thank you for the information Herr Captain.
Bouncer-Smythe has insisted that he go in person to acertain the fate of young Oppelin.

I have lent him my Staff car so we should hear shortly.
I will drop you a message tube with the information.
Kyte.

Nightbomber
07-17-2012, 13:02
:serious::thankyou::salute:

Marechallannes
09-25-2012, 02:53
Thread mover.:)

flash
09-25-2012, 10:24
Thread Sticker ! ;)

fast.git
01-12-2013, 11:12
Great looking campaign... either the Entente or the Central Powers still receiving replacement pilots looking to do their part for King and Country/Kaiser und Vaterland?

Thanks, at least, for the great AARs!


Chris

Lt. S.Kafloc
01-23-2013, 15:11
Would love to join in, if its not too late.

flash
01-23-2013, 15:56
We are nearing the end of the current campaign chaps but will be starting an early war version in the near future if you'd like to join that, having said that there is nothing to stop you running the current campaign yourselves - hence the sticky with all the missions listed; there may well be a late war campaign after the next to finish things off too ! ;)

Lt. S.Kafloc
01-23-2013, 16:01
Got no early war planes....yet.

7eat51
01-25-2013, 13:15
I am looking forward to joining the next campaign. Will it be based on the first series of WGF? If so, I will order more planes now. Thanks.

Flying Officer Kyte
01-25-2013, 14:40
I am looking forward to joining the next campaign. Will it be based on the first series of WGF? If so, I will order more planes now. Thanks.

As far as we have got with the discussion it will be based around series five. the early war aircraft Eric.
Rob.

Lt. S.Kafloc
01-25-2013, 14:59
Are you going to confirm the start date end date for the next campaign so we know what aircraft are legal to use?

Nightbomber
01-25-2013, 15:11
More or less summer 1916, I suppose:)

Flying Officer Kyte
01-26-2013, 00:47
More or less summer 1916, I suppose:)

My feelings exactly.
Rob.

Marechallannes
01-26-2013, 07:36
June 1916.

I'm really thinking of using my plane cards from the games, expansions & boosters.

Like the idea of running a two dimensional game.

fast.git
01-26-2013, 08:17
[QUOTE=Nightbomber;155127
2. Wound effect must be rolled. Quim devised a clever dice rolling mechanism to check how many (if any) scenarios are skipped by that particular pilot. Doesn't care if it's an unknown pilot. Only PC and NPC fate matters.
[/QUOTE]

Quick question... Where can I find the wound dice-rolling explanation & mechanism?

Thanks!

MoonSylver
02-02-2013, 14:53
Quick question... Where can I find the wound dice-rolling explanation & mechanism?

Thanks!

I believe all of the rules are on the 1st page in the 1st post. I believe this is the one being referenced:


At the end of each Scenario, the pilots that crashed should roll in these two tables. In the second, only if they have crashed in enemy's territory. (No Man's Land is considered enemy territory.)

Crashing and wounded Effects Table
2D6 roll

2 or less - Dead!
3-4 - Severely Injured - Skip 1D6 Scenarios
5-6 - Injured - Skip 1D3 Scenarios
7-8 - Bruised - Skip 1 Scenario
9+ - All well when you land well!

Modifiers:

Ace: - +2 to the dice roll
Exploded: -3 to the dice roll
The exactly amount of damage the fighter has of hit points: - +1 to the dice roll
Wounded: -1 to the dice roll per wound
Landed safely in Aerodrome: - +3 to the dice roll

Escaping Enemy Territory Table
2D6 roll

2 or less - Captured! The war ended for this pilot...
3-4 - Captured and escaped! - Skip 1D3 Scenarios
5-6 - In hiding! - Skip 1D2 Scenarios
7-8 - Landed almost home! - Skip 1 Scenario
9+ - They didn't even saw me!

Modifiers:

Ace: +2 to the dice roll
Exploded: -2 to the dice roll
Wounded: -1 to the dice roll
No Man's Land: +1 to the dice roll
Healthy: +1 to the dice roll

Flying Officer Kyte
02-03-2013, 00:40
In the actual campaign, Sven usually does the rolls for us, which adds to the excitement, because it gives that sense of suspense for a time, just like waiting for news from the Hospital or Front Lines.
Rob.