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View Full Version : Multiplayer: PROTECT THE 2-SEATER (ALTITUDE RULES REQUIRED)



usmc1855
02-06-2010, 10:17
We played a scenario a few weeks ago where side 'A' had a two seater on the board, with the mission of Reconnaissance. His objective was to fly to the opposite side of the table and return. His altitude was 4.
Side 'B' had a flight of scout planes, at Altitude 5. There objective, shoot down enemy panes, and deny the enemy any the opportunity to gather intell on theiR ground activities.

Side 'A'; also had a flight of scout planes at altitude 7. They remained off the board until an enemy plane from side 'B' came within two ruler lengths of the 2-seater. At that time, side 'A' could reveal their scout planes at altitude 7, and could place them on the table two ruler lengths from the enemy planes.

This was to simulate a flight of scout planes flying cover from a higher altitude for the 2- seater.

I have read numerous accounts where a scout plane attacked a 2-seater, only to have other enemy scout planes suddenly appear from above, and come down to protect the 2-seater.

It worked out really well, and everyone enjoyed the scenario. The 2-seater survived.. barely, and completed it's mission. Side 'B' lost two scout planes and side 'A' lost one scout plane.

Cruthers
02-06-2010, 11:55
That sounds like a really good way of simulating the situation. Sounds like fun!

Volant Gun
02-07-2010, 01:24
This looks really good.

I like it when someone gets pounced if they get suckered into a trap. Following Boelke's Dicta or Mannock's Rules is a very good way to stay alive!

Have Fun,
Frank.

Pooh
02-07-2010, 10:32
We often play senarios involving protecting 2 seaters from enemy scouts. We haven't tried adding planes in the middle of the fight though. That sounds like fun.

One issue we've had is that the 2 seaters are usually just as fast as the scouts so an adept 2 seater pilot will just take his lumps for the 1st pass and then run for it. We've tried 2 different solutions.
1. 2 Seaters laden with bombs are slowed down to the next slower deck. This works well except you have to have that slower deck and you also need the original deck for after they drop their bombs.

2. Laden 2 seaters have to play a stall every turn as if they have engine damage. If they actually get engine damage, they aren't penalized further although you could have them drop their bombs early and break off for home.

Option 1 seems to play a little better though option 2 is easier to set up. They both have the desired effect of allowing scouts to re-engage after their 1st pass.

Pooh