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Thread: Board Games By The Bay 2012: Auckland, Tauranga, and Hamilton from July

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    Default Board Games By The Bay 2012: Auckland, Tauranga, and Hamilton from July

    For those of you who may have missed the news on BGG, Facebook, or our email listings...



    New Zealand's board gaming roadshow is back!

    It is with great excitement that we announce Board Games By The Bay for 2012.

    We received great feedback from the 2011 events in Auckland and Tauranga, so we'll be returning there in 2012, and we'll also have an event in Hamilton before the year is out.

    We'll have the usual: a games library, games to win, games for sale, plus New Zealand's first public screenings of board game documentary Going Cardboard.

    This is a great opportunity to get together with fellow gamers for 16 hours of gaming across 2 days - or to bring non-gamers into a family friendly environment to experience modern board games for the first time.

    The 2012 dates are as follows:
    Auckland: July 21-22 (10am to 6pm each day)
    Tauranga: September 29-30 (10am to 6pm each day)
    Hamilton: November 10-11 (10am to 6pm each day)

    Ticket prices are as follows:
    Day pass: $10
    Weekend pass (online only): $15
    2012 pass (all three events): $40
    Primary school kids and younger: Free

    For more details, and to snare online discounts, head over to http://boardgamesbythebay.org.nz/

    And for those who missed last year, here's Jody's flight report: http://www.wingsofwar.org/forums/sho...Zealand-record

    And a few pics: http://seriouslyboard.co.nz/kiwiana/...ranga-day-two/

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    This was posted on Board Game Geek but i am reposting here as well...

    I am really looking forward to this years Board Games by the Bay event. I will be helping to run Wings of War (currently known as Wings of Glory) tables on the second day. Last year we went for the record for the 'Biggest Ever NZ Dogfight' which was a big hit with those that participated (many of which had not played before).

    This year I hope to run one or two smaller missions early in the day and then get everyone together for a new record breaking attempt in the afternoon. This year I would like to incorporate some new campaign rules that allow players to improve the skills of their pilots from mission to mission - this will give players an extra incentive to play in the morning sessions as they will be harder to kill in the Final Dogfight mission in the afternoon

    Hope to see you all there.

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    Quote Originally Posted by Kiwi_Ace View Post
    This was posted on Board Game Geek but i am reposting here as well...

    I am really looking forward to this years Board Games by the Bay event. I will be helping to run Wings of War (currently known as Wings of Glory) tables on the second day. Last year we went for the record for the 'Biggest Ever NZ Dogfight' which was a big hit with those that participated (many of which had not played before).

    This year I hope to run one or two smaller missions early in the day and then get everyone together for a new record breaking attempt in the afternoon. This year I would like to incorporate some new campaign rules that allow players to improve the skills of their pilots from mission to mission - this will give players an extra incentive to play in the morning sessions as they will be harder to kill in the Final Dogfight mission in the afternoon

    Hope to see you all there.
    After chatting to a good friend and fan of the game im going to implement ammunition rules at the tourney.
    This will mean each pilot has 8 damage cards each (essentially there own individual damage deck).
    When they fire at LONG RANGE they draw one damage card from their own damage deck.
    When they fire at CLOSE RANGE they draw one damage card from their own damage deck PLUS one damage card from the communal damage deck.
    This will likely lead to more strategic fire where pilots might opt not to fire at long range on occasion.
    Once all individual damage decks are used up that plane is out of ammunition (they may be permitted to reload at either a friendly landing strip or by flying off the starting edge of the play surface and passing a set number of turns (perhaps 2) before returning fully armed again.

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    Here are my initial thoughts about how the day will run.

    I will be staring with some preliminary sorties in the morning around 10,30am b4 the main event at 1.30pm.
    i would like to run this as a mini campaign where it will b possible to graduate from rookie to ace (5x kills) before the larger battle in the afternoon.
    This might mean that 1 or more ace pilots will already be active at the start of the BIG DOGFIGHT.
    i would actually like to showcase a range of mechanics throughout the day and even in the BIG DOGFIGHT allow for additional strategic objectives.

    This might involve attacking and destroying an aerodrome/ground targets as well as rescuing a captured pilot
    The defending team may even be scrambling fighters at the start of the battle (some planes will be in the air already) and they will have the ability to launch replacement fighter planes and re-arm planes as long as their base is still intact (this will have a set number of Hit Points, when its its destroyed no planes will be re-arming!)

    AERODROME ASSAULT

    MISSION SETUP
    defending team will have 8 ground targets (4 B machine guns with 8 ammunition cards places under each and 4 A machine guns with 8 ammunition cards placed under each). these may be placed anywhere within 3 ruler lengths of the aerodrome but not closer that one ruler length from the edge of board and not closer that one ruler length from the centre line.
    defending team will have half their fighters on the landing strip and the rest in the air (they get two rounds of movement before the alarm is sounded to scramble the rest of their forces)

    Attacking team has 3 hidden bases from which they will be launching their fighters. only one of these has extra ammunition for re-arming during the mission. This ammunition store is marked with a hidden BURNING counter and the remaining 2 hidden bases are marked with a hidden SMOKE counter. Each of these hidden bases is defended by a single trench card. Attacking team decide as a group where the ammunition store will be. any friendly fighter can land here and be re-armed to 8 damage cards by missing one full turn. BONUS REINFORCEMENTS: If the attacking team can land safely a two seater plane carrying the rescued pilot at the hidden base with the ammunition store they can scramble TWO fully armed single fighters the next turn (same as re-arming xcept they upgrade to fighters!). Note. these reinforcements are not allowed if the base is already destroyed.

    MISSION POINTS
    2pts each enemy plane destroyed (defenders will have max of 16 single fighters, 8 of these will be already in the air when the alarm is raised that the aerodrome is under attack, the remaining planes will be taking off, 2 at a time... ROUND1 two planes, ROUND3 two more planes, ROUND 3 two more planes and finally ROUND 4 the last two planes... if there r that many pilots)
    1pt each ground target destroyed
    10pts destroying the aerodrome (40 hit points at start of mission)
    5 pts destroying a temporary hidden base which does not have ammunition (5 hit points at start of mission)
    10 pts destroying the ammunition real store (5 hit points of ammunition)
    4pts each ace pilot destroyed
    5pts rescue of the captured pilot.
    Last edited by Kiwi_Ace; 09-15-2012 at 19:21.

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    I am thinking now of staging the pilot rescue mission as a seperate mission prior to the aerodrome assault (final mission).
    so the mission sequence (mission tree) might look something like this.
    1) No mans land (simple dogfight, losing team is the defending team for the next missions)
    2) scouting enemy territory (attacking team have a 2 seater recon plane that needs to gather intel on the enemy aerodromes defenses). this observation plane will be escorted by at lest 2 fighters (it is on this mission that a pilot is shot down and captured)
    3) rescue captured pilot (a 2 seater plane missing its observer must land and rescue the captured pilot)
    4) aerodrome assault (see notes above)



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