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Thread: Midway Rising - A Short Solitary Campaign

  1. #1

    Default Midway Rising - A Short Solitary Campaign

    1. The Campaign
    The Campaign simulates, throughout the length of six scenarios, the Battle of Midway.
    This Campaign has only one or two simple campaign rules. The rest is scenario driven.
    The Campaign management comprehends only two aspects: Squadron maintenance and pilot evolution.

    1.1. United States Navy vs. Japanese Imperial Navy
    Each player chooses if he wants to belong to the Americans or to the Japanese.
    Players choose 12 pilots that will pilot Wildcats and P-40's or Zeroes:
    1 Ace with one Ace ability and the Evasion Ability;
    3 Veteran pilots with the Evasion Ability;
    6 Standard pilots and;
    2 Rookies that have the "take two damage counters and choose the smaller Rookie Ability". Rookies stop being rookies after 2 combat missions where they successfully fire against the enemy or shoot down a plane.



    1.2. Pilot Evolution
    Pilots that survive battles and take down enemy planes evolve during the campaign.
    A pilot gains abilities and looses the rookie ability by flying missions and taking down planes.
    Each successful mission flown gives the pilot 1 Experience Point (XP). Successful missions are those where the pilot is not shot down and fires with success against at least one enemy plane.
    Each plane shot down gives the pilot 2 Experience Point.

    The first plane shot or the second successful mission erases the Rookie ability.
    Three successful missions and a pilot becomes veteran with the Evasion ability.
    Per 3 XP's a pilot can choose an ace ability.
    When a pilot gains 5 kills he can chose an ace ability.

    1.3. Squadron Management
    This is pretty straightforward. Here we manage what happens to wounded pilots, shot down planes and replacements.

    Wounded Pilots (roll 1D6):
    1-3 - Out of Action;
    4-6 - Just a bruise. Some iodine and I'm ready for action.

    Modifiers:
    Ace +2;
    Veteran +1,
    Rookie -1;
    Bailed out/crash-landed -1

    Shot Down Table (roll 1D6):
    1-3 - KIA;
    4-6 - Bailed out/Crash-landed.

    Modifiers:
    Ace +2;
    Veteran +1,
    Rookie -1;
    Explosion -1

    Pilot Replacement Table (roll 1D6)
    1-2 - Rookie
    3-5 - Regular
    6 - Roll again: 1-5 - Veteran, 6 - Ace with 1 ace ability

    Replacement pilot and plane will arrive (1D6):
    1-3 - In time for the next battle;
    4-5 - After the end of the next battle;
    6 - Not in time to take part of the action (scratch one plane from your squadron)

    2. Scenarios
    The Scenarios will be written down as the Campaign evolves. We only need the first to start.
    The scenarios may be played differently if you are American or Japanese. In the scenarios the different rules will be specified.



    Scenario 1: Bombing Midway (Japanese bombers attack Midway while American fighters intercept them);

    Scenario 2: Find the Flat Tops! (Both Japanese and American players will send patrol planes that will tangle with defensive fighters);

    Scenario 3: Attack Transport Fleet (American Bombers attack a Japanese Transport fleet);

    Scenario 4: Midway Rising (A general fighter vs. fighter battle);

    Scenario 5: Akagi Down! (An attack with fighters and dauntless on the Akagi);

    Scenario 6: Yorktown Down! (An attack with fighters and Vals on the Yorktown);

    3. Solitary Rules
    You can find the Solo Rules here:

    http://www.wingsofwar.org/forums/sho...ced-Solo-Rules
    Last edited by Blackronin; 08-11-2012 at 18:04.

  2. #2

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    This campaign is open for signing in.

    Pilots already enlisted:

    Americans:
    Sven (Marechallannes)
    Andrzej (Nightbomber)

    Japanese
    Joaquim (Blackronin)

    Uncommitted to any of the sides yet:
    Bob (BobP)

  3. #3

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    I would choose:

    VF-8 Grumman "Wildcat" F4F

    &

    VB-8 SBD Dauntless

    based on the Aircraft Carrier USS Hornet.

  4. #4

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    I was thinking that we would only had to worry about fighters. Bomber would come with the scenarios. But we can have an assortment of planes:

    Americans:
    Wildcats,
    P-40's;
    Dauntless;
    Avengers;
    B-17's;
    B-25's.

    Japanese:
    Zeroes;
    Kates;
    Vals;
    Betties.

    What do you prefer?

  5. #5

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    I made a decisison for the Navy. So I'll use only Grumman Wildcat F4F-3 and F4F-4.

    I don't want to manage a bomber squadron too, but the Dauntless bombers I'll use are from the same CV.

    For opponents I use Zeroes & Val dive bombers.

  6. #6

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    Okay!
    The other planes are decided based on the scenarios.
    Later today I'll post the first scenario.

  7. #7

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    What about the plane management?

    Do we need it for six missions?

  8. #8

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    The squadron management?
    Sure. Losses taking their tool and a bit of pilot experience will give another dimension to the small campaign.

  9. #9

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    Quote Originally Posted by Blackronin View Post
    The squadron management?


    No I mean the managemant of damaged planes.



    What is this Evasion Ability?

  10. #10

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    Damage all repaired for the next battle. (Easy and done).

    EVASION ABILITY

    This pilot may choose to ignore a single damage token during the game, after drawing and seeing it. The ignored token is
    shuffled back into its group. To remember that this skill has been used, turn its token facedown.

  11. #11

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    Completly ignored!

    Powerfull ability for a third of our pilots.

    But is raises the chances to bring parts of the squadron through this campaign.

  12. #12

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    Indeed. These were the pilots that had a certain level of experienced that the American knew how to maintain and use to train new pilots and that the Japanese lost in a single blow during Midway.

    Modern thought vs. medieval thought with modern weapons.

  13. #13

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    One request, Quim.
    Could you please post or send (nightbomber.as@gmail.com) the Campaign rules in a doc or txt format for better reference?

  14. #14

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    VF-3 Wildcats Squadron, Yorktown here.

    Fast and Furious

    1 Ace with one Ace ability (Acrobatic Pilot) and the Evasion Ability:
    Mike "Robin" Pread
    3 Veteran pilots with the Evasion Ability:
    Jack "Blond" Connery
    Martin "Arab" Ryan
    Rob "Speedy" Addie
    6 Standard pilots and;
    Nick Grace
    Raymond Winstone
    Phill Jackson
    Oliver Mantle
    Jeb Bulloch
    Pete Hutchinson
    2 Rookies
    Andrew Pole
    Steven German

  15. #15

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    Sent my friend. Create a Thread with your squadron.

  16. #16

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    I'm up to play japan side !
    How many time do we have to complete a scenario?

    I saw a thread with the first scenario, does it already started?

  17. #17

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    Once again, welcome!

    You can play the first scenario whenever you want, but let's wait for the dust to settle and see if more players want to join.

  18. #18

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    Have you set up the deadline for the scenario 1 AAR's, Quim? If not I'd suggest the end of August...
    I'm going for holidays tomorrow

  19. #19

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    Don't you worry, my friend!
    We won't start without you.
    The deadline for the first mission will be open, until we are all ready.

  20. #20

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    Thanks,

    This is going to be fun ^^

  21. #21

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    OK. I'll stay in touch being out there (will have my laptop with me and there is a free WiFi in the hotel we will stay

  22. #22

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    This looks very interesting but I think I haven't enough appropriate mini's to join. Its also not my favorite theatre of war. Had it been the BoB it would'n have hesitated. I'm not as skillful as you Joaquim to start such a campaign. I would be thrilled if a similar campaign would be started for the BoB.

  23. #23

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    That's why this baby is limited to six missions.

  24. #24

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    Quote Originally Posted by Marechallannes View Post
    That's why this baby is limited to six missions.
    I'll keep the engines of my Spitfires and Hurricanes warm then and wait for back-up

  25. #25

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    Sven - again - - was faster than me. But deadly accurate!!

    I have this idea for a BoB campaign being played day by day, with the pilots stress factor incorporated in the rules. I believe it will be of great fun.

  26. #26

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    Just a proposal for the ace abilities:

    Think we should make a difference between an ace status and and an ability achieved by experience points.

    I'll limit it to one ability per pilot. When a pilot shot down his 5th enemy he's an official ace and can choose a second one.


    I don't believe in pilots that achieved 5 or more abilities in a 5-6 mission campaign...
    Last edited by Marechallannes; 11-22-2012 at 12:59.

  27. #27

  28. #28

    Default

    ok Sven I agree with your proposal

    Marco



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