So Knights of the Air... takes a long time. 3 sorties a night, 19 missions, etc. That's a long time. Before I ever read up on KotA I was already working on my own campaign. The kind of campaign that you can do in one session. The kind of campaign where you don't need to keep pilot stats, but you could if you wanted to. The kind of campaign that would bring you through all the planes, and show off all the different boxed sets and what they have to offer. Basically, go through the war... but only take a day to do it. So far I have specifics for 3v3 campaign, but really, how often is that going to happen? It just seems like the best number of players for a day campaign, though, so that's what I did. I will be coming up with specifics for other number of players, and as I actually get to play this thing, I will of course edit this to make it more even. I welcome any comments, questions, criticism, etc. This is just for fun. It was fun to look at the planes and try to come up with even scenarios. It will be fun to see how it actually turns out. It will be fun to add in the extras of keeping pilot statistics and everything, which I plan on doing but don't get together very often with my game group nor do we necessarily play Wings of War when we do. But here it is - my attempt to liven up this already amazing game with continuity between missions.
Through the War: A Campaign for a Day Campaign Game – 3 v 3
Missions:
Mission 1: Clearing the Way
A Fokker EIII (P,B,11), a Halberstadt DIII (G,B,14), and a S Schuckert(E,B,13) meet up with a Morane-Saulnie (P,B,10), an Airco DH2(G,B,13), and a Hanriot HD1(F,B,14) while scouting for a good point to put up an observation balloon to get eyes on the enemy base. Last team with a surviving aircraft on the board wins… 20 turn limit. If an aircraft is still there at 20 turns, it will run out of fuel and crash before it gets home and does not count as the last aircraft on the board. This should be settled well before that though.
Axis Win: Mission 2
Allied Win: Mission 2A
Mission 2: Balloon Bustin’
A barrage of observation balloon has been set to protect your enemy’s home base – take it out!
2: Albatross D III (J,A,14) with rockets.escorted by a Fokker EIII (P,B,11) and a Halberstadt DIII (G, B,14) vs. 2 Sopwith Triplanes (D,A,13) and a Hanriot HD1 (F,A,14) defending 4 balloons set up in a barrage.
2A: Nieuport 17 (I, B, 12) with rockets escorted by a Morane-Saulnie (P,B,10) and an Airco DH2 (G,B,13) vs. 2 Fokker DR I(D,A,13) and the Fokker DR IV(G,AB,11) defending 4 balloons set up in a barrage.
Victory is to destroy 2 of the balloons - immediate, no escape needed. If defender pulls down the balloons, go to mission 3... but the barrage will be there the next time they attack. 8 turns to pull down balloons (must be decided by turn 4), 12 turn fuel limit for attackers only.
(Balloons Not Popped, change attackers for this mission, or go to mission 3 if the other barrage is already down)
Mission 3: (Balloon Popped)
Seizing the Momentum
With a way through and new mid-war planes, rush to seize the momentum of busting through the barrage by sending a bombing run against the enemy base.
Spad XIII (A,A,13) & Sopwith Camel (C,A,15) vs. Albatros D.VA(B,A,15) & Fokker DRI(D,A,13)
Additional:
Axis Attacking: Sopwith Triplane(D,A,13) vs. LFG Roland C II(K,B/B,15)
Allies Attacking: Fokker DrI(D,A,13) vs. RAF R.E.8(K,B/A,13)
3 targets, 3 AA Artillery, 4 MGs for the defending side.
Bomb all 3 targets to win!
If the barrage the other way has come down, go to Mission 4. Else, go to mission 2.
8 turn fuel limit for attackers.
Mission 4: Counterattack!
All surviving planes from the previous mission fly by the same pilot WITH DAMAGE, and each pilot gets a new plane.
Fokker DVII(L,A,16) and S Schukert DIII(O,A,15) vs. Sopwith Snipe(M,A,16) and RAF S E 5a (N,A,16)
Plus (Allies Defending) – UFAG C.I(H,B/B,16) vs. Nieuport 17(I,A,12)
Plus (Axis Defending) – Airco DH4(H,A/A,15) vs. Pfalz DIII (J,A,16)
Defenders get the same set up as in mission 3 – 4 MGs, 3 Aas, and 3 empty targets. Kill the targets to win.
After that, the following rules apply:
Switch back and forth between attacking and defending.
Do not reinforce any ground targets.
Plane reinforcement:
The attacking team should have a bomber. If the attacking team does not have a bomber, give the defending team a plane back from the 6 choices and give the attacking team a bomber.
If after this there are less than 3 planes on a side, add 1 plane to each side until there are at least 3 planes on each side.
8 turn fuel limit for attackers.
Note:
There is no reason not to add planes, use different planes, etc. These specific missions can be played after buying one set of everything currently out for WWI cards, since I have that available and am limited by that. So I currently can’t fly 6 P/G/E planes, only 5, etc.
Is it even? I don’t know. I need to play it! But I tried to make it as even as possible. With no altitude, the barrage is much harder to take down, as instant death for going on top of or past the edges of the balloons is pretty harsh… but that’s the way the aircraft crumbles! Also makes rockets that much harder to fire…
Have fun and happy flying!
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