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Thread: Trial Competition to test Points system for WGF.

  1. #1

    Default Trial Competition to test Points system for WGF.

    The Teams:
    Team 1: Player 1 who flies the F2B B/B @ 91 points backed up by Player 2 flying DH2 @ 58 points. Total team points 149.
    Team 2: Player 1 flying an Albatross DIII with sniper skill @88 points and Player 2 flying a Halberstadt DIII @60 points. Total team points 148.
    Team 3: Player 1 flying an SE5a A @ 92 points and Player 2 flying a N17 B @ 56 points. Total team points 148.
    Team 4: Player 1 flying a Sopwith Snipe @97 points and Player 2 flying a Spad VII B rookie pilot @52 points. Total team points 149.
    Team 5: Player 1 flying a Fokker DVII @100 points and Player 2 flying a Fokker EIII @48 points. Total team points 148.
    Team 6: Player 1 flying a Spad VII B @62 points and player 2 flying a N17 + sniper skill @85 points. Total team points 147.
    Team 7: Player 1 flying a Fokker Dr1 + acrobatic pilot @ 94 points and Player 2 flying a Aviatic D1 B rookie pilot @52 points. Total team points 146.
    Team 8: Player 1 flying a Rumpler CIV B/B @ 86 points Player 2 flying an Albatross DII + daredevil @ 64 points. total team points 150.

    The Games:
    Game 1 pitted the redoubtable:
    Team 1: Guzzi (Paul) flying the F2B B/B and George flying the DH2 as back up.
    versus
    Team 2:Skafloc flying the Halberstadt DIII and Ant flying the Albatross DII + sniper skill (should have been the DIII but didn't have one)

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    Team 2 nearest, team 1 across the table.
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    Ant unwisely went head to head with the Brisfit and not only caught fire twice but was a smoker to. An over-dive did not remedy the situation and Team 2 was down to 1 after 3 moves!
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    I tried to gain clear air chased by the DH2.
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    Ant's damage total.
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    I double back.
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    Now being chased by the Brisfit.
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    Guzzi eyes up his quarry!
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    Brisfit and DH2 come together to hunt me down.
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    Ha Ha slipped by them, will the Brisfit fly off the table?
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    No, Guzzi managed an immelman and his centre peg never left the table, damn!
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    Fooled them again.
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    A second collision for the DH2, George had collided with me earlier.
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    And down went the DH2.
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    My damage at the end the top 0,2 were in the +1 pile.
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    The Brisfits meagre damage!

    With 1 lost aircraft each it went to a count up of damage. Team 1 won with 1 v 9.

    Summary:
    1. Altitude: simple climb or immelman gain 1 peg, dive or over dive lose 2 pegs, split s lose 1 peg.
    2. Dive or climb counted towards the immelman.
    3. +1 for 1 altitude higher shooting.
    4. No shooting allowed for rear gunner when plane bases overlapping, or overlapping higher/lower.
    5. Max height peg wise we went to was 6 and lowest was 1.
    6. Team 2 might have fared better had the Albatross not been lost so early and without firing a shot!
    7. Game time allowed 60 minutes
    8. Highest damage at end is the winner, even if all 4 aircraft shot down.

    Result:
    team 1 progress through to round 2.
    See you on the Dark Side......

  2. #2

    Thumbs up

    That looks like an interesting experiment.
    Will watch for further reports.

  3. #3

    Default

    Interesting! Could you try to add Poll? I would be nice to vote who'll win (I vote Team 6)

  4. #4

    Default

    Very, very interesting thanks!

  5. #5

    Default

    It is a very interesting series of games Neil. I will follow its progress with interest.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  6. #6

    Default

    The damage deck is a great leveler. Ant mistimed his approach and flew past the Brisfit. The rear gunner Got the 1+fire, then managed to immelamn and got in the 2+smoke, Ant's second fire card was the 3 followed by another 2+fire. Then got hammered with the 4 damage on top followed by the killer 2 damage from fire. Didn't even get a shot in at the enemy.

    George and myself collided and both received zero damage C cards.
    Guzzi and George collided (bad team co-ordination) and George received the killer 10 card whilst Guzzi picked up a zero.

    Boom cards are game levelers but none came out this time round. We're going to play the 8 games as they are, as a knock out style competition. Then we'll try another set of games this time with players choosing their own combinations and being a set of 4-5 games with the eventual winner being the one that racked up the most damage throughout the competition.

    So a knock out system and a league system. Any other ideas for competition systems? Any takers to try out the point system? The more that try the better the information on balance.

    After the points have been decided the next hurdle is a common set of competition game rules for altitude that are simple, quick and easy to apply. One other point was raised about damage. The what if a team hides damage or realises after the fact that their aircraft should have been shot down 2 cards ago. My simple answer any team caught out, let's not call it cheating, lose the game immediately. It wold be hard enough to police 4 games without trying to police 8-12. So player integrity is paramount. Otherwise all damage must be on view and not hidden. There are merits for both and disadvantages for both.

    Comments please.
    See you on the Dark Side......

  7. #7

    Default

    I was often asked to devise tournament rules. Both with random damages, more true to the original games, and with fixed damages. The latter system allows to keep kuck out of the evaluation, does not have anty secrecy/mistake/cheating issue, allows for a more detailed score system. Here a bit from one of these rulesets:

    The match
    Starting position is with teams on opposite sides of the table, with the plaes evenly distributed among them and the table sides, with the bottom of the card touching their side of the table.

    Play with just the basic rules of "Famous Aces". The only difference is that instead of taking damage cards, planes get a fixed amount of 2 points at long ranges, 3 at short range. There are neither explosions nor jammings.
    The winning team is the one still on the table when all the enemy planes are eliminated or left the table.

    Match report
    For each match a report is filled stating for each player the plane used, the individual tournament score, if he is part of the winning or of the losing team, number of shot down planes, if he has been shot down or left the table. There is also a space to write down the damage received, putting in each box the number of the player who shot.

    Match score
    The tournament score is individual and given as follows at the end of each match:
    10 points for each match in which the player belongs to the winning team.
    1 point for each damage point inflicted to an enemy plane.
    5 points for each plane shot down; consider the last shot, and if a plane goes down because it is hit by more than one plane in the same phase consider it as shot down by each of them.
    -10 if shot down.
    -20 if exiting the table with the central dot of the plane, abandoning the match.

    Time limit
    If there are organization needs, the match can be limited to a specific amount of time and in any case to no less than 45 minutes of effective play. When the limit is reached, complete the turn planned. If at the end of the match there are planes of both sides still on the table, the victory goes to the team with the better sum of individual scores (excluding of course the 10 points for the winning team). If even, the team with more planes still on the table wins. If even, the winning team is the one with less damage points received (consider shot down and exited planes for 16 points, no matter the real damage suffered). If it is still a draw, choose the winning team randomly.
    This was for A-firing planes. No points system, but planes could be divided into levels (average being Dr.I, SPAD XIII, Camel, D.Va, Sopwith Triplane, Pfalz D.III/D.IIIa, Hd.1) giving one skill for each level difference, as explained elsewhere. These amounts can be varied for B-firing planes (2 damages at long range, 1 at short?).

    When organizers wanted to keep random damages, points were changed in this way:

    10 points for each match in which the player belongs to the winning team.
    3 points for each time the player fires at an enemy plane at short range (no matter how much damage is inflicted).
    2 points for each time the player fires at an enemy plane at long range (no matter how much damage is inflicted).
    3 points for each plane shot down; consider the last shot, and if a plane goes down because it is hit by more than one plane in the same phase consider it as shot down by each of them.
    -10 if shot down.
    -20 if exiting the table with the central dot of the plane, abandoning the match.

    It's the same thing, with a different formulation (and for the shot down bonus you can choose either 3 or 5 with any of the two systems, I think).



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