Another classic AAR there Pete.
I thought you had the RE8 "dead to rights" there for a while.
Seems the Brits are doing well in this one.
Pete what can I say. The format is brilliant and the game dialogue is superb. Plus another job done for the Bulldogs. It must take you hours to write up and present each mission.
I'm learning to fly, but I ain't got wings
Coming down is the hardest thing
Classic encounter Pete. Too bad that slimy Frenchman spy got away.
Up to your usual standard Pete; what a hairy mission that turned out to be - fair left me breathless !
My only confusion was Becker being able to gain on an RE8 after he had sustained engine damage... but they got away so justice was done and the Frenchman's buying !
Sapiens qui vigilat... "He is wise who watches"
An epic tale Pete. I never thought the chaps would get out of it alive.
Also a beautiful presentation of the pictures as usual.
Well done for another sterling example of how to present an AAR.
Rob.
"Courage is the art of being the only one who knows you're scared to death."
Very enjoyable read , pics great well done
As the climb and stall cards are the same length Becker with engine damage should only be able keep pace with an RE8 using climb cards each turn not gain on it as they are the same speed; he'd also be unable to keep up with his compadres who would slowly out strip him and equally slowly gain on the RE8 in those circumstances. Technically Becker should also have broken off with engine damage but some of these young pilots are reckless !
If using my altitude rules the aircraft could climb a peg every card, if you use a climb card as well it would have been more. I must tweak them soon.
Last edited by flash; 01-05-2016 at 23:55.
Sapiens qui vigilat... "He is wise who watches"
Great AAR Pete I to thought that RE8 had bought it but it managed to get through in the end.
Very entertaining story.
I decided to take an hour or so try to retrace my steps on this, using the photos and my notes for each turn/phase, from Turn 5.1 where Becker got the engine damage, to 9.3 where the RE-8 made its escape and found that you were right - it's damn lucky I didn't shoot them down!
These pictures show Turns 8.3 and 9.2 - there is no picture for 9.1
I think there was an issue with the picture and the RE-8 was likely in this same spot. It looks like when I added the altitude peg and took the new shot the base did not get moved.
That would do it Pete ! On more than one occasion I've realised I'm playing wounded planes as normal which was why I asked. It's easily done when you're in the excitement of a game & with a number of aircraft but this is slightly different and something I have caught myself doing in the past - now I move first then add pegs... if I remember !
I'm now also marking them when they take the hit, whatever it may be, to remind myself the next turn (which may sometimes be played later in the the day or on the next one!) so you may see little arrows appear on bases for rudder & pilots for wounds in some shots. I'm marking engine damage with a thin pipe cleaner as a thin smoke trail now as that is continual damage to remind me to swap in a stall.
Sapiens qui vigilat... "He is wise who watches"
I do use markers, like you, to keep track of damage like rudder hits, gun jams etc,, and now use Keith's Engine Damage markers to help keep track of that.
I think the problem with this one was that turn 9.1 was when I got the third call for dinner.
That's all it takes. Postman at the door, invasion of the cat, or mealtime and I miss an essential move like reloading or shortening sail.
Rob.
"Courage is the art of being the only one who knows you're scared to death."
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