Let me present the AAR and idea of a team play rules that our group usually applies to our games, chaps.
1. Every kill is credited to an individual pilot. No shared kills. If two pilots downed an enemy, the most points delt decide.
2. Two points for a kill go to the team.
3. Pilots who escape through a map edge provide the enemy team one point.
4. Time frame is set: 2 or 3 hours (set before the game). Respawning after one full turn (3 cards in WGF, 2 in WGS).
5. Max altitude: 4. No A token bonus for rear gunners' continous fire.
6. The team with the most points win the game. Top scoring pilots of both teams get applause and prizes.
Yesterday, after coming back from Cracow (details and pics here: https://www.wingsofwar.org/forums/sh...235#post468235 ), my Flight gathered in our new gaming place (our Village Social Club) to play a larger game on the PT.
I designed it for 10 players (5:5), but it may be easily scaled.
What is most interesting, I decided to try out modified Zero fighters to match the historical accuracy: 12 pts Damage, cards 8,9,15,16 replaced with sharp turns and sharp side slips according to our Czech colleagues' project.
How well will they stand against the Wildcats?
Since the Wildcats appear in different versions, I standarized tchem as BB/B, so against CCA/C of the Zeroes, this is a challenge.
Each team starts on opposite map edge. But...
Five hearts and five oak playing cards (A/2/3/4/5) were used to determine who flyes what plane and the initial altitude of each team. Random draw...if 5 is drawn the team is free to determine the altitude.
Moreover, on each (Jap/US) map edge 1-2-3 spawning points for 1 bomber (Dauntless/Judy). The spawning point and altitude was t be decided by playing cards. Only one bombers was to be launched on ONE side, trying to cross the opposite map edge, flying ONLY low speed. When it crossed the edge or was shot down, the other side was to spawn it's bomber in the same manner.
Shooting down a bomber was counted as a regular kill, but worth 3 points!
So back to the Saturday's action:
The Wildcats squadron started at altitude 3, the Zeros on 2. The Americans had an edge, then...
I was assigned to fly the green Zero. The fierce battle began!
It is not going to be a full AAR, but see some impression shots below to grasp the overall feeling and action. At the end of the post you will find the final score and some brief, but to my mind interesting remarks.
Aha, the Shinano carrier (a Revell kit) was humbly built&painted by myself, but she is there just for show.
The luckiest Wildcat pilot, Kuba (Prague Con serial winner)! The final cut done by the Zero: 10 points dealt in one salvo!
Arek (Kuba's father), the top scoring Zero player (3 kills).
Maciek, 2nd Zero ace pilot, two kills.
Paweł, the best Wildcat pilot: 2 kills.
The final photo. Arek, the top scorer won the main prize: "Allied Fighters".
So the game ended after 3 hours with Japanese win 22:14 points.
Japanese pilots shot down 9 Wildcats, loosing 4 Zeroes.
I was lucky enough to get 1 kill and survived the battle in one piece just to escape through the map edge in my Zero with 11 points of damage.
Interesting: Zeroes used their versatility and cannons effectively, even being so fragile and easy to shot down. Two of them we lost due to a fatal collision. There were 3 explosions in the game, 2 C and 1 A (Dauntless rear gunner shot down a Zero).
One Dauntless and one Judy did not make it to the other side of the map, one Judy managed to escape.
Fantastic game and a great Pacific experience it was.
More photos here: https://www.wingsofwar.org/forums/al...p?albumid=4109
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