The scenario was set for 12 players, but Cthulhu ended up seducing 14 potential cultists to play off the Channel Coast. The Central Powers were represented by elements of the Marinejagdgeschwader, while Entente forces were Sopwith Camels of the RNAS and a couple of Belgian mates thrown in for good measure...
The planes were flying contact patrols, looking for one another, so with Cthulhu drawing their attention, they couldn't ignore one another, either. Planes entered on opposing long ends of the mat, and the battle was soon joined.
Below is a close-up, showing the Great Old One in all of his mysterious glory. We used altitude rules, but it didn't matter what altitude a plane was flying to be able to shoot at Cthulhu...
Here you can see some of the effects of going mad when firing at Cthulhu - in the bottom left corner of the picture is a plane with a mini-Cthulhu marker on his wing. He is in the middle of completing his mandatory 3-card-madness maneuver. When a pilot fires at The Behemoth, he draws a Madness Card, telling him what his next three maneuver cards must be. You can also make out the slimy green dice I used to determine whether a pilot goes 'mad' (I know, dice aren't for some folks, but they worked well in this game...)
Pilots continue to attack one another, as well as Cthulhu, with three pilots recording kills over their opponents. The number of pilots maddened by looking into Cthulhu's eyes was lower than I had hoped, due to several drawing the card that allows them to ignore the fear due to their stalwart constitution, as well as 'lucky' dice rolling at crucial times. No matter - it was a fun kind of madness, anyway...
Due to the Old One's size, pilots could avoid collision by flying between his legs - but a pilot had to be at 1 or 2 altitude pegs to do so. Several hoped to do so and were thwarted when Cthulhu changed his facing - facing change was determined by die roll after pilots plotted their movement for the turn. Teaticket was the only one to achieve this feat, Immelmanning under the beast. Quite the skillful pilot is our Peter!
On the last movement card of the game, the good guys had finally put enough damage into the Great Old One to make him tire of puny human activities, so he disappeared...
But I am sure he will return at some point...
I think most folks had a good time flying against one another and against the monster. The rules worked well with a large group, and we managed to get through nine turns in a two-hour game. I uploaded the file of the rules this morning and am just waiting on their approval and posting. I will also post pictures of the cards and accessories I used in the game for those interested. I did so earlier as I was working on things (in some of the monthly workbench threads), but I will add them here to make them easier to find. I will also add an album to my page in the next day or two with these images included.
It is a fun scenario to run, with the forced maneuvers really wreaking havoc on the best-laid plans of serious pilots...
Always the best,
Matt
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