After the Battle of Britain tournament we did in September it was suggested we could do a monthly meet up/campaign thingy. So we will begin the campaign below starting on Saturday 3rd of November at Kayjays Games and Hobby Cafe in Footscray.
Wings of Glory WW2 El Alamein Campaign
Players choose at the start of the campaign to play as Allied or Axis. Players create six named pilots. These six are experienced pilots and may be upgraded with Ace Abilities. Any experienced pilots which are KIA may be replaced but replacements begin as Rookie pilots. Any number of Rookie pilots may be enlisted.
During the campaign players will score Victory Points. Victory Points may be spent on Pilot Ace Abilities which are permanently allocated to a specific pilot.
Allied players may choose any of the following Fighters or Bombers:
Hawker Hurricane
Spitfire
Curtis P40
Bristol Beaufighter
B25 Mitchell
Axis players may choose any of the following Fighters or Bombers:
Messerschmitt Bf109E
Fiat CR42
Reggianne RE2001
Messerschmitt Bf110
Junkers JU87 Stuka
Players choose/roll for a scenario and roll for attacker/defender. Scenarios:
1 Port.
Defender - 400 points plus AA gun. Attacker - 600 points. Set up: defender places a red dot card to represent his Port. The Port may be placed anywhere on his rear edge, at least half a range ruler from the rear edge and one range ruler from sides. Defenders planes are up patrolling and are deployed using random deployment. Attacker deploys anywhere on his base edge.
Scoring: destroyed aircraft = 3 Victory Points, partially destroyed port = 3 VP, fully destroyed port = 7 VP.
2 Airfield
Defender - 400 points in the air, 200 points on the ground. Attacker - 600 points. Set up: defender places his airfield anywhere on his rear edge, at least half a range ruler from the rear edge and one range ruler from sides. Defenders planes are up patrolling (400 points) and are deployed using random deployment with remaining planes (200 points) on the airfield. From turn 2 the Defender rolls a die for each plane on the ground. On a 5+ a plane begins to taxi down the runway. When the plane passes the end of the runway it lifts off, gaining one altitude peg per turn. Attacker deploys anywhere on his base edge.
Scoring: destroyed aircraft = 3 Victory Points, partially destroyed airfield = 3 VP, fully destroyed airfield = 7 VP.
3 Air superiority
This is a 400 point dogfight to clear the skies of enemy aircraft. Set up: players deploy anywhere on their base edge.
Scoring: destroyed aircraft = 3 Victory Points
4 Sea Convoy
Defender - 400 points plus AA gun. Attacker - 600 points. Set up: played longways on mat. Defender places an objective card/convoy card on the centre of his edge and deploys planes anywhere on his edge. Defender's AA gun moves with the sea convoy. Attacker deploys using random deployment.
Scoring: destroyed aircraft = 3 Victory Points, partially destroyed convoy = 3 VP, fully destroyed convoy = 7 VP.
5 Airlift - this scenario still requires some tweaking!
Defender - 400 points ??? plus tail gunner per transport plane ??? Attacker - 400-600 points ??? Set up: played longways on mat. Defender places transport plane cards/convoy card on the centre of his edge and deploys planes anywhere on his edge.
Scoring: destroyed aircraft = 3 Victory Points, partially destroyed airlift= 3 VP, fully destroyed airlift = 7 VP.
6 Breakthrough
Defender - 400 points plus AA gun. Attacker - 600 points. Set up: Attacker places a red dot card to represent a ground target that will be the point of break through. The target may be placed anywhere on the Defenders rear edge, at least half a range ruler from the rear edge and one range ruler from sides. Defenders planes are up patrolling and are deployed using random deployment. Attacker deploys anywhere on his base edge.
Scoring: destroyed aircraft = 3 Victory Points, partially destroyed target = 3 VP, fully destroyed target = 7 VP.
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