I ran a WGF game at the just recently-completed Balticon (53!) s/f convention. Lot of wild fun. I've done this for a while now, and I've had variable success with it. This year, six players showed, four of them new, the other two semi-experienced. All declined to have their pictures taken, or have their names published., so I respected that. But nobody objected to pictures of the action. And they all had fun, to the extent of one of the players asking mie where she could get hold of a RAP. Logged in and checked Clipper's list, but alas, he had just sold the last one he had. She did, though, pick up a WGS BoB set, so that made one of the dealers in the dealers room happy. Hope she has as much fun with that as she did with the WGF game. Anyway, on to the action. Rules here were: no altitude, collisions happen only with the optional peg has to overlap the base rule, the optional aim bonus rule, and I think the otherwise standard rules. Situation and rules for this particular scenario: Late-war air superiority scenario. Knock your opponent out of the sky. Three points awarded to side and pilot for a shoot down, flying off your own end of the board gives the other side a single point (not awarded to an individual), flying off the enemy end of the board is equivalent to a shoot-down, adjust if a "slight" move off the edge of the board, flying off the side edge just highly discouraged, and resolve any fires when flying off your own board edge. Gun jam cards cause only one gun to jam (unless of course, you get two jam cards simultaneously or overlapping in time). Start with the latest and greatest planes, if you get shot down, wait out a full turn, and come back in with a reserve, older plane. For the British, this meant three Sopwith Snipes to begin: for the Germans, it meant a Siemens-Schuckert D-III, a Fokker D-VII, and at particular player's desire, a Fokker Dr-I of his own. With that, on to the action!
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