This is late, but it comes from an individual not part of the Forum.
Link: Enfilade 2019
Nikolas, a fellow gamer here in the Comox Valley hosted a Wings of Glory game at Enfilade 2019. It was an Italian winter bombing scenario, for all comers, newbies and experienced players.
Some of the shots of the action:
I didn't get any names of the actual pilots for specific planes, but some of the players are mutual acquaintences with Nikolas. Nikolas was a big mover and shaker in Vancouver, helping with or even organizing Trumpeters Salut in the past. So, he knew quite a few of the people at Enfilade from his involvement there.
Some of the action: A husband and wife team took two two-seaters across the table, chewing up many planes with their combined fire; A young lad, in his first game ever, took the Caproni Ca.3, flying it straight across the table and exactly hitting the target. He crashed and burned shortly afterward, but respawned. He was completely stoked about the game; Not a surprise, but the veteran players on the Central Powers side mercilessly focused all their shooting on the bomber, but the bomber's damage draws allowed him to make it to the target, nonetheless.
Interesting Notes on the Scenario Adaptations:
1. Nikolas ran a few interesting twists to the game, in that he added weather effects. This included wind gusts that would restrict turns, or speed, and ability to shoot (more specifics as I extract them from Nikolas).
2. Nikolas used damage recording chits for each plane, as he didn't have enough damage decks for the number of planes on the table. This kept all the special damage in play, as players would end a shooting phase, record the damage on provided sheets, and return all the cards for a reshuffle. This way, multiple pilot wounds and smoke/fire damage were very possible, even with slightly damaged planes still on the table.
3. Nikolas didn't use Ace Skill cards for each pilot. He gave each player an Attack Bonus card and two Defence Bonus cards for the game. If someone respawned, they only got one each. Each card was 'Use and Discard', so they had three bonuses throughout the game, using them at their option. Bonuses:
Attack:
1. "Long Burst", which added an extra card of damage to a shot, whatever the range. There was a (gasp!) die-roll to see if the gun jammed (on a 1, so 1/6th chance).
2. The other was for a +1 damage to a shot, for each card at any range, even '0'.
Defense:
When Nikolas sends me the electronic versions of his cards, I'll put these up. These were mostly like existing Ace Skills, but just one use. I remember he had a "Crazy Pilot", which allowed a player to plan any maneuver sequence without restriction (any restriction! So, turn, Immelmann, stall).
I really like the above idea, as it takes out a lot of record keeping and memory. I think I will be using something like this for my BSG game at PhenomaCon in Victoria in July.
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