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Thread: Over the Trenches - Wings of Glory WW1 tournament

  1. #1

    Default Over the Trenches - Wings of Glory WW1 tournament

    Over the Trenches presents a fun, relaxed afternoon of World War I dogfighting Wings of Glory action, hosted by House of War, Ringwood.

    When: 10.30 Saturday 11th January 2020
    Where: House of War, 52 Maroondah Hwy, Ringwood
    Cost: $15

    Wings of Glory is a World War I air combat miniatures game using 1/144 scale aircraft. So is perfect for an afternoon of dog fighting using your favourite planes.

    Registration at 10.30. Games begin at 11.00. Four games will be scheduled with a maximum 90 minutes per game.

    Advanced Rules as detailed in the Wings of Glory rule book will be used. Tailing Rule will be used. Ace Rules and Special Abilities will be used. Pre game damage is permitted. Rookie Pilots are permitted but squadrons may only include one.

    Players choose to fly either Central Powers or Entente. Squadrons must include a minimum of two two aircraft, a reconnaissance aircraft and at least one escort fighter. Squadrons are limited to 200 points. Link to points table below.

    https://www.icloud.com/iclouddrive/0...s_of_Glory_WW1

    Central Powers

    RECCONNAISANCE/GROUND ATTACK
    Albatross C III
    Halberstadt C II
    Ufag C I
    Rumpler C IV
    Hannover C III
    Roland C II

    FIGHTERS
    Albatross D II, D III, D V
    Fokker Dr I, D VII, E III, E V
    Aviatik D I
    Phonix D I
    Siemens S. D I, D III
    Pfalz D III
    Halberstadt D III

    Entente

    Reconnaissance/Bomber
    Airco DH4
    Bristol F2B
    Re8
    Breguet XIV
    Sopwith 1 1/2 Strutter

    FIGHTERS
    Spad VII, XIII
    Sopwith Camel, Triplane, Snipe
    Hanriot
    Se5a
    Nieuport 11, 16, 17/23, Ni 28
    Airco DH2
    Morane Saulnier
    Macchi M5

    Bring your favourite aircraft miniatures, movement decks, damage decks and range ruler.

    Wings of Glory WW1 Scenarios
    1. FACE TO FACE
    In the sky over the front, two squadrons attack each other in a ferocious fight Gaming Surface: 70cm x 100cm Both Players: each player deploys within half a range ruler from its side.
    Winning Conditions: The player whose squadron exits the gaming field or is shot down loses.
    Otherwise the winner is decided on points; each player scores 1 point for each enemy airplane that exits the gaming field, 2 points for every enemy airplane shot down, and -1 for each of its own airplanes shot down.
    2. A HARD TASK
    An airplane must take pictures of an enemy target, defended by a patrolling enemy pilot Gaming Surface: 70cm x 100cm each player places a target card on its side, at half a ruler distance from the edge.
    Both Players: each player deploys within half a range ruler from its side.
    Winning Conditions: To photograph the target, the airplane must perform a stall maneuver, starting it when its centre is at half a ruler distance from any point of the target card.
    A player wins if their scout exits the gaming surface on their own side with a photograph and; the enemy scout is shot down or exits without a photograph.
    Otherwise the winner is decided on points; each player scores 1 point for each enemy airplane that exits the gaming field, 2 points for every enemy airplane shot down, and -1 for each of its own airplanes shot down. If the airplane with the photograph exits from its own side, it scores 2 points.
    3. WINGS OVER CAMBRAI
    An airplane equipped with a bomb attacks a target defended by an enemy fighter Gaming Surface: 70cm x 100cm each player places a target card on its side, at half a ruler distance from the edge and two trench cards at one ruler from each side of the target.
    Both Players: each player deploys within half a range ruler from its side.
    Winning Conditions: when an airplane with a bomb overlaps the target card, the player can drop the bomb. They can do this once in the game. The target is destroyed if the airplane overlaps the red dot on the target when the bomb is dropped. The target is damaged if the airplane overlaps any part of the target card but not the red dot.
    A player wins if they destroy the enemy target and their target is undamaged.
    Otherwise the winner is decided on points; if a target is destroyed, a player scores 4 points. If a target is damaged, a player scores 2 points. Each player scores 1 point for each enemy airplane that exits the gaming field, 2 points for every enemy airplane shot down, and -1 for each of its own airplanes shot down.
    Trench Card Rules: Trenches represent infantry troops with light weapons entrenched in defensive positions.
    A trench card has no firing arc and can target an airplane that has the centre of its base within a ruler distance from it (including an airplane overlapping it). If there are several possible targets, the player chooses one. The airplane takes an A damage regardless of the range. Ignore the damage points on the card and only count special damage results. Trench fire never jams.
    Airplanes can fire against trenches, inflicting damage as if they were firing on an enemy airplane. Damage cards are kept face up beside the trench card. When a trench card suffers the number of damage points indicated by the resistance on its card, it is silenced and counts as eliminated. If it takes an explosion card, it is silenced and counts as eliminated. Trenches ignore all other types of special damage.
    4. BULLETS IN THE MUD
    During a fierce battle, airplanes are sent on trench strafing missions Gaming Surface: 70cm x 100cm each player places a trench card on its side, at half a ruler distance from the edge and two A-firing anti-aircraft machine gun cards cards at one ruler from each side of the trench.
    Both Players: each player deploys within half a range ruler from its side.
    Winning Conditions: Each player scores:
    ˇ 1 point for each point of damage to enemy machine guns or trench (no more than 5 points per card); ˇ 5 points for each enemy airplane shot down; ˇ 4 points for each enemy airplane that exits the gaming surface.
    Anti-Aircraft Machine Gun Card Rules: Anti-aircraft machine gun cards represent heavy machine guns used by ground troops.
    Each AA machine gun can fire once per phase, using the A damage deck and following the rules used for airplanes. If there are several possible targets, choose one. Damage points and special damage have their normal effect. AA machine guns can jam.
    Airplanes can fire against AA machine guns, inflicting damage as if they were firing on an enemy airplane. Damage cards are kept face up beside the card. When an AA machine gun card suffers the number of damage points indicated by the resistance on its card, it is silenced and counts as eliminated. If it takes an explosion card, it is silenced and counts as eliminated. AA machine guns ignore all other types of special damage.
    Last edited by Mick.G; 12-08-2019 at 03:16.

  2. #2

    Default

    I have made a couple of amendments to the tournament details. Practice games highlighted two potential improvements:

    1. Advanced Rules will be used. This means altitude rules will be in play.

    2. Target/objective cards will be placed half a range ruler from each player's edge. Experience from previous WW2 tournaments showed that bombers risked flying off the table when targets are within half a ruler of the edge. However, WW1 planes can turn tighter and easily avoid the table edge.

  3. #3

    Default

    Over the Trenches has been run and won, A big thanks to House of War Ringwood for hosting and prize support. Congratulations to our place-getters; 1st Martin Morgan, 2nd Tristan Searle and 3rd Django Upton. I think Martin can mow sall himself Victorian Wings of Glory WW1 Champion for 2020.

    Now to plan the next tournament.



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