One of my best buddies, Jayson, came down last weekend for some good times breaking the isolation of our respective covid bubbles. He knows I'm heavily into Wings these days and is a good sport about beating me at any games I own.
I drafted these scenarios to try instead of just dogfighting. Special thanks to @teaticket for reviewing my proposals, although I changed up the planes at the last minute since I'd originally thought these would be battles with my parents.
I'll lay out the rules and maps then do the AARs in subsequent posts. These were played on a 6 x 4 mat, although the balloon one was essentially half that size. Evil Jayson and I flew each scenario on day one, then changed sides and repeated them on day two. Results were Evil Jayson 2 wins, Chris 1 win, and a draw.
It would be fun to do again using different planes, perhaps later model 2-seaters that have an Immelmann or A guns. The balloon scenario was also a lot of fun, and the Germans must take care not to lose 2 planes as the mission is scrubbed. We didn't have the opportunity for any plane to respawn.
Jayson may return this weekend so I'll try to post some more if I come up with something!
Balloon Buster
Entente - defender, starts anywhere on the clock face and chooses facing
Sopwith Triplane - Collishaw (my Collishaw model was hiding somewhere so these were flown with Little using A guns)
Austrians - aggressor
Alb D.III Hautzmayer
Alb D.III Brumowski
Balloon 28 pts, starts at 4,000 ft (12 turns)
Entente or Central Powers can respawn 1 scout if destroyed before turn 6 (roll 2 x D6 for start position, may choose facing. Distance = 2 rulers from balloon peg).
Explosion cards = 6 damage to balloon or planes.
Planes overlapping their base peg on balloon base draw one C card.
Central Powers win if the balloon is eliminated (if Entente dies 2x, Central Powers still need to eliminate the balloon before it reaches ground).
Entente wins if 2 Central Powers scouts are killed (the rest abort the mission).
Draw = any other result.
Photo Recon
Entente - defender
Sopwith Camel Stackard
Sopwith Camel Maclaren
Central Powers - aggressor
Rumpler C.IV.C MFFA2
Rumpler C.IV.C Luftstreitkrafte 8231
Explosions = 6 damage
Blind spot rule in effect, p23
Only observer can take photo
2-seater wounded crew: roll D6. 1-3 = pilot wounded, 4-6 = observer incapacitated
Germans photograph 2 locations (rail depots)
German win = collect a photo of each location and escape both Rumplers off the board in the "2 rulers" area (Return to Base) or shoot down both enemy aircraft.
Entente win = shoot down both Rumplers.
Draw = 1 photo collected and safe return to base of that single Rumpler.
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