Morning, Dave.
This is the first time we meet with planes in the skies.
You owe me beer if I send your Camel down to earth...
Voilà le soleil d'Austerlitz!
Turn 2-1: Second turn, second shooting
Teaticket outflanks the battle. Graugans sense a threat on his right and pulls his plane up, camelbeagel turns right beneath Graugans and fires a burst in Sauerkrauts direction. Flash rolls right to get out of Marechallannes fire, but receives still some hits.
Turn 2-2: Rolling, Turning, Diving ... um ... Rising
Graugans and Teaticket start with the circling. Sauerkraut pulls up to get rid of camelbeagel, who turns left after realising, that he can't compete with the Fokkers climb rate. Marechallannes pulls up and watch flash from above, who is heading north to the heat of the battle.
Turn 2-3: 3, 2, 1, Immelmonn?
Graugans, Marechallannes and Sauerkraut accumulate speed while leaving the center of the battle. Teaticket gains height, to catch up with the Fokkers. Camelbeagel makes a hard turn to get behind Sauerkraut.
Missed the collision Andy !
Moves sent Flo.
"He is wise who watches"
See Peter, I didn't crash into you. YET!
New moves sent.
Turn 3 sent!
Voilà le soleil d'Austerlitz!
So we had 4 shots so far at each other?
Now it gets serious!
Voilà le soleil d'Austerlitz!
Turn 3-1: Third turn, third shooting.
Graugans push his plane down into a Split-S. Marechallannes makes a hard right turn. Sauerkraut gains further altitude and shoots on camelbeagel from above, who fires back while executing a left side slip. Teaticket and flash are repositioning their planes, to get a shot on the Krauts.
Turn 3-2: Repositioning.
Marechallannes extends his right turn into a full 180°. Graugans gun the engine while his plane is going out of the dive. Teaticket has Sauerkraut in his crosshair, but Sauerkraut is out of range. Flash drives his engine to the limit, to shake off Sauerkrauts Triplane. Camelbeagel flies past Sauerkraut to make another attack run.
Turn 3-3: Watch your six!
Graugans breaks to save his fuselage. Marechallannes rolls right to get back into the action. Flash turns left, but the situation is getting worse. Sauerkraut is tailing him, now. Teaticket pulls up to set pressure on the Fokkers. Camelbeagel flies out of the battle to get a better view for potential targets.
Last edited by Karo7; 01-09-2021 at 09:54.
Never had a tailing situation in my games. I am curious how this turns out.
Never actually used the Tailing rules before either so here goes. Round 4 moves sent.
Should be straight forward - Andy has submitted his moves -
Flo tells him what my first move is and asks him if he wants to shuffle the 3 cards he has selected.
Flo makes the adjustment, if any.
If still in the tailing pos at the start of the next movement phase same happens, Andy can shuffle the order of the two remaining cards.
Moves on the way
Last edited by flash; 01-09-2021 at 12:11.
"He is wise who watches"
The rules and the process is clear. I am just interested, how the result is. How easy can the tailing be maintained by the pursuer?
Imy finding myself hooked, this will be on Netflix soon as an original.
Ready for the next phase. Moves sent.
Turn 4-1: Catch me if you can!
Graugans and Marechallannes make a fly-by. They exchange hand gestures to update their strategy.
Teaticket and camelbeagel both break hard right to get back into action. It's time to catch some Fokkers!
Sauerkraut gets closer on flash, while flash gets rid of his pursuer through a sudden hard right turn, which let his Camel's fuselage
dangerously start to groan.
Turn 4-2: Pain in the neck.
With two Fokkers in their vicinity, Teaticket and camelbeagel put their Camel's in a streep climb to get an advantage in the upcoming battle.
Marechallannes and Graugans spread out to finally get some Camel's down.
Flash tries to dive through Sauerkraut and continue the hard right turn, but without luck: Sauerkraut reacts simultaneously with a hard right turn, fires from above, and give flash a broadside.
Turn 4-3: Approach.
Teaticket drifts left and comes closer to Graugans.
Camelbeagel is also coming behind the Fokkers.
Flash and Sauerkraut exchange hand gestures as they fly-by closely. Sauerkraut seems to admire flash's skarf, while flash think Sauerkraut flies like a number one.
Round 5 Moves sent.
Nice maneuvering Sauerkraut.
Voilà le soleil d'Austerlitz!
GrauGas and Marchellannes splitting up in front of me. Which one to go after? I can only imagine they have an evil plan up their Hun sleeve.
So are we fighting Dr. Evil and Mini Me?
Turn 5 sent in.
Really enjoying this.
Photos and play-by-play are excellent.
I really need to get my gimbal mounts into play.
Assuming I can find them ....
5-1: Immelmann!
Teaticket and camelbeagel rush on Graugans. Graugans immels on altitude 4, but can't avoid to get hit by Teaticket.
Marechallannes has selected a new prey: flash!
Sauerkraut breaks hard right and turns to get in flash's neck.
5-2: Chicken game!
While Teaticket and camelbeagel are still surprised of Graugans Immelmann, Graugans is heading directly on flash. Flash shoots straight through the battlefield and takes the Chicken game challenge. Marechallannes gets secretly in the flank of flash.
Sauerkraut has an excellent view on the scenario and turns right to make another attack on flash. This time together with the help of his two companions.
5-3: Who chases who?
Without batting an eye neither flash nor Graugans yar. Marechallannes takes the opportunity, turns left and fires on flash from four clock above.
Camelbeagel and Teaticket have overcome their consternation and get behind Graugans to finish him off.
Sauerkraut pulls his bird further on altitude 5. Are we here watching the preparation for the mighty overdive?
Graugans and Flash. I don't know if you could much closer without kissing each other!!!
Just shaking hands and greeting a worthy opponent.
Still addictive viewing, better than most box sets ....
Definitely need to play in or run more of this style game, thoroughly enjoying it.
Round 6 moves sent.
Respect for not colliding within the first five turns! Great flying by all players so far!
Just a short clarification on jammed guns. Some players and spectators were wondering why there are no jammed guns, yet. I decided for online games via PM or a Messenger to not reveal a jammed gun. In reality a jammed gun isn't easy to recognise in the heat of the battle. Please excuse, that I don't have mentioned that in the rules in the first post.
However, it should be easy to identify a player who has a damaged engine or a jammed gun.
...hammering on those damn machine guns.
Voilà le soleil d'Austerlitz!
You're doing great work there Flo, all the very best!
Thank you all for the nice comments!
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