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Thread: The Eleventh Hour - Play by PM game - Finished

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    Default The Eleventh Hour - Play by PM game - Finished

    Hi All,

    The fourth Play by PM game is a straight up dogfight at the very end of the war. I will be using a number of house rules in this game as outlined below.

    Central Powers:-



    (D VII - L / A / 16 Climb 2 Altitude 15)
    Fokker D VII: Udet
    Fokker D VII: Sachsenberg

    (E V - F / A / 15 Climb 2 Altitude 14)
    Fokker E V: Lowenhardt
    Fokker E V: Osterkamp

    Entente:-



    (SE5a - N / A / 16 Climb 2 Altitude 14)
    SE5a: McCudden
    SE5a: Dallas

    McCudden's Enhanced SE5 - Manoeuvres 4 and 5 - 90 degree turns do not count as steep manoeuvres. McCudden's SE5a can reach a maximum altitude of 16.

    Both SE5a benefit from the Higher Machine Gun rule - If the aircraft does not perform a steep manoeuvre, it can fire at long range at an overlapping aircraft in its firing arc exactly one altitude level above. It can also fire at short range at overlapping aircraft at the same altitude level unless the SE5a has climb counters and the target does not. In both cases the SE5a fires using B Damage.

    (Snipe - M / A / 16 Climb 2 Altitude 13)
    Sopwith Snipe: Barker
    Sopwith Snipe: Baker


    Duration:

    Maximum of 15 rounds - Turnaround Time - minimum 1 round per 2 days

    Gaming surface:

    Approx 90cm x 90cm green mat.

    Rules:

    Advanced rules with altitude (flying higher).

    House Rule -* Explosions cause half of the planes starting damage (rounded up) for all aircraft.

    House Rule - When diving you DO NOT lose any climb counters, you simply lose a level of altitude. (eg If you start your dive at 3+2 climb counters, you finish the dive at 2+2 climb counters)

    Procedure:

    The participants can choose a plane and their starting position (eg top, centre or bottom of starting edge) and a heading (eg W or SW).* Starting altitude is 4.

    Central Powers aircraft start from the Eastern edge, Entente aircraft start from the Western edge.

    The planes will be marked with a name sign, the actual altitude and climb markers.

    Every player dispatches me a PM with its three manoeuvres in the format "R[round number]:[manoeuvre number 1 with brief description] ,[manoeuvre number 2 with brief description],[manoeuvre number 3 with brief description]" (e.g. R4:1(Straight), 2(Straight), 4 (Right Bank)). The description is to try and avoid any confusion where numbering between WoW, WoG and Mates does not tally up.

    If all manoeuvres have arrived, I post aerial view images for every phase of the round, plus some additional atmospheric images where possible.

    Shooting phase:

    I manage the damage, and inform the players about secret damage.

    House Rule - You will always shoot at the closest enemy target, unless you can shoot at another enemy and gain the a* +1 modifier either for shooting at the same target in corresponding phases or for Height advantage.

    House Rule - Gun Jams will affect only one gun at a time so an "A" firing aircraft becomes a "B" firer after one jam and cannot fire at all after a second jam until cleared.


    Winning conditions:

    The side with the highest overall score wins.

    Each team scores points as follows:

    1 point for each enemy aircraft which leaves the gaming field.

    2 points for every enemy airplane shot down.

    -1 point for each of its own airplanes shot down.


    Interested parties so far:

    1. Flash
    2. Gangleader147
    3. Zenlizard
    4. Camel Crew
    5. Stumptonian
    6. Teaticket
    7. Sam Urai
    8. Baz

    If you would like the chance to take part then please post in this thread. If the game is oversubscribed, then priority will be given to those who did not take part in the last Play by PM game and/or drawn randomly.
    Last edited by Sauerkraut; 03-04-2021 at 12:55.



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