Slay the Drachens!
The next Play by PM game is a balloon busting scenario. Two German Drachens tethered at Altitude level 5 are protected by a pair of AA Machine Guns, three Trench positions and a small assortment of aircraft. The Entente players must try and destroy the balloons before they can be hauled down to safety.
Entente Attackers:
Morane Saulnier Type N - T deck / B Gun / 10 Damage / Climb 5 / Max 9
2 x Nieuport 11 - E Deck / B Gun / 10 Damage / Climb 4 / Max 11
1 x Nieuport 11 with rockets - E Deck / B Gun / 10 Damage / Climb 4(5 with Full Load) / Max 11
Nieuport 16 with rockets - R Deck / B Gun / 10 Damage / Climb 2 (3 with Full Load) / Max 12
Central Powers Defenders:
1 x Fokker AIII - T Deck / B Gun / 11 Damage / Climb 6 / Max 9
1 x Nieuport 11 (captured) - E Deck / B Gun / 10 Damage / Climb 4 / Max 11
1 x Albatros CIII - Y Deck / B/B Guns / 14 Damage / Climb 8 / Max 8
Duration:
Maximum of 14 rounds (The balloons will have been brought down to the ground at this point) - Turnaround Time - minimum 1 round per 2 days.
Gaming surface:
Approx 90cm x 90cm green mat.
Rules in use:
All Advanced rules in RAP p.13 -16
Flying Higher Optional Rule p.19
Aim Optional Rule p.19
Firing from Above Optional Rule p.19
Balloon Advanced Rules p.30
Rockets Rules p.35
Full Load Optional Rule (For Rockets not Bombs in this game) p.38
Trenches Rules p.31
AA Machine Gun Rules p.31
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. (e.g. If you start your dive at 3+2 climb counters, you finish the dive at 2+2 climb counters)
Rockets and Machine Gun (Nieuport 11) – The agility of the Nieuport 11 was severely affected when it carried both Rockets and a Machine Gun. To reflect this until the rockets are fired the Nieuport 11 may not use a right sideslip (13/14/17) and a left sideslip (15/16/18) in the same turn.
Higher Machine Gun rule (all Entente Nieuports) - 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.
Starting Set Up:
All participants may indicate a preference for which side they would like to fight on although it may not be possible to ensure that you get your first choice.
Aircraft will be allocated randomly.
All aircraft will be set up by me.
The planes will be marked with a name sign, the actual altitude and climb markers.
Procedure:
Each turn every player dispatches me a PM with their aircraft’s three manoeuvres in the following format "R[round number]:[manoeuvre number 1] ,[manoeuvre number 2 ],[manoeuvre number 3]"
(e.g. R4: 1 / 2 / 4).
To avoid any confusion , please only use the numbers from the WoG Mates cards provided below.
Entente – Nieuport 11 (E), Nieuport 16 (R), Morane Saulnier (T)
Central Powers – Nieuport 11 (E), Fokker EIII (T), Albatros CIII (Y)
Once all manoeuvres have arrived, I will carry out the turn and post aerial view images and accompanying text for every phase of the round, plus some additional atmospheric images where possible.
Shooting phase:
I manage all damage to the aircraft and inform the relevant players about any special damage. This special damage is kept secret from other players (unless fire/smoke) although hints may be given in the narrative.
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.
Victory conditions:
The side with the highest overall score at the end of the game wins.
Each team scores points as follows:
2 points for each enemy aircraft which leaves the gaming field.
5 points for every enemy airplane shot down.
(Entente only) 2 points for each destroyed AA Machine Gun.
(Entente only) 2 point for each eliminated Trench position
(Entente only) 10 points for each balloon shot down.
(Central Powers only) 10 points for each surviving balloon.
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.
Interested parties so far:
1. Stumptonian
2. Zenlizard (Entente)
3. Gangleader147 (Central Powers)
4. Teaticket (Entente)
5. Camelbeagle (Entente)
6. Malachi (Central Powers)
7. Flash (Entente)
8. Marechallannes (Entente)
9. Baz (Central Powers)
10. Sam Urai
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