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Thread: Slay the Drachens - Play by PM Game - Finished

  1. #1

    Default Slay the Drachens - Play by PM Game - Finished

    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
    Last edited by Sauerkraut; 03-25-2021 at 14:37.

  2. #2

  3. #3

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    Thanks, Andy! I'd prefer Central Powers if possible.

  4. #4

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    ten health points - I have a feeling this might be a short game...

    "He is wise who watches"

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    Quote Originally Posted by flash View Post
    ten health points - I have a feeling this might be a short game...
    No "A"Guns though and I've replaced the AA guns with Machine guns to tone it down a little.

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    MG's are usually worse than AA if in range as they can shoot every phase

    "He is wise who watches"

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    Quote Originally Posted by flash View Post
    MG's are usually worse than AA if in range as they can shoot every phase
    Balloons are at Altitude 5 to start with so MGs will be out of range for some time unless someone decides to try a little strafing.

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    If I make it can I use Fokker Aiii as I have just completed two of these and would like to see how they go

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    Quote Originally Posted by malachi View Post
    Thanks, Andy! I'd prefer Central Powers if possible.
    So are you wanting to fly with Eagle Eye Egon?
    Click image for larger version. 

Name:	eagle eye egon.jpg 
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ID:	298761

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    I would love to join. I will take whatever plane is available!!! If I have a choice give me the french!

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    Quote Originally Posted by Teaticket View Post
    So are you wanting to fly with Eagle Eye Egon?
    Click image for larger version. 

Name:	eagle eye egon.jpg 
Views:	135 
Size:	75.3 KB 
ID:	298761


    He's quite dapper, that Egon. And he said the French are unlikely to target us.

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    Morning gentlemen,

    I'm interested to join the flight, if a spare place is left.
    Voilà le soleil d'Austerlitz!

  13. #13

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    Just saw this.

    Would love a spot if available.

  14. #14

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    Hi Andy

    Happy to sit out and watch and learn as I said earlier as I have played in last 3 games.

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    I will leave this open for players to join until this evening (GMT) to give everyone a fair crack of the whip, although it is already oversubscribed. As stated below, priority will be given to anyone who did not play in the last game. Remaining places will then be allocated randomly.
    If you have a preference for which side you would like to fly for then please let me know and I'll try and make it work.

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    Looking forward to this one. I'll take either side, with a slight preference for the balloon hunters.

  17. #17

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    Ok - would prefer Entente (rockets welcome)
    Voilà le soleil d'Austerlitz!

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    No druthers in this one for me - I will take whatever is available.

  19. #19

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    I would like to join if a slot is available.


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    Are collisions peg on base or overlapping bases?

  21. #21

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    They'll be peg over base Chris, overlapping bases is completely naff.

    "He is wise who watches"

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    Cool, wasn't sure and couldn't remember if some treated balloon bases differently.

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    Entente players:-

    Flash - Morane Saulnier
    Zenlizard - Nieuport 11
    Teaticket - Nieuport 11
    Marechallannes - Nieuport 16 with Rockets
    Camelbeagle - Nieuport 11 with Rockets.

    Central Powers Players:-

    Malachi - captured Nieuport 11
    Sam Urai - Albatros CIII
    Stumptonian - Fokker AIII

    Briefings to follow shortly. Please feel free to discuss plans before Turn One, but please no collaboration after the game begins.

    Huge thank you to Baz and Gangleader147 for offering to sit one out if the game was over-subscribed.

  24. #24

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    French Briefing

    June 1916 – Verdun Front

    The battle is going badly. The Germans launched a gas attack on 22nd June and then an infantry assault on the following day. This assault has driven a 3km wide salient into our lines overrunning Fleury and Chapelle Sainte-Fine. The forward German positions are now only 5km from the Verdun citadel itself. German observation balloons can see far into our rear areas, directing accurate shelling and giving early warning of our troop movements. Something must be done and soon!

    We plan to repeat the success of our Le Prieur rocket attack on 22nd May when eight of our aces including Nungesser and Chaput rapidly downed six balloons and panicked the Germans into lowering their remaining balloons along 100km of the Front. This left the Germans blind to the launch of our counterattack at Fort Douaumont and contributed to it's success.

    Two pilots from Great Britain and Italy have now been trained in the use of this new wonder weapon. Today is their first chance to use them in action. A pair of observation balloons in the salient have been chosen as targets and our gallant Allies have been provided with three escorts. The Balloons will inevitably be defended by enemy aircraft and take care to avoid ground fire.

    Bonne Chance!


    German Briefing

    June 1916 – Verdun Front

    We edge ever nearer to victory. Our recent attack has driven a 3km salient into the French lines and we are now a mere 5km from the citadel of Verdun and a successful conclusion to the battle. Our balloons can now observe deep into the French rear areas, directing our artillery and allowing us to respond rapidly to any enemy troop movements. The French cannot afford to allow this to carry on unhindered and are certain to attack the balloons. You must ensure that their attack fails.

    Viel Gluck!

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    Good luck gang - I will be poised, hanging on every thread update ....

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    Anthony, could you list the Alt for everyone? Sorry, I can't read them. Thanks!

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    Will the Balloons be marked with climb tokens ? Shouldn't they be A5/C2 to start ?

    "He is wise who watches"

  30. #30

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    Quote Originally Posted by malachi View Post
    Anthony, could you list the Alt for everyone? Sorry, I can't read them. Thanks!
    You're at A6 Chris, John is A6/C2, Pete is A6/C1, we're all at A5 +1 or 2.

    "He is wise who watches"

  31. #31

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    Quote Originally Posted by malachi View Post
    Anthony, could you list the Alt for everyone? Sorry, I can't read them. Thanks!
    Who's Anthony?

    Altitudes are as follows:

    Flash A5 C2
    Zenlizard and Teaticket A5 C1
    Marechallannes and Camelbeagle A5

    Malachi A6
    Stumptonian A6 C1
    Sam Urai A6 C2.

  32. #32

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    Quote Originally Posted by flash View Post
    Will the Balloons be marked with climb tokens ? Shouldn't they be A5/C2 to start ?
    Yes. I will add the climb counters.

  33. #33

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    Thanks Tony...

    "He is wise who watches"

  34. #34

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    Sorry, Andy, no idea where that came from. We've been doing virtual interviews at work and have a candidate with the name... that's my lame excuse.

    Round 1 submitted.

  35. #35

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    Balloons in sight. They are doomed.

    R1 in.

  36. #36

  37. #37

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    Morning gentlemen.

    Plane & equipment is inspected. Ready for combat.

    Good luck. R1 sent in.



    Just a request to our GM:

    Read something about an auto-fire rule against the nearest target. We need to skip this for the rocket carriers and I need the info if a balloon is in firing range or not to decide wether to fire the rockest or not. Once the babies are gone I don't care anymore.
    Voilà le soleil d'Austerlitz!

  38. #38

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    Don't worry Sven. Rocket carriers will be kept informed of range to balloons and will be given the option to fire at the balloon rather than aircraft when the opportunity arises.

  39. #39

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    Looking smart Sven, straight in and kill 'em all, I'll have your back !

    "He is wise who watches"

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    A question from an onlooker, not having played with balloons before, can you collide with the balloons and if so is it still central post only?

  41. #41

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    My apologies for ze delay. My mechanic spilt ze coffee all over ze flight suit. Zhen ze proppeller had a spot of mud on it! Good help is such hard to find!

    Turn 1 submitted

  42. #42

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    Quote Originally Posted by Baz View Post
    A question from an onlooker, not having played with balloons before, can you collide with the balloons and if so is it still central post only?
    Yes you can collide with a balloon and we use the same peg over bases rule for all collisions.
    Last edited by Sauerkraut; 03-20-2021 at 04:30.

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    Turn 1 in. Sorry about the delay, was playing D & D yesterday evening, and I didn't get the e-mails that things were set up until this morning.

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    1.1 - As the Allied aircraft leave the cloud cover, they sight the target balloons in the distance. Most of them head towards the Balloons although it appears that Zenlizard and Marechallannes may not have been paying attention at the briefing. They narrowly avoid a collision as they bank towards each other.
    On the other side, surprised by the sudden appearance of the Entente planes, Sam Urai and Stumptonian turn towards Camelbeagle and Teaticket whilst Malachi heads north.



    1.2 - Marechallannes and Zenlizard complete their daring crossover manoeuvre. (Save it for the Air Displays Chaps). Flash, Camelbeagle and Teaticket all continue to head for the target.
    Stumptonian closes on Teaticket whilst Sam Urai flies above the balloon and seems to be after Camelbeagle’s Nieuport 11 in the distance. Malachi continues northwards, what is he up to?



    1.3 – Marechallannes turns back towards the northernmost balloon lining up for his rocket attack. Flash heads for the gap between the two balloons. Camelbeagle may be already starting an attack run with his rockets as he closes rapidly on the balloon ahead of him, whilst Teaticket faces off with Stumptonian’s Eindecker, although frustratingly they are just out of range due to the difference in altitude. Malachi begins to turn back towards the enemy and Sam Urai has turned southwards.



    It’s going to be a tight one Malachi!



    Not much room for manoeuvre in the south either.



    The crews have begun to frantically winch the balloons down, hoping they can get them down fast enough that the nearby MGs and Infantry can assist in their defence. The rocket armed aircraft are pretty close though – Camelbeagle is a little more than a range ruler away from his balloon whilst Marechallannes is a touch over a ruler and a half from his target.
    Last edited by Sauerkraut; 03-18-2021 at 10:28.

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    Turn 2 submitted

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    Whoa, I wish my N11 was radar-equipped like the Entente ones!

    On the Mates deck, which # are the Dive and Climb cards? They seem reversed from the Ares deck if I'm reading them correctly. Thanks

  47. #47

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    Quote Originally Posted by malachi View Post
    Whoa, I wish my N11 was radar-equipped like the Entente ones!

    On the Mates deck, which # are the Dive and Climb cards? They seem reversed from the Ares deck if I'm reading them correctly. Thanks
    Some of the numbers on the Mates cards do not tally with the WoW / WoG decks. Please use the Mates numbers as if everyone does the same we should avoid any confusion. If you're worried then put a climb or dive note next to your manoeuvre.

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    They probably are Chris but that's irrelevant, just use the mates deck. 19 = up; 20 = down.

    "He is wise who watches"

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    Got it, thanks guys. I downloaded the image and zoomed it then think I've got it right. Sorry for the questions...

    turn 2 submitted

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