‘Aerodrome Raid’ Aerodrome hosted game.
Action will be over the Western Front. Germans vs Americans.
A German flight is about to raid their opposing aerodrome but the American patrol returns early to interrupt their expected fun.
1st 9 pilots to ask for a position get to fly.
Interested so far,
Flash
Baz
Camel crew
Sauerkraut
Malachi
Gangleader147
Camelbeagle
Crash A Lot
Stumptonian
Hedeby
Crash A Lot (listed twice, listed a lot)
Game duration – 15 turns max.
Rules notes:
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)
House Rule, Immelmanns are a 3 card maneuver, so I do not allow straight, Immelmann, straight, Immelmann sequences.
House rule, on an Immelmann you do not have to gain an altitude chit, it is your choice to do so. If you do not want to gain an altitude chit plot your Immelmann with an X.
Immelmann turn with no altitude gain example, Turn 4 – 1, 12X, 2
Procedure: -
I will randomly assign pilots to planes and I will set the starting locations and starting altitude.
The planes will be marked with a name sign, the actual altitude and climb markers.
Every player dispatches me a PM with its three maneuvers in the format Turn (TX), maneuver (1 - word description)
Example for turn 1 for a N28, Turn 1 – 1 - straight, 6 - right, 4 90* right
Use the numbers on the Mates card.
In the case of decks F and J, they have the same numbering as the Mates except for climb and dive for the new decks. The Mates match the original deck numbers. ARES
has changed the climb and dive numbers with the new releases. Please use the numbers for climb and dive that are on the Mates.
So, use either the old deck or Mate, your preference. New decks have different climb and dive numbers.
If all maneuvers have arrived, I post aerial view images for every phase of the round, plus some additional atmospheric images where possible.
Shooting phase:
I will inform the players about their damage as taken each turn.
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.
+1 for continuous fire. +1 not gained if ‘Disruption’ damage taken prior phase. +1 for altitude advantage and diving vs airplanes.
House Rule - Gun Jam damage cards 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. I will continue firing with 1 gun if there is a target to shoot at. When plotting a turn you can inform me if you want to clear a 1 gun jam instead of shooting.
If you get a 2nd jam there will be no shooting for you until the 2nd jam is cleared.
Game specifics
Planes
--------------Maneuver deck, guns, hit points, - ceiling, climb rate
5x USAS - Nieuport 28------F A 14 - 13 2
6x USAS Hangars
5x Germans - Pfalz D.IIIa---J A 16 - 13 3
Victory points
Downed scout 2 points for either side
Destroyed hangar 4 points for the Germans
Intact hangar 3 points for the Entente
Ground targets: Hangars have 8 damage points, AA mgs have 5.
If a hangar or AA mg receives a Boom, it is destroyed. If a hangar is put on fire, it will take 3 fire damage cards.
Bookmarks