I have two. On my way
Yep, did the kickstarter thing myself, so I got both HP, as well as the Staakens.
Have to leave a bit of room on the table for the other side chaps !
"He is wise who watches"
What! Lets just get a bigger table!!!!
I have one, I can join in too
Let's have a H-P O/400 demolition derby!
Back to the game at hand. To the West, Camel Crew turns to attack Marechallannes, as the latter faces a AA burst to starboard; Crash A Lot, having sighted the Gotha caught in the searchlight closes in. Gangleader147 brackets Marechallannes, but both he & Crash are high above the bomber. Camelbeagle dives on Baron Rolf, but is out of range, due to altitude difference.
Malachi pursues Rolf, while Gangleader147 seems to have a choice of targets.
During phase 2, both Marechallannes and Camel Crew dive. This puts the bomber out of range, due to altitude difference, *but*: Marechallannes' prior move was a stall: this means 2 steep cards in a row. I'll allow the dive-its essentially the same as a straight, as far as horizontal movement. (I put myself in the position of a pilot: he's caught in a searchlight beam, and would probably risk overstressing the aircraft to move out,) but the Gotha will take an A card for the stress. Crash A lot altitude 5, 2 climb counters; Camel Crew altitude 4, with 4 climb counters; Marechallannes altitude 3, with 4 climb counters; Gangleader147 performed a hard right turn, but I messed up that photo, and didn't realize it until posting time; he is at altitude 6, with 2 climb counters.
To the east, Camelbeagle dives on Baron Rolf, and gets in a burst. Camelbeagle at altitude 4, Baron Rolf at altitude 3.
Turn 3, Phase 3: Malachi moves in on the illuminated bomber, but the Gotha is out of his firing arc; moreover, Marechallannes' bombardier sees the Strutter coming, and delivrs a burst that results in sparks everywhere, as the bracing wires are shredded (7 points of damage for the boom). Camelbeagle overshoots Baron Rolf.
The overall positioning at the end of turn 3:
Baron Rolf: Altitude 3, no climb
Camel Crew: Altitude 4, 4 climb
Malachi: Altitude 3, 4 climb
Marechallannes: Altitude3, 4 climb
Camelbeagle: Altitude 4, no climb
Sauerkraut: Altitude 3, no climb
Crash A Lot: Altitude5, 2 climb
Gangleader147, Altitude 5, 2 climb
Turn 4 Spotting phase:
In the West, Baz is entering the battlespace from the to right of the picture; Hedeby can just be seen in the top left corner. In the east, Hedeby in at the top center; and crap, i seem to have cropped another photograph incorrectly. Stumptonian is entering the battlespace from the left, just topo of center. Teaticket is entering from the bottom, very close to the northeast corner of the mapsheet (general view has been to the south, bottom to top, for reference.)
Close-ups of the new arrivals:
Baz:
Hedeby:
Stumptonian (apologies for misspelling your UN when I was typing out the name placards)
Teaticket:
And some other updates:
1. Baron Rolf has been absent from the game since set-up. I assume some sort of catastrophic computer or connection loss. I've been running his bomber in the meantime, and plotting out his moves well before other players have a chance to send in theirs. But with 12 aircraft on the board, I'd rather not have the extra load. Is there someone witnessing the game, who didn't have a chance to jump in? You can take over this particular bomber, send me a PM, and I'll send you the briefing and updates.
2. The night flying rules are, of course, experimental. I generally don't like changing the rules in the middle of a game, but the following change could not have affected the play so far, so I'm thinking of changing the collision rules. I have been sending players spotting information in the pre-turn updates. It makes sense to me to modify the collision rules thusly:
a. If there is a potential collision-any aircraft base overlaps the base of another, and both aircraft either have none or at least one climb counter-then such a collision will happen if at least one of the involved aircraft has not spotted the other (standard collision rule, as per scenario special rule 3b)
b. If both spotted aircraft have spotted the other, and both have either none or at least one climb counter, and at least one of the aircraft pegs overlaps the base of the other, then the potential collision becomes an actual collision (often used as a special rule in games presented here on the 'drome.)
Let me know what you think of this rule change. I'll adopt it if there is a majority vote in favor, or drop it if a majority vote 'no'.
Last edited by zenlizard; 04-24-2021 at 15:52.
Wow! The board is getting crowded!!!! Turn 4 submitted.
Turn four in
I think I need a bigger GUN
Your change to the collision conditions sounds fine to me.
turn 4 in.
collision rule sounds ok to me, Sam.
We put a game on at one of the shows with 9 of the HP 0/400, it was fun.
Mind you at WMMS one year we had a mass raid of 33 Gothas, AEGs and Staakens.. that was a very big table
Never Knowingly Undergunned !!
Turn 4 (well my first) submitted
Never Knowingly Undergunned !!
Turn 4 in .....
All sounds good to me .....
I'm gonna catch you
Round 4 in.
Collision rules okay with me
Turn 4 sent.
Modified Collision rule sounds good to me.
I have subbed in Flash, and hopefully, brought him completely up to date on the game situation. Also been talking to Peter/Teaticket, who has been very helpful in asking questions that have helped me iron out some issues in managing a PbPM game vs a FtF game.
When this whole thing is done, I'm going to revise the rules, briefings, etc., and post the thing to the appropriate section of the forum for general use.
Keep flying, everyone!
I have control, need to get a feel for this beast and check the bombing rules then I'll submit turn 4.
"He is wise who watches"
Right, think I have a handle on it now... Turn 4 in !
Blind Hans ? Are you ready ?!
Last edited by flash; 04-26-2021 at 04:15.
"He is wise who watches"
Hopefully Blind Hans has brought a couple of friends this time. That bomber could be a bit much for just two of you to handle.
Yawn...
"He is wise who watches"
I take it that crashing into a tree is the move for your bomber this round Dave? Drunken Germans!
OK, guys quick posting. Narrative only, with the parenthetical numbers being where I can insert the photos later. I need to find a rock to crawl under; getting up early tomorrow so I can get some work in before I go in for my second Moderna vaccine injection. I'll edit this tomorrow afternoon, when I get back: I think the only editing will be inserting the photos.
Turn 4, Phase 1:
Marechallannes dives again, by the superior speed of Camel Crew’s Sopwith Strutter brings him into range (barely.) The exchange of shots is at +1 for each this time around. To the south, Camelbeagle’s Comic is out of range of Flash’s rear gunner, due to altitude difference. Malachi is too far above the bomber he is overflying for either to shoot.
Further east, Teaticket moves in behind Sauerkraut, as the latter turns and releases his bombs! Further to the south, Baz dives on Flash
Turn 4, Phase 2:
This time, it is Camelbeagle & Crash A Lot who dive, while Gangleader147 Immelmanns. Marechallannes & Camel Crew continue to exchange fire, while the former gets into Malachi’s blind spot, (even were they within range of each other normally), and Camelbeagle stays out of range of both Marechallannes & Flash.
Elsewhere, Teaticket continues to trail Sauerkraut, while Stumtonian turns towards the huge bomber, but it remains out of range. England feels the full fury of German bombs, as Sauerkraut scores a direct hit on the target.
Meanwhile, Baz continues to close in on Flash.
Turn 4, Phase 3:
The overall situation:
Camel Crew & Stumptonian are both out of range of their nearby opponents, with Sauerkraut also out of Stumptonian’s firing arc.
And in the middle of the board, there is great vertical separation among the various combatants:
Last edited by zenlizard; 04-27-2021 at 06:00.
During the Turn 5 spotting phase, Marechallannes is one again illuminated by a searchlight, drawing everyone’s attention, Sauerkraut is sandwiched between Stumptonian and Hedeby, and “Unlucky” Baz re-acquires his name, as he also gets caught by a searchlight:
Note: hold off on submitting your turns until I also get the individual shooting & spotting PMs out to each of you you.
ETA Final altitude:
Flash: Altitude 3, no climb
Camel Crew: Altitude 3, 4 climb
Malachi: Altitude 4, no climb
Marechallannes: Altitude 2, 4 climb
Camelbeagle: Altitude 3, no climb
Sauerkraut: Altitude 3, no climb
Crash A Lot: Altitude 4, no climb
Gangleader147: Altitude 6, no climb
Teaticket: Altitude 3, 7 climb
Baz: Altitude 3, 2 climb
Hedeby: Altitude 6, 2 climb
Stumptonian: Altitude 4, 2 climb
Last edited by zenlizard; 04-27-2021 at 06:06.
Very pleased with that. Very difficult to line these monsters up on target with just the one shallow turn and no sideslips available in the deck.
Is there anyway we can get a high level overview of the playing field. I have now idea where I am going. OR, is that your plane?
Yeah, the report from Turn 4 will include one, I just haven't had the chance to edit it in yet.
DIVE DIVE DIVE !!!! turn 5 in
Never Knowingly Undergunned !!
Turn 5 sent.
I can hardly move for Huge planes. Turn 5 in
Turn 5 in ....
Turn 5 submitted
turn 5 submitted
got your message Sam. New Round 5 submitted
Turn 5 in.
Where is everybody? I'm sure I'll find out soon enough.
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