Turn 5 submitted
Corrected turn 5 on the way...
Hope the big boys distract some enemy fire from my ass!
Voilà le soleil d'Austerlitz!
Excellent hit Sauerkraut!
Voilà le soleil d'Austerlitz!
You hanging in there Zen?
OK, so this turn was a hot mess. Collisions, AA fire, bombings, everything. Through weird happenstance, everyone is still flying at the end of it.
Turn 5, Phase 1:
Both Marechallannes and Baz are targeted by AA fire, which misses any target. Camel Crew’s rear gunner, Crash A Lot, and Stumptonian are all out of range, while Camel Crew and Teaticket simply fail to see each other in the darkness. Meanwhile Hedeby overflies Sauerkraut. Likewise, Baz fails to spot Flash, but of course, being illuminated, is subject to fire from Flash’s bombardier.
Turn 5, Phase 2:
Camelbeagle comes face-to-face with his previous opponent, a big Gotha bomber. Malachi’s rear gunner also has the bomber in range, while “Unlucky “ Baz, blinded by the searchlight, fails to see Malachi looming ahead of him. The two aircraft smack into each other in the semi-darkness. Sauerkraut’s bombardier has Crash A Lot in his sights. Behind the giant, Hedeby overflies Marechallannes’ Gotha, while the latter lets fly with his bombs. Unfortunately for him, they miss, and simply land in southeast London. Stumptonian circles above the bomber. Further north, Camel Crew has no shot while he underflies Teaticket.
Turn 5, Phase 3:
Camelbeagle flies past Flash, but puts himself in Flash’s blind spot, so there is no fire from the rear gunner. “Unlucky” Baz lives up to his nickname, and smacks into Malachi again. However, the real mess is where Hedeby, Marechallannes, Stumptonian, Gangleader147, Sauerkraut, Crash A Lot, and Teaticket all attempt to violate the Law of the Exclusion of Matter. Fortunately for most of them, the differing altitudes come into play. Crash A Lot attempots to live up to his nickname, and collides with Teaticket. Camel Crew is out of Teaticket’s gunner’s range, but the reverse is not ture: Camel Crew’s reagunner gets in a shot. Hedeby’s overdive brings him down to engagement range, but fortunately for him, not dangerously show. Most aircrew here hold their fire, being unsure of their targets, but Stumptonian gets a long range shot at Sauerkraut.
Turn 6 submitted.
turn 6 is in
Not me you idiots... the bloody big planes with black crosses on !!!!
Turn 6 in.
Never Knowingly Undergunned !!
Wow, thought I might collide with one of the big shiny things, not minuscule teammates. Also, think I must be related to Blind Hans as a whacking great big bomber flies across my bow at the same level and I can’t see it! Lol, great game, remind me not to fly at night again. Not really sure where I am now as can only see some small part of card sticking out but glad to have the crate flying below me still.
Turn 6 sent in.
Target in sight .. Turn 6 in !
"He is wise who watches"
6 in. Crash A Lot, stop living up to your name!
Turn 6 in ....
Turn 6, Phase 1:
Overall, things seemed fairly innocuous until the shooting started. Flash, Hedeby, and Marechallannes all draw AA fire which misses everyone. The wild maneuvering from the British defenders moves most of them out of range, with some significant exceptions. Baz turns away from Malachi, still trailing think grayish-black smoke. Camelbeagle and Crash A Lot both perform Immelmanns; allowing the former another shot at Flash: however, he had gotten into Flash’s blind spot, and the gunner lost track of him: there is no return fire. Crash A Lot’s Immelmann, with Hedeby’s rotory turn caue them to overlap, but there is no collision (note: the photographs below are in error: Hedeby’s altitude is 4, with climb counters, while Crash A Lot is also altitude is 4, but with none: not Altitude 3, with two climb counters, as in the photo.) Camel Crew shoots at Marechallannes, while the latter’s tail gunner joins in Teaticket’s crew in punishing Stumptonian, who has the misfortune to face a long range shot from the Gotha, a long range shot from the Staaken’s fuselage gunner, and a close-range shot from the upper gunner. Stumptonian’s Camel bursts into flames.
Turn 6, Phase 2:
This time, I added altitude pegs to several aircraft, to illustrate just how crowded the middle of the map is. Marechallannes come under sustained AA fire, which misses again. Flash & Teaticket both drop their bombs; Camel Crew’s stall allows him another shot at the Gotha, while disallowing return fire, due to being in the rear gunner’s blind spot. Gangleader, eager to get into the action, initiates an overdive, while Teaticket’s gunners continue to pour fire into Stumptonian. Teaticket’s bombs impact immediately, scoring a partial hit on the RR yards below. Flash’s bombs take a little longer to fall towards their target.
Turn 6, Phase 3:
Marechallannes’ good luck continues, as he manages to dodge yet another burst of AA fire. Not so Teaticket: the British AA gunners finally find a target. Stumptonian, perhaps determined to sell his life dearly, takes a run directly at Marechallannes’ Gotha. The bombardier sees him coming, and puts a burst into the flaming menace. However, the rear gunner/observer still can’t get a shot in at Camel Crew. Meanwhile, Teaticket climbs, nearly colliding with Flash, but since both are illuminated by searchlights, they have enough warning for a last minute dodge. Camelbeagle and Crash A Lot both get in bursts at Flash: the former chews up a considerable amount of the Gotha’s wing; the latter gets a +1 damage consideration for Altitude. Return fire from the Bombardier on the Gotha is strangely lacking, while the gunner/observer is still hampered by the lack of sighting on Camelbeagle. Teaticket’s bombardier, though, has seen Camelbeagle the whole time, and shoots. Flash’s bombs impact the riverside of London, but mostly land in the Thames. In the morning, the Government of Imperial Germany will be receiving a note of strong diplomatic protest from the Government of Fishlandia over this outrage.
Turn 7 spotting phase:
Flash & Hedeby elude the searchlights, but Marechallannes & Teaticket are still caught.
Flash at altitude 3, no climb
Camel Crew at altitude 2, 4 climb counters
Malachi at altitude 4, no climb
Marechallannes at altitude 2, 4 climb
Camelbeagle at altitude 3, 1 climb
Sauerkraut at altitude 2, no climb
Crash A Lot at altitude 4, no climb
Gangleader147 at altitude 3, no climb
Teaticket at altitude 3, no climb
Baz at altitude 3, no climb
Hedeby at altitude 3, 2 climb
Stumptonian at altitude 2, 2 climb
Turn 7 in!
Turn 7 in
I need a bigger fly swatter
Not lukeen gude for the Camel with the Hearts ...
My good luck from the CYM campaign has definitely run out.
Turn 7 sent.
Will I be there for Turn 8?
Last edited by Stumptonian; 05-01-2021 at 13:07.
Turn 7 in ...
Great Game overhead! Those Gotha are gigantic, what a sight!
Hopefully Blind Hans will buck his ideas up this turn - 7 up !
"He is wise who watches"
Turn 7 sent.
Hope not to end the flight as the new attraction on Trafalgar Square...
Voilà le soleil d'Austerlitz!
Turn 7 in...
Never Knowingly Undergunned !!
IMPORTANT CORRECTION!
Sauerkraut sent me a PM letting me know that I had apparently misplaced his aircraft. I checked, and he is correct: the error apparently happened when I move/replace the aircraft during phase 3, to show bomb impact details. I don't see anywhere in the actual play that the incorrect positioning would have affected (and honestly, if it did, it's too complex to re-do.) The only thing it possibly affects is the planning for turn 7. The corrected positioning is below. If anyone does want to change the cards they have planned, I'll accept the new maneuvers. Let me know.
Thanks for that Sam.
Turn 7 sent.
Oh my, how do I get out of here!? Where's my London street guide?
7 in.
Peter, just take the Big Red Bus and it will take you anywhere. Even to the Tower of London!!!! Some nice prison cells there!
OK, guys, the next update is going to be a little delayed.
I got a spiffy new gaming computer, custom-build, still setting it up; a lot of the software I use isn't on this one yet.
And I'm running a backup on my old computer..."about 21 hours" until that's done.
Corrected moves submitted
No worries Sam. Just do what you need to do. I'm sure we'll all be here when you're ready.
Turn 7, Phase 1:
The British AA batteries continue shelling the German bombers they have in sight: they miss the Gotha, but Teaticket’s Staaken takes another hit. Baz & Gangleader147 circle to get back into the action, while Malachi moves in overhead.
Crash A Lot & Teaticket exchange shots; Crash A Lot’s shots set the Staaken alight, while Teaticket’s crew declare a Code Brown emergency, after being hit by AA, their bomber alight, previously rammed by a Camel, and another Britisher coming straight at them. Camelbeagle, maintaining a line of sight on Flash, manages to avoid a collision with Teaticket. Flash moves just out of range of Camelbeagle, though.
Likewise, Marechallannes is just out of range of both Hedeby & Camel Crew. But...THESE ENGLISHMEN ARE ALL MAD! The Gotha crew see the flaming menace of Stumptonian fly straight into their aircraft! (Actually the latter was just setting up for an overdive, which we discussed before the moves were submitted: allowed by virtue of the Scenario Special Rule about dives in general not discarding all of the climb counters. The coincidence of the previous crashes were just too tempting to avoid commenting.)
Next two phases will be posted after I eat lunch.
Turn 7, Phase 2:
Marechallannes’ luck in avoidinng AA fire has run out: the gunners deliver a punishing hit on his Gotha; the Gotha starts trailing thick, oily smoke. Teaticket manages to avoid this particular shot.
Marechallannes climbs, putting him out of range of Camel Crew, but his gunner /observer exchanges shots with Hedeby, as Stumptonian attempts to douse his flames with an overdive.
Baz, still trailing smoke, can’t quite reach Teaticket, who right gunner/observer gets a shot at Camelbeagle. Then, the gunner/mechanic from the upper deck sets Crash A Lot on Fire with his tracers. Flash’s dive the previous phase enables him to remain out of range of the trailing Comic.
Three aircraft on fire, and two trailing smoke. C’mon guys, I’m running out of homemade special damage markers!
Turn 7, Phase 3:
Malachi & Camelbeagle both fly formation with Sauerkraut & Flash, respectively. Their altitude keeps them out of reach.
Teaticket takes another blast of AA fire, while the pursuing Baz remains just out of range. Crash A Lot dives, masking fire from the rear gunners of the Staaken, but allowing a shot from the bombardier in the front.
Hedeby also dives, putting him out of range of the Gotha, with Camel Crew continuing to trail. Gangeleader147 turns to make a head-on firing pass at Marechallannes, exchanging shots with the bombardier. Once again, the AA gunners miss Marechallannes.
Turn 8 spotting phase:
During the spotting phase at the beginning of the turn, Stumptonian manages to put on the fire on his aircraft. Baz’ Camel also stops smoking, while Crash A Lot and Teaticket both face the consequences of their aircraft fires.
Teaticket and Marechallannes both manage to shake off the searchlights, but Sauerkraut finds himslef caught by another one.
Altitudes:
Flash 2, 0 climb
Camel Crew 2, 4 climb counters
Malachi: 4, no climb
Marechallannes: 3, no climb
Camelbeagle: 3, 1 climb counter
Sauerkraut: 2, 1 climb counters
Crash A Lot: 3, no climb
Gangleader147: 3, no climb
Teaticket: 3, no climb
Baz: 3, no climb
Hedeby: 2, 2 climb counters
Stumptonian: 0, 2 climb counters (Nap-of-the-Earth!)
Turn 8 in ......
Turn 8 sent.
Time to run ! Turn 8 in
"He is wise who watches"
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