The next Play by PM game will be a reconnaissance mission. There are twelve spaces available, six Central Powers and six Entente.
Three German Two-Seaters each with their own Scout escort must fly over the Industrial area and photograph their targets before returning to base with the fruits of their labour. They have already attracted the attention and are being pursued by four patrolling RFC aircraft, whilst in the distance two French Scouts are also coming to intercept the intruders.
Central Powers:
3 x Halberstadt CLII - V, B/B, 16 - Climb 5, Max 12
3 x Albatros DVa – B, A, 15 - Climb 4, Max 14
Entente Defenders:
4 x Sopwith Camel – C, A, 15 - Climb 3, Max 13
2 x Spad XIII – A, A, 16 - Climb 2, Max 15
Duration:
Maximum of 15 rounds (Turnaround Time – aiming for 1 round per 2 days).
Gaming surface:
Two Wings of Glory mats.
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
Photo Recon p.39
House Rule - Immelmanns are a 3 card manoeuvre, so no Straight, Immelmann, Straight, Immelmann sequences.
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.
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)
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.
Procedure:
I will continue the trend established so far of asking people to state each turn's cards in the format: "Turn X, Phase Y: Card Z (card Z descriptor)"
Please use the descriptors: Straight, Left/Right Turn, Left/Right Sharp Turn, Left/Right Sideslip, Wide Left/Right Sideslip, Stall, Climb, Dive, Immelmann.
Please use MATES Cards numbering labels.
For example, a Sopwith Camel might have the following moves plotted:
Turn 2, Phase 1: Card 22 (climb, steep, gain 1 climb counter)
Turn 2, Phase 2: Card 4 (right sharp turn)
Turn 2, Phase 3: Card 19 (left sideslip)
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 through any edge except home edge. (Central Powers - Eastern / Entente - Western)
5 points for every enemy aircraft shot down.
5 points for each target photo successfully returned to base. (Central Powers only)
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
3. Gangleader147
4. Teaticket
5. Camelbeagle
6. Flash
7. Baz
8. Camel Crew
9. Hedeby
10. Marechallannes
11. Malachi.
12. Sherlochnumber1
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