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Thread: Holiday Schnapps! - Play by PM Game 9 - Finished

  1. #1

    Default Holiday Schnapps! - Play by PM Game 9 - Finished

    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
    Last edited by Sauerkraut; 05-30-2021 at 06:37.

  2. #2

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    I am interested. Sign me up if there is room!!!

  3. #3

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    You are already on the list Dan (No.5)

    Four spaces remaining.

  4. #4

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    House Rule - Immelmanns are a 3 card manoeuvre, so no Straight, Immelmann, Straight, Immelmann sequences.
    Lame rule
    Put me down for the Brits for a change

    "He is wise who watches"

  5. #5

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    Can I try one of the two seaters

  6. #6

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    Quote Originally Posted by flash View Post
    Lame rule
    Put me down for the Brits for a change
    Just do Split-S's.

  7. #7

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    Happy to Fly a Spad !!

    Never Knowingly Undergunned !!

  8. #8

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    I'll fly the 2nd SPAD if still available.

  9. #9

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    Ooooh, I'd like one of the Halberstadts, if available.

  10. #10

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    No preferences....

  11. #11

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    Count me in - would prefer an Albatros DV.a.

    Quote Originally Posted by Sauerkraut View Post
    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.
    German Albatros MGs are synchronised with the engine. So normaly if one is jammed, the other one won't fire, too.

    Your choice.
    Voilŕ le soleil d'Austerlitz!

  12. #12

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    It's tough enough running these multiplayer games already without different jamming rules for different aircraft. I think I'll stick with the one jam, one gun rule and the Albatros pilots have caught a break.

  13. #13

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    Quote Originally Posted by Marechallannes View Post
    ... German Albatros MGs are synchronised with the engine. So normaly if one is jammed, the other one won't fire, too. Your choice.
    Aren't all guns that fire through a prop synchronised with the engine, otherwise how could they work ?
    The systems used are set up to prevent each gun firing when a prop blade is in the way; if one gun jams, how does this prevent the other from firing ? Each has it's own trigger and synchro system.
    https://en.wikipedia.org/wiki/Synchr...r_German_gears
    Though as a Tommy pilot I'd happily let you make that choice...!

    "He is wise who watches"

  14. #14

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    Albatros fighters had three firing buttons - Left, Right or Both; the system was used on all Albatros D-series

    Osprey Air Vanguard No.5 'Albatros D.I - D.II' by James F Miller
    I laugh in the face of danger - then I hide until it goes away!

  15. #15

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    Didn't knew that.

    "Vorsprung durch Wissen!" - Dreadful Engländers...

    So does it take less time to unjam one MG?
    Voilŕ le soleil d'Austerlitz!

  16. #16

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    Come on Rookies, join the fun

  17. #17

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    Tried to recruit Flying Helmut...
    Voilŕ le soleil d'Austerlitz!

  18. #18

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    I will fly a camel if there is still one available.

  19. #19

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    Where are Malachi, Crash-a-lot and Sam Urai? Two spaces left.
    Last edited by Sauerkraut; 05-10-2021 at 06:49.

  20. #20

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    Ok, put me in, Coach. I'm ready to play.

  21. #21

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    Quote Originally Posted by Marechallannes View Post
    ...So does it take less time to unjam one MG?
    No but if the second one jams it still only takes 3 phases to clear them both.

    "He is wise who watches"

  22. #22

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    Just one spot left to fill and I can get this one underway. Any takers?

  23. #23

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    Count me in Andy, which side am I?

  24. #24

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    I’m happy to fly a Halberstadt if there is one going spare!

  25. #25

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    And that's a full house. Will get everything set up and post starting positions this evening.

  26. #26

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    Excellent news from both Andy's

    "He is wise who watches"

  27. #27

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    The Eastern part of the map and the pursuing Camels.



    The Centre of the Battlefield.



    The Western part of the map and the Target areas.




    Discussing and planning your actions is permitted and in fact actively encouraged before Turn 1 but after that no conferring please Gentlemen.

  28. #28

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    Andy - are you playing 360 Rear gun arc at targets above for the Halberstadts ? Asking for a friend... !

    "He is wise who watches"

  29. #29

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    Yes, great question Flash!

    Turn 1 In!

  30. #30

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    Right better find a Spad XIII deck and get my move in ASAP.

    Never Knowingly Undergunned !!

  31. #31

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    Hello All

    Can someone post the link for the v3 Mates so I can get the C deck information. Will be with you all soon

  32. #32

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    No worries, got it now.

  33. #33

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    guns checked, engine running nicely. Round 1 moves submitted

  34. #34

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    We have a plan, I just wish I could remember it in all the excitement...
    Turn 1 in

    Never Knowingly Undergunned !!

  35. #35

  36. #36

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    Quote Originally Posted by flash View Post
    Andy - are you playing 360 Rear gun arc at targets above for the Halberstadts ? Asking for a friend... !
    Yes. 360 arc for rear guns firing at targets above them.

  37. #37

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    Pierre Coup de Crack has plotted turn 1.

  38. #38

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    Max Schlecterflieger has sent turn 1

  39. #39

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    Turn 1 in, Helmut Blitzen on track

  40. #40

  41. #41

  42. #42

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    Thank you for hosting this game, Andy!

    Hope to bring home my plane back in one piece this time...

    Turn 1 in.

    Voilŕ le soleil d'Austerlitz!

  43. #43

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    Turn 1.1



    Someone wasn't paying attention to the briefing as Hedeby and Teaticket narrowly avoid a collision in the first phase of the first turn!


  44. #44

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    What? Chris has a very light complexion, sensitive skin and all that. I was just helping him to some shade.

    No threat of a collision as we do not match altitude.

  45. #45

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    Just wanted to pass the mustard?

  46. #46

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    Quote Originally Posted by camelbeagle View Post
    Just wanted to pass the mustard?
    Ah, we are French. Grey Poupon is standard equipment in our SPADs.

  47. #47

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    Turn 1.2





    Our first real action of the game as Stumptonian performs a Split-S into Flash's gunsights. Feeling it would be rude not to, Flash gives the Albatros a quick burst. Unfortunately for Stumptonian he is unable to bring his own guns to bear.

  48. #48

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    Quote Originally Posted by Teaticket View Post
    What? Chris has a very light complexion, sensitive skin and all that. I was just helping him to some shade.

    No threat of a collision as we do not match altitude.
    I knew that but there wasn't a lot going on and I have to build the drama somehow.

  49. #49

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    Turn 1.3





    After that brief flurry of gunfire everyone returns to carefully attempting to outmanoeuvre their dastardly foes.

    A couple of close ups for Hedeby in case he's wondering where his Spad has gone.



    Last edited by Sauerkraut; 05-12-2021 at 09:29.

  50. #50

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    Quote Originally Posted by Sauerkraut View Post
    ...After that brief flurry of gunfire everyone returns to carefully attempting to outmanoeuvre their dastardly foes...
    Or, their wingman !
    Turn 2 in..
    Last edited by flash; 05-12-2021 at 10:26.

    "He is wise who watches"

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