Following the successful Photo Reconnaissance in the last game, the next Play by PM game will be a bombing mission. There are twelve spaces available, six Central Powers and six Entente and ideally these would be the same players as the previous game. I have assigned aircraft at the bottom of this post; please let me know if you are unable to take part this time.
Six German Two-Seaters must fly over the Industrial area and bomb their assigned targets before returning to base. The area is now being heavily patrolled by three RFC SE5As with three French Spads in support.
Central Powers:
3 x Halberstadt CLII - V, B/B, 16 - Climb 5, Max 12
3 x Hannover CLIIIA W, B/B, 16 Climb 5, Max 16
Entente Defenders:
3 x SE5A N, A, 16 - Climb 2, Max 14
3 x Spad XIII A, A, 16 - Climb 2, Max 15
Duration:
Maximum of 14 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
Blind Spot for Rear Guns Optional Rule p.23-24
Observers and Immelmann Turn Rule p.24
AA Guns p32-34
Solitaire Scenarios and AA Guns p.39
Dropping Bombs p.37
Bombing and Altitude p.37-38
Higher Machine Gun Optional Rule (all SE5As) - If the aircraft does not perform a steep manoeuvre, it can fire at long range at an overlapping aircraft in its firing arc exactly one altitude level above. It can also fire at short range at overlapping aircraft at the same altitude level unless the SE5a has climb counters and the target does not. In both cases the SE5a fires using B Damage.
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:
To try and minimise any errors 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 description)"
Please use the descriptors: Straight, Left/Right Turn, Left/Right Sharp Turn, Left/Right Sideslip, Wide Left/Right Sideslip, Stall, Climb, Dive, Immelmann. It is also very helpful if you add steep and +/- climb counters and altitude to the description where applicable.
Please use MATES Cards numbering at all times.(Take special care with climb and dive numbers where Mates cards, WoG decks and WoW decks occasionally differ)
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 +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 Central Powers aircraft shot down. (Entente only)
3 points for each Entente aircraft shot down (Central Powers only)
1 point for each AA gun destroyed (Central Powers only)
5 points for each direct hit on primary target (Central Powers only)
3 points for each partial hit on primary target (Central Powers only)
3 points for each direct hit on secondary target (Central Powers only)
1 points for each direct hit on secondary target (Central Powers only)
Assigned Aircraft:
1. Marechallannes - Hannover CLIII
2. Sam Urai - Hannover CLIII
3. Stumptonian Hannover CLIII
4. Zenlizard Halberstadt CLII
5. Gangleader147 - Halberstadt CLII
6. Baz - Halberstadt CLII
7. Teaticket Spad XIII
8. Flash - Spad XIII
9. Hedeby Spad XIII
10. Camelbeagle SE5A
11. Camel Crew SE5A
12. Sherlochnumber1 SE5A
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