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Thread: Play by PM Game 10 - Targets Confirmed - Finished

  1. #1

    Default Play by PM Game 10 - Targets Confirmed - Finished

    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
    Last edited by Sauerkraut; 07-03-2021 at 08:28.

  2. #2

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    It would seem to logically follow.

    I'm in! Looking forward to another good game.

  3. #3

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    I’ll try and do better this time!

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    Fine with me, the lumbering old crate with no turning did ok for me last time

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    Quote Originally Posted by Baz View Post
    Fine with me, the lumbering old crate with no turning did ok for me last time
    You need to learn how to bomb with it now Baz.

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    I am in.

    Should be interesting with no escorts.

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    Ok, we get a second chance to stop the Hun! This will be extremely difficult going against a full flight of 2 seaters.

    I've run SE5as vs Halberstadt CL.IIs a couple of times at conventions. 1st time the Halbs crushed the SE5as. 2nd time I gave the Brits ace skills. It helped but they still got wacked. We'll need a strategy!
    Last edited by Teaticket; 05-31-2021 at 09:33.

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    Quote Originally Posted by Stumptonian View Post
    Should be interesting with no escorts...
    Would have thought the Hannover's are the escort, or, are all of them bombing ?
    Can we take it they can't Immel while bombed up ?

    Quote Originally Posted by Teaticket View Post
    Ok, we get a second chance to stop the Hun! This will be extremely difficult going against a full flight of 2 seaters...
    Couldn't stop half the fokkers last time so not expecting much, at least I'll be able to catch up this time, just not be able to manoeuvre !

    "He is wise who watches"

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    Quote Originally Posted by flash View Post
    Would have thought the Hannover's are the escort
    Hadn't thought of that.
    Would make sense (and I wouldn't have to bomb!)

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    I'm in. SE5a good plane. Can I fly the one with the bullet exclusion zone around the engine?
    Could someone post the mates link so I can sort things out?

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    I'm in for sure. Love Se5a. Zoom and Boom! Yes, we need a good strategy or this will be another win for the Central Powers.

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    Okay All got my N deck manoeuvres sorted. Engine warming up

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    Let’s see if I can avoid breaking this Spad. Tally Ho !

    Never Knowingly Undergunned !!

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    Almost ready to go. Have sent out the German briefing and am just waiting for them to discuss and form a plan before I can post upthe starting pics.

  17. #17

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    Quote Originally Posted by Sauerkraut View Post
    Almost ready to go. Have sent out the German briefing and am just waiting for them to discuss and form a plan before I can post upthe starting pics.
    Nice, can you answer to these queries for me ?
    Are the Hannover's the escort, or, are all of them bombing ?
    Can we take it they can't Immel while bombed up ?
    Ta

    "He is wise who watches"

  18. #18

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    I can't answer your first question as the German players still have choices to make and part of the game will be figuring out what they are up to.
    Any bomb laden aircraft will be subject to the Full Load optional rule in the RAP. So, no Immelmann turns, two cards between steep manoeuvres and an extra climb counter to increase altitude until they drop their bombs.

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    So, British tactics anything with a cross on it

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    Quote Originally Posted by Sauerkraut View Post
    I can't answer your first question as the German players still have choices to make and part of the game will be figuring out what they are up to.
    Any bomb laden aircraft will be subject to the Full Load optional rule in the RAP. So, no Immelmann turns, two cards between steep manoeuvres and an extra climb counter to increase altitude until they drop their bombs.
    Thanks, after last nights test debacle they should have a milk run.

    "He is wise who watches"

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    Quote Originally Posted by flash View Post
    Thanks, after last nights test debacle they should have a milk run.
    Only if they don't ask Lee to bomb anything!

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    I can do a running bomb into a swimming pool, does that count??

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    If an SE.5 is still available, i would like to sign up for that - otherwise, i am open to any other plane. I jus' wanna fly.


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    Quote Originally Posted by Sam Urai View Post
    If an SE.5 is still available, i would like to sign up for that - otherwise, i am open to any other plane. I jus' wanna fly.

    John this is a sequel to the last game. Your Albatros DVa has been upgraded to a Hannover CLIII. You should have a PM from me concerning the German briefing and suggesting you discuss your plans between you and get back to me.

  25. #25

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    Quote Originally Posted by Sauerkraut View Post
    John this is a sequel to the last game. Your Albatros DVa has been upgraded to a Hannover CLIII. You should have a PM from me concerning the German briefing and suggesting you discuss your plans between you and get back to me.
    Eggs Sell ant! <3


  26. #26

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    Quote Originally Posted by Sauerkraut View Post
    Only if they don't ask Lee to bomb anything!
    Oh, you heard..!

    "He is wise who watches"

  27. #27

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    Quote Originally Posted by Sam Urai View Post
    Eggs Sell ant! <3

    John

    Check your email notifications as a number of emails have been flying back and forth about starting configurations

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    I have heard of something called a turning circle, being a Spad pilot, this is an alien concept... can anyone explain it please?

    Never Knowingly Undergunned !!

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    Quote Originally Posted by Hedeby View Post
    I have heard of something called a turning circle, being a Spad pilot, this is an alien concept... can anyone explain it please?
    Are you familiar with the word "parsec" ?

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    Quote Originally Posted by Hedeby View Post
    I have heard of something called a turning circle, being a Spad pilot, this is an alien concept... can anyone explain it please?
    When you pull two steep manoeuvres something breaks and you spin into the ground...

    "He is wise who watches"

  31. #31

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    Quote Originally Posted by flash View Post
    When you pull two steep manoeuvres something breaks and you spin into the ground...
    Well, yes, but you have to try something... lost track of how many hits I had left.

    Never Knowingly Undergunned !!

  32. #32

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    Quote Originally Posted by Hedeby View Post
    Well, yes, but you have to try something... lost track of how many hits I had left.
    I shall be addressing that issue this time around. When you receive a PM for taking damage it will include how much damage you have taken in total.

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    I just write the HP? numbers down from highest to lowest, then cross off the damage when informed from highest to lowest

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    Quote Originally Posted by Hedeby View Post
    I have heard of something called a turning circle, being a Spad pilot, this is an alien concept... can anyone explain it please?
    From the SPAD Administration Office,
    "You are speaking heresy! You did not learn this in your training at Pau. Turning at will is a thought that will get you in trouble"!

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    The drone of aero engines heralds the approach of the Luftstreitkrafte from out of the sun.


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    Ahead of the marauding Germans, an RFC patrol loiters near the town, whilst a patrol of Spads flies in from the North West.


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    Gentlemen, please submit your orders for Turn 1.

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    Any of you chaps want to discuss this or do we just go for it?

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    My thoughts exactly, Plan A sent wingmen.

    "He is wise who watches"

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    For the Fatherland!

    Turn 1 submitted

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    got your message Flash old man, sent reply. Say the word and we all submit

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    Yes Sir, Flash Sir... no crashing, no illegal moves, no flying off the board because you can’t turn... Tally Ho!
    Turn 1 in.

    Never Knowingly Undergunned !!

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    Quote Originally Posted by Sam Urai View Post
    For the Fatherland!

    Turn 1 submitted
    John, please check your inbox and reply, thanks

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    I'm going with plan A - A hunting we will go ! - Turn 1 in.

    "He is wise who watches"

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    Luftstreitkrไfte pilots - please read your messages and let's get going.
    Turn 1 submitted.

  48. #48

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    Quote Originally Posted by flash View Post
    I'm going with plan A - A hunting we will go ! - Turn 1 in.
    Plan A works for me flying an A deck.

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