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Thread: Play by PM game 11 - "Battle Amongst the Clouds"

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    Default Play by PM game 11 - "Battle Amongst the Clouds"

    Game 11 will be two groups of scouts meet up on a hot July '18 day where clouds are dotting the sky. Clouds will be marked to show the altitude(s) they occupy.

    When you fly into a cloud you will keep plotting but I will use a secret chart to see what card you actually will fly. You have a 1/3 chance of flying what you plotted when your peg starts the phase in a cloud. Once your peg is in a cloud you cannot be shot at. The movement card your peg comes out of a cloud you cannot shoot but can be shot at. Once in a cloud I will take the plane off the board until it emerges. I will track the plane's movement in a cloud off board.

    10 players max.
    When signing up state what side you want and pick a plane for that side. Read the thread to see if there is still an opening for the side you are choosing. (count entries!)

    Available planes: I have at least 5 of every type so take what you prefer.

    Germans, Fokker D.VII and E.V/V.III, SSW D.III, Alb DVa, Pfalz D.IIIa

    British, SE5a, Sopwith Camel, Sopwith Dolphin, (I have 1 FE2b if someone wants it. 360* firing above, firing to rear at above only.)


    Rosters:

    Germans,
    Baz - 'Baz' - D.VII
    Chris - 'malachi' - SSW D.III
    Iain - 'camel crew' - Alb. DVa
    Pete - 'stumptonian' - Fokker D.II
    Sam - 'zenlizard' - Fokker E.V/D.VIII

    British,
    Dan - 'camelbeagle' - Sopwith Dolphin
    Sven - 'Marshalllannes' - Sopwith Camel
    Dave - 'flash' - Sopwith Dolphin
    John - 'Crash-A-Lot' - Sopwith Camel
    Andy - 'Sherlochnumber1' - SE5a

    Gaming area = Two Wings of Glory mats.

    Game length, 14 turns

    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

    Higher Machine Gun Optional Rule (all SE5As) - If the aircraft does not perform a steep maneuver, 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)
    you cannot shoot at a target above you, ie a higher alt level.

    House Rule - when climbing you cannot shoot at a target at a lower alt level.

    House rule - When planning an Immelmann you have the choice to gain one climb counter or not. Immelmann X = no Alt gain.

    Starting Set Up:

    I will place the planes and their altitude and assign pilots to their planes.

    Procedure:

    To try and minimize any errors I will be asking people to state each turn's cards in the format: "Turn X, Phase Y: Card Z (card Z description)"

    So that you can use any of the various decks or Mates, do not include the card #, just the description. I will ignore any #s submitted. If you only submit a # you will fly straight.

    Please use the descriptors:
    Straight,
    Left/Right Turn,
    Sharp Left/Right Turn,
    Left/Right Sideslip,
    Wide Left/Right Sideslip,
    Stall,
    Stall non-steep, (D.VII only)
    Left/Right Stall, (D.VII only)
    Climb, Dive,
    Immelmann,
    Immelmann X (for no alt gain).
    It is also very helpful if you add steep and +/- climb counters and altitude to the description where applicable.

    For example, a Sopwith Camel might have the following moves plotted:

    Start Alt 3.0
    Turn 2, Phase 1: Right sideslip Alt 3.0
    Turn 2, Phase 2: Climb steep Alt 3.1
    Turn 2, Phase 3: Sharp right Alt 3.1

    Once all maneuvers 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.

    +1 point for any long range shot taken
    +2 points for any close range shot taken
    +5 points for a kill
    Last edited by Teaticket; 07-18-2021 at 07:13.



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