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Thread: Play by PM Game 12: Friends? Fugeddabou'it !

  1. #1

    Default Play by PM Game 12: Friends? Fugeddabou'it !

    I'll start the game as soon as may be done after I hear from people who wants in.

    Available slots and aircraft: 10 players.

    2 x Fokker D-VII
    3 x RAF S. E. 5a
    3 x Sopwith Snipe
    2 x SPAD S. XIII

    This is a demolition derby. Despite appearances, there are no sides, no wingmen, no allies.

    Game length: Last one flying. If a plane is on fire, resolve as per the standard rules for ending games with an aircraft on fire.

    Gaming area: Approximately two Wings of Glory mats. Little larger, actually. See set-up photo, below.

    Rules in use:

    House Rule – It probably doesn’t need to be said, but pilots circling around the edge of the map, hoping to jump into the fray at the last minute and kill steal will have a nasty surprise awaitig them. Some jockeying for position is to be expected, of course, but doing so for more than a turn or two risks invoking the wrath of the gamemaster.

    All SPAD pilots haved the Acrobatic Pilot Ace skill:
    This pilot may perform a non-straight maneuver after an Immelmann or a Split-S. When you use this ability, take five recovery tokens.

    All Advanced rules in RAP p.13 -16, except as modified below.

    Flying Higher Optional Rule p.19

    Aim Optional Rule p.19

    Firing from Above Optional Rule p.19

    Higher Machine Gun Optional Rule (all S. E. 5As) - 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 S. E. 5a has climb counters and the target does not. In both cases the S. E. 5a fires using B Damage.

    House Rule: Collisions are possible when:
    a) All aircraft are at the same altitude level;
    b) All aircraft have either no climb counters, or at least 1 climb counter;
    c) The central peg of one aircraft overlaps any part of the base of another.

    Note that this means there are, in fact, multiple-plane collisions possible. In this event, each aircraft will draw 1 card from the C damage deck for each other aircraft it may collide with. Ignore all special damage from collisions, except the explosion card.

    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, i.e. a higher alt level.

    House Rule: Solely due to the above rule, it is possible to fly at 0 altitude without crashing, provided that the aircraft has 1 or more climb counters.

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

    Starting Set Up:
    Click image for larger version. 

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    I will assign pilots randomly to their planes, starting altitude and possibly climb counters.

    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)" Please do include both a card # (it helps me pick out a card from a particular deck) and a description. In the event of a conflict between description and #, the DESCRIPTION takes precedence.

    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 or Split-S (recall that the difference is the starting card of the sequence: straight for the Immelmann, stall for the Split-S.)
    It is also very helpful if you add steep and +/- climb counters and altitude to the description where applicable.

    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 & pilot wounds) 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.
    Last edited by zenlizard; 08-06-2021 at 10:10.

  2. #2

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    If I can get in, a Fokker DVII for me please.

  3. #3

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    Sorry, but I figure everyone is going to want the Fokkers, and I only have two of them. I'm going to randomly assign aircraft to people. I will emphasize that those who get "stuck" with the SPADS also get an Ace skill, evens out the differential maneuverability a bit.

    But Teaticket, yes, you're first on the list. So far:
    1. Teaticket
    2. Camelbeagle
    3. Flash
    4. Baz
    5. Camel Crew
    6. Malachi
    7. Marechallannes
    8. Sauerkraut
    9. Stumptonian
    Last edited by zenlizard; 08-13-2021 at 07:58.

  4. #4

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    Sure, I am in. Sign me up chief!

  5. #5

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    Unfortunately I think I will have to pass on this one as I will be out of town until Thursday.

  6. #6

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    I'm up for it.
    Is it a WoW or a WoG Snipe as the decks are slightly different ?

    "He is wise who watches"

  7. #7

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    Count me in unless you need a place for a new player
    Last edited by Baz; 08-06-2021 at 14:16.

  8. #8

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    Hello Sam

    Stick me in whatever's available. Will step down if a Rookie wants a go

  9. #9

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    Quote Originally Posted by zenlizard View Post
    Sorry, but I figure everyone is going to want the Fokkers, and I only have two of them. I'm going to randomly assign aircraft to people. I will emphasize that those who get "stuck" with the SPADS also get an Ace skill, evens out the differential maneuverability a bit.

    But Teaticket, yes, you're first on the list. So far:
    1. Teaticket
    2. Camelbeagle
    Fine, random planes. I usually seem to get stuck with a SPAD, so be it. I had to try.

  10. #10

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    Quote Originally Posted by flash View Post
    I'm up for it.
    Is it a WoW or a WoG Snipe as the decks are slightly different ?
    All three Snipes I have are the original Wings of War. I am unaware of the deck differences: what is?

  11. #11

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    The originals have steep wide sideslips - the WoG version doesn't. No explanation for the change.
    I haven't looked so I don't know if the Mates deck is for the WoW or WoG variant.

    "He is wise who watches"

  12. #12

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    Sign me up please if there's a spot.

  13. #13

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    I would take a SPAD XIII if there is a spare place.

    Ace ability is welcome.
    Voilŕ le soleil d'Austerlitz!

  14. #14

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    Still have room for two more!
    Last edited by zenlizard; 08-10-2021 at 13:10.

  15. #15

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    Count me in then please Sam.

  16. #16

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    I'm seriously ready to go with this one; I just sent an e-mail to Stumptonian asking if he wants in after all, since we're into the limit of his self-imposed limit. If he does, then I'll delete one of the aircraft (likely one of the SPADS), adjust starting positions, and send out aircraft assignments and starting altitudes. if he still wants to pass, then I'll end up deleting both SPADS, then go as above.

  17. #17

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    Just replied from Dallas Ft Worth airport.
    I will be home about 2:00am Portland time (5:00am Massachusetts time I left from.)
    I am in if that works and can send my moves in Thursday.

  18. #18

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    So will Snipes be using WoW deck?

  19. #19

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    Quote Originally Posted by Baz View Post
    So will Snipes be using WoW deck?
    Overall, my view is that if there is a conflict between the decks, the newer ones should take precedence-basically, treating the differences as errata. So, I'll try to remember that the wide sideslips are NOT steep-and if I forget, call me on it.

  20. #20

  21. #21

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    OK, here we go!
    New start positions, aircraft assignments, and reminders.
    New start positions. Aircraft have been adjusted to be approximately 40 degrees of arc from each other, about 17"/43cm from a central point, and facing towards the center
    Click image for larger version. 

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    Aircraft assignments:
    Aircraft #1: Ryric's Sopwith Snipe: Flash: Altitude 5, no climb
    Aircraft #2: Dallas' RAF SE 5a: Teaticket: Altitude 6, 1 climb counter
    Aircraft #3: BaRker's Sopwith Snipe: Malachi: Altitude 5, 1 climb counter
    Aircraft #4: Fonck's SPAD S.XIII: Stumptonian: Altitude 7, no climb
    Aircraft #5: McCudden's RAF SE 5a: Sauerkraut: Altitude 6, no climb
    Aircraft #6: Stark' Fokker D-VII: Marechallannes: Altitude 5, no climb
    Aircraft #7: Boudwin's RAF SE 5a: Baz: Altitude 6, no climb
    Aircraft #8: Göring's Fokker D-VII: Camel Crew: Altitude 5, no climb
    Aircraft #9: BAKER's Sopwith Snipe: Camelbeagle: Altitude 6, 1 climb counter

    Reminders:
    1. Stumptonian, you, in the SPAD, have the Acrobatic Pilot skill
    2. All aircraft have a climb capability of 2
    3. The wide sideslips for the Snipes are *not* steep.

    Gentlemen, Good Luck, and start your engines!

  22. #22

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    Eyes up, scan the sky, here we go. Round 1 in

  23. #23

  24. #24

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    Turn 1 in! Look out for the bullets!

  25. #25

  26. #26

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    Tally Ho ! Turn 1 in

    "He is wise who watches"

  27. #27

  28. #28

  29. #29

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    Turn 1 submitted. Chocks away!

  30. #30

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    Out all day, just got back. Turn 1 in!

  31. #31

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    Annnnnd they’re off! Things Start happening right away:
    Flash makes a sharp left turn to go for Teaticket, who does the same to go for Malachi, while the latter turns sharply right. Teaticket & Malachi get a mutual long-range head on shot. Meanwhile, Stumptonian has also turned right, but is still out of range of Malachi. Stumptonian is pursued by Sauerkraut, who is pursued by Marechallannes. Meanwhile, on the other side of the map, Baz performs a left sideslip in pursuit of Camel Crew, who barrels straight ahead. Camelbeagle turns right, hoping to sandwich Camel Crew between himself and Baz. Altitude difference prevents even a long-range shot, though.
    Click image for larger version. 

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    Click image for larger version. 

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    The overall situation at the end of phase 1:
    Click image for larger version. 

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  32. #32

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    During phase 2, Malachi climbs to get at Teaticket, while the latter swerves out of danger. Flash sideslips, perhaps anticipating that Teaticket would have gone for him last phase. Teaticket’s turn does give him a long-range shot at Stumptonian, though. Sauerkraut’s maneuver is practically a mirror image of Flash’s, on the other side of the mapsheet. Marechallannes continues in pursuit of the speedy SE 5a. Meanwhile, Camel Crew weaves under Baz, while Camelbeagle just barely clips Baz (in fact, it was so close the range rule kept slipping off of the airplane base-but the shot is there.) Baz momentarily slumps in his cockpit.
    Click image for larger version. 

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    Click image for larger version. 

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    The overall situation at the end of phase 2:
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  33. #33

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    During phase 3, Malachi sees Flash pass under his aircraft, when they perform more turns. Stumptonian and Teaticket sideslip past each other as well. Sauerkraut’s tight turn puts him just out of range of Teaticket, while allowing Marechallannes to close the distance a little. The latter is still at an altitude disadvantage, though. Baz, Camel Crew, and Camelbeagle attempt to sort themselves out with some fancy aerial dancing, but nobody has a shot this phase.
    Click image for larger version. 

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    Click image for larger version. 

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    The overall situation at the end of phase 3:
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    Last edited by zenlizard; 08-13-2021 at 19:25.

  34. #34

  35. #35

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    Turn 2 in.

    It feels wrong not shooting Germans. But Malachi shot first!

  36. #36

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    Was test-firing my guns. Sorry, didn't see you there.

  37. #37

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    Quote Originally Posted by malachi View Post
    Was test-firing my guns. Sorry, didn't see you there.
    Hmmmm, a lot less to see now.

  38. #38

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    And my Nemesis strikes again ...


    Turn 2 on the way.

  39. #39

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    Ha, “unlucky” tag has returned

  40. #40

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    Need a link to an L-Deck (cards/numbers) cause I‘m out of reach before Sunday.

    Cell-phone search is not that successful...
    Voilŕ le soleil d'Austerlitz!

  41. #41

  42. #42

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    'Two in' and froing !

    "He is wise who watches"

  43. #43

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    Quote Originally Posted by Marechallannes View Post
    Need a link to an L-Deck (cards/numbers) cause I‘m out of reach before Sunday.

    Cell-phone search is not that successful...
    Click image for larger version. 

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    Click image for larger version. 

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  44. #44

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    Quote Originally Posted by Stumptonian View Post
    And my Nemesis strikes again ...


    Turn 2 on the way.
    I'll use Chris' excuse about testing my guns...yeah.

  45. #45

  46. #46

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    Thank you Peter!

    Turn 2 sent.
    Voilŕ le soleil d'Austerlitz!

  47. #47

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    Quote Originally Posted by Marechallannes View Post
    Thank you Peter!

    Turn 2 sent.
    Glad to help.

  48. #48

  49. #49

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    An Ares M deck with big numbers if anyone needs one:

    Click image for larger version. 

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  50. #50

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    A little late as I've been out running a Wargames Tournament all day but Turn 2 now in.

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