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:
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.
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