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

  1. #51

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    I should have named this scenario “Wild, Wild West”
    Turn 2, phase 1:
    Malachi and Flash continue to weave around each other, while Stumptonian prepares to Split-S. Meanwhile, Teaticket and Sauerkraut avoid a collision by the narrowest of margins, which allows Sauerkraut to employ his Lewis gun for the only shot in this phase. Baz and Camel Crew also leave themselves little margin for error. Camelbeagle continues his pursuit of the pack ahead of him.
    Click image for larger version. 

Name:	19. Flash, Malachi, and Stumptonian.jpg 
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Name:	20. Teaticket, Sauerkraut and Marechallannes.jpg 
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    Click image for larger version. 

Name:	21. Camel Crew, Baz and Stumptonian.jpg 
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Name:	22. Camelbeagle continued pursuit.jpg 
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    The overall situation at the end of phase 1. almost all shots are prevented by altitude distance (but the SE 5a has that handy upper wing mount):
    Click image for larger version. 

Name:	23. Turn 2, Phase 1.jpg 
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  2. #52

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    Turn 2, phase 2:
    There’s been some fancy flying so far, but now all Hell breaks loose, and there’s a tornado of lead flying through the air. These nest two phases resemple a Wild West shootout in a barn.
    Malachi turns sharply, to get in a long range-burst at Flash: the altitude difference prevents a short-range shot, but he does get a +1 for height advantage. Flash climbs to get at Stumptonian, who has Split-S’d by now, but the altitude difference puts the latter our of range. Malachi’s maneuvering does give Flash a chance for a return shot. Stumptonian’s Split-S just barely puts him in range of Sauerkraut, who is himself the target of the pursuing Marechallannes. Meanwhile, Teaticket circles to get back into the action. Altitude again comes into play, preventing Sauerkraut from also being Baz’s target. Baz cannot shoot at Flash, again because of altitude difference. Camel Crew gets a long-rang shot at Stumptonian, while Camelbeagle gets a long-range shot at Camel Crew.
    Click image for larger version. 

Name:	24. Eat hot lead, everyone.jpg 
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Name:	25. Lead for everyone!.jpg 
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Name:	26. Yet more lead.jpg 
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    The overall situation at the end of phase 2:
    Click image for larger version. 

Name:	27. Turn 2 Phase 2.jpg 
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  3. #53

    Default

    Turn 2, Phase 3:
    The shootout continues.
    Stumptonian puts his ace skill to good use, turning immediately out of the Split-S to punish Baz, who also exchanges head-on close-range shots with Marechallannes. Behind them, Flash passes under Malachi. Flash gets in a good close burst at Camel Crew, while Malachi’s shots cause Stumptonian to start smoking. Camelbeagle’s guns go frustratingly silent.
    Click image for larger version. 

Name:	28. Stumptonian.jpg 
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Name:	29. Smoke in the sky.jpg 
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Name:	30. Lonely out here.jpg 
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    The overall situation at the end of Turn 2:
    Click image for larger version. 

Name:	31. End turn 2.jpg 
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    Last edited by zenlizard; 08-15-2021 at 11:45.

  4. #54

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    Quote Originally Posted by zenlizard View Post
    .. Baz cannot shoot at Flash, again because of altitude difference...
    And because I'm not in his arc, or, flying the SE5a !

    Can't see the pics in phase 3 Sam !

    Oh, there they are...
    Last edited by flash; 08-15-2021 at 11:51.

    "He is wise who watches"

  5. #55

    Default

    Quote Originally Posted by flash View Post
    And because I'm not in his arc, or, flying the SE5a !

    Can't see the pics in phase 3 Sam !

    Oh, there they are...
    Sorry, that line should have been "Sauerkraut cannot shoot at Flash..."

    And I think I forgot to advance-edit the post for phase 3. Failure to do so often causes havoc with attachments. Should be fixed now.

  6. #56

    Default

    All good now Sam - turn 3 in

    "He is wise who watches"

  7. #57

  8. #58

  9. #59

    Default

    Turn 3 is in.

    Would it be possible to get a larger image for the final status on phase 3 for future turns? My aged eyes are sometimes having a tough time even after downloading and enlarging them.

  10. #60

    Default

    Quote Originally Posted by malachi View Post
    Turn 3 is in.

    Would it be possible to get a larger image for the final status on phase 3 for future turns? My aged eyes are sometimes having a tough time even after downloading and enlarging them.
    ^^^^^^ What he said.
    I had to Zoom to 150% and then the Altitudes are difficult to read.

    P.S. Thanks for the smoke, Chris. You know I am trying to quit

    Turn 3 submitted

  11. #61

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    Quote Originally Posted by Stumptonian View Post
    P.S. Thanks for the smoke, Chris. You know I am trying to quit
    Well, one can't hurt you, right?

  12. #62

  13. #63

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    It would be really helpful if we could see the edges of the board so we can plan not to fly off of it.

  14. #64

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    Quote Originally Posted by zenlizard View Post
    Sorry, that line should have been "Sauerkraut cannot shoot at Flash..."
    Can I have that in writing ?

    "He is wise who watches"

  15. #65

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    Sumvun has put nasty bullet holes in my nice shiny plane. Ich will get you fur zis Round 3 in

  16. #66

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    Bullet holes ??

    Someone smashed tunnels in my Fokker...
    Voilŕ le soleil d'Austerlitz!

  17. #67

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    Still awaiting one set of maneuvers.

  18. #68

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    Quote Originally Posted by zenlizard View Post
    Still awaiting one set of maneuvers.
    That's me. I was waiting, hoping for a photo showing the board edge so I could pick my maneuver. I see I won't see it, so turn 3 sent.

  19. #69

    Default

    Ah, I though you meant going forward. No problem this turn, you could fly off the board if you really tried, but only if you really tried.
    Last edited by zenlizard; 08-17-2021 at 12:27.

  20. #70

    Default

    Turn 3, Phase 1:
    The bloodbath continues.
    Flash, Sauerkraut, and Baz all perform Immelmanns. Stumptonian overflies Baz, which would have given Baz a shot at Stumptonian from his upper Lewis gun, but Baz’ wound prevents that. Teaticket and Stumptonian both turn to the left, but Teaticket’s tighter turn puts him in firing range of the latter. Malachi climbs, but sees no one in front of him. Marechallannes can’t quite reach either Sauerkraut (altitude) or Camel Crew. Flash’s Immelmann gives him a long-range shot at Camel Crew. {Note: the advanced/optional rules prevent a shot at a lower target if the shooter climbed, but I don’t see any such rule for Immelmanns. If there is such a rule, please point it out to me, but this situation will have to stand as Gamemaster error.} Flash gets a +1 for aim. Camel Crew likewise gets a long-range shot at Sauerkraut.
    Click image for larger version. 

Name:	32. T3P1.jpg 
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  21. #71

    Default

    Turn 3, Phase 2:
    Explosions fill the sky. Camel Crew demonstrates the agility of his Fokker to Marechallannes, who has turned and put himself in point-black range. Teaticket sideslips to do the same to Sauerkraut, who has just come out of his Immelmann maneuver. Teaticket is rewarded by large chunks of Sauerkraut’s plane falling off; some of them impact the pilot before falling. Sauerkraut, does however, get a long-range shot at Baz, who has likewise come out of his Immelmann. Sauerkraut gets a +1 for altitude. Meanwhile Baz gets in a long-range shot at Malachi, and is please to see a similar result to Teaticket’s on Sauerkraut. Camelbeagle, Malachi, and the still-smoking Stumptonian fail to find targets.
    Click image for larger version. 

Name:	33. Boom Boom.jpg 
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  22. #72

    Default

    Turn 3, Phase 3:
    Baz and Marechallannes add to their problems by smacking into each other. Teaticket’s turn isn’t quite enough to give him a shot at Camelbeagle, but Camelbeagle does find Flash in range, whereas Flash also finds Stumptonian in range. Malachi’s altitude advantage over Camel Crew keeps him out of range, but for some reason, he fails to shoot at Sauerkraut.
    Click image for larger version. 

Name:	34. T3P3.jpg 
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  23. #73

    Default

    The overall situation at the end of Turn 3:
    Somehow, all planes are still flying. No good can come of this.
    Altitudes, for those who can't quite see them:
    Flash: 6, no climb
    Teaticket: 6, 1 climb
    Malachi: 6, 1 climb
    Stumptonian: 6, 1 climb
    Sauerkraut: 6, 1 climb
    Marechallannes: 5, 1 climb
    Baz: 5, 1 climb
    Camel Crew: 5, 1 climb
    Camelbeagle: 5, 1 climb

    Click image for larger version. 

Name:	35. End Turn 3.jpg 
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    Last edited by zenlizard; 08-18-2021 at 16:38.

  24. #74

  25. #75

  26. #76

  27. #77

    Default

    Doh! For some reason I thought we accrued 2 climb counters on a climb and I'd be at Alt 7 and avoid this carnage lol.

    Turn 4 is in.

  28. #78

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    Quote Originally Posted by malachi View Post
    Doh! For some reason I thought we accrued 2 climb counters on a climb and I'd be at Alt 7 and avoid this carnage lol.

    Turn 4 is in.
    If only this was Thursday night!

  29. #79

  30. #80

  31. #81

  32. #82

  33. #83

    Default

    Flying through that slaughterhouse without shooting...

    Turn 4 sent.
    Voilŕ le soleil d'Austerlitz!

  34. #84

    Default

    Apologies for being a bit late but Round 4 now in

  35. #85

    Default

    Turn 4, Phase 1:
    First victories of the game.
    And crap, did that photo ever come out blurry, and it’s way too late to correct it. But it looked good on the preview.
    Sauerkraut, Baz, and Stumptonian all perform left turns, while Flash turns right. Sauerkraut’s turn puts him just within short range of Flash, and Sauerkraut pays the price. Malachi climbs to put himself at altitude 7, passing over the boring straight ahead Camel Crew (altitude 5, 1 climb.) Marechallannes also barrels straight ahead, enforced by the previous turn’s damage, which jammed his rudder in both directions. Baz takes advantage of this to pour more lead into Marechallannes, but catches enough from Teaticket to head down to earth. Camelbeagle, at altitude 5.1, sideslips right to get a long-range shot at Flash (altitude 6).
    Click image for larger version. 

Name:	36. Turn 4 P1.jpg 
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    Sauerkraut’s damage total:
    Click image for larger version. 

Name:	37. Sauerkraut Damage.jpg 
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    Baz’ damage total. The bottom two cards are at +1 each:
    Click image for larger version. 

Name:	38. Baz Damage.jpg 
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  36. #86

    Default

    Turn 4, Phase 2:
    Camelbeagle sideslips back the other way, and finds that Flash is a little bit out of arc. Malachi turns sharply left, but can’t avoid Camel Crew, who has Immelmanned. Unfortunately for him, Flash has turned far enough for a shot; Camel Crew’s Fokker begins to smoke. Camel Crew is still in the air, while his shots cause Malachi to go spinning to earth. Stumptonian turns in pursuit of Teaticket, who has sideslipped, and scored his second victory of the game, this time over the unfortunate Marechallannes.
    Click image for larger version. 

Name:	40. T4 P2 Left.jpg 
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Name:	39. T4, P2 right.jpg 
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    Malachi’s damage total. The 3+ pilot wounds and the 4 are both at +1:
    Click image for larger version. 

Name:	41. Malachi's Damage.jpg 
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    Marechallannes’ damage total. Only that last 2 is at +1:
    Click image for larger version. 

Name:	42. Marechallannes' Damage.jpg 
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  37. #87

    Default

    Turn 4, Phase 3:
    Teaticket stalls, looking over the side to be sure of his kill. Stumptonian likewise stalls, which puts him in range of Camel Crew. Camel Crew obligingly sets fire to the SPAD, just as the smoke was about to expire. Unfortunately for Stumptonian, Teaticket is still fairly far out of range. Flash continues past Camel Crew’s tail, while Camelbeagle turns to get on his six.
    Click image for larger version. 

Name:	43. Stumptonian fire..jpg 
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Name:	44. Teaticket's escape.jpg 
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    The overall situation at the end of turn 4. Altitudes are:
    Flash: 6, no climb
    Teaticket: 6, 1 climb
    Camel Crew: 6, no climb
    Camelbeagle: 5, 1 climb
    Stumptonian: 6, 1 climb
    Click image for larger version. 

Name:	45. End turn 4.jpg 
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  38. #88

    Default

    Bonus action:
    At the beginning of turn 5, the fire damage does in Stumptonian, and Camel Crew collects his second victory of the game.
    Stumptonian’s damage total. The 5 is from the fire damage:
    Click image for larger version. 

Name:	46. Stumptonian's demise.jpg 
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  39. #89

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    Rest in pieces Fokker D.VII
    Voilŕ le soleil d'Austerlitz!

  40. #90

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    We're not supposed to know that until after we've planned for the next turn - but it helps !
    Turn 5 in

    Unlucky Baz Andy, Sven, Chris & Pete.. what a turn ! Carnage everywhere you look
    Last edited by flash; 08-22-2021 at 09:12.

    "He is wise who watches"

  41. #91

    Default

    And just like that the field is cut in half

    Where's my parachute?
    Drat, it's on fire ....

    Good luck to those remaining in the fray.

  42. #92

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    Good old bunfight, good luck to the survivors

    Baz

  43. #93

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    Cough, cough, cough, this smoke gets everywhere.

    Round 5 in

  44. #94

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    Wow, what a bloody turn! Sorry Sven and Barrie, but better you than me! Now how to avoid that bullet with my name on it?

    Turn 5 in.

  45. #95

    Default

    Quote Originally Posted by flash View Post
    We're not supposed to know that until after we've planned for the next turn - but it helps !
    Technically yes, but it's kind of heartbreaking to Pete/Stumptonian to plan out a whole turn, and then find out that was a completely useless exercise.

  46. #96

  47. #97

    Default

    <plummeting earthward> Good game, farewell all

  48. #98

    Default

    Quote Originally Posted by zenlizard View Post
    Technically yes, but it's kind of heartbreaking to Pete/Stumptonian to plan out a whole turn, and then find out that was a completely useless exercise.
    Maybe just tell him privately. It takes a lot of adonizing from my (and probably camel crew's) decision of turn 5's plot seeing he is gone when I shouldn't have known.

  49. #99

    Default

    Or pull the Fire damage card after all of the next Turn's plots have been received?
    I laugh in the face of danger - then I hide until it goes away!

  50. #100

    Default

    Quote Originally Posted by Flying Helmut View Post
    Or pull the Fire damage card after all of the next Turn's plots have been received?
    Hm, I think that's just going to lead to the situation I was trying to avoid.

    Teaticket's idea is probably the way to go: other players having advance knowledge will definitely affect their choice of maneuvers. Private notification does seem best, in retrospect.

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