Turn 12
We seem to be alternating between maneuver turns and shooting turns. Nothing really wrong with that.
Phase 1:
Everybody does what they can to avoid the furball. Flash climbs, while Teaticket & Camelbeagle opt for turning away.
Phase 2:
It is Camelbeagles turn to climb, while Flash turns sharply left, now high above the action. Teaticket reverses his turn, carefully evaluating his opponents.
Phase 3:
Teaticket & Flash have made their respective decisions, and turn towards each other. Meanwhile, Camelbeagle sets off in pursuit of Teaticket.
turn 13 in. Fly around and around! When we shoot, nobody knows!
Getting dizzy up here. 13 in.
Anyone have oxygen ? 13 up !
"He is wise who watches"
Turn 13
I conducted the turn! I took the pictures! I almost forgot completely to post them.
Phase 1:
Camelbeagle turns cautiously towards the others; Teaticket & Flash decide to have a face to face, but Flashs altitude advantage ruins Teatickets attempt to use his wing-mounted gun.
Phase 2:
Teaticket, frustrated at missing a chance for a shot, turns toward either of his opponents, while Flash also turn, just more sharply. Camelbeagle, aware of how much higher everyone else is now, climbs.
Phase 3:
Flash now stalls, hoping to force Teaticket out in front of him; Camelbeagle pours on the coal, while Teaticket continues to move in.
What is the matter Flash. Afraid to come down and Plaaay!!!!!!
Turn 14 in.
14 in.
Come down and play Flash.
Turn 14:
Theyre ready to strike!
Phase 1:
Teaticket turns right, just in time to catch Camelbeagle with a long-range shot. Flash watches serenely from above.
Phase 2:
Camelbeagle retaliates with an Immelmann, and now has a chance for a shot at Teaticket. Flash, stalls, preparing for
Phase 3:
...A Split-S. Teaticket & Camelbeagle fly past each other, shaking their fists, and possibly pulling out their side-arms, as well.
Someone must be overdue for a BOOM card.
I did originally shuffle three A decks together: and the two that got used, got shuffled back in when those airplanes went down.
Those slippery Teatickets...I mean hobbits!
Turn 15 in!
Or enemas - 15 in ..
"He is wise who watches"
15 submitted. Probably should have done this before the 2 beers with dinner.
So...Blind Hans has an new set of Beer Goggles!
Turn 15
More maneuvering, more shooting.
Phase 1:
Flash and Teaticket head out on parallel paths, while Camelbeagle turns towards Teaticket.
Phase 2:
Teaticket Immelmanns, putting him at exactly the same altitude as Camelbeagle, who has continued his turn. This sets up a mutual head-on shot. Flash tries some fancy flying, but finds the sky empty in front of him.
Phase 3:
Flash for some reason, reverses his nose direction, while Camelbeagle & Teaticket each head straight ahead. How they avoided a collision, only the God of Rules Interpretation knows.
Zoom Zoom! Turn 16 submitted!
Dan, don't just shoot me! Save some bullets for Flash!
Flash....Flash...where'd he go?
16 in.
I think you two have a thing going on, I dropped a level and you totally ignored me, so I'm off home, I've got a boat to catch back to Blighty !
Turn 16 in.
"He is wise who watches"
Turn 16.
Further developments!
Phase 1:
Teaticket stalls, but even Camelbeagles Immelmann doesnt give him a shot: altitude makes a difference! Flash begins a turn towards his opponents.
Phase 2:
Flash continues his turn inwards, but remains out of range of Camelbeagle. The latter begins a tail chase of Teaticket, but it is Teaticket who has the faster aircraft.
Phase 3:
Teaticket performs his own Immelmann, while Flash dives, putting him below the other two. Camelbeagle is forced by a rudder jam to do something, anything, but a left maneuver, giving Teaticket another, this time fatal, shot.
Here we go - 17 in !
"He is wise who watches"
Well, it was a good dance! Great dogfight everyone. Happy I lasted this long!!!!!
Ok then, 17 signed off.
Turn 17
A missed opportunity
Phase 1:
Flash misjudges the speed of the SE 5a, and turns sharply, so sharply that he missed what was probably his best opportunity to get another shot in at Teaticket.
Phase 2:
Teaticket initiates a check turn to the right, to clear his six. Flash prepares
Phase 3:
...an Immelmann, while Teaticket reverses his turn, to see if Flash might be on the other side. Flash has the position advantage, but needs either to be closer, or a heat-seeker.
Yes, you couldn't stall. You could have gone straight.
18 in.
Turn 18
Someone is in trouble
Phase 1:
Flash finishes his Immelmann as Teaticket brings his SE 5 around.
Phase 2:
Teaticket increases his turn rate, as Flash sideslips left; the two are just a little bit out of range.
Phase 3:
Teaticket plans his final turn perfectly: he is in an excellent position to let Flash have the full force of both guns. Smoke begins to pour from the Snipe.
Overall situation at the end of Turn 18:
Both aircraft are at altitude 7. BTW, since its only two aircraft, and the scenario was never intended to be an actual limited area scenario (ie, actual ground reference is irrelevant,) if an aircraft begins to head off the board at this point, I can easily shift them more towards the center.
Have some bullets flash, I have plenty.
Turn 19 submitted.
Turn 19
The End
Phase 1:
Teaticket uses the SE 5as only sharp turn to good effect, pouring lead into Flashs aircraft until his guns jam. That last bullet makes no difference, as the Snipe falls out of the sky:
And the damage totals for both aircraft. The final row for the Snipe is all +1 cards. All other damage cards are as is.
Ill have a complete write-up soon.
Sorry to send you off on your hols like this. Hopefully you won't see this till you are back.
The champion of the Cage Match is Teaticket!
Complete results for the scenario
The gold medal, along with the title of “Shootin’ Fool” goes to Teaticket.
He has 4 victories, and made 15 shots, in the course of which he dealt out a total of 56 points of damage to all opponents, while taking 9 himself. He also cleared 4 gun jams.
The silver medal goes to Flash for 2 victories with 9 shots, and a total of 16 points of damage to all opponents, while suffering 18 points against. He also cleared 1 jam.
Camel Crew takes the bronze. He also had 2 victories, while shooting 6 times, suffering no jams, and dealing an even ration of 17 points of damage for/against. He also suffered the only engine damage in the game.
Runners-up are:
Camelbeagle, who survived the longest of any of the non-podium pilots. Eight shots, 0 victories, 1 gun jam, and a total of 9 points dealt, 17 suffered. I think it was those last two turns in a row of rudder jam that did him in.
Baz got in three shots for 0 victories, also with an even dealt/taken damage total of 18. He also suffered a pilot wound, but suffered no gun jams. Baz also collided with Marechallannes, and managed to come out on the lucky side of it, taking 0 points of damage from the collision.
Malachi also made three shots for 0 victories, also suffered a pilot wound. No gun jams, but dealt 9 points of damage out, and suffered 16-just enough to bring him down.
Stumptonian, the game’s only victim of fire, got in 2 shots, for 0 victories and no gun jams. He scored only 4 points of damage, though, as opposed to suffering 18.
Sauerkraut also got in two shots, but had no victories or gun jams. He scored a total of 6 points of damage to his opponents, but suffered 16, and also a pilot wound.
Finally, the title of Unluckiest Pilot most likely goes to Marechallannes. In the collision with Baz, he suffered only 1 point, but only got in one shot for 1 point of damage against all opponents (actually, that was Baz). He scored no victories, and cleared no gun jams: so 1 point dealt out, while suffering 18 points against. The thing that really earns him the unluckiest, though was that just before Teaticket shot him down, he had ended up with both a left rudder jam and a right rudder jam-on the same shot. Made him a very predictable target.
So, that's it. Thanks for playing everyone. It was one of the most interesting games I’ve ever gamemastered: watching the decisions all y’all were making, sometimes I was getting the messages with the thought processes written out.
Someone else will have to handle the next in the series: I need to have my play space back, for mini painting. I just got a couple of D & D miniatures this afternoon, and I still have a pair of B.E.2c to finish.
Last edited by zenlizard; 09-04-2021 at 16:02.
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