- Posts: 4753
- Thank you received: 701
Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.
Re: Wings of War / Wings of Glory Support Group
- metalface13
- Offline
- D10
Please Log in or Create an account to join the conversation.
What I'm embarrassed to admit is that I live in the same city as the National World War 1 Museum...And I haven't been. And they've been doing all sorts of 100 year anniversary events this past summer as well.
And I missed the Great War Aeroplane Associations WWI-era replicated aircraft they had on display a little over a month back because I didn't hear about it until the day after they were gone.
theworldwar.org/
Attachment a.jpg not found
Attachment b.jpg not found
Attachment c.jpg not found
Attachments:
Please Log in or Create an account to join the conversation.
This Sunday we have a dogfight scheduled up at the shop. Currently we're at 5 or 6 people. Most are new to the game, so we'll be playing with the Basic Rule and keeping it pretty simple. We may try special damage but likely not I'm thinking.
Any recommendations, a friend is gathering the people, but I'll likely fall into the role of teaching and getting everyone going. One of my goals will be keeping everyone involved until the end.
With that said I'm trying to figure out what type of scenario I'm looking to setup.
-I was toying with the idea of flying a bomber with two escorts up against 5 planes, the game ends when the bomber is destroyed or makes it to the other side of the map. But that might leave people without planes to fly towards the end.
-Another option I was thinking is giving everyone two planes and with the goal of destroying more than 50% of your opponent. That way if a person is eliminated they can take over for other planes and stay involved.
Any other ideas?
Please Log in or Create an account to join the conversation.
VonTush wrote: This Sunday we have a dogfight scheduled up at the shop. Currently we're at 5 or 6 people. Most are new to the game, so we'll be playing with the Basic Rule and keeping it pretty simple. We may try special damage but likely not I'm thinking.
I read this the first time and I was like... uh, shit man. Don't do that, it's inhumane.
Please Log in or Create an account to join the conversation.
- Sagrilarus
- Topic Author
- Offline
- D20
- Pull the Goalie
- Posts: 8735
- Thank you received: 7349
Please Log in or Create an account to join the conversation.
- Sagrilarus
- Topic Author
- Offline
- D20
- Pull the Goalie
- Posts: 8735
- Thank you received: 7349
1. Keep missions shorter. The easiest way to do this is to have a "fuel limitation" -- grab 10 or 12 chits and set them by the board. Each time three cards complete remove one, when they're gone you're out of gas. Everyone has to be on their side of the board heading for home prior to the last card being played. We go 15 usually but that's with more experienced, faster players.
2. Ammunition Limitation -- if you have enough damage cards, deal out six or eight to each player and they remain face down. When they shoot they give one to their opponent. If they're in close range add a second from the draw deck. It's rare people pull their shots waiting for close range, but it adds a decision and adds some reality to the game. These planes flew at the top of their weight capacity and ammunition was doled out carefully.
3. No altitude rules.
4. Tailing rules are easy, worth reviewing and explaining on a second or third round of play.
5. Remove the kaboom cards.
6. Most special damage rules are easy, so you can introduce them in round 2 as they come up.
7. Scenario 1 -- Dog Fight. Even number of players on each side, learning game, introduce rules as you go. Very simple, Fuel Rules keep most planes on the table until the end, though you want there to be some level of risk in the mix so don't cut it too short. Table size will adjust fuel needs since a big table will take rounds just to close.
8. Scenario 2 -- Recon. Set four markers on the table midway between the teams, spread out in a regular pattern. Each team secretly picks a plane that is the photo plane. That plane needs to "fly over" as many markers as possible (i.e., a maneuver card they place in front of their plane during the round covers some part of the marker) and then exit off of their side of the table. The opposing team is doing the same, and each team has the option to shoot down enemy planes in an attempt to take out the recon. Most markers photographed wins, ties go to whichever teams dole out more downed planes or more damage. Must have Fuel Limitation in place for this one.
9. Scenario 3 -- Bomber Run. One team gets a bomber or two plus escort, needs to fly deep into enemy territory, bomb markers (as in the recon mission above) and return to their edge of the table. I don't use fuel or ammunition limitations on this one as you don't really need to, but you could.
10. With new players I recommend having each fly just one plane. It's easier for them to grok when things get interesting, and there's a closer bond between the player and his single plane whose technology isn't that much more advanced than their lawnmower's. Worth mentioning that part. With fuel rules and missions (in shorter sessions) they won't be off the table long if they get shot down.
I'm open to additional ideas by the way. I'll be doing another session with 20 kids in the Spring.
S.
I'll tell you what -- having four or five damage decks is invaluable with bigger groups. You can't buy them separately though, so their MSRP is $150. If you're going to play with more than six players you sure want to find copies in the aftermarket. The Duel Packs have really helped because you get two planes along with them for about $24.
Please Log in or Create an account to join the conversation.
I appreciate you taking the time.
Please Log in or Create an account to join the conversation.
For the first game we had seven people so I took the stick of two planes to keep numbers even. The second game we had nine which made it a five on five battle on two maps. Early one everyone got into character joking around saying "hand signals only" and anytime people tried to pause to talk strategy people busted them up a bit. That kept the game moving because as soon as a series of three completed it was no more than a minute before everyone had their next three picked out.
Which made me wonder, how much communication between pilots do you allow? Playing multiple planes at once means that you can coordinate two or three planes to act in unison, but with each person in one plane that had limited communication capabilities I think keeping it restricted made the game more chaotic but a lot more exciting...And surprising.
We ended up keeping it simple so no special damage and no tailing. I'll brush up on those to add them in next time though. Jack (the guy coordinating this) and I went back and forth with fuel and ammo limits, we decided to use ammo but not fuel. I feel that everyone loved that and what I liked is that instead of having a hard turn limit, each plane had their own limit so towards the end, right as planes started dropping others were running out of ammo and disengaging, so it created this really neat staggering for the game ending. The first game though after my plane was shot down I flipped over my five remaining cards revealing nothing but five '0's.
Everyone had a great time and a lot of requests to setup another one of these, one person was mentioning trying to make it a once a month thing. Which I'd be all for.
What really blew my mind was that the 9 player, 10 plane game was wrapped up in 90 minutes. Combining not being able to really talk to coordinate and people being forced to disengage after their ammo ran out is what I credit for the pace.
Please Log in or Create an account to join the conversation.
- ChristopherMD
- Offline
- Road Warrior
- Posts: 5225
- Thank you received: 3758
Please Log in or Create an account to join the conversation.
- Sagrilarus
- Topic Author
- Offline
- D20
- Pull the Goalie
- Posts: 8735
- Thank you received: 7349
I more or less use Cools Stuff Inc for my lookups on this stuff, and the image above is from them, so it may disappear soon.
By the way, check out those firing arcs. Damn. There's actually two guns in the back, one on top and another underneath. The rear gunner moved between the two.
Just read Von Tush's writeup and it sounds like you had a great time. The fact that your planes ran out of ammo is a good sign that you had people that wanted to get in on the action, I often have kids hanging back and have to encourage them to fly into harm's way.
We don't allow any communication once the planes take off. In theory you could communicate with hand gestures, but it did not work in combat save for when flying in formation away from the enemy (when it doesn't matter much). The Japanese in WWII used flags and even flares when they wanted to maintain radio silence.
S.
Please Log in or Create an account to join the conversation.
I was wondering what was coming down the pipe for Ares and WoG...And damn these things are sexy!
www.aresgames.eu/14179
My scale may be off, but do these bases look bigger than the bases from the bomber? It looks bigger. I'd love to see a comparison pic of these up against the Gotha. And hopefully we'll see some balloons added sooner rather than later.
The campaign...*ahem*..."takes off" on Tues the 10th.
And with the peeps at Aerodrome working with Ares for acrylic stretch goals, I'll be keeping an eye on this since they make some sexy bits.
Please Log in or Create an account to join the conversation.
- Sagrilarus
- Topic Author
- Offline
- D20
- Pull the Goalie
- Posts: 8735
- Thank you received: 7349
There's about a dozen planes that everyone really enjoys and I think they'd sell well if they had a new round of paint on them.
Those are some big planes, and the bases look bigger to match. But I don't want the planes and I sure don't want to store them. With any luck others I know will pick them up so I can try out flying in a straight line for a long time.
S.
By the way, care to make any predictions on the pricing on any of the EIGHT pledge levels? A couple of them are bringing some pretty big packages, including one that has four of these monsters in it.
Please Log in or Create an account to join the conversation.
My guess is MSRP is $45 per plane. So the one with four of these, I'd put at $160 plus shipping.
Please Log in or Create an account to join the conversation.
VonTush wrote: But they'll come in their very own "Limited Edition" box for storage!
My guess is MSRP is $45 per plane. So the one with four of these, I'd put at $160 plus shipping.
The WoG WWI Gothas and WWII B-17 models had an MSRP of $35 and this thing looks a might bigger than either of those, so that's probably a safe--but possibly low-side--bet. I just saw the next wave of WWI models due for release shortly....Italian float-planes? Really?
Please Log in or Create an account to join the conversation.
- Sagrilarus
- Topic Author
- Offline
- D20
- Pull the Goalie
- Posts: 8735
- Thank you received: 7349
As for Italian float planes, see my post above. They'd sell way more of the more impactful planes from the war with new paint jobs. I appreciate them creating the archive, but a Kickstarter exclusive paintjob (which they've vowed not to do) or a squadron pack would sell much more.
They could sell special pilot maneuver cards as exclusives and make a bundle too.
S.
Please Log in or Create an account to join the conversation.