Flying Circus. Another episode with rules testing.
Time to play!
First episode: One Sopwith Camel vs. Fokker Dr. I
On beginning we have to select altitude and start point. Playing field has six corners.Size...something about one per one meters. So you have to throw dice and per result setup altitude and direction from each player starts.
Fokker Dr. I starts from altitude 2 and Camel from altitude 1
Then we have to decide from which direction we have to start game for each player.
Fokker starts from direction 2.
Camel starts from direction 3
Here you can see distance between planes.
Then I build dice with three German sides and three British sides. I am used that dice to decide who move. That phase starts GermanEach plane has two flying consoles (one to fly straight and up/down and second with all right/left turns plus Split-S and Immelman Turn. German decide to use SL move (Straight Left)
Camel flew also SL move (Straight Left)
When both players finished moves I throw dice and this time British starts.
Camel flew SR (Straight Right and found first chance to attack Fokker. Since Fokker is on his right side I marked token ATTACK R - which mean next move of Camel must be done right.
So far I minimize amount of damage tokens to six - and... MISSED ANY LEFT. Fokker can move any move from Flying Console with "L" Left letter..
So he turned left 90 degrees and claim up one altitude. And because it was only Counter Move (damage token) he can perform his original move...
So Fokker decide to perform Split-S move with changing altitude from 3 to 2 - with his opportunity to attack Camel with Left Side Attack token. His next move must be done Left Turn.
Picked number six - MISSED ANY RIGHTS which allow Camel to try run away. Player can mix damage token location to create randomization.
And Camel run away with SR (Straight Right) Move
German starts - and since Fokker must do any move pointed Left - he decide to make Immelman Turn Left and attack Camel from back.
And he missed too - and Camel decide to make Immelman turn and counter attack.
Another phase starts Camel and he decide to pass German plane flying SL (Straight Left)
Fokker made another Immelman Turn and change Altitude to 4 with opportunity to attack again with Must Fly Right token during next phase.
But Fokker missed and this time damage token gave Camel not one move but two.
First was SR (Straight Right). So Camel run SR...
Second was 90 degrees turn. And he turn 90 degrees left without altitude change.
German starts movement phase and must perform move from last shooting.
Fly any move but - must be right. Camel is far away from Fokker.
Fly any move but - must be right. Camel is far away from Fokker.
After German, British moved.This time Camel turn left trying to follow Fokker.
Again, movement phase - German starts again. And Fokker found opportunity to attack with Must Fly Left token during next movement phase... if he survive.
Again - MISSED CAN FLY ANY LEFT for Camel
He decide to fly SL (Straight Left). And that was bad idea.
Fokker made Immelman Turn with Altitude change. And found perfect way to attack Camel from behind.
This time German picked token four - SHOOT DOWN.
I have dice with 9 and 12 corners and I am thinking about expand damage results.
I have dice with 9 and 12 corners and I am thinking about expand damage results.
Episode Two - Pair vs. Pair. German has Fokker Dr. I and Albatros D. V and British has Sopwith Camel and Nieuport 17. Want to check rules with multi plane option.
Axis starts from same altitude as Entente.
And also the are starter close from each other....
First starter Camel and after turn he was able to attack Albatros. That wasn't good idea because Fokker is waiting to move. After when I moved plane I marked him with M token to easy locate which plane did move.
And missed.... Counter move of Albatros was SR and one UP.
Since now is German move first attacked Fokker Dr. I.
Damage token - Camel was hit in engine and must fall down per dice. and fall down to one...
Since Fokker did his attack as move - is time to use another plane - Nieuport 17.
Last move in that phase was Albatros who bypassed Camel. But could not find way to attack Nieuport. When Camel engine was hit plane can't move up anymore. From that moment he can fly only on altitude one.
Nieuport made turn and found opportunity to shoot down Albatros.
He also hit Albatros engine. but this time dice was number 5 - that mean German plane crashed because he was on altitude 4.
Fokker tried to counter attack with two tokens - one Attack L and second UP - it mean next his move must be left and up because of direction of current attack.
And Albatros shoot down Nieuport.
Camel can fly only on lowest altitude and Fokker has no damages.
Situation is clear. Fokker can much better fly and attack Camel who lost ability to fly up....can fly down only.
Even misses kicked out Camel from battlefield. Game over. Axis won...
Next eposide with three planes. summary I have ten for each side but need bigger field to play.
























































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