Flying Circus. "Bloody September"

This time I have added more planes and changed some rules. In previous game I had Engine Hit damage and two planes lost ability to fly up, perform some Immelmann and Split S turns.

So I decide to create six type of damages: Shoot down,  Missed, Missed any left, Missed any right, HIT down, Missed with two counter moves. Plane who was hit and fly down can rejoin higher altitude.

British troops flew one RAF SE.5, Sopwith PUP, Nieuport 17, Sopwith Triplane and Spad XIII.


One meter from British formation there is German formation. Two Albatros DIII/V, two Fokker Dr.1 and Junkers D.1, first biplane design just before end of WW1.

Clouds deployed. Planes ready to fight. Rules are simple per simple six damages.

First move belong to Axis. Junkers D.1 flew SL Straight Left). After move I left M (move) marker.
RAF SE5 moved SR (Straight Right)
Albatros moved SR (Straight Right)
Spad XIII claim up from altitude 3 to altitude 4
Albatros claim from altitude two to four (Albatros was pretty good in claim so I have decided to change some rules with additionally features. Fokker can claim two altitude as well same as Triplane).
Triplane moved SL
Fokker Dr. 1 flew SR
Nieuport 17 flew SR
View from Nieuport 17 to play field...
Fokker flew up two altitudes from two to four.
Last was Sopwith Pup. He joined battle with SR (Straight Right).
And first movement phase finished w/o any fight.
Another phase. I removed all M markers and German start again. 
Junkers claim up from altitude 3 to 4.
After German move first attacked RAF SE5. He was called "Spitfire" of WW1. Very fast compare other planes (215 km/h was his fastest speed...compare Fokker Dr.1 - 180 km/h) and like you can see flying console is long vs. other.
Here you can see how to measure distance to enemy plane. Attack from front can not be done because risk of collision. So target ruler has line on the middle (I found that ruler on Wings of War site and still using with my game).
And RAF SE.5 missed. Selected damage token has two counter moves which attacked Fokker must do. First SL (he must fly Straight Left).


Second move was Turn Right (TR). And lucky Fokker run away.
That two moves are not counted as a primary move so I figure it out that he can do Immelmann Turn and catch SE5 from behind.
So now is pay back time....
Missed with ANY RIGHT... so far both sides have luck. SE5 flew SR. Fokker has DN marker (because he attacked from up his next move must be go down).
Triplane flew right and up and attacked Fokker from behind.

Missed ANY LEFT - and Fokker hide in cloud with turn left.
Albatros Turn Left and attack SE5 who  tried run away in previous time.
And first SHOOT DOWN. I have six tokens and each time before throw dice I can change position of each damage token and result it is always random result. Anyway. First British plane is down....
Spad XIII flew Straight Left but it is still far away from opponent.
Albatros flew Traverse Right and found Triplane at higher altitude.


Hard to believe...simple MISSED token. No counter move required... simple missed shoot, damage token...
In revenge Nieuport 17 attacked Albatros.




Another lucky token.. Also Nieuport missed his attack. And each time before shoot I mix position of damage token.
Fokker Dr. 1 flew Left Traverse. Short version of Straight Left.

Sopwith Pup flew SR. That was last move in that phase.

View of playing field. Under control... starts new phase.

British started. Spad XIII flew with Traverse and measure distance to enemy...
Because Target Ruler touched only wing - he can't attack. Ruler must go across main airplane frame. Sorry.. not this time.
Albatros flew UP one altitude and attack Triplane.
Attack will be done right side so his next move must be done right.

And second British plane was shoot down. Triplane this time.
Fokker did Split-S and changed altitude.

Spowith PUP flew with Traverse Left and found chance to attack Albatros from lower altitude.


Albatros was hit and flew two altitude down.
Albatros did Split-S
Fokker flew SL and tried to fly around.
Junkers flew TR (Turn Right). Looks like British are in deep trouble... five vs. three now.
View from Albatros.
Fokker is flying around.
Fast Immelmann and Albatros attack Pup.
After Immelmann turn he attack Pup from behind and right so his next move must be right...
Lucky PUP. He missed and PUP made two moves....
Since it is time of British, Pup made Sharp Turn Left and catch Fokker at long distance.
Pup missed and Fokker flew ANY RIGHT. Follow that move he attacked SPAD XIII.

Third British plane was shoot down. I mix location of that token, but dice always follow it. So German has superiority in Sky now...
Here you can see my damage tokens - six in row. And player can mix them any time. Then throw dice and pick token by number.
British starts.... Nieuport did Split-S and flew down to altitude 2.
Fokker flew SR and attacked Nieuport from side...
Down and Right - let see what result will be...

Again. Missed and Nieuport did two moves. And found his opportunity.



Fokker was hit and flew down two altitude... but still German has five planes up.

After fall down two altitude, he did Immelmann turn and rejoin battle.
Second Fokker turned right.
Junkers attack Pup above cloud.

And fourth British plane fall down...
So I have situation where German has five planes and one Nieuport 17 left on field.

Nieuport 17 must fly UP and Right.

But luck follow German side this time. Junkers moves.
Then Nieuport made his move.
First Fokker did his move and looks like Nieuport is in trouble.


Very last plane... Shoot Down. I can call it "Bloody September". Five British planes lost in one hour. All five German planes are still on field.


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