Flying Circus. Three Albatros D.III/V vs. three Sopwith Camel

Since I have build 10+ planes...and still doing more I have decide to tests rules where we have more planes against each other plus I added clouds so player can have more options in movement, hide or plan attack.

This time I played myself. I tested first - three vs three, second game five vs. five airplanes. It took about one hour and I tried to be fare for both sides. Main purpose were rule testing.


Three Albatros D.III/V started at altitude 3 and 4. Each cloud has number which represent altitude for that cloud. So if planes are on same altitude as cloud they can hide in or use as protection from attack. Also if plane are below cloud (as a sample - cloud is on ALT 4 and plane is on ALT 3 - it can't be attack from higher altitude).

 Three Sopwith Camel started at altitude 3 and 2. Playing field is 120 x 90 cm.
Here you can see clouds and plane location on playing field. Since it is rule testing I played myself and had good fun. I was fare for each side tried to find best way. whole game took about one hour.
First move was British. 
Six corner dice had three British and three German sides. I moved Camel SL (Straight Left). After move I left M (Moved) token which helps to remember who did or who not moved.
First Albatros fly UP one altitude. M token was left as well.
When two planes moved it is like one round. Six planes has three rounds.
Now it is British move - like round two. It moved SL and passed cloud.
Albatros claimed one altitude and hide behind cloud on same altitude.
Playing field after three rounds. Each plane after move has M token near stand. After when all planes moved all M tokes were removed so we can start another phase.
If player want, each round can be used with dice. So after three round each by each - I decided throw again and German starts this time. So every round can be start per result of dice. Albatros flew SR (Straight).
Near by Camel perform SLT (Sharp Left Turn) without changing altitude. He is close to Albatros and I know he can't attack me from rear.
Second Albatros joined first one.
And Camel found opportunity to perform first attack. After SL move he attacked Albatros on front. But - because distance to plane is very short and Target Ruler cover first half that mean you can't attack from front, because next move can create risk of collision. You can attack short distance only from sides or rear.
Target Ruler cover first half on enemy plane on front - that mean no chance to attack. 
Too close this time.
Third Albatros could not turn right and join fight so he decide to fly around. He made TL (Turn Left) move. My intention was to fly around and attack from behind.
Last Camel flew SR (Straight Right) and will be ready for next move and possible attack.
When all planes move next phase started... Germans. He did TR (Turn Right)
Camel moved Left and I tried to measure distance to enemy plane...


Since Target Ruler touch only wing - shooting can't be made. Ruler must touch main body of plane... 
Time to perform advance moves. Immelmann Turn (Im with UP arrow). Albatros turned with altitude change because Immelmann required altitude change. Pretty good to change direction of flying. Can't be done when you are at highest altitude.
Camel can turn better than Albatros. Sharp Left Turn (SLT) allow him to attack Albatros. Since Camel is on Altitude 3 and Albatros on Altitude 4 - token UP near Camel it is remainder that during next move he must fly UP. It is attack from lower altitude to enemy airplane on higher altitude.
I have six tokens for each side. Six different variants such - shoot down, missed, missed with counter move, etc. Player who is shooting must throw dice and per number selected picked damage token. They are random lying on table and before shooting players can mix them. Any time.

And result was MISSED ANY RIGHT - Albatros can run away any move with Right Direction - Any move.
And Albatros (who already had M token) run away with Turn Right move. Damage token is back among six others. When you are under attack and already made Move - still can move per missed results.
Sample of damage tokens - variant with nine. I change it to six. And I am going to build damage dice instead of token. I have many ideas so far... hahahaha...too many.

Albatros hide in cloud. He is on same altitude and next move he can make some surprise for enemy.
Camel flew TR (Turn Right) and found perfect line to attack Albatros from behind. Like you can see Camel can turn much better than Albatros.
 Both planes are on same altitude.

 Result was engine hit and lost altitude per dice result. Since I throw two, Albatros lost altitude from three to one.

 I build marker with burns which inform player that this plane has engine hit and can't claim and perform Immelmann or Split-S turn. He can fly only on that altitude. Still can fight. but only on that altitude.

 Albatros started new phase and attack from cloud. You can see marker with right arrow and ATTACK. That mean next move he must fly right because of direction of attack.
 Also Camel was hit on engine and lost all altitude. 
Same as previous Albatros he is flying on altitude one only.
 Camel moved SL w/o changing altitude. Engine failure can be almost end of story for that plane.
 Albatros with burned engine run away...
 Same Camel did. I am thinking to use some rules which allow to remove that failure.
 Playing field before another phase.
 German move first. Albatros flew SR.
 Camel did Immelmann turn with altitude change (one UP).
 Second Albatros Turned Right (TR)
 Camel had to avoid collision and turned right as well.
 Burned plane run away. Both of them.

 British started. Immelman turn and attack from behind. Gain altitude, little right...

 And this time damage token was number 1 from list and Albatros has been shoot down.

Albatros with engine hit made a turn left (TL).
Second Albatros flew SR tried to catch Camel
But he made SLT (Sharp Left Turn)
This time British starts. Camel turned left 90 degree.
Albatros made Split-S and change altitude one down.
Camel flew SR and attack Albatros from higher altitude with left attack. Because of it next Camel move must be UP and Left because of direction of attack. 

Result of attack was engine hit with dice. He crashed because dice score are higher then current altitude.
Since we have only one Albatros and three Camel (one with engine hit) I decided to finish game. British won.






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