Flying Circus Games. Solo

Welcome back. I received few questions about solo mode for FCG.

Link to my Group on FB where you can download all game components and rules.

https://www.facebook.com/groups/566697750876378/?ref=share_group_link



Playing against myself is not real solo mode so I decided to create kind of  engine and control enemy plane with predifined template and 6K dice.

First stage is Fokker DR.I as enemy.

I decide to create A4 template divided to four sectors. So when you play depend from location and  enemy location with direction of movement German plane has six variants to move. I tried to match direction of movement vs. my plane with one or two options different from that course. Otherwise "engine" coulf work as - move close and attack.. but that one or two different options gave player more ideas about attack and move because in some cases enemy plane fly or turn in different direction.

Center part of that page is reference plane (my plane position), Sopwith Camel. That template help player visually to check his position vs. enemy plane and with 6K dice picked type of move.

In picture below you can see position of Fokker vs. Camel. 
So if German plane is going to move we use results from left top reference following direction of movement. 

In sample below you can see direction of movement vs. Template and if you use 6K dice Fokker can make turns Left/Right.

Altitude - that factor is pretty much simple. Each move has also altitude levels and if that plane change position player need to always change Fokker altitude per Camel altitude. So if I dive.. Fokker will make moves and try to change his altitude per maximum distance of a flying console.

So if I decide to climb and Fokker will be selected to fly, his move will also contain climb per values on Flyings Consoles. As close to Camel current altitude.

I placed template on table as reference. During the game we have to place that template per my Camel position and that information will help me to find proper move for Fokker. It will be cut off to four parts to minimize size.

Let's see sample of combat. Two planes. Fokker is on my right. So if he will be selected to fly I will follow right up side of template.


Dice selected my plane to move.
I tried to find best position to frontal attack and following SR (B)and  I found that Fokker is too far away...

Dice selected German. 6K dice picked move number two. 

I was STR - Sharp Turn Right. Fokker turns.

Following dice I had chance to attack again. But my attack, cost one round of ammunition let Fokker to run away following card description.


How I determine moves if damage card result has ANY option. 

I created What If...options. 

Few points which describes how 6K dice select his move after Missed Card selection.

WHAT IF….

 1. When Fokker move, be sure that each his move is change altitude as close as possible to Camel.

 2. When Fokker moves and you will see that position is good for Camel to attack—always change Fokker Altitude level (CLIMB MAX DISTANCE ON THAT POSITION). Fokker can climb even 180m, which allow him to run away.

 3. When you attack Fokker and missed and card said:

      ANY MOVE, use 6K dice to determine his move per direction of movement.

 

     If you see that attack has missed and you have three options, such - Any Move, throw dice three times, first result determine direction of movement -  1/3/5 is LEFT CONSOLE, 2/4/6 is RIGHT CONSOLE, second dice result determine 1/3/5 – STRAIGHT CONSOLE, 2/4/6—TURN CONSOLE, third dice result determine type of TURN exact move - 1/2 - (A) turn, 3/4 - (B) turn, 5 – (C) turn, 6 - Sharp Turn or if STRAIGHT move was selected - 1/2 - (A) Straight move, 3/4 - (B) Straight move, 5/6 - (C) Straight move.

 

So we have three time dice:   1st – which side to use (left or right)

                                               2nd – which type (straight or turn)

                                               3rd – exact move

 

     Since Straight Console has two side always place Fokker as far from Camel.

 4. When you have missed attack and card said STL/TL or STR/TR only - throw dice once:

 1- (A) turn, 2/3- (B) turn, 4– (C) turn, 5/6– Sharp Turn in that direction.

 5. When you missed and card said ANY– SL/TR throw dice twice, first number if 1/3/5 is LEFT, 2/4/6 is RIGHT, second dice - exact move - 1/2 - (A) turn, 3/4 - (B) turn, 5 - C turn, 6 - Sharp Turn.

 6. When you missed and card said DIVE or CLIMB MAX—SR/TR CONSOLE—throw dice twice: first throw if 1/3/5 - use STRAIGHT CONSOLE, 2/4/6 - use TURN CONSOLE. Then place Fokker on highest possible altitude. If you see that some flying Consoles has Altitude level similar for more than one position throw dice again to determine which position will be selected, such - 1/3/5 – (A) position and 2/4/6 – (B) position.



And selected move was SR(A). If Fokker is so close of Camel - always climb per altitude values on that position.

Next move also belong to Red Baron. And hos selection was Straight. I am using reference chart to see position of enemy plane vs. My position.
Next move is my turn. i am trying to follow Fokker and I did Turn.

Dice picked Fokker. So I did quick reference my vs. Fokker  position, throw dice and followed that move.

And again. Dice allow him to continue moves. I marked with pencil which options I am going to use.

And his move match exactly opportunity to fight back. One round of ammunition and one card..taken from the top.

I was lucky...missed.

And I flew straight (C) position. 

In situation where Fokker is on clear position to attack Camel from behind (tail attack) he must move in attack direction without using dice.  Below you can see that situation. Camel moved straight and Red Baron found his opportunity as clear and visible. 

So next his move must be position to have clear shoot. And in that case player must move Fokker in best possible position.



In situation where player want to try fight against more than one fighter he can create tokens and if he want to use two planes one token will use 1/3/5 and second 2/4/6. And if dice with roundel will pick German to move, player use 6K dice to determine which plane will move.


Also you can add clouds. Each cloud had line with arrow. Before each move clouds on table in direction. When cloud moved to end of table player place that cloud on beginning of table and start moving again. 





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