Hold my beer..
Printable View
Hold my beer..
That‘s a problem if you equip Yankee pilots with good scouts and double machine guns... :mad:
...and not a word about this Bulldog ace from Dorset. :cry:
Turn 9-1: Fire!
Attachment 296433
Camelbeagel stalls and sense a shadow as Sauerkraut makes a side slip to the right above him and starts to shoot on Teaticket from above. Teatickets plane burst in flames, while he returns fire.
Attachment 296436
Flash is repositioning...
Attachment 296437
...just as Marechallannes, who makes a dive.
Attachment 296438
Turn 9-2: Who hunts who?
Attachment 296434
Camelbeagel drifts left and is just out of Sauerkrauts firing range.
Attachment 296439
Flash and camelbeagel both look horrified behind, where their wingman’s plane turns into a glowing fireball, while Sauerkraut is looking out for his next prey.
Attachment 296440
Seems the Baron knows, when it’s time to fly home. A lively pilot earns many medals - a dead one no more than one.
Attachment 296441
Turn9-3: Tastes like chicken.
Attachment 296452
Camelbeagel has finally left Sauerkraut far behind. Flash immels, to take revenge for Teaticket.
Attachment 296442
A sudden tasty smell of roast chicken decides Marechallannes to look back. He immediately makes an Immelmann, as he realises Teaticket is rushing in his back. Both are just out of firing rang.
Attachment 296453
„Revenge for Graugans!“ :guns::crashB:
Ah, that's what I get for thinking Sauerkraut has a gun jam! I wasn't expecting him shooting on 9-1.:eek: :fokker::guns::fokker::guns::crashB:
I figured I could take one shot if Sven turned back. I hope I crashed near a pub. :pint:
Err... point of order gents .. Sven didn't dive on 9-1, he climbed. (At least that was the card played). He should be a Alt 4C1 after that. If he immels in the same turn that would take him to Alt 5 which is one above Peter so cannot shoot him at long range. Another issue is you cannot play a climb or dive in the same turn you play the Immel card....
Though the fire draw would likely kill Peter, it would be Andy's victory as he set him on fire.
Sorry, Sven wanted to dive, but I played the climb card instead, so Sven couldn't have hit Teaticket after his Immelmann.
I also thought, that it isn't allowed to play a climb/dive and a Immelmann in the same turn, but couldn't find the rule in a quick read of the rules. But the fire would have killed Teaticket on the begin of the next turn.
P15 of the rulebook.
An Immelmann turn may not be played in the same turn as a climb.
A Split-S cannot be played in the same turn as a dive.
There are '0's in the A deck so the fire is no guarantee to down me.
If Sven climbed and then did an Immelmann, it is an illegal move so the Immelmann should be replaced with a straight and an 'A' damage taken?
If he did dive and then Immelmann he and I would not trade shots and I may live for turn 10?
I will reposition Sven, send an updated photo and skip the next damage card.
Doesn't say you can't dive with an Immelmann turn only that you cannot climb in the same turn. Reverse for a Split-S.
Ok, so no dive + Split S and no climb + Immelmann = Sven's maneuvers (dive, straight, Immelmann) are legal. I will only correct the distance difference of the climb card, to the dive card, which has the following result: Teaticket and Marechallannes are not in firing range. I place the two last damage cards in the right order back to the damage deck. Both are alive and no one has jammed guns.
Here is the updated situation (I also updated the photos in 9-3):
Attachment 296451
It stays thrilling. Will the Entete win, or can the Central powers change the outcome to a draw game or even a win?
Maneuvers for the last turn, please!
Pete, I told you to take the fire extinguisher!
So my guns are not jammed...?
I need to post new moves for turn ten after spotting the new situation.
Moves sent. :salute:
My guns are still working too. Thanks for the game Flo. :guns: REP-REP-REP- REP-REP-REP!
Thank you Peter! You were my inspiration for offering this game. I once read your game report and thought by myself, that this would be a good opportunity to play WoG with my friends. Most of us have families with little children and live in different towns, today. Meeting all together in real life is a hard task. Playing WoG via Messenger or PM is instead a good option to play a game without scheduling a fixed date or time.
Turn 10-1: Camel well done.
Teaticket has become a victim to the flames.
Attachment 296553
Attachment 296554
Sauerkraut and flash make a fly-by and suspiciously examine each other.
Attachment 296557
Camelbeagel is heading for Marechallannes.
Attachment 296556
Turn 10-2: End of the roter Kampfflieger
Attachment 296558
Sauerkraut makes an Immelmann, but flash is already out of range.
Attachment 296555
Camelbeagel and Marechallannes are heading at each other with guns blazing!
Attachment 296546
The Baron is no more.
Attachment 296550
Turn 10-3: Dusk - time to head home.
Attachment 296552
The survivors:
RFC (4 - 1 = 3 points)
camelbeagel:
Attachment 296547
flash:
Attachment 296548
Luftstreitkräfte (2 - 2 = 0 points)
Sauerkraut:
Attachment 296549
Final result: Entente wins with 3 points.
Thank you all for your participation! It was a pleasure to watch the high level of flying and reviewing the decisions made. I will offer a second game, after flash’s game “Over Flanders”.
Baron down.
Well done RFC! :medal:
Thx for this interesting game, Florian. :salute:
https://www.wingsofwar.org/forums/at...1&d=1610991577
Thanks Florian, great game & well managed. Not all your images have shown - they may have timed out before you posted.
Have to say I was bloody lucky ! I thought they were firing blanks :cheezy: A lot of fun, thanks for organising this, and thanks to all the pilots, well done all.
I might have got to Sven if Dan hadn't beaten me to it, I thought he was going to turn hard right into Andy. Now onto his game (not mine) Over Flanders.
Thanks for the game! Very well narrated. Keep me wanting fore more!
Great game. Thanks all and especially Florian for organising the whole thing. I hope that my game goes half as well.
Bravo. @Karo7 thank you. The commentary was especially appreciated.
Thank you all for your nice words! They keep me motivated to offer further games!
To settle things in my own mind I put the query about the climb/dive to Andrea & he checked out the thread.
Here is his response; I highlighted the most relevant part:
That will be in the FAQ Rules sticky in due course.Quote:
I did some archive research. Actually there has been a misprint in the very first edition of the Wings of Glory WWI Rules & Accessories pack. It's not a problem of the German version, but of the first print run. It was then fixed with later reprints from 2014 onward.
Actually, there was a sentence missing at page 15. In the chapter Immelmann Turn, at the end of the chapter there should have been: “The Immelmann turn cannot be executed in the same turn as a climb.” This is why some players read it and others not - not because of a lacking in translation, but of an early or later edition.
So you are correct. Climbing in the same turn of an Immelmann turn and diving in the same turn of a Split-S is forbidden. While diving in the same turn of an Immelmann turn and climbing in the same turn of a Split-S is allowed.
The reason is that climb rates and dive capabilities are the maximum allowed. I wanted to avoid that somebody would climb or dive more than just allowed by climb, dive, steep dive cards, adding to them the Immelmann/Split-S. It would be awkward to see a plane zig-zagging in the sky to climb or dive more than with the steepest climbs or dive allowed. Of course, there is no issue from this point of view if a plane dives in the same turn of an Immelmann or climbs in the same turn of a Split-S.
Thanks for everything and all the best, Andrea