Being a bit too self conscious, I'm glad to be out of the spotlight. Turn 8 in.
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Being a bit too self conscious, I'm glad to be out of the spotlight. Turn 8 in.
Turn 8 in burning wreck lighting up the sky
Turn 8 submitted
Turn 8 in.
In for a penny, in for a pound(ing)
:D
Turn 8 sent
Turn 8 sent.
come on old girl round 8 in
Turn 8 in...
Nice to see round 8 (mind you, I started at round 4, lol)
Turn 8, Phase 1:
Was für Idioten sind alle diese Engländer? Sie sind total verrückt, jeder einzelne!
Gangleader147’s firing pass at Marechallannes turn into another ramming attempt. Hedeby dives, putting him out of reach of the Gotha’s gunenrs. Elsewhere, Teaticket’s bombardier continues to pur fire into Crash A Lot, resulting in yet another fire counter to the helpless latter. Baz remains tantalizing just our of range, while Flash turns away in an unsuccessful attempt to escape from Camelbeagle’s punishment. Malachi also dives, nearly giving his rear gunner a shot.
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Turn 8, Phase 2:
It continues to be a turn of almosts. Marechallanes almost doges Gangleader147’s fire, but the two exchange shot anyway; Teaticket almost escapes Baz; Crash A Lot almost falls victim to Teaticket’s bombardier, but manages to escape; the bombardier, seeing the flaming plane falling away, holds his fire. Camelbeagle almost faces shots from both Flash’s bombardier and gunner/observer, but is just out of arc of the former. Sauerkraut almost escapes, but is forced to exchange shots with Malachis’s rear gunner.
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Turn 8, Phase 3:
Gangleader147 makes another ramming attempt against Marechallannes, and almost succeeds. Hedeby and Camel Crew are still out of range. Stumptonian climbs to get back in the action, but is sill far behind. Malachi, perhaps misreading his fuel gauge, makes his escape, while Sauerkraut dives, and the AA shell bursts above him (I think I forgot to change the altitude marker for the dive: Sauerkraut is at altitude 1, with 1 climb marker, putting himself below the minimum altitude for AA fire,; thus, the automatic miss.) Camelbeagle makes a bad mistake and turns away from Flash, presenting a target to both the bombardier and the gunner/observer. Teaticket also dives, moving out of range of Baz again.
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Turn 9 spotting phase:
Malachi & Crash A Lot both made their escapes, but Crash A Lot performed an overdive, and has three fire counters against, which must be resovled.
And the draw for the overdive? 3 Fire counters are discarded, and Crash A lot makes it back to base, looking slightly singed.
Sauerkraut is almost off the mapsheet, and Teaticket only slightly less so. In the south, Marechallannes continues to be pursued by 4 British interceptors, but he is out of range of all of them.
Sauerkraut shook off the spotlight, and the others on the board all miss illuminating anyone.
Altitudes:
Flash 2, with 1 climb counter
Camel Crew 2, with 4 climb counters
Malachi: escaped
Marechallannes: 3, with no climb
Camelbeagle: 3, with 1 climb counter
Sauerkraut: 1, with 1 climb counter
Crash A Lot: escaped
Gangleader147: 3, with no climb counters
Teaticket: 2, with no climb
Baz: 3, with 1 climb counter
Hedeby: 1, with 2 climb counters
Stumptonian: 1, with no climb counters
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ETA: It's been pointed out to me that I grabbed from the wrong deck with the fire suppression card. My error, I thought I was pulling from the B deck. At this point, I'm going to give the player the benefit of gamemaster error.
Turn 9 submitted
"It's all over bar shoutin'" ...
Turn 9 submitted!
Hard to get rid of those British terriers... :surrender:
Turn 9 sent.
Time to disappear into the night. Turn 9 in.
Oops, apologies fellow Brits. Had no idea the edge of the world was so near. I'll get a head start at the mess bar.
Ooops.... illegal move notwithstanding, the mechanics won’t be happy with me. Turn 9 in.
Almost got away completely undamaged, damn you Malachi! :takecover:
Turn 9 in and back to the Mess for a celebratory Schnapps or two. :drinks:
I'm shot to smither's but nearly there... C'mon Blind Hans, do your thing :guns: - Turn 9 in
Turn 9 in, hanging on by a thread so will hopefully get back to the mess. These German bomber beasts are fast with their big bases, especially at running away!
Let's see if I can get closer this round :confused: Round 9 in
Turn 9 in .....
why is it Peter we find each other on the Battle field , and mess each other up, I am hoping your not so lucky with the fire cards.:clap:
This turn maybe ? :guns: ;)
Sooner than you think perhaps ! Missed my target, some of the load may have landed in the Thames but the rest would have mullered the southern ends of Waterloo and Charing Cross Bridges.
Hope you don't have to catch a train there anytime soon :p
Turn 9, Phase 1:
Sauerkraut makes his escape, while Gangleader147 provides another demonstration of Thomas Sopwith’s latest product, the Sopwith Trireme. Hedeby turns towards the pair, while Camel Crew has nearly caught up. Stumptonian trails, but swerves to move in. Baz, cognizant of his previous mistake, Immelmanns to avoid Teaticket’s bomber, while the latter heads for home, still on fire. Camelbeagle turns towards Flash, but recognizes that flying over the target is much safer than flying into the target.
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Turn 9, Phase 2:
Marechallannes climbs, thereby avoiding yet another ramming attempt by Gangleader147; this however puts him in range of Camel Crew, and the Gotha’s gunner/observer takes advantage of the tunnel mount to return fire. Hedeby likewise climbs, but remains just out of range. Elsewhere, Taticket dives to the relative safety of escape. Camelbeagle circles over Flash, looking for an opportunity to perform a diving attack.
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Turn 9, Phase 3:
Baz turns away from the escaping Teaticket, only to come into range of the bombardier’s gun on Marechallannes’s Gotha. The bombardier gets in one burst before the bomber finally falls to the combined fire of Hedeby and Camel Crew. Camelbeagle overshoots Flash, as the last German bomber has almost made it to safety. Oh, for a rear gunner now!
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Turn 10 spotting phase:
Teaticket exited the mapsheet with his aircraft on fire: resolution of that caused extensive damage, but was still not enough to bring down the Staaken-they do have a massive amount of hit points, after all. During the spotting phase, Flash is once again illuminated by a searchlight. As can be seen, Flash is just one or at the most two phases from escape: the only one that might be able to attack him is Camelbeagle, and that’s only if an Immelmann or right turn can stop him from exiting the mapsheet. I can call the game right now, resolving the AA burst against Flash, or we can try and game out the next two phases. Up to the lot of you. What say you?
Altitudes:
Flash 2, with 2 climb counters
Camel Crew 2, with 4 climb counters
Marechallannes: shot down
Camelbeagle: 3, with 1 climb counter
Sauerkraut: escaped
Gangleader147: 3, with no climb counters
Teaticket: escaped
Baz: 3, with 2 climb counters
Hedeby: 2 with no climb counters
Stumptonian: 1, with no climb counters
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I am game for one more. Turn 10 submitted. What a crazy game! Whoa!
Dan (camelbeagle) has the only chance of doing anything to flash, so if he wants to play it out that's fine.
No point in me plotting, though, so save yourself the time and just do the final move for them.
It was an interesting ride. Thanks for all your efforts, Sam.
:sAprvd: REP on the way.
Still amazed I survived turn 6 ...
:erk:
Agreed - my work here is done and my Jack Russell attack methods didn’t help too much!
Great game Sam, thanks for hosting!
I have submitted turn 10 because Dan did but I don't think we'll be in range of each other whatever moves are done due to altitude difference. Leave it to your call to resolve Sam.
Partial hit and shot down...
I‘m curious for the result. ;)