Part One - The Set-up:
This was an open invitation game, and I sent notices to lots of people who expressed interest in a Skype game (IE: were on the WWI Skype Players Forum thread), and specific individuals that knew I was working on a scenario for the Forssmann-Mannesmann Triplane Bomber. Unfortunately, a lot of the keen individuals that said they'd like to play had other Real Life commitments they couldn't defer. So, this game ended up being between Alastair [Doug] in Toowoomba, Australia, myself [OldGuy59], in Comox, BC, Canada, Eric [7eat51] in Bloomington, Illinois, USA, and Andy [freebird-52] in Haughton, Louisiana, USA. Both Eric and Andy had friends over, and they joined in, too. So, there were six of us in total playing in this game.
Alastair in Toowoomba:
Toowoomba, Australia to Comox, Canada: 11,816 kms = 7,342 miles
And the guys in North America:
Comox, Canada to Bloomington, Illinois: 2,956 kms = 1,837 miles
Bloomington, Illinois to Haughton, Louisiana: 952 kms = 591 miles
The time for this game attempted to get everyone in daylight, barely. Alastair was up early Sunday morning at 6:00 AM, I was just after lunch, and all the USA players were 3:00 PM.
From set-up to finish, this turned out to be a five hour game. Skype Premium only allows Video sessions of 4 hours, and at 4:03 into the game, our connection reverted to audio only. I disconnected, and immediately called all the participants back, and we got our video back. Note, Skype Premium does place a maximum limit per call of 4 hours, AND a maximum video usage of 10 hours in a week. So, just reconnecting for this game worked, but I will have to watch trying this if I were to play another game within the same week.
Set-Up:
In the invitation sent out for this game, a few discussions were had about connections, who was playing, how many planes, etc... This was discussed on this thread: SND International Skype Game Invitation - Slay the Leviathan - 8/9 June 2013
Summary as follows:
It will be almost the same as the practice run (Slay the Leviathan - Solo Trial), but 3 escort Albatrii will be included (they will not be regenerated). Camels, SPADs, and Nieuports (16s with rockets, and 17s) are being considered. Also, I have considered the front cannons on the bomber as being Becker 20mm auto-cannons, able to fire up to three times in a row, before needing to reload. And with two cannons in the nose, and a two range-ruler range, that means four C Damage cards per shot on single planes that get close enough to shoot the bomber head on.
On my table, the bomber will be "stationary" in the middle for most of the game (I messed up the map, and started it too close to the end of the roll). No matter. For those wishing to set up a situation table at their end, the playing area will be four feet (123 cms. This includes the spacer for the bomber stand) by three feet, 3 inches (100 cms). We will be starting with the bomber and three Albatrii D.Vas at the Trench Line, and three Camels closing from the North West corner (Top Right in this picture, but it will be Bottom Left during the game) of the map. On turn Three, up to three SPADs will enter from the South West corner of the map. On any subsequent turn, should there be a shot-down Player available, we will alternate Camels and SPADs as they are available. If we get to the point we are using all my Camels and SPADs, we can consider the rocket-equipped Nieuport 16s (two), or MG equipped Nieuport 17s (two). If the bomber is still getting to Paris, we will definitely be using the Rockets, in a desperation attempt to save the city and it's historical and cultural landmarks.
I am not using Altitude Rules! Yet.
For home situation tables, any game mats will do, or even just a bare table. You should have a card or bomber stand-in for the Forssman/Mannesmann tri-plane, and any scout aircraft to stand in for the others. I tried to link this amazing plane card (Thank you, Guntruck!) in the invitational thread,so players had an idea of what they were facing. It didn't work, but I am providing it here for future reference:
Hopefully the participants will have suitable maneuver decks for the planes we are using, but they really only need decks for the plane they are flying to select their three moves per turn. I will move each aircraft using the cards chosen by each participant. Ranges to targets will be measured from my table. There will be some drift from card and mini handling, but this just can't be helped. We can readjust as we go, if things get really out of hand, but that hasn't happened yet. I have had problems with my image mirroring on my computer screen, but the image I send out is correct for everyone else. I try to adjust.
Damage!
We drew our own damage, everyone needed A and C Damage decks. I asked players to track their damage, and to post a picture of the carnage for the AAR. Oh, and I ended up needing a D Damage deck, because we brought in the Nieuport 16s with the rockets. More on that later.
Jams on the Bomber:
Using Zeppelin discussions, we adapted those ideas for the bomber gunners. We ignored Green Jams, and clearing Jams on A Guns in one maneuver phase, as the gunners are on a stable platform and are not trying to fly or do other things (C Cannons will still take the three phases, for jams or reloads).
OK, That's the start. More to follow tomorrow, as it is getting way late here. Sorry, but we all know what happened. The details are coming on the next episode.
Mike
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