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Thread: Big planes, big questions

  1. #1

    Question Big planes, big questions

    Good Day Pilots!

    after years (14!) of resisting the temptation, I decided to become the proud owner of a RNAS Handley Page O/400 (as you see below, he came with a bunch of friends and I lovingly adopted all of them)
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    So now, with the trusted rulebook(let) beside me, I want to start flying this beast of the sky, with the usual rivulet of questions arising by the introduction of a new element in the game mechanics.

    1.Balancing teams
    how do you balance the teams (Entente vs CP) when a bomber is on the table? I.e. how many scout/fighters you need to employ to balance the firepower of the bomber with its multiple crew/guns without making the bomber itself too easy of a prey?

    The beloved companion App (I just started using/exploring it so feel free to correct me on this) doesn't seem to give the option to include the bombers in the scenario editor so I am at a loss regrding how to determine number and type of machines to be used, taking into account that the bombers will - for historical accuracy, I presume - have also fighters escorting them.

    2.Size of gaming surface
    So far I have mostly played scenarios on a single-mat sized surface. I like the additional challenges of the confined spaces, so to speak. Nevertheless, bombers will necessarily need more space to manouvre to avoid being eliminated after a few moves given what it seems to me to be a very low manouvreability.
    In your experience, what are the ideal dimension for a gaming surface in a bombing scenario?

    3.Scoring
    Do you reccommend any specific scoring system for bombers being taken down or completing succesfully their mission?

    Years back, when I was not on the 'drome, it took me a few playtests to incorporate nicely balloons in my games. This time around I have this beehive of experienced players I'd like to draw from, since I am a little pressed for time and I really would lke to start using bombers right as soon as possible.

    Thank you, Danke, Grazie, Gracias, Merci in advance and happy flying!

  2. #2

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    Flying that plane is not easy! My table is not quite 2 metres long and that is not long enough so we usually turn it around once it reaches the end. We also mainly use the auto movement rules for it and make sure our interceptors can move at least as fast as it does (by putting them side by side before the game and using one long straight card you can measure the distance each plane will travel). We have used 3 attacking planes in most games but that is up to you. Explosion = half damage rounded down. A lot of fun and not easy to shoot down.

    The last game we ran I used the V1500 card where it has an A gun in the tail and two B side gunners as well as a B front gunner. That made it even more difficult to shoot down if you want a more challenging game.

  3. #3

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    Thanks for the insights Gary!

    Quote Originally Posted by Baxter View Post
    My table is not quite 2 metres long and that is not long enough
    So I'd say no less than 3 adjacent mats linked on the short sides will do, possibly I'll shift my furniture and do a "whole floor" battle!

    Quote Originally Posted by Baxter View Post
    We have used 3 attacking planes in most games
    If I understood correctly that's 3 planes Vs 1 bomber and nothing else, right? So if I were to give the bomber an escort I'd have to beef up that number

    Thank you again!

  4. #4

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    Update n.1 - Quickly play tested (singlehandedly) the Handley Page vs a Fokker Dr.1 and an E.V...

    The bombing itself was a failure (guess I need to develop a better eye for the measures of a big plane on the mat) but... Blimey, the bomber is a murderous beast!

    With a distinct lack of luck in drawing damage cards as an accomplice, it made short work of the two Germans.
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    Next attempt - 3x Albatros D.V - stay tuned for a full AAR!

  5. #5

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    We've played a few games with Giants, if you think the HP is a gunship try the Staaken ! We usually look to putting 3 scouts on 1 if we can and can normally get it done over a couple of mats, wargames Gods willing. A tip is to set the scenario where the scouts come in from the side rather than head on as that can helps with turns without just relying on timing an Immel correctly to get on target.
    I'd recommend using something more agile than the Alb D.Va if you have them as it has no sharp turns; Fok D.VII, SS D.III, Fok E.V are preferable.

    Sapiens qui vigilat... "He is wise who watches"

  6. #6

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    Good start Valerio. It's fun to experiment with different aircraft but ultimely you can't predict what the Gods of Damage cards bring to the table.

  7. #7

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    Thanks for the tips, Dave. I wish I had more time before heading out for work to experiement more!

    Quote Originally Posted by flash View Post
    I'd recommend using something more agile than the Alb D.Va if you have them as it has no sharp turns; Fok D.VII, SS D.III, Fok E.V are preferable.
    I selected the D.Va as they were the only model I could put on the table in heaps (I have got 5 of them!). I also felt it was a decet option from the historical accuracy point of view.
    The other plane I can put on the table in groups of 3 are Fokker Dr.Is, which definitely fits the bill regarding manouvreability (Turns like a devil, climbs like a monkey! - to borrow Red Baron's description) but I am afraid it is too fragile to face such a Juggernaut.

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