The Skies Above

Grimhelm

First Post
The skies will soon turn red and grey with the blood and smoke of my enemies. Oh, in case you couldn't figure it out, my Wings of War minis came in! Woo-hoo!
 

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InzeladunMaster

First Post
Yeah, as you know, mine is in too. I am dying to play a game with it!

I was just thinking, since the game has stationary targets (zeppelins), it would be neat to make a variant where our bi-planes shoot down King Kong - but if we get too close, we take damage from his swats.

Anyway, I am looking forward to rejoining my flying ace partner for some more destruction of our enemies!
 



BobProbst

First Post
Here's the publishers suggestions for continuing campaigns.

http://www.wingsofwar.it/read.asp?id=1273

They're italian so you should pardon there poor grammer & spelling.

Campaign rules: awarding victories

When you play several games with the same players, give a name to each pilot and observer and keep track of the number of “victories” of each of them. An airman gets a victory for each airplane shot down by it. If the airplane destroying the enemy is a two-seater, a victory is awarded both to the pilot and to the observer. If more planes damage the same plane in the phase that it is eliminated, the victory is counted to each one of them.

Planes that exited the gaming surface do not count as victories unless they are on fire. If they are on fire, draw the damage cards that should have been taken in the future turns: if the damages are enough to eliminate the plane, a victory is awarded to the last airplane that shot at it (or the last planes if there are several in the same game phase).

If a plane is shot down, the airmen on it are out of the campaign and at the next game the plane will have a new crew with zero victories – the shot down airmen are supposed to be permanently injured, prisoners or else.

If an observer is incapacitated, at the end of the game shuffle all the B damage deck and draw a damage card. If the card is a 0 or an explosion, the observer is permanently incapacitated and in the next match the airplane will start again with one with 0 victories. If the result is a different number of damages, the observer will be able to fly again after that number of matches (1 - next game, 2 - at the second game, 3 - at the third game). In the meantime, use another observer with zero victories.

An airman (pilot or observer) with five or more victories is considered an ace. Aces can freely choose a special ability for each five victories they get. The special ability is effective from the next game after the reaching of the victory amount.

Players are warmly invited to design more sophisticated rules for the use of different crews in their campaigns if they feel so.



Special abilities

The list of abilities is divided in three sets. The first list can be chosen only by pilots, the second and the third one by pilots and observers. On the same plane there can be an ace pilot with a non-ace observer or vice-versa. "When the ace fires" mean that the ability is applied only if that specific airman (pilot or observer) is firing. If the observer is incapacitated, his individual abilities can not be applied any more for the rest of that game. His airplane abilities are instead applied to all the weapons of the plane and are kept in use for the rest of the game even if the observer is incapacitated.



Pilots only abilities:

Daredevil: can do two steep maneuvers in a row. Once this ability is used, it can not be re-used for the rest of the turn and for the whole next one. Use a blank counter to remember that you used the ability and discard it after a turn.

Acrobatic pilot: can do an Immelmann turn without having to do a straight after it. The straight before has to be done anyway. Once this ability is used, it can not be re-used for the rest of the turn and for the whole next one.

Good in evading: can ignore a single damage card in all the game, after drawing and seeing it. The ignored card is put at the bottom of the damage deck.

Good in escaping: can prevent tailings during game. The opponent can not tail him unless he is an ace with a pilot-only skill.

Exceptional pilot: can use the same maneuver twice in the same turn. Take two blank maneuver cards and write a "1" on one and a "2" on the other. Add them to your Maneuver deck. When you plan your move, you can use the "1" as second or third maneuver, the "2" as third: when you show the "1" use again the first maneuver of the turn, when you show the "2" use again the second.
Example: a SPAD XIII plans an Immelman, a straight and a "1". The plane executes an Immelman in the first phase, a straight in the second and another Immelmann in the third one.

The restrictions of the "1" and "2" are the same of the card they replace. So if you use a "1" and the first maneuver of the turn was a Immelmann, you have to do a straight maneuver before it and another after it.

Pilots or observer individual abilities:

Technical eye: in any moment of the turn the player can look at the damage cards of an airplane, friend or foe, at his choice. The plane has to be at a ruler distance from the ace's plane, in any direction (from the central dot to any point of the examined plane). If this ability is used during movement, it can be used before all planes move or after all of them finished moving. Once this ability is used, it can not be re-used for the rest of the turn and for the whole next one.

Perfect aim: once per turn, the pilot can decide to use the +1 Aim bonus even if he did not shoot to the same plane in the previous phase. Once this ability is used, it can not be re-used for the rest of the turn.

Sniper: when the ace fires to a enemy plane, he can try to make a bullshot. This means that when his opponent has to draw a damage card, the ace takes two damage cards instead: he looks at them, gives one at his choice to the opponent and put the other under the damage deck. If the enemy has to take two damage cards, the ace takes three cards and chooses two of them. Once this ability is used, it can not be re-used for the rest of the turn and for the whole next one.

Quick at shooting: each time that firing is resolved, first let all the aces with this special ability. Then take away eliminated planes: only the surviving airplanes can fire.



Pilots or observer airplane abilities:

Bullet checker: during the First World War, bullets were often produced by improvised workers aiming more to quantity than to quality. This caused machineguns to jam frequently, but some pilots - as the Italian ace Silvio Scaroni - checked every single bullet before taking off and discarded up to half of them. When any of the weapons of that airplane fires, ignore the jamming cards with a green cross; the ace jams only when a card with the red cross is picked up.



Incendiary bullets: some aces, like the balloon-buster Willy Coppens, used special incendiary bullets especially effective against balloons. A plane that takes a smoke special damage from an ace with this ability consider it as fire instead. Besides, an airplane that takes an engine damage also smokes for the rest of the turn and the next two turns.

This ability can not be taken if the same ace has "Chivalrous aptitude".



Chivalrous aptitude: some aces, like Francesco Baracca, thought that burn on your plane was an horrible end. This is why they took away all the tracing bullets from their machinegun feed. A plane that is fired at by a plane whose pilot or observer that chooses this ability ignores any fire special damage. Besides, if a plane takes an "explosion" card, it shows it to everybody and openly draws another damage card: if the second one is a "0" the aircraft is eliminated, if it is a "1" or more ignore the explosion and this new card is taken instead. Ignore jamming with this new card.
The ace that chooses that ability can get two more of them for free: any one but "Incendiary bullets", that can not be taken any more if an ace has this ability.
Example: a pilot reaches 5 victories and can choose one ability. He chooses "Chivalrous aptitude", together with "Bullet checker" and "Exceptional pilot". All the three abilities count as the single one he has the right to buy at his fifth victory.
 

BobProbst

First Post
I can think of another:

Pilot Only:
Good at tailing: If a turn ends with an enemy plane in the pilot's arc of fire and within 1 ruler length, he is considered tailing him, regardless of the enemy plane's orientation.
 

BobProbst

First Post
Let me just throw this out there too:

http://www.boardgamegeek.com/file/download/17232/Sight's%20Basic%20Rules.jpg

An alternate set of rules for choosing maneuvers and damage.
 

Grimhelm

First Post
BobProbst said:
I can think of another:

Pilot Only:
Good at tailing: If a turn ends with an enemy plane in the pilot's arc of fire and within 1 ruler length, he is considered tailing him, regardless of the enemy plane's orientation.

I must disagree with this one. After all, a plane headed directly at you would fall into this category. As a matter of fact, any time you get a hit on anyone you would be considered tailing. This is contrary to physics and the nature of dogfights. Now, I could envision lengthening the marker conditions as a tailing feat. For example, you could be considered tailing at one whole marker instead of one half marker.
 

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