Vote on which scenario you'd like to play please.

Started by Silent Disapproval Robot, March 28, 2016, 07:20:03 PM

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Silent Disapproval Robot

I'm going to be hosting a game of Wings of Glory: WW2 at the Trumpeter Salute this weekend in Vancouver.  I've been working on a few scenario ideas that will hopefully show off the game; be interesting to the players; and allow players of differing skill levels to play able to play and enjoy the game.

Here are the three that I've come up with.  Have a look and choose which one you think sounds the most appealing.


Scenario 1: Battle of Britain - The Hardest Day.
August 18, 1940
Chain Home radar station, Poling, West Sussex.

RAF fighters scramble to intercept an incoming German raid targeting the Chain Home Radar station at Poling.
Forces will vary depending upon the number of players.

Play area will consist of three mats, open ocean leading to coastal and then to country.

RAF
1-3 Spitfire Mk Is
1 Hurricane
1 Gladiator
1 Beaufighter

1-2 AAA guns situated near the radar target.

Luftwaffe
1-3 Bf 1-09Es
1-2 Ju 87 Stukas
1-2 Bf-110s

The Luftwaffe will set up along the edge of the open ocean map at altitude 6.

The RAF will set up along the edge of the country map at altitude 4. The Radar tower and AA will set up in the middle of the coastal mat. The radar tower will have 15 HP. Stukas will have 1x250 KG bomb and 2x50kg bombs. A direct hit from the bombs will do 1D chit and 2 A chits. A near miss will do 1B chit.

Victory points will be determined by adding total number of damage points inflicted to the enemy.



Scenario 2: Bomber War - Big Week

February 25, 1943. Augsburg, Germany.

B-17s have separated from their formation due to bad weather but are still proceeding to target. Luftwaffe fighters pounce.

Forces will vary depending upon the number of players

USAAF
1-2 B-17Gs
2-3 P-51Ds

Luftwaffe
1-3 FW190 D-9s/D-13s
1-2 Bf-110s
1-2 88mm AAA guns

The play area will consist of 2 mats, city and country. The target will be an industrial facility located near the urban area on the city map.
The US forces will set up along the edge of the country map. Altitude 10
German forces will set up along the edge of the city map, FW190s at altitude 9, Bf110s (if present) at altitude 10.

The Bf-110s will be equipped with Werfer-Granate 21 rocket tubes. Each plane can fire twice. These rockets will function similarly to AA rules but the attacks cannot be delayed once placed on the board. Each rocket will do 1D and 1B damage if it hits.
The 88mm AAA guns will have a maximum firing altitude of 12.

The B-17s have a bomb load of 8,000 lbs. They can drop as one attack or as a string of bombs 2 cards in length. A direct hit from a full attack card will do 2D, a card from a string will do 1D. A near miss will do 2B or 1B. The factory has 24 HP.



Scenario 3. Bomber Command - Nachtjaeger

This scenario will only be attempted if the number of players who sign up is small and all have previous experience with the game.

September 10, 1943. Lancaster bombers from No. 6 Group, 405 (Vancouver) Squadron target Hannover, Germany. Elements of II/NJG 2 attempt to intercept using "Y" Guidance GCI.

Play area is 2 mats, city and country.

RAF
1-2 Lancaster bombers
1 Beaufighter Serrate night fighter.

Luftwaffe
1-2 Bf-110s with Schrage Musik and Lichtenstein BC AI radar.

All planes start at level 10.
Special rules. Both the Beaufighter and the Bf-110s have airborne radar. They must spend at least one turn "tailing" the enemy (using aim rules) before they can fire. Firing can only occur at close range. The Lancasters must flight straight and level until they spot an enemy aircraft. In order to spot, the enemy must be at close range. To successfully spot, place two 0 damage chits and one non-zero damage chit in a cup. The Lancaster player draws a chit. If it's the non-zero chit, he may change his next planned movement card to a non-straight manoeuvre to represent a corkscrew.

The Lancs are carrying 12,000 lbs of HE and incendiary bombs. The difficulty in hitting the target at night in poor visibility is simulated by making a deck of 2 straight and 1 slight turn card. For each turn that the bombs fall, draw a card from the deck of three and use that to plot bomb movement. Any hit (full or partial) on the urban area of the city map counts as a hit and scores 15 VP.