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Wings of War Scenario

 
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czamora

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Subject: Wings of War Scenario   PostPosted: Fri Dec 10, 2010 2:00 pm Reply with quote

I've got a group of guys coming over to play Wings of War. THere are 5 guys total, so I'm trying to come up with a Team game. They never have played before, so I'm leaving out Balloon Busters and altitude rules. Also, I have several types of the models.

These are some of the ideas I was thinking of:

1. 1 side getting 2 planes (good fighters, maneuverable and rugged). THe other side getting 2 planes (good fighters, too) and the 3rd plane being a 2-seater so its a little slower and less maneuverable. The 2-seater is on a bombing run with maybe 2-3 targets. 2 team points awarded for shooting down enemy planes, 3 points awarded for a successful bombing run. -1 team points for losing a plane.

2. 2 teams, 3 planes on each side (2 fighters and 1 two-seater each side). 1 player (probably me) controls 2 planes.

3. 2 teams, 3 planes on each side (2 fighters and 1 two-seater each side). 1 player (probably me) controls the 2 two-seaters. The 2-seaters are on bombing runs with maybe 4 targets. 2 team points awarded for shooting down enemy planes, 3 points awarded for a successful bombing run. -1 team points for losing a plane.

4. Free for all. 5 planes. Winning is last plane flying.

5. Maybe a capture the flag scenario would be interesting, but I’d have to think that out a bit more.

What do you think? Any of these sound really good? What do you think of the points? I’m trying to follow the Wings of War points they suggest for team play.
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woelf
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Subject:    PostPosted: Fri Dec 10, 2010 2:29 pm Reply with quote

All of those options sound like they would work. The best way might even be to let the other players decide which of those they'd like to do, and time permitting there's no reason you couldn't try more than one.


Another possibility would be to make it an "unfair" 3-vs-2 dogfight, but offset it somewhat by giving the short-handed team the two best planes you have while the other team gets planes that are more mediocre.


For the capture the flag variant, you could use (invincible) 2-seaters as the flag carriers (controlled by you?) and have them be constantly flying around the table while keeping as much distance between each other as possible. You could force players to "collide" with them to grab the flag (maybe ignore the usual collision effects when grabbing the flag), and then they have to take it back to their own 2-seater to score points.
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old_man
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Subject:    PostPosted: Fri Dec 10, 2010 2:36 pm Reply with quote

I believe, because your group of guys are newbies, you should start with some dogfights one-on-one without altitude rules.

When they understood the mechanics of the game bring up the altitude.

And for a scenario:
one side with 2 average planes and a slow 2-seater, 3 targets for bombing, they win, when they get 2 of the 3 targets, the others side with the best planes you own, win, when the other side can't fulfill their task.
So the fighting side has to combat the bombing 2-seater and the other side has to defend their 2-seater and to escort it to the 2 targets for bombing.

Please leave aside for beginning the ballons and the Nieuport 16 rocket planes

old_man
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holofernes
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Subject:    PostPosted: Fri Dec 10, 2010 3:33 pm Reply with quote

I agree with the above - skip the altitude rules for the first few games... and also remove the "you're instantly dead" cards from the damage packs. That's what I did with my group and they had fun.

Maybe you could sit out and moderate the first game, so it's 2 vs 2 and let them pick the planes from your box (or a limited selection) based solely on looks (all fighters of course, no 2 seaters) - my guys enjoyed that. Of course one guy took the Red Baron immediately, and he was also the first shot down. New players don't realize the Baron's plane wasn't magical, but the pilot was pretty good, and that he flew several different models during the war. Etc.

Another thing I did was have a brief bio printed for all the pilots that they got to read first, including the death (if any) off that pilot. It added a nice touch of nostalgia to the game and they seemed to identify with their aircraft better after reading about the real man behind the goggles.
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czamora

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Subject:    PostPosted: Fri Dec 10, 2010 3:38 pm Reply with quote

holofernes wrote:
I agree with the above - skip the altitude rules for the first few games... and also remove the "you're instantly dead" cards from the damage packs. That's what I did with my group and they had fun.


What? I love the "you're instantly dead" cards. Their hilarious! Maybe I'll leave it out for the first game.

How long do you expect a 2 v. 2 game to go?
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czamora

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Subject:    PostPosted: Fri Dec 10, 2010 6:10 pm Reply with quote

Hey gents. I LOVE WoW, but it is precisely for that reason that I haven't played much of it. I know that once I start playing it regularly I'll buy a couple of planes, and then once I've bought a couple...well, that's when it all starts, isn't it? I love the era though, and have loads of 1/72 planes which I've built from kits and painted. We use them at the club for Dogfight Over Flanders type games.

Anyway, WoW. A really good beginners' scenario that I've tried a couple of times is the photo expedition. Very simple, a recon plane with minimal armament and a couple of decent escorts, against the defending fighters. But the trick is not to let the defenders know what the recon plane and its escorts' scenario objectives are. We've found that generally the recon plane gets ignored and goes home with a lovely set of holiday snaps, because the defenders don't realise that it's recon, can see it's not a bomber, and ignore it in favour of the pesky fighters. In general, if you keep the scenario objectives secret it adds a dose of reality too.

Cheers geezers, keep the faith. Si
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