"I wonder what would happen if I . . . ?" 6 mm ACW hosted by Tim the Elder

Friday, February 12, 2010

Kong le Monarch

(A really hairy scenario for Wings of War)
The Big Ape has taken up residence in Paris and has scaled the Eiffel tower, taunting tourists and making a monkey out of the military. Air aces extraordinaire have been recruited from around the globe to bring the sinister simian to the ground. The surviving player with the most hit points on Kong will be recognized the world over as "Top Banana". Play ends when Kong is shot down; or when the last plane is swatted from the sky. (NOTE: Due to the monstrous scale involved, all ranges are doubled).

Killing Kong:
1. Kong has 40 hit points.
2. Players pull damage cards for Kong and retain them for scoring.
3. Kong ignores all special damage except "hit points" and "explosion".
4. For each "explosion" card, Kong pulls 2 more cards (hit a vital organ).
5. Player whose last shot kills Kong receives 5 bonus points.

Kong Killing:
1. Kong gets two attacks per round (he has two arms) from "C" deck.
2. Kong can shit himself at will and fling Kong-poo at long range.
3. Kong chooses from multiple targets by roll of die. Low roll gets attacked.
4. Kong only attacks to his "front" (see below).

Kong-fronting Kong:
1. At the beginning of each turn and before the three maneuver cards are selected, players determine which aircraft has (maybe) avoided Kong’s attention for that turn:
a) Players roll one die
b) Add their accumulated Kong hit points to the roll.
c) Add the following modifiers:
Jammed guns +1
Aircraft damage - 2
Smoke - 3
Fire (includes smoke) - 5
4. High score chooses Kong’s facing for that turn (next 3 rounds).
5. Kong may only attack targets within 180dgrs of his "front"
Hint:
Try to stay behind Kong and your "allies" as well; since this is a fight for National Honor, and "friendly" fire may be an unfortunate aspect of such aerial derring-do.

Saturday, February 6, 2010

The Night Before

[Please use whatever accent might be correct and appropriate for your nationality!]


Well lads, I'm just finishing up my end of duty watch walk-around. The Mess was my last stop. Happy to say the boys have been busy. The Quarter Master even did us proud!

Well, as proud as he could considerin' it's February and we're so close to the front. I'm not too sure 'bout the Cook and his crew though . . .

From what I saw, tomorrow's menu consists of:

Turnips (sorry lads, still no potatoes to be found anywhere); cabbage; something the Cook _said_ was pork because, as was pointedly explained to me, "Do you know that _EVERY_ part of a pig is edible??? Huh? Huh??? From snout and ear to ballocks and nails! _Every_ bit of a pig is edible. Well (sigh), if you can find any part of a pig around here . . ."

I don't know if I believe the rumour that someone found real eggs. I _certainly_ couldn't find any in the kitchen. (If it _was_ true I'll bet they've already been eaten!)

At least there were a _lot_ of spotty shrivled turnips! And there was something kind of greenish-blue and really nasty smelling . . . It had some mold on it and made me cough. But the Cook says it's on the menu . . .

Well, here comes that truck with the ammunition we've been waiting for. Right. Of course, right before I'm done for the evening. I suposse I should go and check it in and make sure that someone checks each belt before they are used tomorrow . . .

Wednesday, February 3, 2010

1st Game Day 2010

Being a New Year it only seems right to begin our new group-blog with a quick overview of the plans for our first Game Day of 2010.  Our first Game Day of 2010 was scheduled for last Saturday. We got snowed out, so we've re-scheduled for this weekend.

We'll be playing Wings of War.  You've gotta love WW I biplanes!  I'll be cooking ~ hopefully something similar to what pilots near the front would be able to eat in the Officers' Mess, or nearby!  (Though not having a pressure cooker I had some, um, problems canning ox-tails.  Now I can't wait to see how the pickled meat turned out!)

Tim the Elder has a "warm up" scenario for us.  And he also designed a brand new scenario for us to play. (Which includes a bit of a surprise for Poppa John and Tim the Younger!)  So we'll have something a bit different to look forward to.

Tm the Elder's Depot Demolition Derby!
Depot Demolition Derby

The enemy has been observed investing in a new supply depot and bridgehead behind their lines. A surprise aerial assault has been ordered to destroy the base before its defenses can be completed. Success of the mission is determined per VPs awarded the Attacker at end of game. Attacker must return with at least 50% of assigned force to claim VPs. Play ends when Attackers are shot down or quit the field.


Attackers

Enemy troops and material are arriving daily by road and rail. Preliminary defenses include AA batteries with supporting infantry, and a landing field has been photographed nearby. Destruction of ammo bunkers and main bridge are Top Priority.

Forces available: Four to six planes total divided into two squadrons. Force may include 2 bombers and 2 fighters; or 1 bomber and 5 fighters. One fighter may be equipped with rockets. Bombs ("C") and rockets ("D") are limited to two rounds each.


Defenders

Alert! Enemy aircraft are en route. Retention of war materials and logistic infrastructure are Top Priority (i.e., men are expendable; supplies and bridges are not). Defend the supply base with all available resources to the last.

Forces available: Two planes at airfield. AA battalion in fort includes two AA MG and three AA artillery (see AA rules). Two infantry columns on road (see below).


Objectives

AA artillery (3): 3 VP each. 3 HP (Bombs or MG). Use AA artillery rules.

Ammo bunkers (9): 5 VP each. 10 HP (Bombs or rockets only). For each destroyed bunker, draw 2 "C" cards for adjacent bunker(s), etc.

Artillery park limbers (4): 3 VP each. 3 HP (Bombs, rockets or MG). For each destroyed limber, roll 1 die: odd means adjacent limber(s) explode, etc.

Balloon (1): per rules.

Enemy aircraft (2): per rules.

AA battalion in fortifications (2): 3 VP each. 5 HP (Bombs or MG). Units include AA MGs. Shoot as ground fire (per rules) and as MG ("B").

Infantry columns on road (2): 2 VP each. 2 HP (Bombs or MG). "Short" movement off road, "long" on road. Cannot shoot while in column. Upgrade to 5HP in fort.

Rail bridge (1): 5 VP. 5 HP (Bombs or rockets only).

Main road bridge (1): 10 VP. 5 HP (Bombs or rockets only).

Side road bridge (1): 3 VP. 3 HP (Bombs or rockets only).



Mission Assessment (per Attacker)

00 – 20 Unsuccessful (complete Defender victory)
21 – 30 Indecisive (Both claim minimal success)
31 – 40 Marginal success (Defender down but not out)
41 + Decisive (complete Attacker victory)