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

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)

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