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Tuesday, June 29, 2021

Age of dogfights WWII -kickstarter preview gameplay part 3


Mid-September 1940, southern England.

The radar pick up an approaching group of enemy fighters. Raf fighter command responds with a squadron of its own. 

The British are defending with 4 Spitfires, and the Germans are attacking with 4 Me 109's.

Since playing the previous game we received a wip version of the rules. Most important explanations included are for the sharp turn and some of the modifiers for shooting (as there might be more in the final version of the game).

We were using the fuel counters, and improvised the amounts of fuel the planes used to reach the battle, as well as the amount they will need to return home. The Germans would have a much shorter time available, and would need to be much more aggressive in their tactics than the British. Also the new tilts are now being used every game.

Both sides had 1 Ace pilot, 1 rookie, and 2 regular ones. The aces provided a +1 to hit modifier while the rookies suffered a -1 penalty to hit. Not sure if that's the way they will work in the final version, its just how we added some more friction to the game.

Both sides started with each plane separated from the others in order to use up a larger part of the map with just a few models. In the following two gameplays I start using formations for my squadrons thus forcing Zoey to form up with her planes as well. 



The combatants slowly approach each other. The German 109 Ace (#1) throttles his engine up to have a go at a Spitfire.


No such luck, and the Ace misses his target completely.


The British Ace recognizes the markings of the German Ace and diverts his attention to this perceived greater threat. He fires a few shots, but with little effect.




Spitfires #3 and #4 get into position to fire at 109 #2.


109 #3 tries to shake off Spit #2 from its tail.








The Spit Ace fires at the 109 Ace, but misses.


#2 scores a solid hit on 109 #3.


109 #2 is in a tight spot now...


..and pull a disappearing act on his foes. The one with a burning ball of fire falling to the ground.


#3 109 gets a weapon damaged result. His shooting from now on will be with a halved firepower factor.


#4 109 is a rookie, so this roll misses his target.




The German Ace rushes to assist his damaged comrade. His shot finds its mark, but again, with little effect.








The Ace tries and tries again, but he just doesn't have any luck today.


Numbers 3 and 4 are also out of luck.


This marks the beginning of the end for the Germans. Number 2 Spit finally downs the damaged German plane.
 

Number 3 also hits its mark.


This is just an average roll for Zoey, but more than enough to down 109 #4. 


After losing his whole squadron, the German Ace decides to head for home. The whole British squadron is just too much for him to handle on his own. And with his luck, he's lucky to even make it off the board.

Final score is 3-0 for the British. 

The game lasted no more than 5-6 turns, so the fuel counters haven't had a chance to send someone home. 
The modifiers for shooting make all the difference, as now even Zoey can't auto-hit anything. 

This Battle of Britain was a load of fun, and we can't wait for the actual expansion for it to come out. I suspect I will be making a campaign for the battle, with linked scenarios, experience and a few narrative elements not present in the game.
 

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