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Subject: London's Burning - Long Scenario report rss

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Doug Adams
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I've been dusting off my old games recently and have taken a few of them out for a spin. See...

http://www.boardgamegeek.com/thread/168013 Merchant of Venus and
http://www.boardgamegeek.com/thread/164760 Age of Exploration.

This time, it's London's Burning. I recall this being a rather good, if frustrating solitaire game. You can be happily sailing along when the German gunners get their aim right and suddenly shoot you out of the sky.

Here we go... apologies for the length. Comments and general waffle in red.

London's Burning Solitaire Session Report

Long Scenario.
Using Optional Weather.
Based at Kenly.
Pilot draw:
Hurricane #1: Holmewood
Hurricane #2: Palmer
Reserve: Kowalski, Waters.

Hmm, my three Spitfire pilots are appearing very late in the game. Namely, August 25, September 1 and September 8. Tough break, as every die roll modifier counts here and Spitfires have +1 performance over Hurricanes.

I'll try and play conservatively until Kowalski (the Hurricane ace) at least makes an appearance.

My general strategy will be to start at on the ground at forward bases early in the day to avoid taking Fatigue. Later in the day I'll patrol at Angels 30. Intercept out of the Sun whenever possible to get the +2 modifier. Once engaged, try and knock out the fighters first, as they outfly the Hurricanes on even terms.


August 13 (Clear)
2pm: 4 Raiders appear off Rye at Angels 5. Intercepted by Holmewood and Palmer - all bombers. A Heinkel is shot down by Palmer. The other raiders are damaged and forced to return to France.

Night: return the Heinkel back to the Luftwaffe pool.

Victory Points: RAF 1, German 0.

Good start - would have been nice to turn those forced break offs into victory points though.

August 14 (Clear)
2pm: 6 raiders come over at Angels 15. Both Hurricanes scrambled from their forward base at Rochford and climb to Angels 25. Failed to intercept the raid as there was no fighters at top cover. Croydon suffers 9 points of damage.

Night: repair 2 points of damage at Croydon (now 7).

Victory Points: RAF 1, German 2.

This happens, alas. If I intercept a raid before it bombs, I take a risk by intercepting two levels higher than the reported altitude. This way it means I can jump any fighters sitting 1 level higher using top cover. The flip side is that if there is no top cover, or the raid is lower than reported, I'll miss interception. Croydon will take a long time (or a lot of rain) to recover.

August 15 (Clear)
7am: 4 raiders at Angels 20. Scramble to intercept. Raid bombs Biggin Hill and deals 3 points of damage. Palmer and Holmewood intercept the raid on their return to France. There are two dive-bomber’s scooting back at Angels 5. Palmer shoots down a Stuka; Holmewood shoots down a Me110.

2pm: 6 Raiders at Angels 10. Scramble to intercept - 5 bombers and 1 fighter. Me109 fighter is hit and breaks off. Holmewood shoots down a Heinkel 111; Palmer shoots down a Heinkel 111 and a Junkers 88. Lost contact with the other raiders. Raid bombs London (1 point of damage).

5pm: 6 Raiders at Angels 20. Decide not to scramble. Raiders bomb Rye radar station (1 point of damage).

Night: repair Rye radar back to full operational status; repair London (1). Return 2 destroyed aircraft to the Luftwaffe.

Victory Points: RAF 6, German 4.

Happy times - early in the game, picking off lone Stukas after their bomb run can be profitable as they leave their fighters up top. By mid game the Stukas have disappeared so it's good to cash in while you can. The downside is they do their bombing before you get to shoot them up.

August 16 (Clear)
2pm: 4 Raiders come over at Angels 10 near Dover. I had the two Hurras patrolling nearby, but they can't reach the raid before it bombs Manston. Palmer shoots down a Me109 - this is his 5th victory and he flips over the Ace status (performance up one, and he hits on 5's or lower now). Palmer forces a He111 to return to France, but is hit by a burst from the gunner. My boys lose contact at the end of the round. Palmer's roll on the wound table is "Shaken" - can't fly for the rest of the day.

Night: Palmer doesn't get to recover Fatigue due to being shaken up. I take 2 damage off Manston. Return 2 German aircraft to the Luftwaffe cup.

Victory Points: RAF 7, German 6.

Lucky break with Palmer - just as he gets to cherished Ace status, he takes a hit from a bomber (which only hit on 1's!). This game can bite you hard just when you think you're doing well.

August 17 (Rain)
A Me 110 leaves the game.

Night: Rain at last. Nothing flew today. I repair 2 points at Biggin Hill. Two more Germans return to the Luftwaffe cup.

Victory Points: RAF 7, German 6.

August 18 (Clear)
Drake, a Hurricane pilot, enters the reserve pool.

10am: 5 Raiders reported at Angels 10. I scramble my two Hurricanes, but they don't intercept before they bomb Dover Harbour - causing 4 points of bomb damage. My pilots intercept the raid. Holmewood shoots down a Stuka, but his hit by the rear gunner. Palmer is shot down by a Me109, and survives the bail out roll. Holmewood is wounded and out of action for 4 weeks - he won't return until the final turn of the game. Kowalski, the establish Hurricane Ace, is called up from the reserve. I'm down to one pilot for the rest of the day as Palmer's Hurra is in the destroyed box.

Night: Palmer returns from being shot down. Rebuild Hurricane 2 for Palmer. Repair 1 damage at Manston.

Victory Points: RAF 8, German 9.

That weather cleared quickly! Palmer, having become an Ace, is trying hard to get himself killed.

August 19 (Clear)
The Luftwaffe decide that the Stuka's are too vunerable. Two Ju87's are removed from the game.

10am: Raid coming over at Angels 10, five raiders strong. Scramble the chaps. The raid bombs Detling, causing 3 points of damage. The spotters ballsed this one up as the actual height of the raid is Angels 15, with fighters at Angels 20. The raid is intercepted on the return to France and Kowalski has a party - he bags the Me109 Ace and a Me110.

2pm: 4 Raiders at Angels 10. Scramble and intercept near Rye radar station. Raid consists of three bombers and only one fighter. Palmer shoots down a He111, while Kowalski damages a Me109 (which crashes into the sea on the return to France). Both pilots then each bag a Do17. The raid is totally destroyed!

Night: 2 damage repaired at Detling. 2 German aircraft returned to the Luftwaffe.

Victory Points: RAF 14, German 11.

Nice to bag the Me109 Ace - he is very dangerous. Destroying the 2pm raid was a bonus - it rarely happens and I picked up 6VP for the turn.

August 20 (Clear)
Night: 2 damage off Dover. 2 aircraft returned to the Luftwaffe.

Victory Points: RAF 14, German 11.

A strange turn - no raids at all. It means the Me109 Ace is probably back in the Luftwaffe cup.

August 21 (Rain)
Night: Repair 1 point of bomb damage at Dover and Dettling. 2 aircraft returned to the Luftwaffe.

Victory Points: RAF 14, German 11.

August 22 (Rain)
Night: 2 damage repaired at Croydon.

Victory Points: RAF 14, German 11.

Rain has set in - time to build set up a VP lead by repairing various sites down to 1 damage each so they won't be bombed again. Gamey, but sound tactics!.

August 23 (Rain)
Night: Another 2 damage repaired at Croydon.

Victory Points: RAF 14, German 11.

August 24 (Rain)
Night: 2 damage repaired at Croydon.

Victory Points: RAF 14, German 11.

If it keeps raining, various damaged sites will be back to undamaged status.

August 25 (Rain)
Clisby is released to the pilot's reserve.

Night: Repair 1 point of damage at Croydon, and 1 at Biggin Hill.

Victory Points: RAF 14, German 7.

Various damaged sites are beginning to be fully repaired, dropping the German victory points. I finally get access to a precious Spitfire pilot, which along with my two Hurricane Aces, means I'm in good shape.

August 26 (Rain)
Night: Repair Dover and Manston, bringing them back online.

Victory Points: RAF 14, German 3.

It's rained for nearly a week, and I have everything nearly repaired.

August 27 (Clear)
7am: 5 raiders at A20. I had the chaps on the ground at Manston and this raid is aimed right for it. Rather than being bombed on the ground (which can be disastrous and embarrassing), I instantly scramble. The raid misses Manston and bombs Rochford - 2 Dorniers and 3 Me109's. Two points of damage. The two Hurricanes intercept the raid near the convoy in the Channel, and Kowalski gets hit. Break off both pilots immediately. Kowalski is wounded and won't return for 2 weeks (September 10th).

10am: Clisby and his Spitfire is called up from the reserve. He's into the fray immediately as 6 Raiders come over at Angels 10. Scramble to intercept. Raid misses Rye radar station and weaves right up to London. 1 Dornier and 5 fighters cause zero damage to London. I avoid intercepting this raid - 4 Me109's and 1 Me110 is too much of a mouthful.

Night: Repair 2 points of damage at Rochford.

Victory Points: RAF 14, German 3.

The skies clear and the raids return with a vengance. I had a good run with Kowalski and it was a shame to lose him. I have a nice VP lead at the moment so there was no point taking on 5 fighters in the 10am raid.

August 28 (Clear)
A Me109 is added to the Luftwaffe cup.

2pm: 5 Raiders reported at Angels 10. It bombs the Rye radar station. Again it's a lone bomber followed by a schwarm of Me109's, and it causes 1 damage point. I don't scramble - we'll leave this one alone.

5pm: 6 Raiders at Angels 15 bomb West Malling. 1 Heinkel, 1 Dornier and 4 fighters. Intercept their return near Lympne. Clisby shoots down a 109, then gets hit. I break off. Clisby is wounded for 3 weeks, which means he won't return to this game.

Night: 2 damage repaired at West Malling. Return the 109 to the Luftwaffe cup.

Victory Points: RAF 15, German 5.

I'm down a Spitfire pilot already - this is probably another raid I should have left alone. Four fighters is too many.

August 29 (Clear)
Add two Me109's to the Luftwaffe cup.

7am: Drake and his Hurricane called up from the reserve. 4 Raiders come over at Angels 10 and bomb the Channel convoy - 2 points of damage.

5pm: 4 Raiders scoot across at Angels 5. I am patrolling at Angels 30 and dive down to Angels 15 to intercept. There are no fighters at top cover so interception fails to happen. The raid bombs Biggin Hill and causes 7 (!) points of damage thanks to two low flying Heinkels.

Night: 2 damage repaired at Biggin Hill.

Victory Points: RAF 15, German 9.

The Germans have gained ground over the last couple of turns. With more Me109's in the cup and not a lot of pilots available, I'm getting choosy about what to intercept.

August 30 (Clear)
Add a Me110 to the Luftwaffe cup.

7am: 4 Raiders approach at Angels 15. Scramble the chaps and intercept near Biggin Hill. It's a fighter sweep consisting of 3 Me109's and a Me110. Palmer shoots down one of the 109's, and we survive the Luftwaffe's combat round. Break off.

10am: 5 Raiders at Angels 10. Scramble to intercept. The raid bombs Hawkinge, and is comprised of 2 Me109's and 2 Dorniers. Hawkinge airfield takes 1 point of damage. Palmer shoots down a Me109, but Drake is hit. I immediately break off. Drake is wounded and out of the game for 2 weeks - he'll return on September 13th.

2pm: Waters and his Hurricane come up from the Reserve. No raid.

5pm: 6 Raiders at Angels 10. No scramble. The raid bombs North Weald airfield, causing 1 point of damage.

Night: Repair 2 damage at Biggin Hill. The 2 destroyed Me109's go back in the Luftwaffe cup.

Victory Points: RAF 17, German 12.

Very lucky during the 7am raid - bumping into a fighter sweep can be nasty and I probably should have butted out as soon as I saw them. Losing Drake at 10am leaves me in a nasty position - not many pilots until the final week of the game when the wounded return.

August 31 (Clear)
Add another Me110 to the Luftwaffe cup.

2pm: 6 Raiders at Angels 15. Scramble. The raid bombs Manston. It's a heavy bomber raid with 3 Dorniers, a Heinkel and a Me110 divebomber escorted by a single Me110 "fighter". It causes 7 points of damage to Manston. I can't resist having a nibble at this lightly defended raid. Palmer shoots down the Me110 escort, and shoots up a Dornier forcing it to break off. Waters shoots down the Heinkel and a Dornier, but is then shot down by the second Me110. Palmer shoots down that pesky Me110 that got Waters. Waters survives the Bail Out roll, but will be out of action for the rest of the day.

5pm: 5 Raiders over at Angels 20. No interception. The raid, a single Heinkel with four Me109's, bombs Rochester. 1 point of damage.

Night: Repair the destroyed Hurricane and take 1 damage off Biggin Hill. Return 2 destroyed aircraft to the Luftwaffe.

Victory Points: RAF 21, German 18.

Great 2pm turn - 4 kills but losing a fighter - net 3VP gain.

September 1 (Clear)
Stone comes off the game turn track and enters the Reserve. A Spitfire pilot.

Night: Return 2 aircraft to the Luftwaffe. Take a damage point each off the convoy and Biggin Hill.

Victory Points: RAF 21, German 18.

Strange turn - pulled 4 No Raid chits.

September 2 (Clear)

7am: 5 Raiders over at Angels 10. Scramble and intercept near West Malling. Raid is a mixed bag of one Ju88, a Heinkel, two Me109's and a Me110. Waters hits one of the Me109's engine and it crashes on the return journey to France. Waters is hit and wounded by the Me110 and bails out. Palmer's engine is shot up by the other Me109. Break off and let this raid go - it has teeth. The raid goes on to bomb London - 3 damage and the London's Burning track goes to 1. Waters is wounded for 3 weeks - effectively out of the game.

10am: Stone and his Spitfire are called up from the Reserve. 6 Raiders come over at Angels 20. Scramble, but hang back and watch to see what's in this raid. It bombs London - 2 Heinkels, 1 Me110 divebomber, 1 Me110 fighter and 1 Me109. London sustains 6 damage and the London's Burning track goes to 2. I send Palmer and Stone in and bounce the raid on it's return to France. Palmer takes hits in the engine, pilot and frame and breaks off to Kenly. Palmer dies of his wounds - he was a great pilot - must have had around 10 kills during the game.

Night: Repair Hawkinge and the Convoy back to operational status. One Me109 back into the Luftwaffe cup.

Victory Points: RAF 22, German 21.

Nasty 7am raid leaves me again seriously depleted with no pilots in the Reserve by 10am. The 10am raid has killed my precious Hurricane Ace pilot and left me with one Spitfire for the remainder of the week. It's generally suicide to send one pilot after a raid, so I'll just watch the raids rumble over for a few days and perhaps pick off the Me110 divebomber hedgehopping back to France. Fingers crossed - but I suspect I'm about to lose my lead. Having two hexes of London bombed just lost me 6 VP.

September 3 (Clear)
2pm: Patrol over Rye. 6 Raiders at Angels 10 intercepted over Lympne. 2 Heinkels and 4 Me109's at Angels 15/20. The lone Stone breaks off immediately. Raid bombs my base at Kenly - 4 damage.

5pm: 7 Raiders at Angels 10 bomb London for 2 damage. London's Burning track climbs to 3.

Night: Repair 2 damage off Kenly.

Victory Points: RAF 22, German 26.

Great - the 2pm raid bombs my base - recovering only 1 fatigue tonight. The raids are getting larger as London begins to be a target. I'm slipping behind and am really forced to watch this until I get a second pilot again.

September 4 (Clear)
7am: 5 Raiders at Angels 10 bomb Hawkinge. 3 damage.

10am: 7 Raiders at Angels 10 bomb Rye radar. 3 damage.

Night: Repair 2 damage at Rye.

Victory Points: RAF 22, German 29.

Now the Radar is getting knocked about. It's only a VP per damaged radar, but it forces you to sit and watch an impulse for each damaged radar. I like the network operational.

September 5 (Clear)
Add a Heinkel bomber to the Luftwaffe.

7am: 7 Raiders bomb Gravesend. 3 damage.

2pm: 6 Raiders bomb the Dunkirk radar. 3 damage.

Night: Repair Kenly back to full status.

Victory Points: RAF 22, German 30.

September 6 (Rain)
Add Ju88 bomber to the Luftwaffe cup.

Night: Repair 2 damage off one London hex. Drops the London's Burning track down to 2.

Victory Points: RAF 22, German 27.

Rain at last. Time to start repairing London to haul back 3 VP.

September 7 (Rain)
The Me110 divebomber is removed again - this time for good.

Night: Repair the Rye radar and Biggin Hill.

Victory Points: RAF 22, German 24.

Some much needed rain lets me do some repairs unmolested, and narrows the VP gap.

September 8 (Clear)
Richey and his Spifire enter the Reserve pool.
7am: Call up Richey from the Reserve - back to 2 pilots.

10am: Patrolling over Rye. 5 Raiders at Angels 15. Intercept them near Eastchurch but miss interception due to them being lower than reported. The raid bombs Thameshaven causing 2 damage. London's Burning back up to 3.

2pm: Patrolling over Lympne. 6 Raiders over at Angels 15 intercepted near Hawkinge. Again, interception is missed. Lympne is bombed - 2 damage.

Night: Repair 2 damage from one of the London hexes.

Victory Points: RAF 22, German 29.

Two failed interceptions. I'm playing it very cautiously, trying to bounce raids frome two levels higher than reported - I have to assume top cover fighters and need the +2 out of the sun bonus on them. With no spare pilots for another couple of days, tread carefully...

September 9 (Clear)
5pm: 7 Raiders at Angels 15 intercepted near Manston. 4 Me109, 2 Heinkels and a Dornier. Stone shoots down a Me109, but takes 2 hits in the frame - destroying his aircraft. Stone is killed bailing out. Richey breaks off an pancakes. The raid bombs London - 4 damage.

Night: Repair Hawkinge. Return the Me109 to the cup.

Victory Points: RAF 23, German 30.

That second pilot didn't last long. At least I get Kowalski, the Hurricane Ace, back from his recovery next turn. I also have five damaged sites with only 1 point of damage each - I'll start repairing these over the next few days and hopefully pull back some VP. I still need to shoot down some aircraft though.

September 10 (Clear)
Kowalski, the Hurricane Ace returns from his convalescence.

7am: 7 Raiders at Angels 15. Scramble to intercept. Miss interception as the raid was lower than reported. 2 Heinkels and 2 Dorniers bomb Hornchurch, causing 6 damage.

2pm: 6 Raiders at Angels 5. Scramble from Rochford and intercept over West Malling. 3 Me109's supporting a Heinkel, Dornier and Ju88. Richey in his Spitfire shoots down a Me109, but then lose contact. Raid bombs the already bombed London hex cauing an additional 4 damage (now 9 damage in that hex).

Night: Repair Thameshaven, bringing the London's Burnign track back to 2. Toss the Me109 back in the Luftwaffe cup.

Victory Points: RAF 24, German 29.

That turn could have been worse - I picked up a much needed VP, a hex of London that wasn't going to be repaired was bombed again. I need another few kills if I'm going to win this.

September 11 (Clear)
10am: 7 Raiders at Angels 10 cross the Channel near Manston. Scramble. The raid bombs Eastchurch. Four bombers and 3 Me109's are intercepted over the Channel just before the raid exits the map. Kowalski shoots down a Me109. Richey has his engine shot up and has no airfield nearby - he crashes and is killed. Kowalski immediately breaks off.

5pm: 7 Raiders at Angels 20 bomb Kenley. I scramble Kowalski just before the raid hits. 7 damage.

Night: Take 1 point of damage off North Weald and Rochester, and return the Me109 to the Luftwaffe mix.

Victory Points: RAF 25, German 30.

Lost another pilot in the first raid, but I was at the point where I needed to take chances to bridge the gap. I am forced to watch next day with only one pilot and no dive-bombers to pick off. I begin to repair the targets with only one point of damage to try and narrow the VP gap, and hope they don't get bombed again.

September 12 (Clear)

10am: 6 Raiders at Angels 15 bomb Rye radar station. 2 damage.

5pm: 7 Raiders at Angels 5 bomb Rochester. Only 1 bomber in this fighter heavy raid causes 1 damage.

Night: Repair Hurricane for Drake who's returning next turn. Repiar Rochester.

Victory Points: RAF 25, German 31.

I could have lost the game this turn, being more or less forced to watch with only one pilot. However, I only took 3 VP of damage and repaired two of them immediately. It will be hard, but I can still win this. I'm at the point where I will have to go for bombers and take my chances with the escorting fighters.

September 13 (Rain)
Drake returns in his Hurricane.

Night: Repair Detling and West Malling.

Victory Points: RAF 25, German 27.

Rain! That helped a lot.

September 14 (Clear)

7am: 6 Raiders at Angels 10. Intercept near Canewdon radar - 2 Heinkels, 1 Dornier and 3 Me109s. All or nothing as I need the VP's - Kowalski shoots down a Me109. Drake shoots down a Me109, forcing it to crash. The Me109 Ace kill Drake with 2 hits on the pilot's position. Kowalski extracts revenge by shooting down the Ace, but then loses contact with the bombers. The raid bombs Debden - 5 damage.

2pm: 7 Raiders bomb Dover Harbour. 3 damage.

Night: Repair Hawkinge and rebuild the Hurricane. Return 2 Me109s to the Luftwaffe.

Victory Points: RAF 28, German 30.

Rain cleared way too quickly. I lost another pilot but the game didn’t take advantage. Still, I either need Rain for a draw, or to shoot down a bagful of Raiders for the win.

September 15 (Clear)
Holmewood and his Hurricane are back.

No raids all day!

Night: Repair 2 damage from Lympne, and the last Me109 goes back into the cup.

I don't believe it - I pulled 2 "No Raids", "Remix", and 2 more "No Raids" - Goering called it off one turn early!

Final Score:
RAF 28
Germans 28

According to the rulebook, that is a draw!.


Breakdown of the Germans score:
6 - two hexes of London bombed
6 - RAF fighters shot down
2 - Rye and Dunkirk radars damaged
14 - damage to Debden, Kenley, Hornchurch, Gravesend, Eastchurch, Dover and Manston.

Hope you enjoyed the report.
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Nevin Ball
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That tickles!
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Quote:
I've been dusting off my old games recently and have taken a few of them out for a spin.


I need to do the same. I recently played RAF, but now you've motivated me to play London's Burning. Nice after action report - well done.
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Cosmo Kramer
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Awesome report. I'm so glad I bought this game as it sounds like it has just the right mix of suspense to create a really fun game. After reading this I now have a great reason to get cracking and learn the rules so I can start playing. Thanks!
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Steve Herron
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Never play block wargames with a dentist, they have those little mirrors to peek behind the block.
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Good report. I made a game record sheet for this game so I could put it up and continue playing later. Here is the link


http://www.grognard.com/info1/london.gif
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Jens Hoppe
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The current moderation is unfair and one-sided...
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... So I am not supporting BGG in 2019
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Doug, how did you like the game this time around, then? Was it as good as you remembered it?
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Doug Adams
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Thanks for the feedback, thumbs and tips.

Jens - I enjoyed the game, but was glad when it was over (it took a couple of weeks playing a few days each evening). I found the strategy quite obvious and straightforward, and was getting slightly bored with it by the end (even with the tight finish). Perhaps I should have added the Defiant and a few more optional rules to the game, but it had been so long I decided to simply play it out of the box, along with variable weather.

Anyway, I'm off to the Australian Games Expo tomorrow in Albury so I'll catch up in a few days. Not sure what to break out next... perhaps the solo scenario from Roads To Gettysburg, or maybe Wings Over France.
 
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Warren Davis
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Tracking Sheet
If you have Volume 30, Number 5 of The General, there's a Section Combat Debriefing Log, and a Section Patrol and Raid Log in the insert. I've photcopied these and have them in my copy of London's Burning.
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Warren Davis
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I don't have an AAR for this one, but I didn't want one. The weather tells the tale for this Long Scenario: Random Weather, 30 sunny days, 2 rainy days. wowcrysauron Needless to say, southeast Britain was blasted out of existence...soblue A friend's explanation: Goering had a weather machine...
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