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Subject: The Luftwaffe Has Snipers Manning the Rear Guns... rss

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Matt Boggs
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Played my first game of this on VASSAL today. First time playing, so I was experimenting and seeing what would happen.

First raid: 1 Hurricane on patrol over Manston, 1 Spitfire at readiness at Biggin Hill. Six raiders show up heading directly for Manston. 4 of them were escorts, all of them high. I sent the Hurricane to intercept and scrambled the Spitfire.

The Hurricane draws first blood, downing a DO-17. The rear gunners rolled a 1 and hit me back. I forget exactly where they hit me.

Then I get bounced by a 109 and he drills me right through the cockpit for an instant pilot kill. Scratch one Hurricane and Pilot.

The raid goes on to bomb Manston, but the heavy AAA prevents damage.

The Spitfire catches the raiders right before they escape to France. He downs a Stuka. The tail gunner rolls twice and gets a 1 both times. Both hits go into the engine, and the pilot bails out. He survives.

Raid Two: Hurricane again patrolling Manston, while Spitfire is stuck at home with no pilot. The Hurricane intercepts 6 raiders, 2 of them escorts. (1 an Ace 109) He brings down a HE-111. Again the tail gunner rolls a 1 and it hits me in the engine. The ace 109 pilot dives down and cleans me up with 2 hits to the pilot. Another pilot KIA.

Bomb raid does 2 points of damage to Dover.

There were no raids after that. I lost 3 planes, lost 2 pilots, and I shot down 3 planes. At this rate the Luftwaffe will be bombing me at will while I watch. In most of those engagements, if there was only 1 escort fighter, it would have been enough to shoot my plane down. Must have been some freak dice, because the tail gunners hit with return fire every time. Even if I paired my fighters, I probably would have lost at least 1 plane every engagement. What do you have to do, wait for unescorted raids to appear?
 
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Chris Stimpson
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This is where I have a problem with this game, and for the same reason with WEG's 'RAF' solitaire game. Experienced players of both games will tell you that the way to win is to only commit your fighters to certain kinds of raid (presumably, the unescorted ones). Obviously, the game tries to stop you doing that with points penalties for allowing raids through, so you work a balancing act - trading off the safety of your pilots (LB) or squadrons (RAF) against target damage.

And that's my problem - it's 'gamey'. You worry that one of your two pilots will take a hit and be out of action for a long time, so you sit back and let the raid go through. And that is absolutely not how the Battle was fought. In Lee Brimmicombe-Wood's 'The Burning Blue', the design fatally penalizes you for choosing not to intercept a bombing raid, with the result that the experience is a better simulation.
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Mike NZ
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I wouldn't be to discouraged this is a brilliant game and a great solo one at that with challeges, great game play and fun! Can u tel I love it??

Keep playing & enjoy the journey!

Checkout a replay of this brilliant game on Consim:

http://talk.consimworld.com/WebX?7@33.nhAjeacfMed.123@.ee6b6...

Same on Consim from my mate Tim:
Timothy Smith - May 22, 2005 10:12 pm (#235 Total: 473)
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The man with the key has gone to tea
Well things have been quiet on the LB front for me of late, only had time for one game, a short scenario (I really have to get time for a regular or long!) which went well.

My 2 starting pilots were Richey (in a Spit) and Waters (Hurri) and they both survived the entire game! Richey ended up with 6 victories and Waters 8, which I thought was brilliant for a Hurricane pilot, and also equalled my "best" ace, Clisby's score in the game above. Luck was on my side though as both suffered pilot hits but thankfully were only "shaken" and suffered no more than a sleepless night apiece.

I bagged a lot of 109s in this game with textbook intercepts, out of the sun and headon. The RAF lads were lucky as they were able to bounce the bomber streams when they had the sun in their eyes. Richey shot down 109 aces twice which made him the toast of the mess.

However my overall score could've been even better. Once again I lost a couple of raids after knocking out the escort in the first combat round. All those juicy bombers and they flit off into the clouds!

There was a lot of action in this game and I found myself continuing to pull out "active" raid counters at the beginning of most phases. But Waters and Richey were well up to the task and gave Goering's boys a real thumping. Final score was 16 to the RAF and 14 to the Jerries. Close in score but playing it felt far more on my side. Once again a huge pleasure to play!

Well a fellow Consimmer has been kind enough to pop his Defiant counters in the post to me, so I'll be having a crack at things with the hopeless fighter in games in the near future. I'm interested to see how it plays (like a complete lemon I should imagine) but it'll be fun to add a new dimension to the game. AARs with it to follow.

Link to above http://talk.consimworld.com/WebX?14@33.nhAjeacfMed.157@.ee6b...
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Matt Boggs
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Thanks for the link Mike. I'll definitely keep playing because I'm interested in seeing how things go. I'll try something different next time. First playthrough I was going straight for the bombers to keep the bomb damage down. Of course I'd get creamed by the 109s immediately after... The 110s have so far been a dud, but those 109s are pure evil.
 
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Matt Boggs
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cstimpson wrote:
This is where I have a problem with this game, and for the same reason with WEG's 'RAF' solitaire game. Experienced players of both games will tell you that the way to win is to only commit your fighters to certain kinds of raid (presumably, the unescorted ones). Obviously, the game tries to stop you doing that with points penalties for allowing raids through, so you work a balancing act - trading off the safety of your pilots (LB) or squadrons (RAF) against target damage.

And that's my problem - it's 'gamey'. You worry that one of your two pilots will take a hit and be out of action for a long time, so you sit back and let the raid go through. And that is absolutely not how the Battle was fought. In Lee Brimmicombe-Wood's 'The Burning Blue', the design fatally penalizes you for choosing not to intercept a bombing raid, with the result that the experience is a better simulation.


Yeah that whole thing takes me out of the game completely. If that's the way you have to play "LB" to win, I'm going to be finding a different simulation soon. I'll keep playing and see what happens.

I saw Burning Blue at the store yesterday. If it didn't cost $130 Aussie dollars I probably would have picked it up. It was just a bit out of my price range.
 
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Ralph T
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Didn't the RAF allow some raids to take place unopposed so they could have enough strength to repel the unescorted London raids? Certainly the RAF avoided challenging escorted bombers when they could attack unescorted bombers instead.
 
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