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Subject: Wings of War scenarios...enjoy! rss

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Tyson Scrabeck
United States
Rochester
Minnesota
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These are designed in the flavor of the scenarios given in the rulebooks, and they assume that you are using all of the optional rules. Sorry metric folks, I wrote these scenarios for myself as well, and I don't keep anything handy that measures in centimeters (I know...there's no hope for us Yankees!). I'll post these under Wings of
War Deluxe as well.

RECONNAISANCE OVER ISTRIANA
An Austrian Ufag has to take pictures of an Italian target defended by a patrolling fighter.
Players: 2 (3 in the variant)
Gaming Surface: Austrian side opposite the Italian one, at least 55 inches apart, divided evenly. A target card is placed in the center of the Italian side, at 10 inches inside the Italian line.
Austrian Player: A Ufag C.I with a bullet-checker crew at one ruler distance from the back of its side of the gaming field.
Italian Player: A SPAD XIII at one ruler distance from the back of its side of the gaming field.
Special Rules: The floor is altitude level 0 and the ceiling is level 3, however there is cloud cover at level 4. The Austrian plane begins at altitude level 3 with 2 climb counters; the Italian plane begins at altitude level 2 with no climb counters. To photograph the target, the Ufag must be at an altitude of 1 and perform a stall maneuver starting it when its center is at half ruler distance from any point of the target card. The photo cannot be taken if the observer is incapacitated.
Victory Conditions: The Austrian player wins if the Ufag photographs the target and leaves the game field on its own side. If one of the players is shot down, or their plane otherwise leaves the game field, the other player is the winner.
Variant: The Italian player has a British Sopwith Camel escorting the SPAD XIII, starting at the same distance. The Austrian player has four trench cards in addition to the Ufag, which can be placed anywhere on the Austrian side. Additional victory conditions: The Italian player scores 1 point for each trench silenced. The Austrian player scores 2 points for downing an enemy plane and 2 points for taking the photograph and leaving the game field on their own side. If either player loses all their aircraft, the opponent wins. The game is over when one side has no aircraft remaining on the game field.



KEIN MANN ZURÜCKGELASSEN
A covert German mission to rescue a downed pilot behind enemy lines is intercepted by a French patrol right at the rendezvous point.
Players: 2 to 4
Gaming Surface: French side opposite the German one, at least 55 inches apart, divided evenly. A 6”x 22” landing strip is placed beginning one-half ruler distance inside the French side of the gaming field.
French Player(s): Two Nieuport 17 fighters at one ruler distance from the back of their side of the gaming field.
German Player(s): A Roland C.II (observer seat begins the scenario empty) and an Albatros D.III with a bullet checker pilot at one ruler distance from the back of their side of the gaming field.
Special Rules: The floor is altitude level 0 and the ceiling is level 3; all planes begin the scenario at level 2 with no climb counters. The Roland’s rear gun cannot be fired until the downed pilot is picked up. The Roland must land to pick up the downed pilot, and is assumed to do so during the turn in which it must remain stationary.
Victory Conditions: Each side scores one point for each enemy plane shot down. Once the downed pilot has been picked up by the Roland, the German planes are no longer considered destroyed if they leave the game field from the German side. If the Roland leaves the game field with the downed pilot, the German side scores 1 point. The game is over when one side has no aircraft remaining on the game field.




FORESHADOWING THE FLYING FORTRESS
A lone American bomber with its single escort attempts to destroy a heavily defended German target.
Players: 2 or 3
Gaming Surface: American side opposite the German one, at least 55 inches apart, divided evenly. A target card is placed 14 inches inside the German line.
American Player(s): An Airco D.H. 4 and a SPAD XIII at one ruler distance from the back of their side of the gaming field.
German Player(s): A Fokker D.VII at one ruler distance from the back of its side of the gaming field, and 2 B-firing AA machine gun cards and 4 trench cards are placed anywhere within the German territory.
Special Rules: The floor is altitude level 0 and the ceiling is level 3; all planes begin the scenario at level 2 with no climb counters. To bomb the target, the D.H. 4’s player places a bombing card on top of one of the maneuver cards in the planning phase. After that maneuver is executed, the D.H. 4 must be at an altitude of 2 or less and at some point the airplane card or the maneuver card must have overlapped the center of the target card. After the bombing run has been made (whether successful or not), the American planes no longer count as eliminated if they leave the gaming field on the American side. The bombing run cannot be made if the observer is incapacitated.
Victory Conditions: Each side scores 2 points for shooting down an enemy aircraft. The American player scores 1 point for each machine gun/trench card silenced, and 3 points for bombing the target, but loses 3 points if the bombing run fails or is otherwise not executed. The game is over when either side has no active units remaining on the game field.



MORSE KEY AND CRYSTAL
A British reconnaissance plane must spot for and correct British artillery fire while evading the German defenders.
Players: 2 to 4
Gaming Surface: British side opposite the German one, at least 55 inches apart, divided evenly.
British Player(s): A RAF R.E. 8 and a Sopwith Camel one ruler distance from the back of their side of the gaming field. The British airmen are all bullet checkers.
German Player(s): A Fokker DR.I and an Albatross D.Va placed anywhere on their side of the gaming field
Special Rules: The floor is altitude level 0 and the ceiling is level 3, however there is cloud cover at level 4; all planes begin the scenario at level 3, and with no climb counters, except for the R.E. 8, which has 3 climb counters. In order to spot for the artillery battery, the R.E. 8 must be under the cloud cover and pass within one ruler’s distance of the entirety of the back of the German side of the game field; after this pass has been completed, the R.E. 8 must wait for the remainder of this turn and the entirety of the next under cloud cover for the shot to be taken. In order to correct for the fire, the R.E. 8 must then make another pass identical to the first one. During the spotting and correction passes, the R.E. 8 pilot cannot fire his guns; if he does, he is unable to triangulate and must begin the pass again. After the correction pass is completed, the British planes no longer count as eliminated if they leave the gaming field on the British side.
Victory Conditions: Each side scores 2 points for shooting down an enemy aircraft. The British player scores one point for completing the correction pass. The game is over when one side has no aircraft remaining on the game field.




FURBALL
A promising Austrian pilot (in the Albatros D.III) sent to the Western Front to study German fighter tactics gets caught up in a deadly dogfight high in the skies.
Players: Up to 7 (or 6 in the variant).
Gaming Surface: Allied side opposite the Central Empires one, at least 55 inches apart, divided evenly.
Allied Player(s): A Sopwith Camel and two SPAD XIII’s one ruler distance from the back of their side of the gaming field.
Central Empires Player(s): An Albatros D.III, an Albatros D.Va, a Fokker DR.I, and a Fokker D.VII one ruler distance from the back of their side of the gaming field.
Special Rules: The floor is altitude level 10 and the ceiling is level 13, however there is cloud cover at level 14. The controller of each plane determines the plane’s starting altitude level and whether it has any climb counters; planes may not start inside the cloud cover.
Victory Conditions: The game is over when one side has no aircraft remaining on the game field; the side still flying wins!
Variant: For even sides, replace the SPAD’s with two Nieuport 17’s, and eliminate the Fokker D.VII. In this case, there would be no cloud cover.
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Tyson Scrabeck
United States
Rochester
Minnesota
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Made a couple of updates after some playtesting. The landing strip was too small in the pilot rescue mission, and the British recon plane was too vulnerable in the spotting mission.
After I have developed a few more scenarios, I'll post them as well.
 
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James Bentley
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Cleburne
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These are awesome, thank you for sharing...

Any scenarios designed for solo play in the works? I know these can be played scenario, but I was wondering about some that have been designed with solo play in mind...

Thanks,
jrbentley
 
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Tyson Scrabeck
United States
Rochester
Minnesota
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I hadn't really thought along those lines yet. If I do think of something, I'll certainly post it. I do use 1/144 miniatures in conjunction with a couple of other solitaire games, which I would recommend for solitaire gamers: B-17 Queen of the Skies, and Patton's Best. The games don't come with minis, but you can find everything you need if you have the patience (and the cash).
 
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