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Subject: Wing of War scenarios (updated)! rss

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Tyson Scrabeck
United States
Rochester
Minnesota
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Hi folks. After some playtesting, I realized that some of the scenarios I had posted previously needed some work. I also wanted to integrate the Series 4 and the bomber miniatures. So here's some new scenarios, and some old scenarios updated with more balanced sides, including a Bomb London! variant for those of us with only one bomber figure for each side. Enjoy! And let me know if you encounter any balance issues.

WHERE EAGLES DARE NOT
An Austrian recon patrol returning from a mission intercepts an Allied spy extraction.
Players: 5 (4 in the variant)
Gaming Surface: Allied side opposite the Austrian one, at least 48 inches apart, divided evenly. A 6”x 22” landing strip is placed beginning one-half ruler distance inside the Austrian side.
Allied Player(s): A SPAD XIII and a RAF R.E. 8 with an ace skill of its player’s choice placed anywhere on the Allied side. A B-firing AA machine gun card may be placed to the side of the runway so that the card’s border touches any point on the border of the runway.
Austrian Player(s): An Albatros D.III and a Ufag C.I one ruler distance from the back of the Austrian side.
Special Rules: The floor is altitude level 0 and the ceiling is level 3. The controller of each flying plane determines the plane’s starting altitude level and whether it has any climb counters. The R.E. 8’s observer seat begins the game empty; the rear gun cannot be fired until the spy is picked up. The R.E. 8 must land to pick up the spy, and is assumed to do so at the end of the turn in which it must be maneuvered on the ground to take off again. Once the spy has been picked up, the Allied planes no longer count as eliminated if they leave the game through their side’s back edge. If the R.E. 8 has been eliminated, the Austrian planes no longer count as eliminated if they leave the game field through their side’s back edge. The scenario ends when one side no longer has either an active plane or AA machine gun card in the game field.
Victory Conditions: Each side scores 1 point for each enemy plane eliminated. The R.E. 8 is worth 2 points once the spy has been picked up. The Allies score 2 points if the R.E. 8 leaves the back of their game field with the spy. The AA machine gun may be silenced as usual, but is not worth any points.

FIRST LESSONS
The French introduce the Americans to high-level strategic bombing on a well-defended German supply depot.
Players: Up to 7 (4 in the variant).
Gaming Surface: Allied side opposite the German one, divided evenly, 60 inches long and at least 48 inches wide.
Allied Player(s): An A-firing Breuget BR.14 B2, an A-firing AIRCO D.H. 4, and two SPAD XIII’s, all based against the back of the Allied side.
German Player(s): Two Fokker D.VII’s and an Albatros D.Va (with an ace skill of the player’s choice) anywhere on the German side. A target card representing the depot is placed anywhere at least one ruler’s length from any border of the German side.
Special Rules: The floor is altitude level 11, and the ceiling is level 14. The controller of each flying plane determines the plane’s starting altitude level and whether it has any climb counters. Use the bombing rules on page 18 of the Flight of the Giants rulebook; the two-seaters observe the full load rules. Both of the Allied two-seaters have two loads of bombs inflicting 2 points of damage if the bombs fully cover the red dot at the center of the target card and 1 point if the bombs just hit part of the card but do not fully cover the red center dot. After the Allied planes have dropped all their bombs, they no longer count as eliminated if they leave the game field off the back edge of the Allied side. If both of the Allied two-seaters have been eliminated, the German planes no longer count as eliminated if they leave the game field off the back edge of the German side. The scenario ends when one side no longer has active planes in the game field.
Victory Conditions: Each side scores 1 point per enemy plane eliminated. The Allies also score 1 point per point of damage inflicted on the depot. The Germans score 2 points if the depot sustains no damage.
Variant: For fewer players, remove the SPAD escorts on the Allied side, and one of the D.VII’s from the German side. The D.Va pilot does not get an ace skill in this variant.

BOMB BRITAIN!
A Gotha bomber and its escorts attempt to survive one of the final day raids on Britain in the summer of 1917.
Players: 2-5
Gaming Surface: British side opposite the German one, divided evenly, 60 inches long and at least 48 inches wide.
German Player(s) – first round: A Gotha G.V based against the center back end of the German side of the gaming surface. An Albatros D.III and an Albatros D.V placed anywhere on the German side.
British Player(s) – first round: A Sopwith Camel and a RAF Se5a placed anywhere on the British Side.
German Player(s) – second round: The Gotha G.V based against the center back end of the German side of the gaming surface.
British Player(s) – second round: One target card at one ruler and a half distance from the left side and one ruler and a half distance from the British side. One target card at one ruler and a half distance from the right side and one ruler and a half distance from the British side. A lone, patrolling RAF R.E.8 (with an ace skill of the player’s choice) stands to oppose the bomber, placed anywhere on the British side.
German Player(s) – third round: The Gotha G.V based against the center back end of the British side of the gaming surface, and surviving Albatros planes from the first round anywhere on the German side.
British Player(s) – third round: Surviving British planes from the first round anywhere on the British side.
Special Rules: The floor is altitude level 1, and the ceiling is level 4. The German player sets up first during each round. Each round ends when all planes from one side have left the game field or are eliminated. Each plane that is in flames when it exits the gaming surface, or that is in flames while still on the gaming surface at the end of a round, suffers all its remaining fire damage to see if it is eliminated. In the first round, the Gotha exiting on any side that is not the British side is considered eliminated. On the second and the third rounds, the Gotha exiting from any side that is not the German side is considered eliminated. Scouts exiting the gaming surface are not considered eliminated, but they cannot return to the game in the same round. If the Gotha G.V is eliminated, further rounds are not played. If both British scouts are eliminated in round 1, round 3 is not played.
Surviving planes keep damage points suffered from one round to the next, but not special damage. The Gotha also keeps any special damage, but jammed machine guns are considered unjammed.
The Gotha has two loads of bombs inflicting 4 points of damage if the bombs fully cover the red dot at the center of the target card and 2 points if the bombs just hit part of the card but do not fully cover the red center dot.
Victory Conditions: The German player receives 4 points for each enemy plane eliminated. The British player receives 6 points for shooting down the Gotha, and 4 points for each enemy scout eliminated. The German player receives 1 point for each point of damage inflicted to a target card, up to a maximum of 6 per target card. The British player receives 1 point for each target card that suffers no damage at all (even as a result of round 2 not being played if the Gotha is eliminated in the first round).
Variant: THE FRENCH STRIKE BACK!
The French bomb a factory deep within the German heartland.
The same rules apply, with the roles reversed. The Gotha and escorts are replaced by a Caproni Ca.3 and two Nieuport 17’s. The British single-seaters are replaced by an Albatros D.III and an Albatros D.V (both with ace skills). The R.E.8 is replaced by a Roland C.II (no ace skill).

RECONNAISANCE OVER ISTRIANA
An Austrian Ufag has to take pictures of an Italian target defended by a patrolling scout.
Players: 2 (3 in the variant)
Gaming Surface: Austrian side opposite the Italian one, at least 48 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 an ace skill of its players choice at one ruler distance from the back of its side.
Italian Player: A SPAD XIII at one ruler distance from the back of its side.
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. The scenario is over when one side has no planes remaining in the game field.
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 eliminated, 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 each enemy plane eliminated and 2 points for taking the photograph and leaving the game field through their own side’s back edge. If either player loses all their planes, the opponent wins. The scenario is over when one side has no planes remaining in the game field.

KEIN MANN ZURÜCKGELASSEN
A covert German mission to rescue a downed pilot behind enemy lines is intercepted by French planes returning from a patrol.
Players: 2 to 4
Gaming Surface: French side opposite the German one, at least 48 inches apart, divided evenly. A 6”x 22” landing strip is placed beginning one-half ruler distance inside the French side.
French Player(s): Two Nieuport 17’s at one ruler distance from the back of the French side.
German Player(s): A Roland C.II (observer seat begins the scenario empty) and an Albatros D.III at one ruler distance from the back of the German side. Both German planes have an ace skill of the player’s choice.
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 is maneuvered on the ground for takeoff. The scenario is over when one side has no planes remaining in the game field.
Victory Conditions: Each side scores one point for each enemy plane eliminated. Once the downed pilot has been picked up by the Roland, the German planes are no longer considered eliminated if they leave the game field from the German side’s back edge. If the Roland leaves the game field with the downed pilot, the German side scores 1 point.

FORESHADOWING THE FLYING FORTRESS
A lone American bomber with its single escort attempts to destroy a heavily defended German fuel dump.
Players: 2 to 5
Gaming Surface: American side opposite the German one, at least 48 inches apart, divided evenly. A target card representing the fuel dump is placed 14 inches inside the German line.
American Player(s): An Airco D.H. 4 and a SPAD XIII (with an ace skill of the player’s choice) at one ruler distance from the back of the American side.
German Player(s): An Albatros D.III, an Albatros D.Va, and a Rumpler C.IV C. at one ruler distance from the back of its side, and 2 B-firing AA machine gun cards and 4 trench cards are placed anywhere on the German side.
Special Rules: The floor is altitude level 0 and the ceiling is level 3. German planes begin the scenario at level 3 with no climb counters. American planes begin at level 1 with no climb counters. Use the bombing rules on page 18 of the Flight of the Giants rulebook; the D.H. 4 observes the full load rules, and carries a single large payload. If a bomb load strikes for full damage against a trench (rather than the primary target), the trench is silenced; if the bombs strike a trench for partial damage, draw a card from the C damage deck and apply it to the trench. After the bombing run has been made (whether successful or not), the American planes no longer count as eliminated if they leave the game field on the American side’s back edge. The bombing run cannot be made if the observer is incapacitated. The scenario is over when one side has no planes remaining in the game field.
Victory Conditions: Each side scores 2 points for each enemy plane eliminated. The American player scores 1 point for each machine gun/trench card silenced, 3 points for bombing the target for full damage, and 1 point for partial damage. The German player scores 3 points if the target sustains no damage.

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 48 inches apart, divided evenly.
British Player(s): A RAF R.E. 8 and a Sopwith Camel one ruler distance from the back of the British side. The British planes each have an ace skill of the player’s choice.
German Player(s): A Fokker DR.I and a Pfalz D.IIIa placed anywhere on the German side.
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 edge 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 game field on the British side’s back edge. The scenario is over when one side has no planes remaining in the game field.
Victory Conditions: Each side scores 2 points for each enemy plane eliminated. The British player scores 1 point for completing the correction pass.

FURBALL
A straight-up dogfight over the Western Front.
Players: Up to 6 (or 5 in the variant).
Gaming Surface: Allied side opposite the German one, at least 48 inches apart, divided evenly.
Allied Player(s): A Sopwith Camel, a RAF Se5a, and a SPAD XIII (with an ace skill of the player’s choice) one ruler distance from the back of the Allied side.
German Player(s): An Albatros D.Va, a Fokker D.VII, and a Pfalz D.IIIa one ruler distance from the back of the German side.
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. The scenario is over when one side has no planes remaining in the game field.
Victory Conditions: The side still flying wins!
Variants: For outnumbered Allies, remove the SPAD, and replace the D.VII with an Albatros D.III (in this variant, the Pfalz pilot does not get an ace skill). For outnumbered Germans, replace the Pfalz and Albatros with a second D.VII (no aces on either side).

NICE TRENCH!
The French and the Germans simultaneously try to eliminate each others’ most fortified infantry positions.
Players: 2 to 4
Gaming Surface: Allied side opposite the German one, at least 48 inches apart, divided evenly.
French Player(s): A SPAD XIII and an A-firing Breuget BR.14 B2 two rulers distance from the back of the French side, a trench card one ruler distance from the back of their side, and a B-firing AA machine gun card anywhere on their side of the field.
German Player(s): An Albatros D.III, a Pfalz D.IIIa, and a Rumpler C.IV C. two rulers distance from the back of the German side, and a trench card one ruler distance from the back of their side, and a B-firing AA machine gun card anywhere on their side.
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 with no climb counters. Use the bombing rules on page 18 of the Flight of the Giants rulebook; the two-seaters observe the full load rules. A load silences a ground card if the bombs fully cover the red dot at the center of the card. If the bombs just hit part of the card but do not fully cover the red center dot, draw a card from the C damage deck and apply it to the target. The Breuget has two loads of bombs, but the Rumpler’s small payload is sufficient for only one attempt; however, the target cards can be silenced by strafing as usual. After the enemy target has been silenced, a side’s planes no longer count as eliminated if they leave the game field through their side’s back edge. The bombing run cannot be made if the observer is incapacitated. The scenario ends when one side no longer has either an active plane or AA machine gun card in the game field.
Victory Conditions: Both sides score 1 point for each enemy plane eliminated, and 2 points for silencing the enemy trench. Although enemy AA machine gun cards can be strafed or even bombed, silencing them is not worth any points.

FOG OF WAR
Dusk and heavy cloud cover turns friend against friend and foe alike.
Players: any number
Gaming Surface: Allied side opposite the German one, at least 48 inches apart, divided evenly.
Allied Players: Choose from the following: SPAD XIII (with an ace skill of the player’s choice), Sopwith Camel, AIRCO D.H. 4 (A-firing), RAF Se5a, Breuget BR.14 B2 (A-firing, with an ace skill).
German Players: Choose from the following: Albatros D.Va (with an ace skill of the player’s choice), Albatros D.III (with two ace skills), Fokker DR.I, Pfalz D.IIIa (with an ace skill), Rumpler C.IV C. (with two ace skills).
Special Rules: Each player sets up anywhere on their own side; determine randomly who sets up first. 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 one climb counter beneath the cloud cover. All planes are considered hostile toward one another when the scenario begins. If a plane receives guns jammed special damage, the plane’s guns are not jammed, but the targeted plane has been identified by the firing plane. If the firing plane is ‘friendly’ to the plane it just fired upon, it may not fire upon that plane for the remainder of the game (however, the friendly plane still receives the damage and still considers the firing plane to be hostile, unless it has already identified the firing plane). Planes which collide automatically identify one another. Planes may leave the game field through their side’s back edge without being considered eliminated at any point in the scenario, but may not reenter. The scenario is over when there are no hostile planes remaining or when one player leaves the game field with more points than the remaining players can possibly achieve.
Victory Conditions: Players score 1 point for each hostile plane they shoot down (whether allied or not) and for each ‘friendly’ plane they identify, except in the case of a collision, where no points are scored by either player.
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