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Axis & Allies Air Force Miniatures: Angels 20» Forums » Sessions

Subject: Tough Russians...now rss

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Dampenon Fabien
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Rookies talk about strategy, Grognards about Logistics
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Somewhere over South Russia, two escorted ground support missions are closing together : An Axis one (with an Ace on Bf-109E and an average Italian pilot on C202 Folgore, escorting a Ju-87) and a Soviet one (an IL-2 Sturmovik escorted by an Ace on La-5FN, new aircrafts from Bandits High).

In spite of German initiative Bonus provided by “Fighter Sweep”, Initiative is Soviet for the first turn. So, La-5 could soon fire 4 shoots (Target number 4+) on Me-109 but miss...

...and German take initiative...



...only to lose it on next turn. And so, Soviet Ace can shoot again, this time at Folgore, inflicting 1 damage, first blood for Soviet ! And Soviet Ace will now be more aggressive, thanks to “High Scorer” skill.



German take again Initiative and hunters become hunted... But all Axis pilots will miss, contrary to Il-2 Reargunner who damages Me-109 !



Keeping initiative, German will tail Soviet Ace. But he will make an Head-on shoot on Stuka (8 shoots with target number 2+) which explodes instantly ! Each Axis fighter will now damage La-5 but “Sturdy” skill protect Soviet Ace from being crippled.



After an incredible unlucky fire with Me-109E on La-5 (7 shoots with target number 5+, for No Effect), German loose initiative on Turn 9 and climbing La-5 could (really ?) fire on Me-109 at same altitude, for no effect.



On turn 11, dogfight is tense and one plane in each side is crippled, Folgore by La-5 and the latter by Me-109E.




On turn 12, Soviet planes avoid colliding, all planes are turning tight, so all shoots will miss.



After an (again !) incredible unlucky fire with Me-109E on La-5 (7 shoots with target number 5+, for No Effect) on turn 13, German lose initiative (2 with 2d6 !) on turn 14 and, while La-5 misses 8 shoots (target number 7+) on Me-109, IL-2 downs Folgore, with 7 shoots (target number 5+). German will now lose Initiative “Fighter Sweep Bonus” and so Russian will keep it until the end of the game. This is really the turning tide !



On turn 17, IL-2 will cripple German survivor (7 shoots with target number 5+) but La-5 will miss all 6 shoots (target number 5+).



On Turn 19 (and last), Soviet Ace will fire on German one, 8 shoots (target number 5+) which inflict 7 hits, sufficiently for exploding an intact Me-109E, so a crippled one...




Today, victory will be Soviet, without loss...but with a Soviet Ace returning home (or not ?) aboard a crippled plane. IL-2 would have been the sole intact plane, confirming its famous toughness.

Thanks Bandits High to have added some potent Soviet Aircrafts ! Now, USSR could choose between quality and quantity !

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Ray
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Dampenon wrote:

On turn 12, Soviet planes avoid colliding, all planes are turning tight, so all shoots will miss.




Are all the planes at the same altitude? From the description, it seems yes they are. If so, I found a mistake in the game. Both Russian (Soviet Union) plans are in the same hex. According to "Staking", this goes against the rules.


If two or more aircraft of the same side end up in the same hex with the same altitude at the end of the movement phase, all planes of that side after the first that moved into that hex return to their previous hex retaining their same facing. An aircraft... (see page 15)


Note, that opposing aircraft in the same hex at the same altitude may in fact share that hex. Its only friendly aircraft that cannot unless they are at different altitudes.

Hope this helps
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E Butler
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A very exciting after action report from a very exciting game - I wasn't expecting a whole lot out of Angels 20, but wow! What a great game system.
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Dampenon Fabien
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RayGuns wrote:


If two or more aircraft of the same side end up in the same hex with the same altitude at the end of the movement phase, all planes of that side after the first that moved into that hex return to their previous hex retaining their same facing. An aircraft... (see page 15)


Note, that opposing aircraft in the same hex at the same altitude may in fact share that hex. Its only friendly aircraft that cannot unless they are at different altitudes.

Hope this helps


You're right but we have used Optional Rule "Midair Collision". So I have rolled 2 dice (and avoided the dreaded double one)...

Thank you for your question, I have then checked that even friendly planes could benefit from this rule.

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Viktor H
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Thanks for a great AAR. It reminds me that I play this game to rarely.
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Ray
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Dampenon wrote:
RayGuns wrote:


If two or more aircraft of the same side end up in the same hex with the same altitude at the end of the movement phase, all planes of that side after the first that moved into that hex return to their previous hex retaining their same facing. An aircraft... (see page 15)


Note, that opposing aircraft in the same hex at the same altitude may in fact share that hex. Its only friendly aircraft that cannot unless they are at different altitudes.

Hope this helps


You're right but we have used Optional Rule "Midair Collision". So I have rolled 2 dice (and avoided the dreaded double one)...

Thank you for your question, I have then checked that even friendly planes could benefit from this rule.



So you must be playing with some "House Rule" than. Interesting idea.
 
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Dampenon Fabien
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I fact, "Midair Collision" Rule is on page 12.

I have understood that while this rule allows (at some risky cost) stacking of planes (including friendly ?) at same altitude in the same hex, it replaces "normal" rule forbidding friendly stacking.

Do you think this optional rule shoudn't apply to friendly planes ?
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Viktor H
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Dampenon wrote:
I fact, "Midair Collision" Rule is on page 12.

I have understood that while this rule allows (at some risky cost) stacking of planes (including friendly ?) at same altitude in the same hex, it replaces "normal" rule forbidding friendly stacking.

Do you think this optional rule shoudn't apply to friendly planes ?

I belive you played it correctly.
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Ray
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Igarka wrote:
Dampenon wrote:
I fact, "Midair Collision" Rule is on page 12.

I have understood that while this rule allows (at some risky cost) stacking of planes (including friendly ?) at same altitude in the same hex, it replaces "normal" rule forbidding friendly stacking.

Do you think this optional rule shoudn't apply to friendly planes ?

I belive you played it correctly.


He did, but at the end of the movement phase, no two aircraft of the same side can be in the same hex at the same altitude. Also, "An aircraft that is forced to adjust its position this way may not attack this game turn (the pilot's busy avoiding collision)." (Pg.15)
 
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Dampenon Fabien
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As I have written before, we use Optional Rule "Midair Collision" like replacing stacking rule.

What do other players think about this question ? If allowing plane to end in the same hex at same altitude by risking collision (without strictly forbidding it to friendly plane in the wording) is compatible with another rule which doesn't allow friendly planes to end in the same hex at the same altitude ?
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Murray Fish
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They explained everything in detail and at great length. After they finished I sat, despondent, contemplating a bleak and empty future. "I’m glad you’re depressed" said one. "It means you’ve understood the situation.”
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Nice report!

I play with the optional mid-air collision rule. Why not? It's a risk players take and with the range bands representing a large area it's not unreasonable for two friendly aircraft to be in close proximity. Also, it's a hoot.

One Battle of Britian dogfight turned very one sided when a Me110 was rammed by a turning Me109 leaving the wingman to face three undamaged RAF aircraft.
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