With two shiny new
aeroplanes finding a home in my Wings of Glory hanger, my second game of WWI
aerial action took place yesterday using the 'sky boards' mentioned in my earlier post.
This time I controlled the Alabtros D.Va
and the Fokker DR.1, whilst my opponent controlled the Spad XIII and the formidable, two-seater
Bristol F.28b Fighter.
This time we started out using the Standard Rules and
consoles. As this was only our second game and we were having to multi-task
with two new planes, we decided to forgo the optional rules such as Tailing and Aim and also left the Altitude
Advanced rules for another time. This was all about familiarisation with the Standard
rules and getting to grips with the aircraft.
The first game was a straightforward two-on-two, where it
soon became apparent that the two-seater Bristol F.28 with its rear gunner would
be dominating the combat. Not to be deterred, I valiantly ordered both my
aircraft to intercept the Bristol as soon as possible, hoping to take out the
threat before the two Allied pilots could coordinate. That was the plan.
Bristol F.2b Fighter |
Having never played the Albatros or Fokker DR.1, I soon
learnt their differing flight characteristics, with the Fokker being a nimble
wee plane. However, it was the Albatros that first intercepted the Bristol,
being strafed by both its forwarded and rear guns for its effort, luckily escaping with relatively little damage, unbeknownst to my opponent! The Fokker followed up with less effect.
By this time my opponent's Spad was bearing down on my
planes and he was already taking great delight in the firepower of the
Bristol. Inevitably it all went wrong for my Central Powers aircraft, both being
destroyed - but not without a fight -
and a lot of chance manoeuvring on both sides!
For the next couple of games we decided to try out one of
the scenarios in the Duel pack rulebook, Wings
Over Cambrai, where a fighter is equipped with bombs to attack ground
positions indicated by a Target Card
and protected by two Trench cards on
either side.
This brought into play the Trench card rules, where for
this scenario the Trenches represent infantry with light weapons entrenched in
defensive weapons. There is no firing arc from the trenches so they can hit
planes within a ruler length. Aircraft hit by trench fire ignore damage points
but they do take any special damage . Which can be very unfortunate! The
trenches themselves can be attacked and destroyed by aircraft.
Top: Trench cards and Target card in centre |
For this scenario we took a single plane each; my opponent
went first using the Spad. He only had a single bomb and he had to get the base
of this plane over the little red target marker on the Target card to destroy it.
Not as easy as it sounds! Points are awarded for damage to the target, destroyed
targets etc.
I took the Fokker DR.1 as the intercept. Unfortunately
for the nimble Fokker (sorry!), the pilot got himself killed in a vicious first
strafing from the Spad, picking up two Pilot Wounded special damages!
The Spad then made a number of abortive attempts to line
up on the target, whilst attempting to minimise incoming fire from the two
trench positions. Eventually the plucky Spad pilot dropped his bomb bang on
target and throttled away back to base. Thoroughly enjoying this scenario, we
tried a couple more games, both attempting the bombing runs and adding in the
extra planes, so we ended up dog-fighting over the trenches!
Flicking
through the Advanced rules we noted sections including pilot Aces, cloud cover
AA guns, Balloons , Rockets, Incendiary bullets, multi-engined aircraft, climb
rates, photo recon and so on! There are also a host of scenarios and free downloads
on the Ares games site.
This is a very scalable game, from the easy out-of- the
box basic rules to adding ever more complexity and realism as you want. Wings
of Glory is definitely a hit for me.
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