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#Post#: 5027--------------------------------------------------
Re: L11 All Day Permanent Red
By: Okmed Date: April 10, 2020, 8:48 am
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[quote author=Lee Brimmicombe-Wood
link=topic=140.msg5018#msg5018 date=1586158906]
Okay, I'm going with the following changes:
- Remove one Veteran and one Experte from the Americans.
- Add a special rule that assigns the American Veteran marker to
the P-38 or F4F units.
[/quote]
I'll put together a proper report soon, but this is to mention
that Elias and I played this one again with these changes. Once
again Elias won with the Americans, but it was very close, a net
three-kill advantage. The Japanese were threatening to force a
draw most of the game. While balance may still favor the
Americans, it's not bad. The scenario did not feel futile from
the Japanese point of view. The incentive for the Japanese to
cross the board makes for some interesting decisions.
#Post#: 5028--------------------------------------------------
Re: L11 All Day Permanent Red
By: Elias Nordling Date: April 10, 2020, 9:35 am
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Indeed, the exit VP really makes this fun and different. I'd
like to see one more Japanese ace to give them a better chance
of generating kills. I also thought of lowering the setup of the
US further to give them an altitude adcantage, but that comes
with the risk of making a Japanese exit easier, so let's not do
that. As it is, the Japanese will be able to get exit points but
they have to work for them, and the maneuvering around this is
really cool.
I still think the Japanese have an uphill struggle even with
another experte, so I tgink a 0 score should be a Japanese win,
1-2 a draw and 4+ a US win.
#Post#: 5034--------------------------------------------------
Re: L11 All Day Permanent Red
By: pilotofficerprune Date: April 10, 2020, 5:30 pm
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To summarise the proposed changes:
Add one Japanese Experte
Change the victory calculation slightly so that we subtract
Japanese from American losses. If the result is 0 or less, it’s
a Japanese win; 1 to 2 a draw; 3+ an American win.
Is that right?
#Post#: 5037--------------------------------------------------
Re: L11 All Day Permanent Red
By: Elias Nordling Date: April 11, 2020, 1:03 am
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Right, unless Dave has something to add. But if you go to
traditional counting, I'd suggest a special rule that P38s are
worth 1 vp each.
#Post#: 5038--------------------------------------------------
Re: L11 All Day Permanent Red
By: pilotofficerprune Date: April 11, 2020, 1:41 am
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We can simply say 'count loss markers' rather than VPs..
#Post#: 5044--------------------------------------------------
Re: L11 All Day Permanent Red
By: Elias Nordling Date: April 11, 2020, 4:29 am
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Just as long as it isn't forgotten.
#Post#: 5051--------------------------------------------------
Re: L11 All Day Permanent Red
By: Okmed Date: April 12, 2020, 11:28 pm
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Scenario: L 11 All Day Permanent Red
Version: v0.3
Players: Dave Demko (Japanese), Elias Nordling (US)
Narrative: This time I tried to optimize two things: Japanese
superpowers and the victory benefit of exiting the right edge of
the board. Superpowers are Edge versus the Lightnings and
Corsairs, Turning fights, and Dogfights. Air combat had some
moments for the Japanese because of maneuvering for a turning
fight against the Lightnings and forcing some dogfights. The
Wildcat wings tallied first and attacked unalerted Zero wings,
so Japanese opportunities to split were limited. A Japanese
flight and full squadron worked their way past the American. The
squadron, disrupted, achieved passed-pawn geometry and flew off
for 1 VP (one kill equivalent). The Corsairs caught the Zero
flight, traded kills, and everybody broke in the the low clouds.
Letting Elias roll my attack dice seemed to help the Japanese.
The Japanese had to work hard even to pull out a draw, which was
just possible up to the point where the Corsairs broke the
exit-candidate Zero flight. It felt like I was disadvantaged but
never without hope. The question for the Japanese is how much to
emphasize the attempt to exit units rather than try to win on
pure kills. In v0.3 getting ahead on kills never looked likely,
so the Japanese would have needed at least two bonus "kills" for
exited units. It was fun the whole way through.
Victory: Japanese 4 kills + 1 for exit
US 8 kills
net: US three kills ahead for the win (just barely)
Recommendations: Elias and I kicked around the remaining
questions: Are Corsairs death stars? What would be the relative
advantages of another Japanese Veteran marker versus another
Experte? We settled on adding the Experte to help with the
problem of ineffective hits from those 1-Firepower A6M2s. Note:
this report is for documenting the details behind the
recommendations that have gone into v0.4 of the scenario (in
WL_Legends_11Apr20.pdf).
#Post#: 5117--------------------------------------------------
Re: L11 All Day Permanent Red
By: Elias Nordling Date: April 25, 2020, 2:02 pm
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Just a quick note in case Dave doesn't have time to do the
write-up before the weekend, Dave and I finished a game, had a
Japanese win with 4 to 7 losses and 5 Japanese exit points, and
felt that this one is Alpha ready without further changes.
#Post#: 5118--------------------------------------------------
Re: L11 All Day Permanent Red
By: pilotofficerprune Date: April 25, 2020, 3:15 pm
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Roger that. I'm going to have another set of eyes check it over
before I sign off on Alpha.
#Post#: 5122--------------------------------------------------
Re: L11 All Day Permanent Red
By: Okmed Date: April 25, 2020, 11:14 pm
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Scenario: All Day Permanent Red
Version: v0.4
Players: Elias Nordling (Japanese), Dave Demko (US)
Narrative: The US suffers two vector errors on setup, which may
have cost one Wildcat wing one turn's worth of air combat. The
Lightning flight goes to its vector and then, thanks to an
unlikely series of failed GCI and tally rolls, spends most of
the game circling above the fight. The high Zero wing tallies
the Lighnings and, not tallied by them in turn, seize their
opportunity on turn 2. They climb one level above the Corsairs
and keep heading right. By the time the Corsairs tally, they are
disadvantaged against the high Zeroes, which effectively become
passed pawns. They will be able to exit for the equivalent of
four kills. The rest of the game progresses with good
fighter-vs-fighter cat & mouse. The Wildcats get some bounces.
At one point two Zero squadrons tag-team the Corsairs and force
a turning fight, but can't make much of a dent. The Lightnings
finally rolls tally and manage to get into air combat for two
fairly ineffective turns. The US gets impatient and accepts
combat in the low clouds, trying to catch the Japanese
squadrons: result: no kills, two broken Wildcat squadrons.
Victory: US losses 4 kills + 5 for exited squadrons; Japanese
losses = 7 for Japanese win. The way the victory conditions are
written, this would be a Draw, but I think they're misworded.
The idea is that the US has to be three kills ahead to win, with
the Japanese winning if they achieve an even exchange or better.
Recommendations: We have shown this scenario is winnable by
either side and produces some exciting narrative. With more
nearly average tally and GCI rolls this time would have kept the
game tighter. We're at the point of adjusting for balance;
probably all that needs is tuning the victory levels.
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