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       #Post#: 6338--------------------------------------------------
       S33 Bomber Command
       By: pilotofficerprune Date: August 2, 2020, 5:20 am
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       This is a thread stub.
       #Post#: 6356--------------------------------------------------
       Re: S33 Bomber Command
       By: Gordon Christie Date: August 3, 2020, 8:09 am
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       Andrew  (LW) & I have now had  a further 2 runs at this with
       progressive tweaks to the point where we are happy with it.
       Run 4:
       Start 109s in N7 O7 as run 3, we did this run to satisfy
       ourselves the previous changes really worked-see comments below)
       Mustangs start 2 squares right C10 C12 D13 (as run 3)
       Wild die rolls, probably favoured RAF RAF combat rolls good but
       tally & cohesion rolls poor
       LW 13 fighters lost
       RAF 4 Lancasters lost, no Mustangs 1 broken 1 disrupted bomber
       VP
       RAF 13 AtA +21 (exit)
       WL 12 AtA
       Nett +22 Draw; felt reasonable
       We were reasonably happy with this but still felt that the right
       hand 109s get too much of a free pass on the lead Lancasters (LW
       combat die rolls here were poor & a more average result would
       probably have seen at least 2-3 more bombers shot down).
       We moved the Lancasters 1 square left (start in E11 to I11) to
       mitigate this a bit.
       Final run:
       Mustangs start in C10 C12 D13.
       Mustangs sweep but (SSR) can move 3 MP rather than 2 MP as sweep
       (avoids the escort issue)
       Right hand 109s in N7 O7
       RAF 4 Lanc 1 Mustang lost 1 Lanc disrupted
       LW 19 109s lost
       VP
       RAF 19 + 27 (exit)--> +46
       LW 13
       Nett +33
       Comfortable RAF win Good RAF dice-good cohesion rolls, tally
       rolls & combat dice initially. The dice certainly flattered the
       RAF. Nothing went wrong, cohesion rolls were stellar (only 2
       Mustang flights broken at game end) & even pursuing broken enemy
       flights into cloud paid off....one Mustang flight eliminated all
       4 aircraft in the opposing flight in 2 rounds of combat include
       (ammo depleted) & still didn't break....just ran out of map and
       targets.
       That said a couple more bomber losses and a failed cohesion roll
       or two, all of which were real possibilities, and we would have
       been in draw territory.
       With the setup tweaks this one feels finely balanced. there are
       some choices for both side about splitting; the RAF has to be
       careful about over committing on the left hand 109s & the LW
       have to think carefully about how best to optimise their chances
       with the right hand 109s. The right hand 109s don't have too
       much of a free pass at the bombers now which helps balance. I
       think VP levels are probably about right but as ever needs some
       beta testing to clarify that.
       Overall though with the adjusted setup as above & an SSR to
       allow the sweep Mustangs to move at 3 MP, and possibly a
       reminder that circling isn't an option for the bombers we're
       happy to sign this off at alpha.
       Cheers
       Gordon
       #Post#: 6357--------------------------------------------------
       Re: S33 Bomber Command
       By: pilotofficerprune Date: August 3, 2020, 8:29 am
       ---------------------------------------------------------
       Roger. I'll update with the changes. You can move onto
       Counterblow now.
       Elias is, I believe, making another run at Hohenjager with one
       less escort. Once he's put that one to bed at alpha I'll ask him
       to move on to this.
       #Post#: 6385--------------------------------------------------
       Re: S33 Bomber Command
       By: Elias Nordling Date: August 8, 2020, 10:07 am
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       v0.2
       Player: Elias Nordling (Solo)
       This is an interesting and unusual scenario unlike anything else
       we've had, thanks to the hide and seek in the clouds aspect. The
       fact that LOS can't be traced through two broken cloud squares
       is crucial here.  Luck struck unevenly. The left German wing had
       some real success despite being immediately jumped by the
       Mustangs and having to do turning fights against the bombers.
       The right wing blew a couple of unopposed attacks with gun pods,
       making up for it. As usual, gyro gunsights are a real game
       changer, and the Germans need to score early or not at all.  In
       this game they were lucky that many British kill rolls were
       6:es.
       British: Exit 27 + 7 German fighters: 34
       Germans: 2 Lancasters, 3 Mustangs: 9
       TOTAL: 25
       BRITISH VICTORY
       Felt like: Draw
       Comments: I know Gordon & Andrew shifted stuff the other
       direction, but I'd like to see the Mustangs shifted one square
       left. With the current position, the left German wing doesn't
       stand much chance at reaching the bombers unopposed, and will be
       jumped at by diving Mustangs while climbing. I believe the 3 MP
       rule for the sweep will make them catch up soon enough anyway.
       With that adjustment I think the scenario is alpha ready.
       #Post#: 6585--------------------------------------------------
       Re: S33 Bomber Command
       By: Scott Spencer Date: September 13, 2020, 4:10 pm
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       Scenario:  S33 Bomber Command.
       Version: v.03.
       Playtester:  Scott Spencer.
       Report: I equipped two 109 squadrons with gun pods.  The first
       two German squadrons broke quickly after attacking the bombers
       which spared them from getting too badly mauled.  Second pair of
       109 squadrons engaged late and while broken quickly they were
       able to escape off map.  German losses were six 109s.  The
       British lost four Lancasters and one Mustang.  Lead Lancaster
       squadron was disrupted.
       Victory:  British 33VP(27 exit, 6 kills) less German 13VP =
       20VP.  Draw.  Felt like: Draw.
       Recommendations: None.  This is a fun and challenging scenario
       that covers a little known aspect of the European air war.
       #Post#: 6591--------------------------------------------------
       Re: S33 Bomber Command
       By: pilotofficerprune Date: September 14, 2020, 2:22 am
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       You feel like the victory levels are in the right place?
       #Post#: 6597--------------------------------------------------
       Re: S33 Bomber Command
       By: Scott Spencer Date: September 14, 2020, 6:29 pm
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       I think so.  All along it had the feel of something that could
       go either way and that is what you want.
       #Post#: 6600--------------------------------------------------
       Re: S33 Bomber Command
       By: pilotofficerprune Date: September 15, 2020, 1:39 am
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       Great! Can you get me another play? I'm aiming to do two or
       three plays from you and then swap with someone else.
       #Post#: 6605--------------------------------------------------
       Re: S33 Bomber Command
       By: Scott Spencer Date: September 15, 2020, 5:24 pm
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       On it.
       #Post#: 6625--------------------------------------------------
       Re: S33 Bomber Command
       By: Scott Spencer Date: September 24, 2020, 11:48 am
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       Scenario: S33 Bomber Command.
       Version: v0.3.
       Playtester: Scott Spencer(solo).
       Report: All German squadrons had gun pods.  No height errors.
       British combat dice rolling was atrocious, which enabled the
       Germans to hang in long enough to get their hits and get one
       bomber squadron broken and a second disrupted.  German dice
       rolling was surprisingly effective in fighter combat which
       allowed them to net some Mustang kills.
       Victory: British 22 Exit VP plus 12VP for Kills = 34.  Germans
       26VP for kills(5 fighter and 7 bomber).  +8 German victory.
       Felt like German victory.
       Recommendations:  I think the scenario is fine as is.  If you
       wanted to add some spice, give the lead Lancaster an experte
       counter to represent the master bomber and use 10.7.3 to allow
       the Germans a shot at downing the experternmaschine for a VP
       bonus.  You could drop Special Rule 1 to make room for it.
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