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       #Post#: 6513--------------------------------------------------
       Re: L22 Tip and Run
       By: Elias Nordling Date: August 25, 2020, 8:19 am
       ---------------------------------------------------------
       I first thought the British arrival should be triggered when the
       Germans bomb or fire at the Balloons, but then I thought they
       might as well be triggered when the Germans reach a certain
       column, and if THAT is the case, they might as well have fixed
       setup/arrival.
       #Post#: 6522--------------------------------------------------
       Re: L22 Tip and Run
       By: Elias Nordling Date: August 26, 2020, 1:52 pm
       ---------------------------------------------------------
       OK, I played Tip And Run again with the following changes:
       1) Bloons go down after 1 hit
       2) Bombers score the number of hits in points.
       3) British had split limits: 2 Spitfires, 2 Typhoons
       I felt the scenario worked much better now, but in an
       alt-history way in that combat was pretty much over before the
       first bombs fell. The British aircraft has plenty of reasons to
       attack the Germans now, the Germans are distracted by the bloon
       objective, and with splits the Germans can't easily block off
       the Brits from the bombers. What I didn't see much of was
       pursuit combat of an enemy in retreat. Sure, the last Spifire
       arrived in time to hit on some broken Germans, but only for a
       turn or two before they ducked into the clouds and vanished.
       It's fun and interesting, and probably balanced, even though I'm
       not sure it is the narrative we strive after. If we want more of
       a pursuit combat, the British needs to be pushed back two turns
       in their arrival. I think that could be fun and interesting too,
       though obviously requiring more work on the scenario.
       Final score:
       Germans: bombing 5, 9 aircraft: 14
       British: 14 (3 to flak)
       Total: 0, British victory
       Felt like: British victory. They were both lucky in air combat
       and the German bombing rolls were unspectacular.
       #Post#: 6523--------------------------------------------------
       Re: L22 Tip and Run
       By: Elias Nordling Date: August 27, 2020, 12:25 am
       ---------------------------------------------------------
       I forgot: the Germans should also have a bloon point, so 1
       total.
       #Post#: 6529--------------------------------------------------
       Re: L22 Tip and Run
       By: pilotofficerprune Date: August 29, 2020, 5:30 am
       ---------------------------------------------------------
       I shall be issuing an update with these changes later today.
       #Post#: 6534--------------------------------------------------
       Re: L22 Tip and Run
       By: pilotofficerprune Date: August 30, 2020, 3:17 am
       ---------------------------------------------------------
       Elias, I've issued the update. Do you need to test this again or
       is this ready to pass to Gordon and Andrew to take this to
       Alpha?
       #Post#: 6538--------------------------------------------------
       Re: L22 Tip and Run
       By: Elias Nordling Date: August 30, 2020, 4:49 am
       ---------------------------------------------------------
       I think it's time for G&A to have a look.
       #Post#: 6540--------------------------------------------------
       Re: L22 Tip and Run
       By: Elias Nordling Date: August 30, 2020, 1:05 pm
       ---------------------------------------------------------
       The cloud setup still needs to be fixed. There are two dense
       clouds in L4.
       #Post#: 6542--------------------------------------------------
       Re: L22 Tip and Run
       By: pilotofficerprune Date: August 30, 2020, 6:00 pm
       ---------------------------------------------------------
       Ack! I missed that. I've just fixed that (fixed the overlap and
       raised the cloud ceiling by one altitude) and updated the
       Legends book to one dated 31Aug20. Can Gordon & Andrew please
       grab this one and test?
       #Post#: 6596--------------------------------------------------
       Re: L22 Tip and Run
       By: Gordon Christie Date: September 14, 2020, 2:20 pm
       ---------------------------------------------------------
       Andrew (LW) & I have now had a go at this.
       Initial impression is that this will be really tough for the RAF
       but that isn't the way it plays. The balloons & flak are
       dangerous & the RAF have altitude & GCI so the fighter combat
       tends to start on British terms, though may not continue that
       way depending on the dogfight roll outcomes in particular...
       The initial sweep has different radio net to the rest of the LW
       fighters; with the potential for the escorts & strafers to
       change to sweep the German player will need to watch radio nets
       carefully. The radio net counters may well be useful in this
       one. Is it worth clarifying that the sweep in K2 starts on net F
       & everyone else starts on E. There is potential for confusion as
       roles change in play.
       RAF lose 4 fighters
       LW 14 fighters (6 to flak & balloons)  8 hits on Canterbury
       Nett
       RAF +14
       LW +12
       Nett -2 RAF win Felt like RAF win
       Wild dice; very good flak & strafing rolls which largely
       cancelled each other out. The RAF tied up the sweepers &
       prevented LW attacks on the balloons-which cost the ground
       attackers a bit. As a scenario it worked but, as Elias notes, it
       doesn't really fit with the historical narrative. We're well
       through a second play-which looks set to give a similar outcome,
       probably more extreme as a result of remarkably good die rolls
       for the Typhoons.
       I wonder if the historical narrative would flow better starting
       the Germans close to the target on the left map edge with the
       RAF starting on the right-centre of the map. The LW would then
       get a free pass at Canterbury for a couple of turns (with
       attendant unpleasantness from the flak & balloons) at the price
       of ammo depletion & disruption from the attack before having to
       fight their way through the RAF fighters to get home off the R
       map edge. I would lose the dense cloud from about column H if
       doing this to deprive the LW of a sanctuary but it would give a
       very different sort of scenario to any we currently have with
       the bombers attacking first & then having to fight their way
       home. Some interesting choices for the LW about how much
       strafing to do & whether to use up the sweepers & escorts
       ammunition hitting the balloons or preserve it for the flight
       home. If the RAF arrived at the merge about GT4 or so the LW
       have a long way to go home & will be a bit the worse for wear
       making the British numerical disadvantage a bit less marked.
       This might fit the narrative better. As it stands as the RAF I
       didn't feel I could ignore the sweepers & escorts to go for the
       bombers in the brief interval before ether were in amongst the
       ground defences & I was inclined to try & prevent the LW hitting
       the balloons, dispose of the escorts & sweepers if possible &
       see if I could tag the bombers on egress if I had anything
       left-which doesn't fit the history.
       We may try this on Thursday & see how it works.
       Cheers
       Gordon
       #Post#: 6603--------------------------------------------------
       Re: L22 Tip and Run
       By: pilotofficerprune Date: September 15, 2020, 1:42 am
       ---------------------------------------------------------
       Okay, let us know how that goes.
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