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       #Post#: 900--------------------------------------------------
       Examples of Play
       By: Peter_Wagner Date: January 16, 2019, 10:45 am
       ---------------------------------------------------------
       So there have been players on BGG who have been requesting
       examples of play similar to those found in a typical GMT
       Playbook. I'm interested in working some up and had a discussion
       with Lee about it. He said perhaps we should go with more
       situation examples rather that full blown detailed playthrough
       of a scenario.
       My thought is that if we don't have something printed in the 2nd
       edition, what if we had a published document on Lee's support
       site. This would avoid errors that we cannot fix in the printed
       version and we could publish new updated ones as the need
       arises. If a certain aspect of the rules needs an example down
       the road, we just add it to the "Examples of Play" document on
       Lee's site.
       Thoughts? Also if you could provide me with specific examples of
       play that would be helpful. For example, Long Range Rocket
       Attacks including cloud interference and no aim modifiers.
       Pete
       #Post#: 901--------------------------------------------------
       Re: Examples of Play
       By: pilotofficerprune Date: January 16, 2019, 10:59 am
       ---------------------------------------------------------
       Let's think baby steps. Let's imagine an air combat-based
       example of play where we don't add in any of the advanced
       weapons, but focused on the basics. So I'm thinking:
       Tallying
       Free movement while tallied
       Move order, including determining tally chains
       Movement, including dive movement and circling
       Lufberys(?)
       Escort reaction
       Head-on attacks, including situations where targets enter the
       attacker's square
       Air combat process
       Attacker determination for attacks on bombers and for tally
       chains
       Tallies after combat
       Dogfight roll and dogfighting
       There's more I'm sure, but that's a start.
       #Post#: 902--------------------------------------------------
       Re: Examples of Play
       By: guest25 Date: January 16, 2019, 11:26 am
       ---------------------------------------------------------
       A physical example of play is nice, but it's much more important
       that one is available, even if only online. It needs to be
       official, hosted by GMT preferably.
       Consider the purpose of a complete playthrough, as opposed to
       individual examples.  A complete playthrough should highlight
       beginner level concepts ONLY - the core mechanics ONLY.  The
       more words you can strip out the better, yet you must still be
       100% inclusive.  Only the core mechanic should show.  No
       editorializing, or explaining.  Just show the moves, list the
       combats, all the modifiers, ect.  The reason for this is you
       take out all assumptions.  You don't have to predict the
       problems.  Just show the game machine operating.  People use
       them to break the ice - to get started playing.  Once a person
       can play, they can start adding other concepts, but the primary
       goal is the core mechanic.  In this game it is the
       tally/move/fight cycle.  Move sequencing (a mechanic all its
       own) can get complex, so should be introduced, but the finer
       details left to individual examples (as is currently done in the
       rules).   Reaction is a key mechanic, so escorts have to be in
       there somewhere. Edit: actually maybe not - there is a HUGE
       advantage to keeping the example simple.  Escorts might benefit
       from a 2nd example, or maybe a mini-example.
       The examples in the rules could use a few more illustrations,
       but that's beside the point.
       #Post#: 903--------------------------------------------------
       Re: Examples of Play
       By: pilotofficerprune Date: January 16, 2019, 11:38 am
       ---------------------------------------------------------
       I'd ask people not to worry about the venue for an EoP yet.
       Maybe I can persude GMT to print it. Maybe it's something we
       stick online.
       What I know for sure is that its first appearance WILL be
       online. And hopefully that will give us an opportunity to have
       the public query it, nitpick it, and if necessary alter or rejig
       it.
       Other than that, I'm with Dan in that for this first EoP it's
       important to have something relatively lean and focussed on core
       stuff (which was why in my list I placed a question mark next to
       Lufberys). Basic things like tallying, movement and combat are
       essential. Some bits of that process such as tally chains,
       multi-squadron combats and suchlike need to be there. Anything
       more advanced like special weapons, wings and bombing we should
       probably handle in a separate example.
       #Post#: 907--------------------------------------------------
       Re: Examples of Play
       By: Peter_Wagner Date: January 16, 2019, 2:28 pm
       ---------------------------------------------------------
       Okay okay! So I have been working on a first EoP this afternoon
       and here is what I have for the start:
       [attach=1]
       With this setup, we can detail basic rules of tally, movement,
       and air combat. Details that would be demonstrated would be:
       1) tally modifiers like clouds, sun arc, and behind (110 has
       rear view so that can be included)
       2) movement towards vector
       3) a head on combat situation
       4) reaction rolls
       5) basic combat (nothing fancy)
       Is this perhaps too ambitious for a first EoP?
       Pete
       #Post#: 909--------------------------------------------------
       Re: Examples of Play
       By: pilotofficerprune Date: January 16, 2019, 3:20 pm
       ---------------------------------------------------------
       It's looking good so far.
       The only thing I wonder is whether it should have the capacity
       to handle a simple tally chain and at least one multi-squadron
       combat.
       #Post#: 922--------------------------------------------------
       Re: Examples of Play
       By: guest25 Date: January 17, 2019, 6:25 am
       ---------------------------------------------------------
       First impression:
       [list]
       [li]It's too complex.  Scope creep will bite you on these
       exercises, so keep it simple at the start.[/li]
       [li]The very first thing a player typically does in the game
       (besides setup) is maneuver, so I would introduce movement
       first.  If you start with a tally sequence (which is more
       complex than movement), you will lose readers faster.  Start the
       aircraft out of Tally possibility, but within one move.  I would
       prefer a complete game shown, so am not saying you should not
       start at the beginning, just separate things a bit so tally can
       be brushed over at first.[/li]
       [li]Remove the clouds.  Players can figure those out on their
       own.  Ignore the complexity of the sun and LOS.[/li]
       [li]Remove several aircraft.  Here you will have to plan ahead.
       I'm not sure what your goals are with tally seq or escorts.  It
       could be that you are setting up for a tally sequence demo,
       which is fine.  Just be aware you are borderline over-complex
       now, and things will likely get more complex as you develop your
       document.[/li]
       [/list]
       I know a lot of this is probably already running through your
       mind.  As an aside, editorial comments are extremely useful.
       Unfortunately they're extremely dangerous as well.  All too
       often rules end up getting defined in an EoP by this type of
       writing, and a designer can easily paint himself into a corner.
       Use them, but keep them to a minimum.
       The problem we are trying to solve: core concepts get buried in
       the rules.  As a veteran player, you take them for granted.  A
       newbie is overwhelmed.  This is an opportunity to highlight the
       core rules - the key stuff.  I would expect a demonstration of
       the following...
       Basic concepts:
       [list]
       [li]Movement restrictions, specifically movement to vectors, and
       escort/bomber move requirements/restrictions.  Shortest route
       concept is shown, including mention of the requirement to gain
       altitude.[/li]
       [li]A unit is not required to move it's full distance [sounds
       stupid, but I'm an experienced gamer, and the question came up
       in my mind]'[/li]
       [li]Alertness level, and effect.  (Affects only bounce? Not
       sure.)  Show how an un-alerted unit can still make a tally
       attempt.  It's not obvious to a new player.[/li]
       [li]Use of  Climb/Dive markers, and effect on both Speed and MP.
       A mention of the asymmetry would be useful.[/li]
       [li] Protection values from ADCs usage should be shown, using a
       unit with a number range.  eg Protection 4-5 H.  If I roll a 1,
       2 or 3 I get a hit.  If I roll a 4 or 5 I get a straggler.  If I
       roll a six I miss.  That's too wordy - you can improve on it,
       but the point is - just saying it is a huge thing.  I didn't
       understand that for hours and hours, myself. A mention of the
       significance of H is warranted. Here we have two fairly opaque
       concepts sharing the same space[/li]
       [li]When you do a head on attack, mention that they are
       mandatory if conditions allow, and that they can only be speed
       attacks.[/li]
       [li]When you do a turning attack, highlight the bonuses bombers
       get.[/li]
       [li]This is getting advanced, but show how one good attacker can
       effectively lead lower quality aircraft into a fight (another
       core concept).[/li]
       [/list]
       There are other concepts that belong on this list I think - you
       see the challenge.  Finally, don't underestimate the
       intelligence of your audience.  You are not teaching this game
       to laymen. DO NOT mention obvious stuff.  New players understand
       how altitude bands work, as an example.
       #Post#: 1049--------------------------------------------------
       Re: Examples of Play
       By: Peter_Wagner Date: January 20, 2019, 3:26 pm
       ---------------------------------------------------------
       Ok, Here is what I have so far. Feedback much appreciated before
       I get to much farther into it.
       Wing Leader Example of Play #1
       Pictured below is a situation in which we have the Germans
       raiding and the British defending:
       [attach=1]
       German squadron J (Bf 110C-4) is assigned an Escort mission
       [9.2.2] and squadron D (Bf 109E-4) is on a Sweep mission
       [9.2.3]. Squadrons T and S (He 111) are on a Bombing mission
       [9.2.1]. Both fighter squadrons are on separate radio nets.
       British squadrons A (Spitfire Mk.1A), G and H (Hurricane Mk.I)
       are all assigned Intercept missions [9.2.4] and their vectors
       placed. British squadrons ONLY are using Rigid Doctrine [5.1].
       Each squadron is on a separate radio net that is in contact with
       GCI.
       Pictured below are the German and British Wing Displays:
       [attach=2]
       Turn 1 – Tally Phase
       German squadron D attempts to tally British squadron A three
       squares below. 1D6 is rolled with a result of 2. Squadron D is
       veteran quality and gets a +1 DRM to the roll which becomes a 3.
       The tally attempt fails since a modified roll greater than the
       distance to the target is required to tally [7.2.1]. German
       squadron J attempts to tally British squadron G two squares
       above and behind. Normally this would incur a -2 DRM to the roll
       but since the Bf 110C-4 ADC lists Rear View as an ability, this
       modifier is avoided. The tally roll is a 4. This is greater than
       the distance to the target, but the LOS passes through some
       Wispy Clouds which applies a -1 DRM. The target is also In the
       Sun [4.6.2] resulting in another -1 DRM. Together, this modifies
       the roll down to a 2. No tally.
       British squadron G attempts to tally bomber squadron S and rolls
       a 2. It gets a -1 DRM for clouds, a +2 DRM for the target being
       in a Large Formation [9.1 see Tally Chart], and another +1 DRM
       for GCI control on their radio net. This modifies to roll to a 4
       which is a successful tally. Squadron G’s vector is flipped to
       its tally side and placed on the tallied target. Squadron H
       desires to tally bomber squadron T but no roll is necessary
       since the DRMs for large formation and GCI guarantee a success.
       Squadron A attempts to tally squadron D above it and rolls a 1
       which fails.
       [attach=3]
       Turn 1 – Movement Phase
       Escorts move first. Squadron J moves forward 2 spaces. Next the
       bombers move. The raider player opts to move squadron S first
       moving it forward 2 spaces. This triggers British squadron G to
       move at this time since it has a tally on squadron S [7.2.3].
       Squadron G moves forward 3 spaces to H5 and then rotates down 45
       degrees to move down into I4 (4 MP used total). Next the German
       player moves squadron T forward 2 spaces triggering squadron H’s
       movement. Squadron H rotates up 45 degrees and climbs up into E3
       (1 MP) then rotates back 45 degrees back down and flies two
       spaces forward to G3 (2 MP). Non-alerted squadrons move next
       which is only squadron D. He flies forward 2 spaces. Last to
       move is squadron A who still has a vector on map since it failed
       to tally. He climbs up into L2 for (1 MP) then climbs once more
       up into K3 (2 MP). Even though the second climb was at an
       altitude that is listed on the Spitfire ADC as costing 1 MP, the
       second climb in a movement phase ALWAYS costs 2 MP [8.3].
       Pictured below is the situation after the movement phase:
       [attach=4]
       #Post#: 1066--------------------------------------------------
       Re: Examples of Play
       By: pilotofficerprune Date: January 21, 2019, 5:54 am
       ---------------------------------------------------------
       It looks good so far. I think we are about right on the brevity
       of the text, though I'd like to know what others like Dan think.
       I'm just going to comment on those things that jumped out at me.
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]Both fighter squadrons are on separate radio
       nets. . . . Each squadron is on a separate radio net that is in
       contact with GCI.[/quote]
       I wonder if in addition to the text you gave here, we should
       list the radio nets to illustrate how they work. I'm thinking
       about how we lay this out on the page. Some details, like a list
       of radio nets, could be sidebarred as follows:
       Radio Nets
       The radio nets are as follows:
       Ack - Spitfire squadron A and GCI
       Beer - Hurricane squadron G and GCI
       Charlie - Hurricane squadron H and GCI
       Dora - Bf 110C squadron J
       Emil - Bf 109E squadron D
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]German squadron D attempts to tally British
       squadron A three squares below.[/quote]
       I think it might be clearer if you specify the square as well as
       the distance. "German squadron D attempts to tally British
       squadron A, three squares away in M1"
       A thing I'm aware of is that if this is laid out on a page, some
       of the text might be over the page where the player cannot see
       the illustration. It's probably not bad to list distances for
       clarity.
       I appreciate that as the example of play goes on, you won't need
       to lavishly detail every evolution, and can rely on examples
       given earlier.
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]Squadron D is veteran quality and gets a +1 DRM
       to the roll which becomes a 3.[/quote]
       Maybe it should be 'so gets a +1', to make it plain the modifier
       is a consequence of veterancy? I've avoided the ASL-isms 'DRM'
       and 'drm' in the rules, preferring just to use the word
       'modifier'. So maybe this should be: 'Squadron D is veteran
       quality, so gets a +1 modifier to the roll, which becomes a 3.'
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]The target is also In the Sun [4.6.2] resulting
       in another -1 DRM.[/quote]
       We haven't specified the Sun direction anywhere in the preamble,
       and probably should do so. Do we need a separate illustration
       showing the Sun arc relative to the tallying Bf 110C?
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]British squadron G attempts to tally bomber
       squadron S and rolls a 2.[/quote]
       Again, though I know we have a picture for players to look at,
       should we list the distance in this sentence: 'British squadron
       G attempts to tally bomber squadron S, which is 3 squares away,
       and rolls a 2'.
       It's a shame in some ways that this squadron is not attempting
       to tally bomber squadron T, because we could then have a sidebar
       about the line of sight passing through two cloud squares, but
       noting that only a -1 modifier is applied because weather
       modifiers are not cumulative, per 4.7.
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]Squadron H desires to tally bomber squadron T
       but no roll is necessary since the DRMs for large formation and
       GCI guarantee a success.[/quote]
       I would not write this. We do not have the concept in the rules
       of not rolling the dice because a result is a certainty. I think
       it's okay to say that the result is a cert because the modifiers
       are so high, but in the example we should still roll.
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]Turn 1 – Movement Phase[/quote]
       I'm thinking that we may need some some arrows and other
       graphics on the after (or before?) image, showing the moves.
       What do you think?
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]This triggers British squadron G to move at this
       time since it has a tally on squadron S [7.2.3].[/quote]
       For this first example of the 6.1.2 Tally Rule, I'd suggest this
       wording: 'Squadron S's move triggers British squadron G to move
       immediately after, since it has a tally on that squadron [6.1.2,
       7.2.3]' I just want to punch up the idea that tallies are
       intimately linked to the moves of tallied targets.
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]Squadron G moves forward 3 spaces to H5 and then
       rotates down 45 degrees to move down into I4 (4 MP used
       total).[/quote]
       I'd suggest this wording: 'Squadron G moves forward 3 spaces to
       H5 and then rotates down 45 degrees before moving into I4 (4 MP
       used total).' I like to use the word 'before' to reinforce the
       notion that turning comes before a move.
       [quote author=Peter Wagner link=topic=62.msg1049#msg1049
       date=1548019579]Squadron H rotates up 45 degrees and climbs up
       into E3 (1 MP) then rotates back 45 degrees back down and flies
       two spaces forward to G3 (2 MP).[/quote]
       I'd suggest this wording: 'Squadron H rotates up 45 degrees
       before climbing up into E3 (1 MP) then rotates back 45 degrees
       back to level flight and flies two spaces forward to G3 (2 MP).'
       Again, just to punch up the idea of 'turn before move' and with
       all the 'up/down' terminology being used it's okay to say 'level
       flight', which is defined in rule 1.1.
       *
       Other than that, great stuff!
       #Post#: 1151--------------------------------------------------
       Re: Examples of Play
       By: chief2000 Date: January 23, 2019, 7:47 pm
       ---------------------------------------------------------
       This brings me to a question that I think was answered well by
       this example of play.  If I climb and my ADC's climb cost is one
       does that mean one or one in addition to the square I just moved
       into?
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