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       #Post#: 1998--------------------------------------------------
       Re: O25 The Great Raid
       By: pilotofficerprune Date: March 3, 2019, 2:46 am
       ---------------------------------------------------------
       So, I’m going with your scheme-ish, but moving the Ki-21s to R5,
       T5 and the 1st Sentai to R7, S7.
       I’ve moved the victory levels up by 1 VP as suggested.
       #Post#: 2036--------------------------------------------------
       Re: O25 The Great Raid
       By: Andrew Brazier Date: March 6, 2019, 2:51 am
       ---------------------------------------------------------
       Yes I did mean Soviets, I keep thinking of them as Chinese for
       some reason. :)
       #Post#: 2731--------------------------------------------------
       Re: O25 The Great Raid
       By: Elias Nordling Date: July 5, 2019, 9:25 am
       ---------------------------------------------------------
       I've started to play this one. Unless I'm missing something, it
       is now impossible for the Japanese to bomb the airfields before
       all the Soviet aircraft have taken off. So what use is special
       rule 2?
       #Post#: 2733--------------------------------------------------
       Re: O25 The Great Raid
       By: Elias Nordling Date: July 5, 2019, 2:57 pm
       ---------------------------------------------------------
       v0.4
       Player: Elias Nordling (solo)
       To start with the positive: I did not end up with a negative
       score.
       Other than that, I had a game that resonated very poorly with
       the historical description, featured only three air combats, was
       an easy win for one side, and wasn't very exciting:
       T1-3: Just climbing and moving, little or no chance of contact
       The Japanese fail long shots at tallies.
       T4: Still no Japanese tallies, but first Soviet fighter reaches
       rear Ki-21 bomber just before it bombs. 1st Ki21 bombs at +0,
       (alt -2, no flak +1, vet +1). Roll 6, 10%. I16 rolls 11+1, 4
       hits against bomber. 3 kills, 1 straggler.
       T5: The Soviets, convinced that the Japanese will be unable to
       make up for the bomber losses with spectacular bombing from the
       remaining two bombers, start to escape with their fighters to
       avoid losing to disadvantageous fighter exchange. The other Ki30
       tries to bomb: Also vet +0. 6, 1 hit. 1 Ki21 chasing I16s lost
       to flak.
       T6: 2 I16s are caught just before they exit the map. The other
       fighters prepare to strafe. Ki30 bombs, 1 loss to flak. Glide
       bombing. -1 total. Rolls 2, no hit. 2 I16 shot down.
       T7+ With al soviet fighters exited and all bombers bombed, only
       strafing left. The Japanese go into one big stack and strafes.
       Strafing is effective enough to cause heavy damage to one
       airfield, but flak brings down many fighters.
       Score:
       Japanese: Bombing 10 points, 2 I16: 12
       Soviet: 3 ki-21, 5 Ki-27: 11
       Total: 1 Massive Soviet win.
       Felt like it.
       Comment:
       Well, obviously this needs work. Sure, the Soviet runaway tactic
       was a gamble, but the bombing really doesn't stand much chance
       of success.
       Things that felt wrong:
       1) The Japanese are unable to catch the airfields before all
       fighters have taken off.
       2) Their ability to actually hurt the airfields is limited. The
       1 fighter per 3 bombing hits sounds like a cruel joke,
       especially compared to the historical description.
       3) The Soviets don't have to fight to win, as the Japanese would
       need a lot of luck to get enough points to win from bombing
       alone. Further, they stand greater chance of losing points than
       gaining them from doing it.
       Suggestions:
       I'm not quite sure how to make this work right, actually.
       First, I'd like to see the right airfield bombed on turn 1 with
       a much higher chance of aircraft lost on the ground.
       Second, Soviet bombers should not be allowed to escape and have
       to exit the left map edge to make sure they don't just disappear
       after bombing.
       Even with veterans in the bombers, you need to roll better than
       average to make significant damage, so I suggest giving the
       airfields a +1 to hit modifier.
       I'm STILL not sure bombing will be meaningful, but I don't know
       how to improve it further. Also, I'm not convinced the Soviets
       will gain from putting up a fight, though I might be wrong
       there. There might need to be a penalty for not hurting one
       airfield, but i still think I would use all the bombers on the
       first airfield and strafe the second.
       Ideally, I think the Japanese should start off with a head
       start, enough to ensure a victory if the Soviets don't put up a
       fight, but the Soviets should have a chance to make up for it in
       a fight. I'm not quite sure how to achieve that.
       #Post#: 2747--------------------------------------------------
       Re: O25 The Great Raid
       By: pilotofficerprune Date: July 7, 2019, 2:00 am
       ---------------------------------------------------------
       I agree that the Gordon and Andrew tests completely defanged the
       airfield bombing, which needs to be a feature of this scenario.
       So I’m going to move the Ki-21s the left. This means the raid
       should catch the last squadron taking off. I’ll adjust the
       hits-to-losses threshold down a fraction.
       I’ll also take on board your suggestion that the Japanese
       bombers have to exit the left edge.
       So, the changes are:
       (1) Ki-21s set up at P5, S5.
       (2) 1st Sentai set up at Q7, R7.
       (3) Reduce threshold for bombing losses to fighter squadrons
       from 3 hits to 2 hits.
       #Post#: 3338--------------------------------------------------
       Re: O25 The Great Raid
       By: Elias Nordling Date: October 5, 2019, 1:50 pm
       ---------------------------------------------------------
       I had a look at this one again, but its problem is still the
       glaring discrepancy between what's happening on the gameboard
       and the historical description. As is now, there will be a very
       narrow chance of catching the last of the fighters on the
       ground, and since the bombers have a slim chance of causing
       airfield damage, I don't see the second airfield ever being hit.
       So I had two ideas:
       1) Split the attacking forces so that they come from both sides
       of the airfields, so that you effectively have two separate
       raids as seems to have been the historical case.
       2) Roll a die to see if Soviet aircraft take off from each
       airfield.
       #Post#: 3339--------------------------------------------------
       Re: O25 The Great Raid
       By: pilotofficerprune Date: October 5, 2019, 2:21 pm
       ---------------------------------------------------------
       I like the idea of splitting the raid. How do you see the set-up
       looking in that instance?
       #Post#: 3348--------------------------------------------------
       Re: O25 The Great Raid
       By: Elias Nordling Date: October 6, 2019, 12:06 am
       ---------------------------------------------------------
       That would depend on which forces raided each airbase.
       #Post#: 3352--------------------------------------------------
       Re: O25 The Great Raid
       By: pilotofficerprune Date: October 6, 2019, 4:26 am
       ---------------------------------------------------------
       So I've played with the split set-up and I think it resolves a
       metric fuckton of problems with the scenario and positions it
       close to the history. I have also added a cheeky special rule
       that should help the high sweep get into the fight.
       I quite like the look of this, but it is essentially a major
       piece of surgery, so I am going to wipe all signoffs and ask
       people to test this.
       #Post#: 3392--------------------------------------------------
       Re: O25 The Great Raid
       By: Elias Nordling Date: October 11, 2019, 1:36 pm
       ---------------------------------------------------------
       V0.6
       Player: Elias Nordling (solo)
       The Good news: I really like the new setup! It feels just right!
       The Bad news: It is vastly unbalanced and prone to cop-out wins.
       But I do have suggestions how to solve it :-)
       I didn't try any sneaky tactics this time, but played it
       straight. The Japanese mostly bombed before the Soviets could
       catch them, with the veterans in the bombers, and scored a total
       of one hit. The rolls weren't great, but with bombing rolls at
       -1 there is just not much the bombers can be expected to do
       unless they roll really lucky. The fighters DO have the gear and
       positional advantage to beat up the Soviet fighters coming at
       them, especially if the veterans are in the fighters. But they
       are positioned at far too high altitude. You can use strafing
       movement with no intention to strafe to get down, but that is
       sleazy rules territory. In my game, one Ki27 caught an I16 as it
       took off. And rolled abysmally, losing one fighter for no Soviet
       loss, and breaking, partly thanks to the flak. In the end, the
       Soviet fighters were roughed up, but so were the Japanese
       fighters and bombers, and the Soviet got the better of the air
       fight in points.
       Score:
       Japanese: Bombing 1, 8 I16, 2 I15: 11
       Soviet: 3 Ki21, 1 Ki30, 6 Ki27: 13
       Total: -2
       Soviet massive win
       Felt like: Soviet marginal win
       Comments: This setup is a good ground to build on, but I think
       the Japanese fighters should be brought down a bit. And of
       course we need to do something about the victory conditions. As
       it is now, I have a feeling the Soviets could just refuse to
       take off and win. They could certainly roll to escape as soon as
       they took off.
       First, we need to decide what the scenario should be. Should it
       be about the Japanese bombing and then trying to get away as the
       Soviet fighters scramble and pick at the bombers? Or should it
       be a one-two punch with the Japanese fighters following up by
       pounding the Soviet fighters scrambling.
       If the former, we need to find ways to give the Japanese a
       significant headstart on points, but I'd personally prefer to
       see the latter, as that is a much more unusual scenario, and
       seems to be more in line with the intention of the mission. In
       my game, the Soviets gave better than they got in the air but
       the veterans weren't in the fighters. A slightly more effective
       bombing could also have put the Soviet fighters at a
       disadvantage with at start hits.
       I think the bombers could need a little help, with +1 to the
       defence modifier of the airfields. I wouldn't have a better
       chance of hitting than now but I would have it with the veterans
       in the fighters, or i could still try with veteran bombers for a
       real chance at hitting.
       Then we'd need ways to prevent the Soviet fighters from bugging
       out. I'd suggest a prohibition from using the escape rule at
       least the first few turns, and vectors fixed at setup three or
       four squares straight above each airfield.
       That's a lot of special rules for a scenario that is short on
       space, I know. If the Japanese fighter altitude is lowered,
       special rule 4 might not be needed. And maybe the historical
       descriptions can be compacted a bit.
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