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#Post#: 971--------------------------------------------------
O21 Super-Fly
By: pilotofficerprune Date: January 19, 2019, 4:26 am
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New scenario thread for playtest of Super-Fly. Please do not
create a new thread for this scenario.
#Post#: 1194--------------------------------------------------
Re: O21 Super-Fly
By: Elias Nordling Date: January 25, 2019, 1:24 pm
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The I16 Type 10 set up as a wing but not adjacent to each other.
I assume one should be in N9 rather thn M9?
#Post#: 1195--------------------------------------------------
Re: O21 Super-Fly
By: Elias Nordling Date: January 25, 2019, 1:37 pm
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Also, per the special rule, the wing leader of Grupo 26 sets up
with a tally. 9.5.2 says a squadron with a tally is no longer
part of a Wing.
If we parse this literally, 9.5.2 says "A squadron that no
longer obeys these constraints at the end of any phase has left
the wing and cannot return to it". Assuming the game starts with
the set up phase of turn 1, the wing breaks down at the end of
the set-up phase, before the tally phase.
You could be clever and say the scenario starts with the tally
phase, but I hate "Guess what this rule means"-rules, so I'd
much prefer a special rule saying the wing stays intact until
the end of the tally phase. I know space is tight for this
scenario, though. You could take the sentence "The Republicans,
ignoring the Italian escorts, fell on the bombers, and a hundred
aircraft twisted and turned." and put it at the end of the
background instead of the aftermath to free up space.
#Post#: 1198--------------------------------------------------
Re: O21 Super-Fly
By: pilotofficerprune Date: January 25, 2019, 2:41 pm
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Looks like I've messed up. I'll take a squint at this tomorrow.
#Post#: 1210--------------------------------------------------
Re: O21 Super-Fly
By: Elias Nordling Date: January 26, 2019, 4:09 am
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Rather than my previous convoluted solution, I think you could
change special rule 2 to "If the Grupo 26 wing leader attempts a
Tally on the He 111 in G5, it is automatically successful." This
would resolve the conflict and probably not take up more page
space.
#Post#: 1219--------------------------------------------------
Re: O21 Super-Fly
By: Elias Nordling Date: January 26, 2019, 11:35 am
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V0.1
Player: Elias Nordling (Solo)
As the alpha strike neared the Phuc Yen airfield, the area lit
up with Fire Cans coming online. The Iron Hand was prepared for
that, however, and...
No, wait. Wrong Superfly scenario.
So, the Republican fighters went for the bombers and recce
ignoring the escorts. The escorts in turn largely preferred to
rely on reactions and ineffective head-on attacks, which mostly
worked as expected, except the cohesion rolls were fairly low on
both sides. The messerscmitts managed to roll a good tally roll
and joined the fight. The Republicans had few turns to engage
before the first bombs fell on turn 3, but I thought that was
OK. The heavy flak turned out to be a true death ray, however,
ensuring the bombing was ineffective. The bombing mods were -6,
-6 and -5. Safe to say, all missed. The Nationalist fighters did
a good job marking and disrupting the Republican attacks, and
air combat losses were low compared to the size of the forces.
An unlucky roll on the second cohesion check for the recce broke
it, so no points for the nationalists there either.
The final score was:
Nationalists: Bombing & Recce: 0. 9 Republican fighters shot
down.
Republicans: 5 Nationalist fighters, 5 bombers.
Final score: -6. Massive Republican win. Felt like a Republican
win.
Worth noting: The Hvy Flak accounted for 3 Nationalist bombers
and 2 Nationalist fighters. And, for good measure, 2 Republican
fighters.
Suggestions: The air combat felt like it worked like it should,
but a Heavy Flak B unit, in the context of early bombers with
their low protection rating, is powerful to the point of
dominating the game. Thanks to the staging of the bombers, it
gets to fire direct fire at one at a turn with a +3 modifier.
The bombers could circle, but that would forfeit the advantage
of short time to attack before bombing for the Nationalists. I
like that decision. Anyway, I suggest switching Flak B to Flak
A. There isn't even a Flak B in the Victories countermix, is it?
Balance: Even with Flak A, expect the bombers to bomb with -4,
as the altitude and target defence is -3 alone, before flak and
disruptions. Even light damage is unlikely and should be
considered a victory even with an unfavourable loss rate. Recon
has a better chance of success, and the Recon flight should have
made it in my game. My gut feeling is a successful recon, slight
damage on the target and an even loss ratio should be a
Nationalist victory. That would put the cutoff level for a
Nationalist win at +6. Even that might be too high, further
playthroughs will tell.
So, to sum up:
1) Change Hvy Flak B to Hvy Flak A
2) Set the limit for Nationalist VP at +6
#Post#: 1345--------------------------------------------------
Re: O21 Super-Fly
By: Elias Nordling Date: January 31, 2019, 1:33 pm
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v0.2
Player Elias Nordling (solo)
In the second playthrough, I was more active in tying up the
escorts before engaging the bombers, which proved to be a good
plan. The combat rolls were all over the place, more often
really high or low than in between. I felt the Republicans had
some luck with their cohesion rolls however, which helped them
rack up a few extra bomber kills in the endgame. The
messerschmitts almost missed the fight but joined in late.
The bomber mods were -3, -5 and -5. The first one rolled 12 and
the other missed, so 5 points were scored for bombing. The
Republicans failed to break the recon flight in two passes.
All in all it feels like a fairly even fight which is nice. The
losses seemed higher than in the historical description this
time round, but not so much that I didn't feel like I was
fighting the battle described.
The final score was:
Nationalists: Bombing 5 + Recon 5 + 7 Republican fighters: 17
Republicans: 3 fighters, 8 bombers: 19
Score: -2 Republican victory. Felt like a Republican victory.
The bombing and recon was really as successful as the
Nationalists can hope for, but the bomber losses were
unsustainable. 2 less bomber losses would have made it a draw,
which feels right.
Suggestions:
1) I still feel the flak is having a bit too much impact (2
bomber kills this time round) and would like to suggest a
special rule that the heavy flak can only fire barrage. You can
free up space for it by moving part of the aftermath description
to the background.
2) I think moving the Me109 down a level will make it a little
less luck dependent when they get to join the fight.
#Post#: 1346--------------------------------------------------
Re: O21 Super-Fly
By: chief2000 Date: January 31, 2019, 1:56 pm
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Hey, Elias - What's Going ON? Looks like someone has been
spending too much time Downtown. Better report to the
beginnings and show some R-E-S-P-E-C-T.
One of my favorite games, my friend!
#Post#: 1352--------------------------------------------------
Re: O21 Super-Fly
By: pilotofficerprune Date: February 1, 2019, 2:50 am
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Roger those recommendations, Elias. I'll get onto that tomorrow.
#Post#: 1388--------------------------------------------------
Re: O21 Super-Fly
By: pilotofficerprune Date: February 2, 2019, 4:41 am
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Okay, for the next iteration I’ve made the following changes:
(1) Dropped the Bf 109 set up by 1 altitude level to bring them
more into the fight.
(2) Added special rule that heavy flak may only use barrage
fire.
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