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       #Post#: 986--------------------------------------------------
       O06 The Wuhan Clan
       By: pilotofficerprune Date: January 19, 2019, 4:36 am
       ---------------------------------------------------------
       New scenario thread for playtest of The Wuhan Clan. Please do
       not create a new thread for this scenario.
       #Post#: 1016--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: Okmed Date: January 20, 2019, 12:08 am
       ---------------------------------------------------------
       Going to need an Experte counter with Ghost Face Killah for this
       scenario. Just saying.
       #Post#: 1222--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: Elias Nordling Date: January 26, 2019, 11:48 am
       ---------------------------------------------------------
       Going through the ground assets of all the scenarios, the Wuhan
       Clan uses Hvy Flak D. The only such flak I can find is in Eagles
       (bot sure about Blitz). If you plan on including a Hvy Flak D on
       the Origins countermix, it could be useful in the Super-Fly
       scenario too.
       #Post#: 1229--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: pilotofficerprune Date: January 26, 2019, 1:08 pm
       ---------------------------------------------------------
       Right now there is no space for a Hvy Flak D marker in the
       countermix. I shall adjust the counter upward to a Hvy Flak A.
       #Post#: 1623--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: ScottKey Date: February 10, 2019, 10:05 am
       ---------------------------------------------------------
       Since this needs some testing I will start playing it at the end
       of the week. Heavy Flak A ?
       #Post#: 1628--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: pilotofficerprune Date: February 10, 2019, 12:17 pm
       ---------------------------------------------------------
       Try the Heavy Flak A, yes.
       Now, if that doesn't work, we can downgrade to Heavy Flak D. Now
       that we have a Fort target counter on the countersheet, we have
       space to add a Heavy Flak D counter on the reverse.
       #Post#: 1823--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: Okmed Date: February 19, 2019, 7:40 pm
       ---------------------------------------------------------
       Editorial nit:
       "and least two hexes away from all enemy squadrons"
       should be
       "and at least two squares away from all enemy squadrons"
       Yeah, I too have called the WL squares "hexes" more than once.
       #Post#: 1842--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: ScottKey Date: February 22, 2019, 1:42 pm
       ---------------------------------------------------------
       Scenario: Wuhan Clan  (02/22/2019)
       Version: 0.2
       Playtesters:
       Scott Key, solitaire
       Report:
       This game lasted 6 turns.There was one height error that put a
       Chinese I-15 under a layer of broken cloud at altitude 2. this
       squadron did not tally til late and was incapable of overtaking
       it’s targets .
       Japanese escorts set up in an echelon formation with the
       trailing escorts at altitude 6. The last escort was the Veteran
       sqn.
       Turn 1: The trailing escort tallied the Wingleader of the Soviet
       Interceptor Wing. The Claudes were not tallied by the I-15s
       (tally roll of 1) so they bounced the I-15squadron as it flew
       past them. The Japanese started a dogfight.
       Turn 2: the dogfight resulted in both squadrons breaking.
       One Chinese I-15 green squadron vectored into the same square as
       the leading Rikkos but had not tallied so no combat.
       Turn 3: The I-15 squadron sharing a square with the leading
       bombers tallies it’s target but is tallied in it’s turn by the
       leading A5M4 escort sqn. Both fighter squadrons are ok but the
       bombers disrupt (rolled a 2).Again the Japanese start a
       dogfight.
       1 Soviet Volunteer Sqn tallies an unalerted Claude escort sqn
       but cannot reach it this turn.
       Turn4: lots of combat as most squadrons tally. Both bomber
       squadrons take some damage with the trailing sqn losing three
       stragglers (a straggler + 1 loss) and a loss. It disrupts.
       The dogfight which resulted from Turn 3’s interception ends with
       the Claudes breaking and escaping and the Chaikas disrupting.
       The still unalerted top escort is bounced by Soviet VG Chaikas
       with a dogfight resulting.
       Turn 5: direct flak fire scores no effect.
       The interceptors keep their tallies but fly up out of the
       barrage area.
       The leading bombers are disrupted and roll a net 1 for 0% hits
       on the airfield.
       The remaining dogfight results in both squadrons breaking.
       Turn 6: Barrage flak causes a cohesion check on the lead
       bombers, they pass. It also inflicts a straggler and a -1
       bombing mod on the trailing bombers. Both bomber squadrons pass
       their cohesion.
       The I-16. CAP and the some Kuomintang I-15s attack the lead
       bombers downing one, causing a straggler and breaking the
       squadron. Both fighter squadrons break as well.
       The trailing bombers are attacked by one I-15 Soviet Sqn which
       inflicts a loss and both squadrons break.
       At this point no Chinese squadron is capable of overtaking the
       Japanese bombers and the game ends.
       Japanese:
       +7 vps fighters killed (1xI-16, 6x I-15)
       +5vp for bombing damage (minor damage to airfield)
       Chinese:
       -2 vp for fighters killed
       -12 vp for bombers downed
       Net-2 vp
       Victory:  Chinese
       
       Recommendations: I think that the victory levels are set
       correctly. If I had used the Japanese tactical flexibility
       better and the bombers had had a better roll they would have
       moved the game into Draw territory. My initial feeling is this
       is a difficult one for the Japanese. But a skilled Japanese
       player should do a better job keeping the Chinese away from his
       bombers.
       #Post#: 1863--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: pilotofficerprune Date: February 23, 2019, 9:39 am
       ---------------------------------------------------------
       Good AAR, Scott.
       I've fixed the minor nit on the scenario but i won't update the
       version number as no substantive change has been made.
       #Post#: 1874--------------------------------------------------
       Re: O06 The Wuhan Clan
       By: ScottKey Date: February 23, 2019, 1:59 pm
       ---------------------------------------------------------
       Scenario: Wuhan Clan  (02/23/2019)
       Version: 0.2
       Playtesters:
       Scott Key, solitaire, second play
       Report:
       This game lasted 9 turns. No height errors.
       Again the Japanese set up in echelon rising from the leading
       bombers and topping out at altitude 7. The Chinese put all their
       green squadrons in the Wing. The Ishaks and one Chaika sqn were
       tasked to attack the bombers after they begun egressing and
       cleared flak. (In retrospect the Bombers probably should have
       turned back towards their friendly board edge after seeing this,
       though it might not have made a difference). The veteran counter
       was assigned to the lead bomber squadron.
       Turn 1:
       The wing tallies the trailing Rikko sqn, all squadrons are
       ordered to attack the bombers.
       Turn 2:
       One I-15 squadron has vectored in to altitude 4 and intercepts
       the lead bombers head-on. Both sides roll high and suffer
       losses. The bombers disrupt.
       A Japanese escort squadron tallies a squadron from the Chinese
       wing and bounces it. The Chinese lose 1. The Japanese start a
       dogfight.
       Turn 3:
       Dogfight continues with the I-15 sqn disrupting.
       The leading escort squadron tallies the I-15s attacking the
       bombers, splits and sends a flight to defend the bombers. In the
       meantime another I-15 squadron has joined the attack. The
       Japanese flight downs two enemy bombers  takes a loss and
       breaks. One I-15 sqn breaks.
       Another Japanese escort tallies a squadron in the wing that has
       crep up behind and attacked the trailing bombers. In the ensuing
       combat no real damage is inflicted but the A5M4 squadron
       disrupts. The Japanese succeed in starting a dogfight
       Turn 4:
       Direct Flak against the bombers and one friendly squadron
       results in 1 friendly straggler.
       The fighter and bomber in flak resolve combat and both squadrons
       break.
       The oldest dogfight ends with both squadrons broken.
       The more recent dogfight ends with the Japanese losing two
       planes and breaking. One I-15 sqn disrupts.
       Turn 5:
       Chinese squadrons avoid the flak zone
       Direct fire flak inflicts a loss (-1 bombing modifier) on the
       lead squadron.
       The lead bombers drop their payload for 0% hits. They had rolled
       an 8 and was +1 for being veteran but -1 for altitude -1 flak
       modifier and -4 for being broken reduced the roll to a net 3.
       A fresh Japanese flight attacked the depleted I-15 squadron
       which had just climbed out of the flak zone. The Chaikas lost
       two planes and disrupted but the Claudes broke.
       Turn 6:
       Flak attacked only the trailing bomber squadron causing a
       cohesion check which was passed.
       The trailing Rikkos bombed and rolled a 6 -1 for altitude
       resulting in 0% hits.
       The lead bimbers were mobbed by two squadrons of achaikas and
       one flight of Ishaks. They only took one loss and one I-15 sqn
       disrupted
       The last escort squadron bounces one of the pursuing I-15
       squadrons as they begin to close on the trailing bombers. The
       I-15s lose two planes and beak. The Claudes disrupt
       Turn 7:
       Again the mob of Ishaks and Chaikas attacks the broken lead
       Rikko sqn. One I-15 is downed and a bomber straggles. One I-15
       sqn breaks and eacapes.
       The trailing bombers are attacked by Chinese I-15s who are
       followed by Claudes. 1 I-15 is downed and the Chaikas break.
       Turn 8:
       The Claudes fail to tally.
       The lead bombers continue to be attacked. Both sides lose a
       plane and the Ishak flight breaks.
       Turn 9:
       As the board edge is approached The ecorts tally the Chaikas.
       The Claudes down 2 Chaikas and the game ends.
       Japanese:
       +12 vps fighters killed (all were  I-15s)
       +0 vp for bombing damage (minor damage to airfield)
       Chinese:
       -4 vp for fighters killed
       -14 vp for bombers downed
       Net-6 vp
       Victory:  Chinese
       
       Recommendations:
       So... maybe we need to make this a bit easier for the Japanese?
       One less Chaika squadron? The victory margins are big enough to
       seem to indicate that it’s not just a tweak of the victory level
       that’s necessary. Most of the bomber losses occur in the last
       two to three turns so maybe move the target towards the center a
       square or two giving the Japanese the choice to exit from either
       board edge making the Chinese plans a bit more uncertain?
       My Japanese tactics were again not the best but even with
       another squadron split I’m not sure that things would have ended
       much differently. Bombing could have been better but mostly it
       was bad due to modifiers not rolls. The flak does not seem to be
       too strong.
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