Post by Liam Thompson on Feb 3, 2009 10:14:34 GMT
Okay, here are the definitive campaign rules for the Wings of War Campaign. I'll be printing out copies of this and make them available to players on game nights.
Phoenix Gaming Club Wings of War Campaign
Rules
The standard Wings of War rules are to be used, specifically the following paragraphs:
From Wings of War Miniatures rules (downloadable from new.fantasyflightgames.com/ffg_content/wings-of-war/media/wowminis_rules.pdf)
From Wings of War Burning Drachens (downloadable from new.fantasyflightgames.com/ffg_content/wings-of-war/media/wingsofwarbdrules.pdf)
In addition to this, the following house rules are in effect:
Campaign Play
Ace Skills
The following Ace Skills are available to pilots with 5 or more kills; every time your kill total is a multiple of 5 you may choose a new skill to permanently add to your pilot’s repertoire.
There are additional rules that Windy and I are working on and these will be added here when we have finalised them.
Phoenix Gaming Club Wings of War Campaign
Rules
The standard Wings of War rules are to be used, specifically the following paragraphs:
From Wings of War Miniatures rules (downloadable from new.fantasyflightgames.com/ffg_content/wings-of-war/media/wowminis_rules.pdf)
- Turn,
- Planning,
- Movement,
- Overlapping During Movement,
- Overlapping,
- Exiting the Gaming Surface,
- Overlapping During Movement,
- Firing,
- Damage,
- Jammed Guns and Explosions,
- Damage,
- Rest of the Turn,
- Special Damages,
- Aim,
- Illegal Moves,
- Tailing,
- Tournament Rules,
- Disruption,
- Two-Seaters,
- Second Arc of Fire,
- Observer Wounded (Special Damages),
- Aim,
- Blind Spots for Rear Guns,
- Special Rule for Roland C.II,
- Second Arc of Fire,
- Altitude,
- Dive,
- Climb,
- Immelmann Turns,
- Split-S,
- Blocked Aim,
- Firing,
- Tailing,
- Landings, Take-offs, and Crashes,
- Overdive,
- Flying Higher,
- Cloud Cover.
- Dive,
From Wings of War Burning Drachens (downloadable from new.fantasyflightgames.com/ffg_content/wings-of-war/media/wingsofwarbdrules.pdf)
- Ground Fire,
- Trenches,
- Anti-Aircraft Guns,
- Anti-Aircraft Machine Guns,
- Friendly Artillery Fire,
- Adjusting the Aim,
- Tailing Under Friendly Artillery Fire,
- Trenches,
- Balloons,
- Observation Balloons,
- Balloons and Artillery,
- Rockets,
- Incendiary Bullets,
- Observation Balloons,
- Combining Altitude with Balloons and Ground Fire,
- Strafing,
- Anti-Aircraft Guns,
- Adjusting the Aim,
- Anti-Aircraft Machine Guns,
- Observation Balloons,
- Balloons and Artillery,
- Rockets,
- Strafing,
- Altitude Optional Rules,
- Bailing Out,
- Balloon Barrages.
- Bailing Out,
In addition to this, the following house rules are in effect:
- Victory: Victory is determined by pre-determined conditions at the start of each mission.
- Retreating planes: An airplane that leaves the playing area is considered to have voluntarily fled the battle. If it is burning at the point when it leaves the table, it takes a further damage card from the A deck for each counter left on its owner's game board, applying the results immediately. Likewise, any plane that is burning at the end of the game should draw a further damage card from the A deck for each counter left on its owner's game board. A pilot who flees the battlefield in this way does not suffer any penalties for doing so.
Campaign Play
- At the start of the Campaign (or whenever a player joins in) each player picks a side to fight on (either Entente Powers or Central Powers) and stick to that side for the entire campaign. They need to pick a name for their pilot; that pilot represents them, and all kills and reputation points are recorded in his name. Should he die, then you lose all stats with him, and must pick a new name for your new pilot (representing your old pilot's replacement, fresh out of flight school).
- Each player must also choose a plane for their pilot to fly in. At the start of the campaign the only planes available for use are the SPAD XIII and Sopwith Camel for the Entente Powers, and the Albatros D.Va and Fokker Dr.I for the Central Powers. There are currently only 3 of each model available (each with a distinct colour scheme, based on the pilots' historic schemes), so players are recommended to personalise their models with a fresh paint job should there be too many planes on one side.
- Each gaming session there will be two scenarios to play for each Pilot, signifying the activities of a single day. Each faction must declare a Wing Leader for the day’s operations; he will be responsible for assigning tasks and briefing on the missions. Mission briefs will be provided on the night.
- Every pilot hopes to be an Ace. To become an Ace you need 5 authenticated kills. For every 5 kills recorded you may choose an Ace Skill to be applied to your pilot. If your pilot dies you lose your record of kills and return as a rookie pilot.
- A kill is considered to be authenticated if you were the sole pilot to shoot at a plane in the Fire Phase it is removed from play. If multiple pilots shot at a plane in the Fire Phase it is removed from play then all pilots who shot at that plane and caused damage are considered to have an unauthenticated kill. Also, if a plane leaves the battlefield, the last pilot who shot at that plane is considered to have an unauthenticated kill. Unauthenticated kills are only worth half a kill but still count that half-kill towards their kill totals (and thus, towards earning Ace Skills). Planes destroyed by the damage sustained from flame counters do not grant anyone a kill.
- If a pilot is shot down, then they must pick a damage card from a complete A-damage deck: if a 0 or 1 is drawn then the pilot is dead, if a 2 or a 3 is drawn then the pilot survives but is injured and must miss the next mission, and if a 4, 5 or explosion is drawn then the pilot miraculously walks away from the crash unharmed.
- If a plane is damaged, then it recovers all damage except for a single card drawn from a complete A-damage deck minus explosions. Planes are assumed to be fully repaired after a week (i.e. by the next gaming session).
Ace Skills
The following Ace Skills are available to pilots with 5 or more kills; every time your kill total is a multiple of 5 you may choose a new skill to permanently add to your pilot’s repertoire.
- BULLET CHECKER – You are careful and check each belt or drum personally. Ignore the jamming damage results on cards with a green cross; bullet-checker pilots jam only when their target is dealt a damage card with a red cross.
- SKILLED PILOT – You may follow any Immelmann Turn with any non-steep manoeuvre.
- GOOD AT EVADING – Can ignore one damage card per game after viewing it – return it to the bottom of the deck. Show any Jam result first.
- GOOD AT ESCAPE – Cannot be tailed except by another Ace.
- LIGHT TOUCH – If a damage card would destroy your plane, you may ignore the damage. If you take any further damage, your plane is destroyed. You may not fire your guns nor use any steep manoeuvres.
- GOOD SHOT – First round of shooting on each enemy plane in a game counts as Aimed.
- QUICKSHOT – resolve shooting from these Pilots first.
- ROCKETS – you may fire Rockets as described in the Burning Drachens rulebook.
- INCENDIARY BULLETS – your plane is routinely loaded with incendiary bullets allowing you to use the rules as described in Burning Drachens.
There are additional rules that Windy and I are working on and these will be added here when we have finalised them.