Even though I haven't been posting I have been playing the ocassional game! (Not as often as I'd like, but it's been better than not gaming!)
John and I are nearing the end of a Fun Song of Blades and Heroes Campaign. His nasty human scums are pretty much beating the heck out of my glorious and Brave AElves . . . I'm looking forward to rvenge in the next Campaign. All in all it's a great system and the new Campaign rules in Song of Deeds and Glory, which are what we're using, truly are excellent!
Our first Game Day of 2010 was scheduled for last Saturday. We were snowed out. So we've re-scheduled for this weekend. We'll be playing Wings of War, WW I biplanes. And I'll be cooking ~ hopefully something similar to what pilots near the front would be able to eat in the Officers' Mess!
Tim the Elder has a "warm up" scenario set up for us. After that we're getting into the day's main gaming. He's bringing along his 6 mm terrain and figures! So we have something a bit different to look forward to.
Here is the scenario he designed for us.
Depot Demolition Derby!
Depot Demolition Derby
The enemy has been observed investing in a new supply depot and bridgehead behind their lines. A surprise aerial assault has been ordered to destroy the base before its defenses can be completed. Success of the mission is determined per VPs awarded the Attacker at end of game. Attacker must return with at least 50% of assigned force to claim VPs. Play ends when Attackers are shot down or quit the field.
Attackers
Enemy troops and material are arriving daily by road and rail. Preliminary defenses include AA batteries with supporting infantry, and a landing field has been photographed nearby. Destruction of ammo bunkers and main bridge are Top Priority.
Forces available: Four to six planes total divided into two squadrons. Force may include 2 bombers and 2 fighters; or 1 bomber and 5 fighters. One fighter may be equipped with rockets. Bombs (“C”) and rockets (“D”) are limited to two rounds each.
Defenders
Alert! Enemy aircraft are en route. Retention of war materials and logistic infrastructure are Top Priority (i.e., men are expendable; supplies and bridges are not). Defend the supply base with all available resources to the last.
Forces available: Two planes at airfield. AA battalion in fort includes two AA MG and three AA artillery (see AA rules). Two infantry columns on road (see below).
Objectives
AA artillery (3): 3 VP each. 3 HP (Bombs or MG). Use AA artillery rules.
Ammo bunkers (9): 5 VP each. 10 HP (Bombs or rockets only). For each destroyed bunker, draw 2 “C” cards for adjacent bunker(s), etc.
Artillery park limbers (4): 3 VP each. 3 HP (Bombs, rockets or MG). For each destroyed limber, roll 1 die: odd means adjacent limber(s) explode, etc.
Balloon (1): per rules.
Enemy aircraft (2): per rules.
AA battalion in fortifications (2): 3 VP each. 5 HP (Bombs or MG). Units include AA MGs. Shoot as ground fire (per rules) and as MG (“B”).
Infantry columns on road (2): 2 VP each. 2 HP (Bombs or MG). “Short” movement off road, “long” on road. Cannot shoot while in column. Upgrade to 5HP in fort.
Rail bridge (1): 5 VP. 5 HP (Bombs or rockets only).
Main road bridge (1): 10 VP. 5 HP (Bombs or rockets only).
Side road bridge (1): 3 VP. 3 HP (Bombs or rockets only).
Mission Assessment (per Attacker)
00 – 20 Unsuccessful (complete Defender victory)
21 – 30 Indecisive (Both claim minimal success)
31 – 40 Marginal success (Defender down but not out)
41 + Decisive (complete Attacker victory)