We had another "Schild & Vriend Revivial Game" this month, this time organized by Bart Vetters, and hosted as usual at Phil's Gaming Attic. Again, Eddy Sterckx was so kind to provide us with a gaming report:
Last night, at what is already becoming a fine tradition, we had another game in Phil's attic.
Bart had adapted the Wings of War (WWI dogfighting) system to work on hexes and we were ready to try it out in a series of dogfights : Tommies versus Jerries. As the dogfights throughout the night unfolded it would mostly come down to 1-1 fights between a slow moving, highly maneuverable versus a fast moving, slow turning plane.
The system basically is about guessing where your opponent will be next turn, picking the right three maneuver cards and hope you can get a shot in. Damage done can go all the way from a tiny hole in the wing canvas (0 points damage) to a bullet through the pilot's head (game over)
The first round immediately taught us the important lesson that given the size-constraints of the terrain you better plan ahead ... carefully ... very carefully. Over the evening more planes were lost due to flying “out of bounds” then to enemy fire. This especially proved to be a disadvantage for the faster planes who were often reduced to: fly straight ahead - Immelmann - fly straight ahead in the other direction kind of tactics. A brilliant suggestion to reduce the distance flown by one hex managed to remedy this in one stroke: the third round felt correct with real dogfights going on across the boards. I think that everyone agreed that this single correction made the system 99% playable as is, no further tinkering required, though a bigger board and missions (photographing / bombing / strafing) would add to the variety.
Now as to the question of which plane is better : the slow movers / hard turners or the fast movers / slow turners opinion is still divided, we'll probably need another game-night like this to really get to grips with the system. So as Frank would say : Ze Red Baron vill fly again !