Our campaign rules

By Pour Le Merite, in Wings of War (WWI)

Some of you have asked my to post our campaign rules here. Here is the first part, the mission cards. Basicly each side draws a mission card randomly before the game and doesn't showe it to the other side before they have completed it.

rapidshare.com/files/277651307/campaign_cards.pdf.html

The document is a regular pdf so anyone can read it, you need Adobe Acrobat or Acrobat reader to do it however. Please write a comment if you like it (and I am not sure why I put a Dr1 picture on observe enemy troop concentration, I was tired and like Dr1.

I will post more soon. I don't want to post the stuff openly but choosed to share a pdf on rapidshare instead, it is hard to post suff like cards here. This is of course only for personal use.

Here is tha mission text quoted at least:


Fighter Sweep: Players will either start above the airfield or at the side of the map on their own territory at any altitude. All damage cards that aren’t empty results in 1 experience point. The mission is successful if the other side loses more scouts or if the enemy loses all their fighters/bombers.


Observe enemy HQ: Players will either start above the airfield or at the side of the map on their own territory at any altitude. A fighter plane must fly straight over the target with a maneuver that is half maximum speed or lower. The observer cannot fire when he takes the picture. The pilot receives 10 experience points and the observer 20. The mission succeeds when the fighter returns home. The side doing this mission will have access to the additional fighter plane.


Observe enemy troop concentration: Players will either start above the airfield or at the side of the map on their own territory at any altitude. The side decides on a special point of the map behind the enemy trenches and mark it down on a paper (squared paper or hexagon paper recommend unless you have a specific landmark there). The plane gets 3 xp for each time it flies over it with a straight maneuver maximum 75% of the planes max speed. The same fighter plane must pass the target 4 times for the mission to succeed. The observer cannot fire while observing. The side doing this mission will have access to the additional fighter plane.


Bomb enemy airfield: Players will either start above the airfield or at the side of the map on their own territory at any altitude. For a successful bombing the pilot gets 10 xp and the observer 20. The side doing this mission will have access to the additional bomber plane.


Bomb enemy HQ: Players will either start above the airfield or at the side of the map on their own territory at any altitude. For a successful bombing the pilot gets 10 xp and the observer 20. The side doing this mission will have access to the additional bomber plane.


Direct artillery fire: Players will either start above the airfield or at the side of the map on their own territory at any altitude. The Fighter must fly straight for 2 full turns above or just behind the own sides trenches at lowest speed possible. The observer gain 20 XP, the pilot 10. The observer may not fire during the whole time; if he does they must start the 2 full turns from scratch. The side doing this mission will have access to the additional fighter plane.


Strafe enemy trench line: Players will either start above the airfield or at the side of the map on their own territory at any altitude. The scout that does the strafing must do so at minimum altitude. Any turn he fires at the trench he will get 4 experience points (up to 20 experience points) and the same goes for the observer. You can of course not fire at an enemy and a trench at the same time. If 5 or more successful strafing took place the mission is counted as a success.


Balloon Busting: Players will either start above the airfield or at the side of the map on their own territory at any altitude. Each balloon is worth 10 experience points and is also counted as a kill. The mission is successful if all enemy balloons are busted.


Scramble: Players will start on the airfield at altitude 0. All damage cards that aren’t empty results in 1 experience point. The mission is successful if the other side loses more scouts or if the enemy loses all their fighters/bombers.

The following things also give experience points:
Shooting down an enemy aircraft: 25 Experience points and one kill. If several planes shoot at the enemy the same turn the pilot with the most experience will get the kill while all involved share the XP (if the points gets uneven the pilot actually firing the killing shot will get the extra XP).
Forced landing: Forcing an enemy to land. 10 experience points.
Flying for a full turn: 1 experience point for the pilot.
Mission Successful: 10 experience points for all surviving observers, 5 experience points for all surviving pilots.

The original stuff waswritten in swedish so I might have misspelled or something... It is easy to add more missions.

After learning a bit about Rapidshare: Here is a link to my rapidshare account, all the the campaign will be added there: rapidshare.com/users/5F28GN

Downloads are free but you might have to wait for a few seconds.

I also made the cards for emergency landing and put them up.

They are used when you try to land somewhere else than a landingstrip. You must be at altitude 1 to use them.

I will add cards for surviving a crash soon and after that I will start working on writing down all the campaign rulebook., or the other way around.

Also added the beta of the whole campaign rules. Once I have made the final touches I will make a torrent instead. I still misses the crash cards and will add them later.

I have also put in all the scenarios we have played so far into the campaign book, from bombing the fotress in Verdun to the Obendorf raid and some info for the random scenarious.

Here is also something from our experience system (everything is included in the .pdf):

5. Experience and abilities
There are 2 kinds of abilities: Regular and Ace abilities. You get a regular ability on 100, 250, 500, 750, 1000, 1250, 1500 xp and so on. You get an Ace ability every time you get 5 kills (5, 10, 15 and so on).

Pilot abilities:
Cannot be tailed. Only aces can tail the pilot.
Maneuver: Pilot can ignore rules like not doing 2 steep maneuvers in a row or that he must do a straight after an Immelman.
Tailing: The pilot can tail twice the normal range.

Gunnery abilities:
Unjamming: The gunner unjamms faster. He can take this ability twice, for 1 time he is unjammed 2 rounds, the second time is he unjammed only 1 round.
Added damage: The gunner will make 1 damage extra if he does 3 or more damage. Remember to tell the person you are shooting this.
First strike: If the pilot shoots down the enemy it doesn’t have the time to fire.

Observer abilities:
Observing: The observer can observe on altitude 3 also and can even observe if he is wounded.
Bombardier: The observers bombs will do full damage instead of half if the target cards hits partially.

Ace Abilities:
Range: The Ace can fire 1 ½ times as long (you might want to make a special ruler for aces).
Well taken cared of machine guns: the ace can choose to discard a card with the jamming symbol on and draw a new instead. He can only do this one time each turn.
Quick reaction: The ace can choose to change the last of his three cards. After ha done it once he cannot do it again until two full turns have passed.

rapidshare.com/users/5F28GN

Crashing and parachute rules added. The campaign gets boring and unrealistic if all planes going down kills the crew. You draw one card for each crewmember.

Low is altitude 1 if you use 4, 2-3 medium and 4 high. If you use more altitudes just decide which is what.

Light wounds means 1 months grounded.

Serious wound (same as regular wound in combat) means 2 months grounded.

Light + serious means 6 months grounded.

Light + light = Serious wound.

Wound + serious wond = killed.

At low altitudes it is probably safer to try to crash as soft as possible then to jump. At medium or higher jumping is best.

only german pilots from february 1918 are allowed parachutes (Gotha and zeppelin crew also the whole war).

I reccomend that you print 2 of each card and shuffle the deck after every round. Good luck fellows. Right now I am planning for our Bloody april game on sunday :D

Thanks for posting your campaign rules up, even although my campaign rules are structured differently (doesn't run for the whole air war, just from mid 1917, and uses different mission types and no historical scenarios) the cards and rules for crashes etc. will be very useful. They're much more elegant than the dice based system I was working on, not to mention far prettier to look at. The special abilities are very well thought out too, nothing massively overpowered like some I've seen (although I'll probably split the Maneouvre ability into two seperate ones, like the base rules versions of them).

IRM said:

Thanks for posting your campaign rules up, even although my campaign rules are structured differently (doesn't run for the whole air war, just from mid 1917, and uses different mission types and no historical scenarios) the cards and rules for crashes etc. will be very useful. They're much more elegant than the dice based system I was working on, not to mention far prettier to look at. The special abilities are very well thought out too, nothing massively overpowered like some I've seen (although I'll probably split the Maneouvre ability into two seperate ones, like the base rules versions of them).

Thanks.

Yes, most people will probably start any campaign from 1917 since the Wow models have few planes from the early war. But since we mix planes from Red eagle and Reviresco also it isn't a problem for us, and besides Wow will probably make a serie soon with Eindeckers, DH2 and Nieuport 11 so I added our rules for them since it will be useful for everyone soon enough.

We also used tables before but tables just don't feel like Wow. The abilities is something we playtest all the time, the ace abilities are quite powerful but not enough to truly destroy the game balance (at least not for us), the regular ones should give an advantage but not enough to make any pilot that have some xp too powerful.

As for the campaign mission I am always happy to hear about more ideas for missions.

I also try to not change the official rule in the campaign books, it makes things confusing so the campaign book is about running campaigns, not how you dogfight.

But you should try one large game once in a while, it is really fun.

Yesterday we ran Bloody april. This time everone placed an extra plane parked on the airfield (it could be strafed from alt 1 and took regular damage axcept pilot wounds). These planes were like extra lifes. We used 3 balloons a side and gave extra XP for each scored hit (2xp). We also put a mixumum flight time of 4 hours gameplay. We also put one AEG bomber behind the british lines and a RE8 from the germans who were trying to return home at maximum speed just going straight. Each side also had 2 heavy anti aircraft guns(AK-AK) and a light one (Boom-boom).

Of course since it was April 1917 (the french had 1 Spad XIII who just reached the front, a few did) we germans were hard on the bits.

Germany had 3 Albatross DIII which we started in and 3 Albatross DII on the ground as extra lifes (2 of them were destroyed by RNAS, but we shot both those down). France had 1 Spad XIII and 1 Spad VII, the brits had 2 SE5, a Sopwith Pup and there was a Nieuport 17 both side could use.

At the end were we all in our DIIIs but I landed (with 5 minutes to spare) after been on fire on and of because the anti aircraft guns were lucky.

The allied had the Pup left, and a badly wounded SE5 which the fellow in the pup landed to change plane.

It have been like this for a while now but since the SPAD XIII and SE5 just reached the front while the Camels are on it's way I fear it will turn soon.Also have germany no ace even though we have 4 with 4 kills while france have the only ace in the campaign. But it is the charm with the early war, after autumn 1917 it gets quite even, before that the war turns to one side or another depending who gets the best planes.

Anyways, it would be nice if you could write a few words about your missions :)

Sure, I'll just copy and paste the page for them. Most of the missions just use the "best fit" from the original 2 rulebooks, the table's really more of a mission generator. Since I'm short of players (and end up playing solo more often than not, with a loose dice based system for randomising manoeuvres based on the plane types in some situations e.g. tailing) It's intended to be used mainly with a PC squadron against NPC enemies with small numbers of planes and multiple planes per player, but can easily be adapted as needed.

RANDOM MISSION TABLE
Missions are picked from the closest match in the standard rules where possible, just rebalanced as needed (it is still a game, so in the interests of fairness I try not to give one side any advantages, unless the scenario requires it. History be damned :) ) Unless stated otherwise, I use one flight of two aircraft per player for each mission type plus any additional assets the mission requires. Missions not involving ground interaction start at +3 height on 3-4 or +6 height on 5-6.

2:Ambush: Your flight is surprised by an attack from above. Randomly roll for rear, side and for
cloud cover. Enemies randomly start one or two height levels above. Your planes may only fly straight in turn 1 unless they are aces, in which case they must only play one straight manoeuvre first.
3:Scramble*:Your airfield is under attack. Your flight starts on the ground.
4:Offensive Sweep: Two flights go hunting for enemy planes. Draw 3 Damage Cards, each special
damage card results in a dogfight mission. Planes are not repaired between missions.
5:Escort Mission*: Random chance of escorting bomber/recon/spotter flight. Draw an A Damage Card, any special damage cards result in the flight being intercepted.
6:Balloon Busting*: Draw an A Damage Card, any special damage cards result in enemy fighters being in the area.
7:Trench Strafing*:Draw an A Damage Card, any special damage cards result in enemy fighters being in the area.
8:Escort Mission*: Random chance of escorting bomber/recon/spotter plane on an appropriate mission. Draw an A Damage Card, any special damage cards result in the enemy aircraft being in the area.
9:Barrage Patrol: Draw an A Damage Card, any special damage cards result in enemy aircraft trying to
cross into friendly airspace. Enemy aircraft which exit from your starting edge score half the points they would for a kill.
10:Offensive Sweep: Two flights go hunting for enemy planes. Draw 3 Damage Cards, each special
damage card results in a dogfight mission. Planes are not repaired between missions.
11:Lone Wolf Patrol: As Offensive Sweep, but you only have a single plane.
12:Ambush: Your flight is surprised by an attack from above. Randomly roll for rear, side and for
cloud cover. Your planes may only fly straight in turn 1 unless they are aces, in which case
they must only play one straight manoeuvre first.

*These missions have an equal chance of you playing the intercepting/attacking aircraft.

Missions with multiple rounds may be stopped after any sub-mission, but the mission counts as a failure.

RANDOM ENEMIES
Roll once for each pair of Player controlled aircraft.
1-3: Fighter flight (2)
4-5: Recon plane, no escorts, equal chance of 1 or 2 planes.
6: Escorted recon plane (1), equal chance of 1 or 2 escort fighters.

Each fighter rolls a D6 to check if it is piloted by an ace, with one random trait. On a 6 that pilot takes one more trait. Ace pilots continue rolling until they fail to roll a 6. Each additional 6 grants another trait.

Downed Aircrew
Downed pilots in enemy territory roll D6. On any result other than 6, they are captured. Each month, captured pilots need a 6 to escape.

Special Traits
One of these may be picked for every 5 Kills. Ground targets are treated as 1/2 a kill for this table only.
Bullet Checker: Guns jam only with red cards
Aerobatic: Does not need to play a Straight card after an Immelman or Split-S manoeuvre
Master Pilot: Can play 2 steep manoeuvres in a row, but once used this ability cannot be used again for the rest of this turn and all the next.
Crack Shot: This pilot gains the +1 Aim bonus (but no more) every time he fires at an aircraft or
Balloon.
Charmed: If an explosion card is drawn, discard it and draw a new card.
Dogfighter: The Aim Bonus is ignored when firing at this plane.

Nice, the dogfight abilty is very good balanced and would work excellent in our campaign too.

Otherwise does it seems like the big difference here is that we are never less than 6 players so that is the reason we use many bombing or observation missions. That means the rest of the players will be playing escorts or will try to foil whatever mission the other side have. Also we rarely have anyone playing 2 planes, that have happened a few times when we were 1 person less on one side or at some special scenarios when one of the sides played a bomber and the escorting plane.

The reason we use both experience points for abilities and give out some special abilities for every 5 kills is that in my experience it is impossible to get 10 kills (we don't count ground targets but balloons like they did in the great war). So usually do our 5 kill aces have 3 abilities, 2 regular and one ace ability even if it is possible to have an ace with 1 or 3 regular abilitys too.

We think it is more fun that way :)

Also we use the experience points to keep track of who is winning the war.

The ambush mission is also a very nice idea but it wont work for me since each side have secret missions. Of course, I do plan to make a ambush scenario based on Jasta Boelkes last combat, when they got ambushed by 6 Snipes and some Camels (their leader got 4 Snipes and his wingman a fifth, only time they fought Snipes).

Thanks anyways for posting it :)

No problem.

I'd be interested to hear what values you're using for the Sopwith Pup and the SPAD VII. I've just been using the Hanriot's stats for the Pup and using the SPAD XIII damage value with B guns and the DVa's card deck myself.

IRM said:

No problem.

I'd be interested to hear what values you're using for the Sopwith Pup and the SPAD VII. I've just been using the Hanriot's stats for the Pup and using the SPAD XIII damage value with B guns and the DVa's card deck myself.

Spad VII is slightly smaller than the Spad XIII so 1 point less is more realistic. As for the movement cards we are also using the DVas movements cards, it is not optimate however, the spad turned better at higher speeds and somewhat worse at lower. Also were the VII a lot bettar at diving. But you do what you can. And it had a single vickers.

For the Pup we use the Nieuport 17 with 2 more hits. The Hanriot is too good and didn't reached the front until a lot later. The 17 is a little to slow but it is actaully very close. The Pup also only had a single Vickers. The Pup is however larger and stronger than the N17.

The fact that it is a vicker gun is important to us BTW because we use limited ammo on the lewis (we have our own way of doing that, we shuffle the combat deck in 4 piles and each is a drum of ammo. You need a straight level move without shooting to reload). It is simple and work pretty good. We choose however to ignore it with planes that have both a vicker and a lewis because it would complicate the game otherwise.

Limiting ammo also balancing out the Fokker EIII against the Nieuport 11 and DH2 somewhat. since the later 2 have lewis guns. However I don't want to make the game more complicating (we are already quite many playing each game so something that will add more time while you play is not really something we want. Therefor is the campaign rules made so you can do all the campaign stuff between the game including see if a crashing pilot survived and so on. But the lewis limited ammo doesn't actually add any time when we play even if it makes the allied sweat 1916.

Sounds pretty close, thanks.

rapidshare.com/files/312319545/Campaign_rules_for_Wings_of_WAR_Vi_1.pdf

New version.

Have now added rules so you either can use Victory points or experience points to get your abilities. VPs are easier to count, you get 1 for most things but 2 for shooting down a plane, 1 to forcing it to land. I know that there are other versions of that here, where you get 1 for shooting it down but that would mean giving a half for bombing, balloon busting and so on, or award those things the same award as for bringing down a plane and we all know that nothing in the game is harder than to defeat another human. You will need slightly more points in VP but will also gain more, the system is rather close, big difference is that you will have to count a lot points further (but I use XP so I can convert the pilots between Wow and Blue max).

Updated the list of planes until February 1918 (which of course is where my campaign currently is).

Abilities are somewhat updated.

Here are some direct links to the other stuff (not updated but linked here to make things easier):

rapidshare.com/files/277746021/Emergency_landing.pdf Emergency landing cards, to use when you are landing outside an airfield.

rapidshare.com/files/284510184/Crashing_cards.pdf Crashing cards: When you fail a landing or when you are shot down. Also include parachute cards.

rapidshare.com/files/277746328/campaign_cards.pdf Campaign cards. Optional cards for random missions.

You are of course free to use wahtever you want from these rules, ignore what you don't like and use the good stuff.