Simple Campaign Rules

By IRM2, in Wings of War (WWI)

I'd posted the WIP version of these a little while back in reply to another post. I thought some of you might be interested in the finished version. As written, it's intended to be used with 1+ players using a single squadron but it's easily adaptable for squadron vs squadron campaigns.

You can ignore the aircraft table at the end, that's more to make it easier for me to sort out which combination of models I can use, and the extra stats are still under review.

Some elements of Pour Le Merite's campaign system are used here (his crash and emergency landing cards and a few of the Ace abilities since they were better thought out than what I had in mind). Sorry that it's just the text version, I've nowhere to host the much better laid out PDF version.

CAMPAIGN RULES
Campaigns run from June 1917 to December 1918. Squadrons play up to 3 missions per week
(random dice roll), Ace pilots may upgrade from their basic fighter (depending on availability) if
they have played more successful missions than not. Wounded pilots are grounded for D6
weeks per level of injury. The player with the highest number of kills by the campaign's end
wins.
RANDOM MISSIONS
Missions are picked from the closest match in the standard rules where possible. Unless stated
otherwise, use one flight of two aircraft per player for each mission type plus any additional
assets the mission requires. Optionally, most missions may be played with extra flights if there
are more players (or if you just fancy a big furball !). Missions not involving ground interaction
start at +3 height on 3-4 or +6 height on 5-6. Roll for cloud cover at all but lowest height. On
4-5 clouds at max+1, on 6 clouds at max height.
2:AMBUSHED: You are surprised by an enemy flight. Roll for rear or side attack and cloud cover
at their starting height. Enemies start at 1 or 2 height levels above (roll) and at a
distance of 2 rulers. Your planes may only fly straight on turn 1 unless they
are aces, in which case they only need to 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 positive
damage card results in a dogfight mission. Planes are not repaired between
missions. For this mission only, a roll of 6 on the Random Enemies table means
no enemy aircraft are picked (but reroll if you already got this result).
5:ESCORT MISSION*: Random chance of escorting bomber/recon/spotter plane on an appropriate
mission. Draw an A Damage Card, any positive damage cards result in enemy
aircraft being in the area.
6:BALLOON BUSTING*: Draw an A Damage Card, any positive damage cards result in enemy fighters
being in the area.
7:TRENCH STRAFING*:Draw an A Damage Card, any positive 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 positive damage cards result in enemy
aircraft being in the area.
9:BARRAGE PATROL: Draw an A Damage Card, any positive damage cards result in enemy aircraft trying
to cross into friendly airspace. Enemy aircraft which exit from your starting edge
with more than ½ their starting damage do not give away any points.
10:OFFENSIVE SWEEP:Two flights go hunting for enemy planes. Draw 3 Damage Cards, each positive
damage card results in a dogfight mission. Planes are not repaired between
missions. For this mission only, a roll of 6 on the Random Enemies table means
no enemy aircraft are picked (but reroll if you already got this result).
11:LONE WOLF PATROL: As Offensive Sweep, but you only have a single plane. For this mission only,
a roll of 6 on the Random Enemies table results in a single enemy fighter.
12:AMBUSH: You surprise an enemy flight. Roll for rear or side attack and cloud cover at
your starting height. You start at 1 or 2 height levels above (roll) and at a
distance of 2 rulers. Enemy planes may only fly straight on turn 1 unless they
are aces, in which case they only need to play one straight manoeuvre first.
*These missions have an equal chance of you playing the intercepting/attacking aircraft.
RANDOM ENEMIES
Roll once for each pair of Player controlled aircraft in use. Roll for aircraft types depending on
availability (1-2 obsolete 3-5 standard 6 best)
1-3: Fighter flight (2)
4-5: Escorted recon plane (1), equal chance of 1 or 2 escort fighters.
6: Unescorted recon flight, equal chance of 1 or 2 planes.
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. Use Pour Le Merite's cards for crashes and emergency landings.
MORALE
NPC pilots may break off if badly damaged. D6 roll of 6 on reaching ½ damage causes the pilot to attempt
to disengage (or make an emergency landing if wounded and/or on fire). Cumulative modifiers of +1 if pilot
wounded, on fire, engine damage and at ¾ damage.
SPECIAL TRAITS
One of these may be picked for every 5 Kills. For the purposes of this table only, killing aces score as many
kills as he had traits and Ground targets count as a half kill.
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.
Quick Reactions: The 3rd card may be changed after all players have placed their last cards. Once this
ability has been used, it cannot be used for the following 2 turns.
First Strike: If this pilot shoots down an enemy it loses the chance to fire this turn.
Tailing: This pilot may tail at twice the normal range.
Evasion: Only aces may tail this pilot.
AIRCRAFT TYPE AVAILABILITY DECK/No NATION MODEL
UFAG C.1 (use for all late recon) January 1918 H/5 CP x2
DH.4 March 1917 H/5 BR x2
Breguet BR.14 B2 November 1917 K/3 FR/US x2
Sopwith 1 ½ Strutter April 1917 K/3 BR/FR Use DH4
Roland CII (use for all early recon) Feb-Sept 1917 K/3 CP x2
R.E.8 February 1917 K/3 BR Cards or DH4s
AEG G.IV June 1917 K/3 CP x1
(Use Damage 30, Climb 8 and B/B weapons. May only plot 1 turn manoeuvre each game turn. Engine and
gunner hits are decided by the firer's location for side shots and by odd/even results for other shots/artillery.
Losing one engine or taking 1 special damage to both forces the plane to make an emergency landing as
soon as possible. If one engine is destroyed and the other takes special damage, the plane crashes).
Albatros D.III Feb-Dec 1917 J/3 CP x2
Albatros D.Va June 1917 B/6 CP x6
Fokker Dr.1 August 1917 D/4 CP x3
Airco DH.2 Until Oct. 1917 G/2 BR Cards
Nieuport 17 Until Dec. 1917 I/4 BR/FR x3
(British and Italian Nieuport 17s are more often than not B-firing)
Nieuport 23/24 Mar 1917-Jul 1918 I/4 FR Cards or N.17s
Sopwith Pup Oct 1917- Mar 1918 I/4 BR (Use Camels
(Use Damage 14 and B guns) for now)
Sopwith Camel July 1917 C/6 BR x4
SPAD XIII September 1917 A/6 FR x3, +2 Italian
SPAD VII September 1916 B/6 FR/BR (Use XIIIs
Use D.Va dmg + deck) for now)
Hanriot HD1 August 1917 F/1 Be x2
These rules use some elements of Pour Le Merite's campaign system and the aircraft
availability data from the Western Front Patch created for Red Baron 3D.

You actually get more than 5 victories?

In our campaign have we only one ace, 2 people with 4 kills and some with 3... And that is counting ballooons too... We are also planning to kil thatt ace on saturday, he is too dangerous :)

That is why we give abilities both on xp and every 5 kills. Of course do you run npc planes and we have humans in all ours but do anyone ever get 10 kills for you?

Abilities are hard to balance in. As I see it should you get one when you proved yourself in battle and an ace should have 2 oe even 3 if he played a long time. But as I said above, the balance of your game might be different from our, we are very competetive.

The last thing I added for my campign is medals (No, I havn't written it in the .pdf yet but I will). Any crew member that have been around for a little while will get one. Upon the first kill they will also get one (Iron cross second class for the germans), when they become an ace they will get the next one (iron cross 1st class for the germans), then 1 more on 10 kills and Pour le merite (Blue max) or victoria cross on 15 kills.

Just a small thing to add flavor to the game, we also have a rule about cowardly and elegant behaviour that doesn't affect the game in itself but we will give a price to the best pilot after the war and it will affect that.

That's why I count ground kills as 1/2 and give extra points for shooting down aces based on how many traits they have (only for adding traits, only plane and balloon kills go on the squadron kill board). I prefer them to be pretty rare, with only top aces having several. Best I've done is 7 kills with one of my pilots, but that was mostly against Neuports and balloons, he might have a harder time when Camels turn up next month !

I've done it that way since I don't have a seperate experience rating like your system.

IRM said:

That's why I count ground kills as 1/2 and give extra points for shooting down aces based on how many traits they have (only for adding traits, only plane and balloon kills go on the squadron kill board). I prefer them to be pretty rare, with only top aces having several. Best I've done is 7 kills with one of my pilots, but that was mostly against Neuports and balloons, he might have a harder time when Camels turn up next month !

I've done it that way since I don't have a seperate experience rating like your system.

Oh, yes.. The camels and SE5s are making my life hell right now (and the Spad XIIIs, they should be in your campaign also by now)... But tomorrows game will bring me my Pfalz DIII at least.

But might I suggest that you award an additional trait on 3 kills? It would make things more interesting. Whatever system you use it is of course important that the game floats as fast as always, we usually report in after each game and do all the in between work then. When we play we focus on killing eachother and trying to survive instead of writing down numbers. I reccomend some kind of counters for kills to give out during the game and then write it down on the board after the game.

I really reccomend you to get a few metal planes also, just for those planes that isn't out for Wow yet and will take some time to show up. A sopwith Triplane, a Spad VII, a Halberstadt CLII, a Pfalz DIII and possibly a Breuget and AEG or Gotha bomber... It doesn't cost that mush money and it adds a lot more fun, it is easy to learn how a few planes fly.

Also are you on the last run for the Roland CII, it was taken out of action in August and there isn't any more german 2 seater out there right now (wow, there are several in thin and resin), just a Austrian. The Halberstadt is a classic plane (or a Albatross 2 seater works fine too, Reviresco have one).

SPAD XIIIs and SE5s I can deal with, they're no better than my Albatros fighters in WAW. And I've got 2 NPC and 1 PC ace in my Jasta (Friendly NPCs have the same chance as the random enemies to be aces, but replacements don't) which gives me an edge. I've had more trouble with ground fire (lost one PC to trench fire, taking an explosion card, and another to an artillery hit after already being about 1/2 damage) so far, playing 3 ground attack missions out of the 6 I've played as part of the campaign.

I've got some Reviresco metal planes on order (though there's a postal strike on the cards, and it takes at least 2-3 weeks to get deliveries from the US as it is, so god knows when they'll appear), including Breguets and an AEG. I was planning to get at least 2 each of SE5as, Sopwith Pups and Triplanes and perhaps some of the German 2-seaters from Skytrex (their squadron packs are a pretty good deal) but I'm having problems placing an order with them. Keep getting security warnings from their online payment system which stops my PC (and several others I've tried from) from using it. I've contacted them to see about alternative payment systems and courier delivery, so I'll get some eventually. I'll probably just use my SPAD XIII models as VIIs for the time being. I love the look of the Pfalz, but won't get any since it's stats are just about the same as the DVa in the game.

I know the Roland's on the way out, I'm just going to replace it with the UFAG (representing any and all of the later 2-seaters) until I pick up some Halberstadts or similar, stats are general enough in this game that should be close enough. I'll still keep the Roland around for the "obsolete" slot, since at least some squadrons kept a few around for several more months (presumably for low-risk missions or training ?).

I just use the game markers to keep track of kills etc, but don't bother worrying about getting the nationality right. I'll take a look at increasing the frequency of gaining traits, but it's already a bit easier to get them in my campaign than in yours.

Well, it is a little more expensive but you can order Red eagle (skytrex) minitures from here too, it might be easier than buyiing them from overseas. Warweb.com takes $9 each for the planes ($15 for the Gotha). I glue a cut off screw under the planes to fit them to the Wow stands.

As for the abilities I think the first one should be easy to get, the rest should take a lot of effort.. We have 1 pilot with 3 abilities and 4 with 2 (total 13 german pilots + 3 observers), 5 french/Us pilots + 3 observers, 1 RNAS pilot ( They do had a lot of fatalitys however), and 4 RFC pilots + 3 observers). Totaly have we 14 players, some play every month others less frequent and new ones show up at times. 7 german players, 6 allied and one who have both a yank and a german pilot. Only france have an ace and the coward got 3 balloons in a single game. My pilot have 1 Spad VII, 1 Nieuport 24, 1 Balloon and 2 forced landings (an SE5 and a Nieuport 17). The last ones doesn't really count however.

The RNAS guy have also built a graveyard for each side and is putting up crosses and tombstones for the dead pilots, he and one of the german players stand for 11 of the 23 dead pilots (I have 1 + the only POW right now). Some people are just not that luky and makes misstakes a bit too often Usually dies a pilot and a half every round. If I remember I will take a picture of it tommorow.

I have never been shot down by ground fire but that was just luck, my plane burned all the way from the enemys airfield to ours and went out just before I landed, my mechanic must have cried himself to sleep that night.. But many great pilot were killed by ground fire, including the red baron himself.

My POW went to due to a mid air collision with a ¤%& french pilot. Many good pilots went down that way too, like Boelke.

.

I'm only about 300 miles North of the Skytrex premises (I'm in Paisley, near Glasgow in Scotland). Doesn't make their webstore work any better :) I've contacted them to see if they take cheques (I'd be surprised if they don't), so I should be able to sort something out soon. Thanks for the tip about using screws, I was wondering how I was going to alter the models to fit WAW stands. I am going to make a custom stand for the AEG however, it might be a bit unstable on the WAW bases and I want to make the pole high enough that the large wingspan doesn't stop models from getting in close to the base. It's only going to be changing height if it's crashing, so it doesn't need to use the peg system !

I award kills for planes that are destroyed by fire damage even after they leave the playing area, and for planes that attempt emergency landings but crash. I usually only have an airfield on the table if it's a target since I just use the 2 WAW maps to play on, so it's uncommon for badly damaged or burning planes to be able to land back at base in my games.

IRM said:

I'm only about 300 miles North of the Skytrex premises (I'm in Paisley, near Glasgow in Scotland). Doesn't make their webstore work any better :) I've contacted them to see if they take cheques (I'd be surprised if they don't), so I should be able to sort something out soon. Thanks for the tip about using screws, I was wondering how I was going to alter the models to fit WAW stands. I am going to make a custom stand for the AEG however, it might be a bit unstable on the WAW bases and I want to make the pole high enough that the large wingspan doesn't stop models from getting in close to the base. It's only going to be changing height if it's crashing, so it doesn't need to use the peg system !

I award kills for planes that are destroyed by fire damage even after they leave the playing area, and for planes that attempt emergency landings but crash. I usually only have an airfield on the table if it's a target since I just use the 2 WAW maps to play on, so it's uncommon for badly damaged or burning planes to be able to land back at base in my games.

Ah, sorry, I thought you were a yank :) We had no problems with them, even though they sometimes are a bit slow with sending stuff (or maybe the mail got sent wrong, I live in Sweden).

As for the AEG I were thinking the same but I decided to try the same way I do with all my other planes first and it worked fine with the regular stand. The Gotha is another matter, we are looking into it right now, but one of my players bought it so we shall see how he want it.

If you want pictures about the stands, I coud take a few and post them here.