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This topic contains 484 replies, has 35 voices, and was last updated by  madman1960 5 years, 7 months ago.

Viewing 15 posts - 286 through 300 (of 510 total)
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  • #1370245

    suetoniuspaullinus
    Member
    12198xp

    @grimwolfuk

    Thanks for posting this! I’ll have a look at this later tonight ?

    Vietnam War testers for my next project (with better figures ?

    513D8E01-51E6-49F9-9A37-5FDE021CE79F

    #1370417

    grimwolfuk
    10506xp
    Cult of Games Member

    #1370419

    grimwolfuk
    10506xp
    Cult of Games Member

    #1370674

    oriskany
    60771xp
    Cult of Games Member

    Okay, so seriously … who’s in?

    System:  AirWar C21 (Long Face Games)

    Operation Corporate Supplement (1982 Falklands War)

    Adopted to run via web conference.

    Ping me a PM if you’re interested.  😀

    #1370909

    grimwolfuk
    10506xp
    Cult of Games Member

    Oriskany’s weekend wargame project blog can be found here.

    Oriskany Weekend Wargames – Who’s In?

    We are moving from the land to the air in 1982.

    #1370912

    grimwolfuk
    10506xp
    Cult of Games Member

    He is a video from one of SITREP’s own Chris on his Ukrainian’s

    #1371409

    oriskany
    60771xp
    Cult of Games Member

    Great work on those Vietnam test figures, @suetoniuspaullinus .  So … those are “test” figures?  As in you won’t really use them for gaming in Vietnam?  The only reason I ask is the one figure that seems to have an M203 grenade launcher.  I supposed you could make a case they would be with special units in the  very final days of the American ground involvement – 1971-72.  Don’t get me wrong, I’m not nitpicking here, that one figure would just definitely be “late war” Vietnam. 😀  Very late war.

    Holy crap, why isn’t Chris’ video (that’s @armourygames or @walkaboutgamez here on BoW if I’m  not mistaken) on our YouTube channel?  Or a project thread?  Great BMPs, BTRs, and MBTs (sorry, can’t tell if that’s T-72, 80, or new 84s under all the reactive armor).  And of course the DPR leader is very distinctive!

    #1371410

    oriskany
    60771xp
    Cult of Games Member

    First playthrough of Air War C21 is complete – using the first scenario presented in the Operation Corporate Falklands 1982 campaign booklet.

    This was less a dogfight than a collection of drunken cats trying to fight their way out of a barrel of peanut butter – no fault of the game system at all – just me learning how the system works.

    The system seems actually pretty great, really challenging the player to consider when he should take gambles, especially with his maneuvers.  It also teaches some real flying fundamentals, like never forget to apply power before a difficult maneuver because whether the maneuver succeeds or fails, you’re losing speed and if you come out of the maneuver in a stall …

    One things for sure … Argentinian fighters like guns.  British fighters like their American-made AIM-9L “Sidewinder” SR AAMs.  This results in a classic “high tech guys want to fight at long range, more numerous guys want to get into choking distance” dynamic.

    The scenario sheet from the Operation Corporate campaign booklet:

     

    The wide-angle of the whole 72″ x 36″ map. The British roll 8 for entry zone. The Argentinians roll 11. The Argentinian Mirages than roll great on initiative, and the British are mostly caught flat-footed. The Mirages are very fast (in a straight line, they’re not very maneuverable) and zoom in very hard from the northwest. The lead Sea Harrier tries a hard break to port, fails it, and goes into a stall.  By the way, this break turn was unnecessary, the Sea Harrier can make this angle with normal turns (slower but MUCH more maneuverable than Mirage IIIs) – I also didn’t know to apply thrust at the beginning of movement before trying a maneuver card, so not only did my lead British pilot try an unneeded risky maneuver, but I then did it improperly, then whiffed the roll. Like I said, learning the game.

     

    Sea Harrier 02 tries to cover his leader, but earns two sustained bursts of cannon fire from two of the Mirages. Fortunately they’re at extreme range, so little damage is done. Control surfaces are damaged, however, leaving the Harrier less maneuverable. He also slings a Sidewinder back at the Mirages, scores a hit (the Mirage fails his Break turn), but on a 1d10 damage roll, only rolls a 2. The Argentine pilot is WOUNDED, however. No more high-G turns for him.

     

    Lead Sea Harrier fails TWO more checks trying to recover that stall, finally making it at the end of Turn 2. By then, however Sea Harrier 02 has two Mirages on his six, who put two EXTENDED cannon fire bursts into his tail at medium range (burning through most of their ammo). It’s enough to cripple Sea Harrier 02, which means the max safe speed for the craft is now down from 13 to 7 (half). Too bad he’s moving at 10, putting him at VMAX exceed of +3 = 3 more points of damage. The Harrier literally flies apart, and the pilot does not survive the ejection.

     

    Lead Sea Harrier finally starts to get his shit together, accelerating full-power and executing an Immelman maneuver, doubling back to face the Mirages. The third Mirage actually goofs a little here and after failing a maneuver check, actually flies off the table and inadvertently disengages. Sea Harrier 01 gets an IR lock and slings out a Sidewinder. Both Mirage 02 and 03 would love to shoot back, but their R.550 Magic IR SRAAMs can only lock on from BEHIND their target (Sidewinders can engage from any target aspect, some weapons have to be in target rear 180 arc, really poor missiles have to be in target’s rear 60 arc). Their longer-ranged (but less accurate) R.550 Mystra SARH (semi-active radar homing) missiles can get a lock from any aspect angle, but they must use the Mirage’s onboard radar for that, which isn’t great. Only one gets a lock, and fires.

     

    Sea Harrier 01 executes a double-break S-Turn, first to port and then starboard, sidestepping the incoming R.550 Mystra. The missile missiles. Mirage 02 tries to cut inside the Harrier, fails, and takes the Sidewinder to boot. The plane explodes, but the pilot punches clear. Further back (and having won initiative) Mirage 03 goes head-to-head with the Harrier, hoping to dump the last of his ammo into the Harrier’s canopy. He hits, but doesn’t do enough damage. Meanwhile, the Harrier’s guns fire back, hit as well, and leave the Mirage crippled. Fortunately, the Mirage is only moving at 8, less than the new VMAX of 10 (these Mirage III EAs start with a 20). So with one damage point left, AND a wounded pilot, this Mirage is still in the fight.

     

    The last Mirage is desperate to get off the southern end of the board and disengage. He is helped when Harrier 01 fails an Immelman maneuver, trying to double back at the Mirage as he breaks southwest. The game ends at the end of Turn 05, with one Sea Harrier shot down, and one Mirage III shot down. Given than the whole British task force only has 20 Harriers, and the Argentinian Air Force and Navy have 200 combat aircraft between them, they can afford to trade the British 1-1. As reflected in the published scenario victory conditions, the game result is actually a partial Argentina Victory.

    #1371432

    flatbattery
    8265xp
    Cult of Games Member

    For anyone interested, a World at War 85 preview print unboxing.

    https://youtu.be/lUNf8_m6fcc

    #1371459

    grimwolfuk
    10506xp
    Cult of Games Member

    @flatbattery excellent as I back this on KS

    #1371469

    grimwolfuk
    10506xp
    Cult of Games Member

    Just looking at the video and ‘World at War ’85 Storming the Gap’ has unit cards with information to allow you to use minis in a different scale from 6mm to 28mm (@26m 23s)

    #1371476

    flatbattery
    8265xp
    Cult of Games Member

    @grimwolfuk. The data cards were an interesting late stretch goal. Don’t know how well it will translate, but I do know the whole revamped system has been many years in the making, so I’d guess it was well tested.

    #1371484

    grimwolfuk
    10506xp
    Cult of Games Member

    You could get hexs from here

    https://www.spielematerial.de/en/

    and Technically use 6mm miniatures for the counters and make the game 3d almost.

    #1371497

    flatbattery
    8265xp
    Cult of Games Member

    Coincidentally someone on the WAW85 Facebook group has done this.

    55944906_2819630858062123_1233967571842105344_n

    #1371673

    rastamann
    Participant
    2735xp

    @flatbattery, I’ve seen it – very cool! the playaids looked to add a lot to the ease of gameplay.

    And the adaptation to 3mm is rather cool, even if I don’t like the map very much!

    In the meantime, part 3 of my stocking up for Brexit has arrived – I really still need to buy a few (or a lot of) buildings from Leven Miniatures, so I would really like Brexit to get a couple more months of an extension at least…

    stocking-up-part-III

    Now I’ve got all I need for my Cold War Gone hot in 1985 and will start preparing for war 🙂

    @oriskany – the C21 game looks awesome. I think I’ll finally start reading up on rules and get my schedule straight 🙂 Maybe I can get to sign up for one of these in the near future!!!

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