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Post by futabachan on May 28, 2011 10:53:01 GMT -9
I have a few ideas for some potential Archer scenarios. We haven't playtested any of them yet; it's harder to test both a scenario and a new unit simultaneously.
For starters, adding a bomber suggests adding a wider range of things for it to bomb. Some possibilities:
Observation Tower: 2 points of damage will ruin it.
Command Bunker: 5 points of damage will ruin it.
Fuel Dump: 3 points of damage will ruin it, but check for explosion every time it's hit; an "explosion" result ruins the dump.
Ammo Dump: 2 points of damage will ruin it, and cause an explosion that causes a checkered die attack on every aircraft within a low throttle move. Also roll for explosion after a single point of damage.
Factory: Set up four target markers in a square or rectangle. 2 points will ruin each target; thereafter, score an additional xx points by bombing any point inside the rectangle. (Or just make it a single target, and count up the number of points done?)
Rail Yard: Set up three or four target markers for the perimeter of the yard. Any point within the perimiter may be attacked. Total up the total number of points of damage done inside the perimeter, and score xx victory points for each.
Bridge: Only a Direct Hit will actually hit the bridge. Each time it's hit, roll a circle die; if the total is less than or equal to the total number of points inflicted so far, the bridge is ruined.
Airfield: Set up three target markers in a line, one cruising speed move apart. Set up two more markers to one side, close to each other, and one more marker on the other side of the line. The two markers on one side of the line are concrete aircraft shelters, which take five points each to ruin. The single marker on the far side is a fuel dump, as described above. The entire area along the line of the three markers is the runway. A "damage" result to the runway causes a small crater, and a "direct hit" or "critical damage" result causes a large crater. Score www points for knocking out an aircraft shelter, xxx points for destroying the fuel dump, yy points for each small crater, and zz points for each large one.
Marshalling Area. Set up six target markers in a 2x3 grid, one low throttle move apart from each other. They each take 4 points to ruin, and are each armed with machine guns which fire with initiative 5. The defending player may, at the start of each turn, order the troops to either fire at aircraft or hold their fire. If they're ordered to fire, they each fire at the closest aircraft within short range. If they're ordered to hold their fire, none of them will fire at all.
Destroyer: Set up two target markers adjacent to each other, and designate one of them as the bow. The ship acts with initiative 5, may move the width of one target marker per turn, and may roll the checkered die for turning. It may roll to try to repair its damage once per turn; a "repaired" roll on the hex die fixes one point of damage. The ship is equipped with rocket pods and a light cannon, both with unlimited ammo, and with missile control. Each has a 270-degree firing arc; choose which is mounted forward and which aft.
The ship can take 10 points of damage to its hull, 3 each to engines and rudder, and 2 points each to the cannon, rocket pod, and missile control. Roll the hex die when the ship is bombed. "Device" hits the Missile Control; "Weapon" hits either weapon; "Control Surfaces" hits the rudder (the ship can't turn when it's ruined); "Engine" hits the engine (immobilize the ship when it's ruined), and anything else hits the hull. The ship sinks when the hull is ruined.
Dedicated flats for the airfield, rail yard, factory, and warship might be nice, too.
Another option: allow aircraft to strafe certain soft targets (the rail yard, perhaps, and the troops in the marshalling area) with weapons other than bombs. Some targets might take full damage, others one point less than an equivalent bombing attack.
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Post by futabachan on Jun 19, 2011 17:16:34 GMT -9
Mea culpa: there is no "Direct Hit" result on a Circle die. For the bridge, ignore the Direct Hit bit, and just roll against damage done that turn to see if the bridge falls.
One more target type: Artillery Battery: two or three targets, 2 points each to ruin.
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Post by futabachan on Jun 19, 2011 17:16:59 GMT -9
Deep Strike
The Archer, with its larger fuel tanks, can hit targets deeper in enemy territory than escorting fighters can reach. This means going it alone behind enemy lines to hit high-value targets.
This is a three or four scenario mini-campaign, for two players or teams. By default, the State player is the attacker and the Rebel player the defender, but this could be reversed at the players' option. Before play, the attacking player rolls two circle dice, twice, to determine the targets to be attacked:
4: Artillery Battery (primary) or Observation Tower (secondary) 5: Fuel Dump or Ammo Dump (attacker's option; use the other type for secondary) 6: Command Bunker 7: Marshalling Area 8: Bridge 9: Airfield 10: Factory or Rail Yard (attacker's option; use the other type for secondary)
The higher of the two scores is the primary target; the lower is the secondary target. If the same target type is rolled for both targets, the attacker may optionally designate the primary target as a high-priority target, worth 50% more if ruined. There is no secondary target in this case, and the defender is free to concentrate all of their defenses to defend the single target.
The attacking player gets 3000 points to outfit an Archer of either model. The Archer must be outfitted with at least one bay full of bombs. The other bay, if purchased, may optionally be designated as a fuel tank. It still risks explosion if it is hit while there is fuel in it. Instead of bombs, it contains fuel; if the Archer has a working Gunner's Console, it may be activated to transfer one point of fuel from the bomb bay tank to the Archer's internal tanks per action; mark off one point of "ammunition" and repair one point of Fuel. This may be used to refuel the craft even if Fuel has been ruined.
The defending player gets a budget of 4500 points to divide between the defenses of the primary and secondary targets. The defender may purchase antiaircraft guns for xxx points each, missile batteries (rocket pods with Missile Control) for yyy points each, or Tigress or Interceptor aircraft at their face value.
In addition to the forces listed above, the first and last scenarios will include additional forces for both players, as specified in those scenarios.
After the defender has secretly allocated the defending forces, roll a circle die for the weather over the primary target, and a square die for the weather over the secondary target. A star indicates that the weather is cloudy over that target. If the weather is cloudy, ground and air units may only shoot at each other if they have a functioning Missile Control. The Missile Control does not contribute its additional circle die when acquiring a target through the clouds; it merely allows the target to be engaged at all. If the weather is cloudy over both targets at takeoff, the mission is scrubbed until the weather improves; roll again, and keep rolling until the weather is clear over at least one target.
The mission consists of three or four linked scenarios. Between scenarios, the Archer must mark off one box of Fuel, and it may spend two turns worth of actions attempting damage control. After the first scenario, the Archer player may decide to proceed to the primary or secondary target. As the Archer arrives at each target, roll a check die; on a star, the weather over the target changes: clear weather becomes cloudy, and vice versa. After the second scenario, the Archer player may decide to attack the other target, or to return to base. The Archer returns to base if it aborts either attack run, decides not to proceed to the second target, or succeeds in attacking the second target. Play the final scenario when the Archer returns to base.
At the end of the series of scenarios, add up the points scored by each side, and add the following;
+xxx if the primary target is ruined (Archer player) or not ruined (defense).
+yyy (~50% of xxx?) if the secondary target is ruined (Archer player) or not ruined (defense).
+zzz to the Archer player for landing safely at base without crashing.
+www to the defense for shooting down the Archer.
+vvv to the defense for capturing the Archer pilot (cumulative with the above).
Part I: Ingress
Setup:
Quick Play: For two players. Each side gets 4000 points to outfit two Tigresses. In addition, the attacking player gets the Archer as discussed above.
Campaign: TBD.
Starting Positions: In the center of one short edge, the attacking Archer flanked by two Tigresses. In the center of the opposite edge, two defending Tigresses. (In the printed map, the attackers are meant to be State, and the defenders Rebels.)
Ending Conditions: When the Archer exits the map or is shot down. The Archer may safely go out of bounds across the far edge where the defending Tigresses enter.
Rewards:
300 points to each team for participating.
300 points to either side for the destruction or forfeiture of a Tigress.
1000 points to the defenders for shooting down the Archer, ruining its Crew or both bomb bays, or forcing it to exit from any other map edge.
200 points to the attacker for exiting the Archer from the far map edge with at least one unruined bomb bay, at least two remaining Fuel boxes, and the Crew, Engine, and Control Surfaces not ruined.
Strategies: TBD.
Part IIa: Primary Target Part IIb: Secondary Target
Setup:
Quick Play: For two players. The attacking player receives the Archer from the previous scenario, with two turns of damage control rolls, and one Fuel box marked off.
Campaign: TBD.
Starting Positions: Place the Archer in the centre of one short table edge. Set up the appropriate target somewhere in the far half of the table but no closer than 12" to the far table edge. Any defending fighters may be set up within one Low Throttle move of the target. Defending ground defenses may not be set up within 12" of the Archer's table edge, but may otherwise be placed anywhere on the map that the defender desires.
Ending Conditions: When the Archer exits the map or is shot down. The Archer may safely go out of bounds through the table edge from which it entered. If the Archer is shot down during this scenario, its pilot is automatically captured. If the Archer goes down from fuel starvation after the scenario, roll the hex die three times; if any of the results is "Captured," the pilot and aircraft are captured
Rewards:
300 points to each team for participating.
400 points to either side for the destruction or forfeiture of an enemy jet.
xxx points for the destruction of the target, depending on the target.
Strategies: TBD.
Part III: Egress
Setup:
Quick Play: For two players. Each side gets 4000 points to outfit two Tigresses. In addition, the attacking player gets the Archer as discussed above.
Campaign: TBD.
Starting Positions: In the center of one long edge of the map, two defending Tigresses. In the center of the other edge, two Tigresses friendly to the Archer. 12" in front of the defending Tigresses, the Archer, heading toward the Tigresses friendly to it.
Ending Conditions: When the Archer exits the map or is shot down. The Archer may safely go out of bounds across the far edge where the Tigresses friendly to it enter.
Rewards:
300 points to each team for participating.
300 points to either side for the destruction or forfeiture of a Tigress.
600 points to the defenders for shooting down the Archer, or forcing it to exit from any other map edge.
200 points to the attacker for exiting the Archer from the far map edge.
Strategies: TBD.
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Post by Dave on Jun 19, 2011 18:05:48 GMT -9
That's a really cool idea. I'll think about using it as a mini-campaign in this vehicle pack.
I'm going to email you the NEW revised record sheets (you'll notice the costs are now 900 for the Archer and 1400 for the Archer II, plus some minor corrections).
I'll also send over a bunch of jet skins to see which ones you like best.
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Post by futabachan on Jun 19, 2011 21:52:44 GMT -9
This week and possibly next may be a little difficult to get any playtesting done. I'm off to a conference over the weekend. I'll be out of the country from June 30 through July 13, and largely out of touch. I'll try to squeeze in a session before then; we'll see.
The target selection chart from "Deep Strike" feels like it could be generalized into something that could also accommodate Tigress strikes. One die for the aircraft, and one for how well loaded with fuel, perhaps, with a positive modifier for aerial refuelling? Or turn it around, and roll first (possibly an ordinary 2d6, possibly tying the dice used or distance flown or the target type to the score you get) and assign suitable aircraft based on the mission type. Something like
2: Observation Tower 3: Artillery Battery 4: Fuel/Ammo Dump 5: Marshalling Area 6: Command Bunker 7: Bridge 8: Air Base 9: Rail Yard 10: Factory 11: Lone Warship Under Way 12: Beggar's Canyon Complex or Naval Base
...but that may be bombing a bridge too far.
Scenarios I still need to write up:
Scramble! Into the Fog Aerial Refueling The Longest Mission Partly Cloudy With A Chance Of Bombs The Surprise Reversed Beggar's Canyon
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Post by futabachan on Jun 20, 2011 21:17:41 GMT -9
Scramble!
"Air Raid! Enemy bombers approaching from the northwest! Scramble all fighters!"
Setup:
Quick Play: For two players. The State player receives 2500 points to outfit an Archer of either model. The Rebel player receives 2000? points to outfit one Interceptor or Tigress on alert, plus an additional 10,000 points for any number of additional jets based at the airfield.
Campaign: Any or all aircraft in the defender's force may be deployed at the base. The attacking force may consist of up to four aircraft, no more than two of which may be Archers. The defender may purchase antiaircraft guns and missile batteries; they may not be deployed within 12" of the Archer's starting position, but otherwise may be located wherever the defender wishes.
Starting Positions: Two thirds of the way down the table, in the center, set up a standard airfield, with the runway aligned with the long axis of the table. Set up the alert Interceptor at one end of the runway, facing the far edge of the table. The other Rebel jets may be located inside the airfield's concrete shelters, or parked in the open alongside the runway. The Archer enters from one of the table corners at the far edge of the table from the airfield.
Scrambling Aircraft: All Rebel aircraft other than the alert fighter on the runway must be scrambled before they may act. Roll the Circle die on the first turn for each aircraft; it becomes active on that turn. Before that turn, ignore all Crew damage.
Taxi, Takeoff, and Landing: Aircraft on the ground have no minimum speed, always have a turning number of 5, and may move at a speed of the slowest Low Throttle move, or less. To take off, they must move in a straight line at the highest Low Throttle move for one turn, after which they become airborne. On their first turn airborne, they must move in a straight line at Low Throttle, after which they have no further movement restrictions. Aircraft may land if they have moved in a straight line at Low Throttle on the previous turn. On the following turn, they must roll on the ground in a straight line for the distance of a maximum Low Throttle move, after which they may taxi normally.
Landing Gear: If an aircraft on the ground in its takeoff or landing roll hits a crater or building, or rolls off the runway, it takes a Circle die worth of damage, and ruins its landing gear. If a taxiing aircraft taxis off the runway or into a crater or building, roll a check die, and on a "Damage" result, ruin the landing gear. Aircraft with ruined landing gear are immobilized on the spot for the rest of the scenario.
Ending Conditions: When all attacking aircraft have been shot down or have exited the table. The attacking Archer may safely exit the table from any edge after ruining at least one ground target. If the Archer is shot down during the scenario, its pilot is automatically captured. If it goes down after the scenario from fuel exhaustion, roll for capture as normal. Rebel aircraft that end the scenario with ruined Fuel land safely at the air base and don't need to roll for capture.
Rewards:
300 points to each team for participating.
xxx points to the State player for cratering the runway enough to put it out of commission, plus ww points for each small crater and 2 x ww points for each large one.
xxx points to the Rebel player if the air base is still capable of safely launching and recovering jets at the end of the scenario.
yyy points to the State player for each Rebel aircraft shot down, destroyed on the ground, immobilized by ruined landing gear, or trapped inside a ruined aircraft shelter. Aircraft on the ground that are hit by bombs take damage to their Fuel AND Engine AND Control Surfaces. Additionally, if the hexagon die comes up with a "Weapon" or "Device" or "Crew" result, they take damage to that area as well, but ignore Crew damage to fighters whose pilots haven't manned them yet. Finally, if the aircraft is loaded with fuel or ammunition, make an explosion check when it is hit by a bomb. Aircraft on the ground may also be strafed by cannon, machine guns, or rockets, just as if they were in the air.
zzz points to the State player for each hardened aircraft shelter destroyed. Aircraft inside a shelter take no damage until the shelter is ruined. Once the shelter is ruined, any aircraft inside it are trapped, and all aircraft inside the shelter automatically take damage from all further bomb hits to the shelter.
vvv points to the State player for destroying the base's fuel dump.
uuu points to the Rebel player for shooting down the Archer, plus an additional ttt points for capturing the pilot.
Strategies: The Archer must act quickly to hit the air base and get away before the fighters based there can get airborne to attack it.
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Post by Dave on Jun 22, 2011 18:34:36 GMT -9
Okay, these are great ideas, but we have some practical considerations.
My main concern when designing scenarios is to keep things easy and fast. Setup shouldn't take more than 5 minutes, and I try to focus on the main conditions of the battle without trying to include much else. For Scramble, I wouldn't recommend spending 10,000 during setup and instead just let the Rebel player start off with enough to points to buy a couple of defending jets and weapons. Assume there are jets in the hangars but simplify their damage (hangar and whatever it contains) to a single damage track.
Were you planning to develop these as a player-made campaign pack? Or were you expecting me to develop these?
If it's the latter, I have to say that I think these are well beyond the scope of the Archer vehicle expansion pack. For Scramble, it would probably take me a couple of weeks to design the graphics for the airfield, hangars, gun emplacements and other targets. Considering the work that's been done on the Archer so far, I'm on the push to wrap things up. I can consider adding one more simple mission, but I need to keep things simple with generic bombing targets.
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