WoW Campaign Docs

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Wings of War Campaign Rules and Documents

These are files used in the Wings of War campaigns run by David Kuijt and Dave Schlanger.

General Information

These documents are used for all campaigns.

  • Maneuver Decks
  • Campaign Rules: File:Campaign Rules.pdf
    • Information about pilot skill levels and special abilities
      • General skill levels (Novice, Unblooded, Blooded, Veteran, Ace, Top Ace)
      • Special Pilot Abilities earned through experience
    • Changes from the F2F game
      • Consequences of illegal orders (Out Of Control Spin, and how it works)
      • Random-length Fire, Jam, Smoke
      • Collision rules
      • Von Richtofen Rule (ameliorating the effect of early Booms)
      • Change to Tailing rules (four cards, not three)
  • Altitude Rules: File:Altitude Rules.pdf
    • Altitude rules for use during tactical games
  • Bounce Rules: File:Bounce Rules.pdf
    • Description of spotting and interception rules used by the GM
    • Tactical rules used for "bounce" surprise attacks
  • Flare Rules
  • Hand Signal Rules

Piave River Campaign Information

Piave Campaign Overview

These are specific to the Piave River campaign, ca. June 2012.

Historical Background: http://en.wikipedia.org/wiki/Battle_of_the_Piave_River

  • Piave River Campaign Rules File:Piave River Campaign.pdf
    • Complete description of the strategic engine used to create WoW tactical battles in the Piave River Campaign
      • Squadrons, aircraft for both sides
      • Missions and Victory Points
      • Intercept rules
      • Special rules for forced landings, pursuit, mountain zones, aircraft-specific details, and so on.
  • Airplane Stats: File:Piave River Aircraft Stats.xlsx
    • Combined aircraft performance stats for all aircraft in the Piave River campaign
  • Maps of the Piave River Campaign, just to give a sense of it. These were generated from Google Earth using a .kmz dataset, which allows zooming in and out and representation of huge amounts more data than can be shown on a simple image.
Leftside
Middle
Rightside
  • Aircraft Ordonnance in June on the Italian Front
    • 'Upgunned' Pilot Ability can be taken for pilots flying SPAD7 or HD1 aircraft, or Brandenberg D1 aircraft, only. Two-seaters using experimental double rear guns (only -- not front guns) existed, but were very rare -- a maximum of one pilot per side (i.e., one Italian and one Austro-Hungarian) may take that skill, and none with their starting skills. British pilots are considered separate -- a single RE8 pilot may take 'Upgraded Guns' on his rear gun as starting Pilot Skill or later without impact on the number allowed the Italian side.
    • Nieuport 27 and Aviatik D1 aircraft were common in both A-firing and B-firing setups. Unblooded or Novice pilots flying these aircraft will have B guns; Blooded or better pilots will fly versions with A guns without needing to buy the Upgraded Guns skill.
    • Many Italian two-seaters appeared without front guns now and again, even at this late period of the war. Novice pilots in any Italian two-seater will fly a version without a front gun, and a new (negative) pilot skill 'Downgraded Guns' has been created for Italian pilots who wish to continue flying aircraft without front guns at higher skill levels.

More details coming.

Weather

Aerial battles were not all fought in a clear blue sky. One of the advantages of the Wings of War online game is that our battles need not be always fought in a clear blue sky either. The rules that follow are excerpted from the Weather Rules File:Weather.pdf; consult them for the most up-to-date version.

On any campaign day there is a chance that cloud formations will play a part in a battle. For purposes of the game, two types of clouds are differentiated: cumulus clouds and stratus clouds. Cumulus clouds are vertical columns of puffball clouds; stratus clouds (for the purposes of the game) are flat layers of cloud. Stratus clouds are easy to integrate into the game. They have an impact on strategic movement and spotting as follows:

  • For simplicity in integrating the strategic game with the tactical game, stratus clouds are considered to exist either around altitude 60, 110, or 160 only – in other words, to separate Low and Middle, Middle and High, or High and Very High. In the tactical game the stratus clouds will have an appropriate thickness, but for strategic movement this can be ignored, as pilots would never fly imbedded in clouds voluntarily for any extended period.
  • Stratus clouds may be continuous or discontinuous. If continuous, then the same cloud layer exists over the whole campaign map. If discontinuous, roll for each zone on each 15-minute turn; there is a 1/3 chance that the stratus cloud has a gap over that zone for that turn. Stratus clouds over mountain regions are always discontinuous, even if continuous over the main part of the campaign map.
  • Spotting by aircraft cannot occur beyond a continuous stratus cloud layer. The flugsmeldsdienst and similar ground spotting methods cannot spot any mission beyond a stratus cloud layer.
  • In a tactical game, the cloud layer is considered to have a more or less flat top and bottom. Planes may climb up or dive down into the cloud. Once in the cloud the plane will be blind and invisible until it comes out again – disengaging is automatic (if desired), and planes that wish to stay in the battle must enter their complete sequence of orders for the whole time until they once again leave the clouds (diving out or climbing out) to resume the battle, however long that is.
  • Ground fire beyond a low/middle stratus cloud is not possible. Photo-recon from above a stratus cloud at low/middle is also not possible.

Cumulus clouds work differently, and are a bit more challenging to integrate into the game in a tactical battle.

  • For purposes of the game, cumulus clouds appear within an altitude band only – either at Low or Middle over the main campaign map, or at Middle or High over mountain zones.
  • Any zone with cumulus clouds gives a -1 to all spotting rolls for aircraft in that zone at the level of the clouds (making them more difficult to spot, and also less effective spotting others).
  • Tactical games with cumulus clouds involve popping in and out of the clouds; each plane will have its own spotting image based upon what it can see. When inside a cloud, planes will not be able to see anything and will not get a map image.
  • Due to the significant additional complexity for DK making the images, large battles will usually not be run with cumulus clouds unless DK has a lot of free time that month.
  • Battles involving DK will usually not have cumulus clouds, for obvious reasons.

Note regarding new (non-standard) maneuver decks (JJ, KK, BB, AA)

For the first time in the Piave River campaign we are instituting some minor alterations to existing aircraft maneuver decks to reflect aircraft that were "on the cusp" -- that are poorly represented by the granularity of existing decks. For example, the standard Wings of War representation for the Albatros D3 (J deck, climb 3) is fine for the period of Bloody April 1917 in the Western Front with a 160hp engine, but doesn't fit the performance of the Oeffag-built Albatros D3 which fought throughout 1918 and was outfitted with gradually increasing engine power (185hp, 200hp, and 225hp for the version 53, 153, and 253 respectively).

The new maneuver decks allow representation of performance with finer granularity (slightly more detail). The J deck and the B deck are already identical save for speed (B deck being faster) -- the JJ deck as introduced is exactly the same maneuvers as the J deck, but is faster (half-way between the J deck and B deck in speed). Same for the KK deck -- all the K deck maneuvers, but increased in speed to half-way between the normal K deck and the H deck. And so on.

This allows us to represent the different Albatros D3 (oef) versions: the D3(oef)/53 is J deck, climb 3. The D3(oef)/153 is JJ deck, climb 4. And the D3(oef)/253 is B deck, climb 4. This means the D3(oef)/53 performs as the German Alb.D3, and the D3(oef)/253 is very similar to the German Alb.D5a, which matches how opponents flying Camels in the Dolomites saw their performance. And it allows us to represent the D3(oef)/153, which was the dominant aircraft of the Austro-Hungarians in this period, although older (53) versions were still in use and new (253) versions were being phased in.

Strategic and Tactical Advice