Public MAS-WWII Playtest Session

Discuss the tactics and strategy of operating your own personal mercenary air squadron. Pilots, to your planes!
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MarkG88
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Post by MarkG88 »

Charles Lewis wrote:Considering those damaged Re's are at -3, you'd probably do ok, but that's your call. There's nothing stopping from diving without engaging, so you are free to do so.

Bullseye dives.

Peanut climbs.

MG dives down to help Red, and goes after one of the damaged Re.2000s. He easily slips in behind it and guns it down. The Italian pilot bails out safely. [yo, Joe!]

The last Re.2000 is up, and he now has a target rich environment. Seeing that Red seems to be the biggest threat, #3 moves in to help his flight leader. Red is Red Hot!!! deftly, but narrowly, fending off the newcomer, and then shooting him down with a quick burst to the engine!

That brings us to the end of the round.
Wow, Red is 3-3 on hits (only one shot down so far but still very impressive).

I didn't want to press my luck with Bullseye, that -2 damage modifier in the Gladiator Mk II is going to cause me to lose a pilot sometime I'm sure. I'm sorry I didn't have the money to buy a Re.2000 while working for the French, I like it (even though were riddling them with bullets right now hehe).

Peanut is -2 fuel, everyone else is -1. Red is at -3 ammo ( :shock: ) but things are looking good.

Red will try to finish off Re.2000 #1.

Kid (out of bombs) will bug out and head for home.
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MarkG88
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Post by MarkG88 »

What is Kid's XP for knocking out moderate AAA? Rules say it's based on the encounter points divided by ground units present (1 in this case) I just wasn't sure what the encounter points were.
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Charles Lewis
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Post by Charles Lewis »

The AAA was worth 2 encounter points, so it's worth 2 Exp. :)
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MarkG88
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Post by MarkG88 »

Charles Lewis wrote:The AAA was worth 2 encounter points, so it's worth 2 Exp. :)
Sweet, that is what I was estimating, but I wanted the official word hehe. MG made "Ace" btw and Peanut only needs one AtA kill as well so I'm enjoying this "milk run" so far.......
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Post by Charles Lewis »

MarkG88 wrote:Wow, Red is 3-3 on hits (only one shot down so far but still very impressive).

I didn't want to press my luck with Bullseye, that -2 damage modifier in the Gladiator Mk II is going to cause me to lose a pilot sometime I'm sure. I'm sorry I didn't have the money to buy a Re.2000 while working for the French, I like it (even though were riddling them with bullets right now hehe).

Peanut is -2 fuel, everyone else is -1. Red is at -3 ammo ( :shock: ) but things are looking good.

Red will try to finish off Re.2000 #1.

Kid (out of bombs) will bug out and head for home.
In case anyone's wondering how Mark could've gotten an Italian fighter while working for the French, this is how: The second campaign takes place shortly after the Fall of France and the British are concerned enough about the possibility of Nazi possession of the French Fleet that they attack the French. Force H from Gibraltar was tasked with neutralizing the portion of the French fleet that had sheltered in North Africa, and a carrier was part of Force H - ergo, an opportunity for air action (and there was, historically).

In terms of MAS-WWII, each side has a host nation for a particular campaign; for Campaign 2, the Axis host is France. While working for a particular host nation you have improved access to their aircraft (in terms of purchasing), normal access to aircraft from other countries on the same side, and worsened access to aircraft from the other side - there is presumed to be an open market, but it's difficult to ship in a German fighter when you're flying out of Britain. Difficult - but not impossible ;)

So, during Campaign 2, an MAS flying for the French would have normal access to German and Italian aircraft.

OK...time for Round 2...

Red goes after the last remaining Re.2000, the heavily damaged flight leader. Red is able to easily get him into position, and with the firepower of the Hurricane IIB, the Re.2000 goes down.

Kid is then freely able to turn his Sparviero for home.

Red, MG and Bullseye proceed at Medium and Peanut proceeds at Low.
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Post by Charles Lewis »

The Wild Geese reach the target area without further difficulty, and quickly spot a pair of Italian B.R.20 bombers in the vicinity. No escorts are seen.

Initiative:

MG, Medium
Bullseye, Medium
B.R. 20 #1, Medium
Peanut, Low
Red, Medium
B.R. 20 #2, Medium

Orders?
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Post by MarkG88 »

Charles Lewis wrote:The Wild Geese reach the target area without further difficulty, and quickly spot a pair of Italian B.R.20 bombers in the vicinity. No escorts are seen.

Initiative:

MG, Medium
Bullseye, Medium
B.R. 20 #1, Medium
Peanut, Low
Red, Medium
B.R. 20 #2, Medium

Orders?
MG will engage B.R. 20 #1 [maneuver 0, AtA cannons +1] and if the bomber get lucky and hits him, he has unique attribute Miscellaneous 5. Overall Lucky to use.
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Post by Charles Lewis »

MG goes after one of the bombers. Heavily laden and slow, the B.R.20 is no match for a shiny new Hurricane IIB. He hits the bomber hard and down it goes.

Bullseye going for the other one?
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Post by MarkG88 »

Charles Lewis wrote:MG goes after one of the bombers. Heavily laden and slow, the B.R.20 is no match for a shiny new Hurricane IIB. He hits the bomber hard and down it goes.

Bullseye going for the other one?
Sure why not, I brought him along for "table scraps" (going after damage planes) but this is a good opportunity for him to go 1 on 1. He'll engage B.R. 20 #2 [maneuver -1, AtA cannons -1].
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Post by Charles Lewis »

Bullseye takes his Gladiator after the other bomber. The gunners fire away, but never even get close to hitting him. Bullseye gets a deflection shot off...and gets a hit! He must have knocked out something vital as the B.R. 20s engine comes to a halt and the plane gently falls into a spin to the ground...chutes are seen.

Mission Accomplished, Wild Geese. Back to barn.
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Post by MarkG88 »

Sweet. Red will use unique attribute Administrative 2. Persuasive to get us an extra $5 so we have funds to fly with on next mission.
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Post by Charles Lewis »

This brings our public playtest session to a close. I hope everyone who came by found it interesting (and hopefully entertaining!).

Playtesting for the first WWII expansion to MAS is just about completed. Next will come the fun part of generating 78 plane sheets - that's how many aircraft are planned. In addition, there will be five campaigns, two designed to repeated as often as desired (and hopefully play a little different each time so as not to be boring). With just a little adjustment, the random campaign/mission generator from MAS can be used as well, so really, the fun never ends! :D

Ultimately, close to 200 aircraft will be represented in MAS-WWII covering all the major theaters and combatants.

With the holidays approaching, MAS-WWII:MTO probably won't get released until sometime in January, but as soon we something more concrete, I'll be sure to let everyone know. Stay tuned!
'Fear God and dread nought'
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