My latest Tumbling Dice planes have arrived from the UK:
I now have some MiG-29s, F/A-18s, F-16s and a E2 Hawkeye.
The E2 Hawkeye is for use in scenarios. Interestingly the C21 rules list the E2 as an AWACS in the notes, but I can't find any reference to what AWACS does in the game. I will see if there is any reference in the Yahoo group. If not, I will as the group what AWACS does.
Like previously I will paint the minis in a neutral way so that I can use them for various nations, plus I will use the F-16s as F-16s and as the Japanese F-2. The F-2 is based on the F-16, but is slightly larger with subtle differences. Until some one makes a 1:600 F-2 I will use the F-16s.
The F/A-18s will allow me to field USN and Australian forces in games.
I will post photos once I have painted the figures. But first I have to glue the magnets to the planes and hope they actually stay glued. I have a lot of problems having the magnets stay on no matter what type of glue I use.
Showing posts with label Airwar: C21. Show all posts
Showing posts with label Airwar: C21. Show all posts
AirWar: C21 - review after game played
I just finished playing a test game of AirWar: C21, and it was very enjoyable.
I randomly rolled for all pilot skill levels that gave me three average pilots and one green pilot.
I pitted my F-15s against the Su-27s, with the only green pilot being in an Su-27.
As I was playing the game solo, I used the manoeuvre cards I created as hidden movement - a card was chosen at random and placed next to the enemy plane, with only certain manoeuvres beings allowed if fired upon. This was done to reflect a pilot taking an evasive move when targeted.
Each turn I wrote down the orders for my F-15 pilots before placing enemy movement cards.
I then rolled for initiative for all the planes and played out the phase in order.
Initially the game was slowed by having to re-read rule sections and to make sure I was doing the correct things, but after a few game turns I was using the QRS more than the book, with the exception of expanding on information that was on the QFS.
My pilot reference sheets proved to be essential as this had all the data I needed at hand, which means the game flowed a lot faster.
During the game I realised I needed missile counters, so I borrowed an idea I found on the web and cut sections of pipe cleaners and up them on flight stands. This worked very well indeed, and I used the idea for missiles and chaff/flares.
Due to the small playing area I had, I used centimetres instead of inches, and this worked perfectly.
In the first game turn my #2 F-15 failed his manoeuvre, but it was lucky for him that he was out of range of any enemy fire. All other planes moved without hassle.
In the second turn F-15 #1 increased its speed in order to get into missile range, and his intended target failed its manoeuvre - presenting a nice target for the AIM-7s. One of the fired missiles missed, but the second one did enough damage that the Su-27 blew apart.
In the third turn the remaining Su-27 fired two missiles at the victorious F-15, and in turn both F-15s fired missiles at the Su-27.
Bad dice rolls saved the targeted F-15, but I am putting the misses down to the chaff used.
The Targeted Su-27 evaded two of the four missiles. The third missile struck the plane causing a lot of damage, but not destroying it. That job was left to the fourth missile, which destroyed the Su-27 in a massive fire ball.
The game didn't take long to play at all - with only four planes in total the game moved very fast. I except with more planes the game would slow down, but once the rules are understood and I know what is what, that time would be cut down.
I enjoyed the game, and will definitely be playing more games in the future.
When I next go shopping I will buy some different pipe cleaners and make some better missile and chaff counters with them.
Having played the game I am happy that I can play it solo, and with this in mind I will be purchasing more aircraft for each side with the intention of playing a campaign.
I randomly rolled for all pilot skill levels that gave me three average pilots and one green pilot.
I pitted my F-15s against the Su-27s, with the only green pilot being in an Su-27.
As I was playing the game solo, I used the manoeuvre cards I created as hidden movement - a card was chosen at random and placed next to the enemy plane, with only certain manoeuvres beings allowed if fired upon. This was done to reflect a pilot taking an evasive move when targeted.
Each turn I wrote down the orders for my F-15 pilots before placing enemy movement cards.
I then rolled for initiative for all the planes and played out the phase in order.
Initially the game was slowed by having to re-read rule sections and to make sure I was doing the correct things, but after a few game turns I was using the QRS more than the book, with the exception of expanding on information that was on the QFS.
My pilot reference sheets proved to be essential as this had all the data I needed at hand, which means the game flowed a lot faster.
During the game I realised I needed missile counters, so I borrowed an idea I found on the web and cut sections of pipe cleaners and up them on flight stands. This worked very well indeed, and I used the idea for missiles and chaff/flares.
Due to the small playing area I had, I used centimetres instead of inches, and this worked perfectly.
In the first game turn my #2 F-15 failed his manoeuvre, but it was lucky for him that he was out of range of any enemy fire. All other planes moved without hassle.
In the second turn F-15 #1 increased its speed in order to get into missile range, and his intended target failed its manoeuvre - presenting a nice target for the AIM-7s. One of the fired missiles missed, but the second one did enough damage that the Su-27 blew apart.
In the third turn the remaining Su-27 fired two missiles at the victorious F-15, and in turn both F-15s fired missiles at the Su-27.
Bad dice rolls saved the targeted F-15, but I am putting the misses down to the chaff used.
The Targeted Su-27 evaded two of the four missiles. The third missile struck the plane causing a lot of damage, but not destroying it. That job was left to the fourth missile, which destroyed the Su-27 in a massive fire ball.
The game didn't take long to play at all - with only four planes in total the game moved very fast. I except with more planes the game would slow down, but once the rules are understood and I know what is what, that time would be cut down.
I enjoyed the game, and will definitely be playing more games in the future.
When I next go shopping I will buy some different pipe cleaners and make some better missile and chaff counters with them.
Having played the game I am happy that I can play it solo, and with this in mind I will be purchasing more aircraft for each side with the intention of playing a campaign.
A 2nd Russo-Japanese War?
As part of my preparation for an AirWar: C21 campaign I am researching some background on some potential modern day conflicts.
I wanted to do something different to the norm with this campaign (as I usually tend to do). Originally I wanted to set up a new Sino-Japanese war, as there is plenty of tension between to two nations.
But due to the fact that I can't buy modern Chinese jet miniatures I scrapped this idea.
Instead I came up with a potential Russo-Japanese war over the disputed Norther Territories (or Kuril Islands as Russia calls them).
Here is some back ground information on the tension between the two nations:
I wanted to do something different to the norm with this campaign (as I usually tend to do). Originally I wanted to set up a new Sino-Japanese war, as there is plenty of tension between to two nations.
But due to the fact that I can't buy modern Chinese jet miniatures I scrapped this idea.
Instead I came up with a potential Russo-Japanese war over the disputed Norther Territories (or Kuril Islands as Russia calls them).
Here is some back ground information on the tension between the two nations:
Note the Chishima video is 26 mins long
AirWar: C21 a first impressions review
My AirWar: C21 rules arrived this week after a bit of a delay from the U.K. end.
I ordered 2 x F-15s and 2 x Su-27s and magnets with the rules so that I could use them in a game ASAP.
And have your anginine handy - I have already painted the minis!
The planes are Tumbling dice 1/600 scale miniatures and they are great. I didn't paint up any fancy or complicated paint schemes for them as I want to use them for many different nations as my scenarios require. Thus I won't be painting any markings on the planes.
Anyway, a quick review of the rules, bearing in mind that I have yet to play a game and that I have only read them a few times.
I ordered the book, but you can easily pay for and download a PDF and print them out yourself.
The rules are 44 pages long, including contents and quick reference sheets.
Most of the book is taken up with plane and weapon data, with the actual rules taking up 14 pages, with an extra 10 pages dedicated to air to ground rules.
At first glance the rules can be a bit daunting as there are a few stats to take in, but once you read the rules and check what the rules discuss against the plane and missile data it all makes sense and isn't really that complicated at all.
Playing a game requires d6 and d10 dice and your playing surface. A hex sheet is not needed in any way at all, but if you can't cope without one you could easily adapt the rules to allow for hex movement.
Also there is no altitude system with the game so you don't have to record what altitude your planes are flying at which helps speed things up a bit.
Each turn is broken down into two phases which are almost identical in what you do in them.
Players select their speed, their manoeuvres, roll for initiative and spotting. Based on the initiative the planes are then moved, combat is conducted and then final speed calculated based on damage or manoeuvres made.
Pros and Cons
you can play a game from anytime 1960 on wards, which gives a lot of scope for different historical wars as well as some non-historical ones.
While designed for two or more players I honestly think it would be easy to play solo by the use of manoeuvre cards.
the game doesn't come with manoeuvre cards, roster sheets or any markers the game requires you to have to play the game. Fortunately I was able to find some roster sheets and manoeuvre cards in a yahoo group.
The rules mention campaign games, but doesn't have any campaign rules. As I love campaigns this was a bit of a bummer for me, but I will probably adapt an old board game I have called "Hornet Leader" for use with the game, or even make my own system.
The rules have Pilot skill ratings from Green to Ace (5 skill levels in all) but doesn't tell you how to generate pilots for your games. Again I will come up with something for this.
~ ~ ~
Overall the rules seem quite good, but I will reserve my full judgement until I have played a game. I will post my thoughts on how the game played once I have done so.
I ordered 2 x F-15s and 2 x Su-27s and magnets with the rules so that I could use them in a game ASAP.
And have your anginine handy - I have already painted the minis!
The planes are Tumbling dice 1/600 scale miniatures and they are great. I didn't paint up any fancy or complicated paint schemes for them as I want to use them for many different nations as my scenarios require. Thus I won't be painting any markings on the planes.
| F-15s and Su-27s - not very imaginative paint jobs I know. |
Anyway, a quick review of the rules, bearing in mind that I have yet to play a game and that I have only read them a few times.
I ordered the book, but you can easily pay for and download a PDF and print them out yourself.
The rules are 44 pages long, including contents and quick reference sheets.
Most of the book is taken up with plane and weapon data, with the actual rules taking up 14 pages, with an extra 10 pages dedicated to air to ground rules.
At first glance the rules can be a bit daunting as there are a few stats to take in, but once you read the rules and check what the rules discuss against the plane and missile data it all makes sense and isn't really that complicated at all.
Playing a game requires d6 and d10 dice and your playing surface. A hex sheet is not needed in any way at all, but if you can't cope without one you could easily adapt the rules to allow for hex movement.
Also there is no altitude system with the game so you don't have to record what altitude your planes are flying at which helps speed things up a bit.
Each turn is broken down into two phases which are almost identical in what you do in them.
Players select their speed, their manoeuvres, roll for initiative and spotting. Based on the initiative the planes are then moved, combat is conducted and then final speed calculated based on damage or manoeuvres made.
Pros and Cons
- Pros
you can play a game from anytime 1960 on wards, which gives a lot of scope for different historical wars as well as some non-historical ones.
While designed for two or more players I honestly think it would be easy to play solo by the use of manoeuvre cards.
- Cons
the game doesn't come with manoeuvre cards, roster sheets or any markers the game requires you to have to play the game. Fortunately I was able to find some roster sheets and manoeuvre cards in a yahoo group.
The rules mention campaign games, but doesn't have any campaign rules. As I love campaigns this was a bit of a bummer for me, but I will probably adapt an old board game I have called "Hornet Leader" for use with the game, or even make my own system.
The rules have Pilot skill ratings from Green to Ace (5 skill levels in all) but doesn't tell you how to generate pilots for your games. Again I will come up with something for this.
~ ~ ~
Overall the rules seem quite good, but I will reserve my full judgement until I have played a game. I will post my thoughts on how the game played once I have done so.
Modern "What if" Conflicts?
In anticipation of my Airwar: C21 rules and some planes arriving I am thinking about modern conflicts and how to justify coming up with situations where modern jets would be used against each other.
There are plenty of countries that could go to war, but the main problem I seem to face is the use of nuclear weapons.
So how to justify a conflict where nukes wont be used?
"Nuke - just don't do it" - maybe the threat of a world wide nuclear war is enough deterrent to prevent a nuclear war. Maybe a bit over simplified but it could work.
Russia - if the state of their navy is anything to go by maybe Russian nukes/deployment systems are so poorly maintained that whilst the threat is there, they can't be used.
North Korea - just write a bit of back ground with a) they didn't actually develop nuclear weapons and it was all a sham, or b) due to lack of funds and resources (inc. a starving population) they weren't able to produce nuclear weapons.
China - apparently they have a 'do not use first policy'. This can be very useful as it means they 'pwomise' they will not use nukes unless they are used on them first.
The West - well, being the 'good guys' the West will never use them on others first.
African Nations - well, considering most of these nations don't really have much of an airforce compared to bigger nations would it really be fun to have an airwar that could end in the first game of a campaign?
With these points in mind, I am tempted to work on some following conflict ideas:
Indonesia vs Australia (and allies). The allies would be needed due to the small size of Australia's air force.
Russia:
conflict against former Soviet states escalates bringing the west into conflict with Russia.
vs Japan (over the northern Island chains). Can escalate including Western Forces.
Also as per the background of the novel "Fortunes of War"
War against the West due to invasions in Europe (Red Storm Rising novel)
North Korea:
stock standard 2nd Korea War (Red Phoenix novel)
vs Japan over years of tension, including kidnapping of Japanese citizens
China:
vs Vietnam - escalates bringing the west in (Red Dragon Rising novels)
vs Japan/Allies - over resources and control of southern Island, as per events last year.
Other Nations?
I haven't read the book, but apparently Larry Bond wrote a novel with France fighting against the U.S. which would be interesting to read.
To make a game interesting I think major powers are needed, or at least countries that have a decent sized air force.
I will do some research to see if African and South American Nations could come into contention. After seeing how some middle eastern nations didn't really put up much of a fight with their air force over the years, I don't think a middle eastern setting would be very rewarding.
There are plenty of countries that could go to war, but the main problem I seem to face is the use of nuclear weapons.
So how to justify a conflict where nukes wont be used?
"Nuke - just don't do it" - maybe the threat of a world wide nuclear war is enough deterrent to prevent a nuclear war. Maybe a bit over simplified but it could work.
Russia - if the state of their navy is anything to go by maybe Russian nukes/deployment systems are so poorly maintained that whilst the threat is there, they can't be used.
North Korea - just write a bit of back ground with a) they didn't actually develop nuclear weapons and it was all a sham, or b) due to lack of funds and resources (inc. a starving population) they weren't able to produce nuclear weapons.
China - apparently they have a 'do not use first policy'. This can be very useful as it means they 'pwomise' they will not use nukes unless they are used on them first.
The West - well, being the 'good guys' the West will never use them on others first.
African Nations - well, considering most of these nations don't really have much of an airforce compared to bigger nations would it really be fun to have an airwar that could end in the first game of a campaign?
With these points in mind, I am tempted to work on some following conflict ideas:
Indonesia vs Australia (and allies). The allies would be needed due to the small size of Australia's air force.
Russia:
conflict against former Soviet states escalates bringing the west into conflict with Russia.
vs Japan (over the northern Island chains). Can escalate including Western Forces.
Also as per the background of the novel "Fortunes of War"
War against the West due to invasions in Europe (Red Storm Rising novel)
North Korea:
stock standard 2nd Korea War (Red Phoenix novel)
vs Japan over years of tension, including kidnapping of Japanese citizens
China:
vs Vietnam - escalates bringing the west in (Red Dragon Rising novels)
vs Japan/Allies - over resources and control of southern Island, as per events last year.
Other Nations?
I haven't read the book, but apparently Larry Bond wrote a novel with France fighting against the U.S. which would be interesting to read.
To make a game interesting I think major powers are needed, or at least countries that have a decent sized air force.
I will do some research to see if African and South American Nations could come into contention. After seeing how some middle eastern nations didn't really put up much of a fight with their air force over the years, I don't think a middle eastern setting would be very rewarding.
Airwar: C21
I weakened over the weekend and put an order in for a new set of rules - Airwar: C21 from Wessex Games.
I am a big fan of 'plane games' having both WW1 and WW2 sets of rules and I have always wanted to game modern planes too.
I placed my order for a hard copy of the rules from Dom's Decals in the U.K. and ordered some Su-27s and F-15s to go with the rules so that I could play a game asap.
I really wanted the F-22 Raptor, but it seems no one makes them in 1:600 scale, but the Su-27 and F-15 will allow me to play games over a longer historical period and to represent many different countries for scenarios/game settings.
Having read a few Larry Bond novels, I am tempted to use some of these as the back ground for a modern war.
Stephen Coonts also has a number of novels that could be used for game settings.
When the rules and figures arrive I will do a review.
I am a big fan of 'plane games' having both WW1 and WW2 sets of rules and I have always wanted to game modern planes too.
I placed my order for a hard copy of the rules from Dom's Decals in the U.K. and ordered some Su-27s and F-15s to go with the rules so that I could play a game asap.
I really wanted the F-22 Raptor, but it seems no one makes them in 1:600 scale, but the Su-27 and F-15 will allow me to play games over a longer historical period and to represent many different countries for scenarios/game settings.
Having read a few Larry Bond novels, I am tempted to use some of these as the back ground for a modern war.
Stephen Coonts also has a number of novels that could be used for game settings.
When the rules and figures arrive I will do a review.
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