Project B17 Flying Fortress

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Snippersly
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Project B17 Flying Fortress

Unread post by Snippersly » Wed Apr 18, 2012 7:13 am

Here is version 2:
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This time I added stats in the lower left corner for each weapon. It is the number of dice thrown at what range. I left this written in pencil so after the play test on Thursday Night I can make adjustments.

I also added in stats in the Upper Right as well as Pilot Quality. I set it at average for the playtest...though I think Bomber Pilots had even better nerves than fighter pilots. I think even a veteran pilot might be in order for some scenarios.

I also finished off with my first set of Special Abilities in the Lower Right area.

The map is still color coded and everything has been reduced to Range 2 or Range 3.

More feedback and ideas are welcome. Thank you all for the tremendous outpouring of ideas and support as I continue to plagarize and refine this.

Snippersly
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Re: Project B17 Flying Fortress

Unread post by Rebel » Wed Apr 18, 2012 1:29 pm

I like it... it lives up to it's name, and would be fun to use it looks like, though by staying at range a FW or Bf could take it down! :D
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Re: Project B17 Flying Fortress

Unread post by Ace of Aces » Wed Apr 18, 2012 3:22 pm

Very nice, interested to hear your thoughts after the playtest.
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Re: Project B17 Flying Fortress

Unread post by Snippersly » Thu May 03, 2012 8:40 am

THIS IS IT! THE FINAL VERSION YOU HAVE ALL BEEN WAITING FOR! After playtesting (see pics below) here is the best, easist to understand and final version of the Project: B-17

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Also available in .pdf - PM me with your email address.
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Re: Project B17 Flying Fortress

Unread post by Snippersly » Thu May 03, 2012 8:46 am

The play test went very well... The final chart is above.

We started off the game with 2 B17s and four enemy fighters. The fighters rapidly closed the distance and made attacks, however when the B17 got its chance, it used the Combined Fire Special Ability and took out one of the 109 Wingman planes. Retunr fire was rough and one of the aluminum beasts took its first hit.
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Combined Fire is a great special ability and is the B17s best chance of knocking a plane from the sky. Since it is limited, as an enemy, I'd stay out at Range 2 or 3 until it was used up, then close in for the kill. The rest of the B17 guns are really defensive in nature. While it will repel things, it was VERY hard to get a hit when you only hit on 5s and 6s.
In game one the first bomber went down in flames and the second made it over the target but it had taken 4 out of 6 hits. It was a tough battle and the 109s really have the advantage.
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For Game 2 we added a P51 Escort to the mix along with 2 B17s. To balance it out, the Germans got an additional 109 Wingman. There was a HUGE difference. With the fighters having to focus on watching thier tail, the B17s got all the way across the table. Both took some damage but they made it. The eventual cost was a 109 Ace lost and 2 of the Wingmen lost. The P51 did not survive but the bombers made it.
We were a bit suprised how much 1 fighter escort made against the horde of German planes. The German Ace closed in and fired from Range 1 and got 9 hits... the B17 Vital was a 10 so it is possible to shoot it down in one pass with a really lucky roll. The B17 then used its Combined Fire and blasted the Ace out of the sky with a handful of natural sixes! I was beaming... Master Sergeant could scaresly believe it... He counted the hits like 3 times just to confirm he was seeing all those natural sixes.
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Anyway, above is the FINAL VERSION of the B17 Chart. I hope some of you try this out and post results. The only one optional change I would look to is the total number of hits for the B17. Without a fighter escort, 6 hits comes quickly. With a Fighter Escort, 6 hits is hard to get and maybe should be dropped to 5. I'll leave this up to you as you see fit when you try it.

I'll be taking this to Kublacon and flying the Bomber Scenario there. We are also going to do a Japanese Plane scenario and some BF110s Battle of Britain.
Thanks for the advice/ideas/tips etc. Until then I'll be proudly representing the Aluminum Overcast, one of my favorite planes of all time... the B-17G Flying Fortress!

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God grant me the Serenity to accept the things I cannot change, the Courage to change the things I can... and the Firepower to make the difference.

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Re: Project B17 Flying Fortress

Unread post by Ace of Aces » Thu May 03, 2012 4:12 pm

Great read Snippersly. Was this a custom scenario? If so, would you be willing to post it as well?

PMing you my email now.
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Re: Project B17 Flying Fortress

Unread post by Entek » Thu May 03, 2012 7:24 pm

I've actually flown on the Aluminum Overcast a few years ago. That was a one in a life time opportunity I'll never forget. I'll ya'll want I can find where the pics are online and post a link.

Looks like it was a lot of fun Snips.
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Re: Project B17 Flying Fortress

Unread post by Pletch » Sat May 05, 2012 3:06 am

Snippersly wrote:Anyway, above is the FINAL VERSION of the B17 Chart. I hope some of you try this out and post results. The only one optional change I would look to is the total number of hits for the B17. Without a fighter escort, 6 hits comes quickly. With a Fighter Escort, 6 hits is hard to get and maybe should be dropped to 5. I'll leave this up to you as you see fit when you try it.
Sounds like a good testament to why fighter escort was so important for bombers!
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Re: Project B17 Flying Fortress

Unread post by FieldMarshall Ober » Sat May 05, 2012 1:27 pm

Great read. Thanks for sharing it. Its a massive amount of work you have done, I mean just the charts are a big job let alone the game mechanics and the play testing. :bow:
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Re: Project B17 Flying Fortress

Unread post by Sean-Khan » Tue May 15, 2012 8:15 am

That scenario & the bombers look extremely cool :D I've been already drooling over pics of He111's before, bombers really make the game much more visual!

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