Since our last game I'd sourced, enhanced and printed out the deck plans of USS Intrepid (historical details at the end of the post) from Boardgamegeek, giving a bombing objective for the Japanese. We decided the the US had been caught napping and the 2 US planes would need to take off from the carrier (at altitude 0). The Carrier is bristling with AA guns which would hopefully help with protection until the defending planes got airborne.
So the new rules used were take-off, bombing, altitude and AA fire. The special damage was to be used as well, but none came up this game. We also were at pains to use the correct method of the planning phase this game, having incorrectly used the planning rules from MacSver's WWI Wings of Glory last time. This all slowed this session down as we got the hang of the new options, so this report seems a lot more brief than it actually was.
This was a fun game. Quite whether the amount of flak guns made it an even match up was never really discussed, as this had all the feel of a "proper" scenario. The US planes never had a chance of engaging as take-off takes 3 turns to get off the ground, never mind climbing to a decent altitude. The AA guns take a round to reload, so timing the shots and trying to predict the enemy movement was more just putting up a line of markers. The Japanese tactics of coming in low also took the movement of the dropped bombs out of the equation when making their attack. Maybe the next session will have the second wave coming into complete the job?
|The USS Intrepid|
(Yes I realise now my planes were taking off in the wrong direction!)