Showing posts with label Canvas Eagles. Show all posts
Showing posts with label Canvas Eagles. Show all posts

Monday, May 5, 2025

May 2025: Part 1

World of Warships

Grinding the Dockyard event for the Blucher finished today. Took her out for her maiden voyage and kept her back as recommended instead of charging in guns blazing. Recommendation confirmed: she's not as strong as expected. Nothing remarkable given she's a dockyard ship - usually they have some gimmick of sorts to justify her status as a reward. Especially when spending valuable doubloons (the two starter packs) to progress through the phases along with the silly grinding.

Not interested in the Unbreakable Line mode. When they make it permanent, then I will play it. Remember the earlier brawl modes from years back and it was always fun to play so am not suprised UL has been lauded as it has. 

Yesterday spent credit to obtain the supership Jacksonville. Not taken her out of port yet but may soon do so just to confirm the hype that it's as OP as stated. Currently does not have a commander (none spare in Reserve) but will plonk a 21-point captain on it and take it out for a lark. 

Tried to shift a few commanders around tonight; been meaning to do so for a while but never got round to it. Usually you can do so without expending doubloons and/or elite commander XP as many times you want. But tonight could only do so once before it costs. Monetization everywhere.

Contemplated going the Research Bureau route. Resetting and regrinding a tech tree line will allow me eventual access to other ships but I am hesitant. Saw Lord Zath's take on resetting the RB way but remain unconvinced. And despite Clyde Plays excellent RB guide to resetting, I am reluctant to travel down this path. Not sure why, but some instinct prevents me from embracing this legitimate approach to accessing more new ships. Happy, for now, to slow-grow my Research Bureau points. So excellent OP ships like the Paolo Emilio or Vampire II will have to wait long-term before obtaining. I do have one, the Ohio. But am in no immediate rush to go after others. Current priority - and a long way off - is the Slava. 

Playing the Tokachi has been fun. Aside from helping me to finish my Dockyard grind, it has been performing well when played actively in Co-Op mode. Past few games has seen the ship score at least 3-4 kills on average regardless of the map. Be it on the Two Brothers map through the middle or on any approach lane in Haven, she performs very well, especially when confronting superior numbers. Armour may be non-existent but her torp salvoes against battleships are lethal. And her HE is a good firestarter. 

Counterstrike 

Reviewing YT videos of old and removed CS maps no longer active that past few days. A big trip down memory lane when I watched some YT vidz on the topic. Forgot how much I used to play Counterstrike a lot in 1999 - 2001. Much loved game. Played Counterstrike, CS 1.6, CS: Condition Zero quite a bit back in the day. Began to wane when CS Source was released. 

Old maps like fy_iceworld were always on rotation and the internet cafe was always full of young (and old), mostly Asian. Late night sessions often extending overnight into the next morning.















FY-SNOW was a variation of FY-ICEWORLD which was a straight shoot-out whereby weapons were laid out and you spawned on to them. The map above is version 9. 

ICEWORLD was extremely popular and the server was often full when on rotation. It was the one I played a lot. Of course, you had the wall hacks and aimbots happening or getting booted instantly, but it was so much fun you often ignored those negative aspects.














By the time CS: Global Offensive appeared I had already moved on to other games. And even though I have both CS:GO and CS2 in my Steam library, I have no interest apart from spectating the pro teams and their amazing skills. 

I have returned for some Condition Zero action because it has a narrative (of sorts) for some nostalgia some years back. And still miss those internet cafe fun times. But I have WOWS nowadays to fill that void. Poorly though, I might add.

Canvas Eagles - Solo adaption

Many years ago (around 2018) I wrote up a solo adaptation of Canvas Eagles. While perfect for solo gladiatorial combat, it was also handy for multi-plane actions. Plus I wanted to explore King Kong atop Empire State building situations with fantastic beasts. Hence why I named it Canvas Eagles - Beast Warz.

Tweaking a few changes and/or options seems in order when I pulled out the original typed up adaptation today. 

Command Zones

In the original, I've got the top two skilled pilots (designated A and B pilots) having a Command Zone radius of 2 and 1 hex respectively. What these Command Zones represent is the influence the pilot exerts on any other friendly aircraft (usually wingman) within that zone. 

This zone only applies to C- and D-class pilots (Pilot and Novice respectively) who are normally wingman to the more experienced A- or B-class pilot. If the wingman is an A- or B-class pilot the command zone cancels out between both. 

Looking at it now I might expand the range of the A-class pilot Command Zone from 2 to 3 hexes, B-class from 1 to 2 hexes and C-class is now 1 hex while D-class pilots have no Command Zone.

Rewording needed: "...If either move outside that command zone, for whatever reason, then they immediately revert to their own movement procedure (see below)..." This applies specifically to wingman in a pairing. And applies especially to D-class pilots which is expanded upon in the next paragraph.

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Sunday, June 16, 2024

12 June 2024: Weekly Digest


12-16 June 2024

Bloody & Billions

Planned to take the week off from gaming and/or modelling. But the brain always remains active so I've pulled out some notes I made regarding Bitumen & Blowholes while incapacitated in hospital. 

1. Rules state that for every Spell chosen/employed, the Magic User must also take the Delicate (1) and Weak (1) skill. 

2. Every Spell costs five pennies. 

3. Spells taken must be from the same Magic school. One cannot mix different school spells. 

4. Spell ingredients do make it easier to cast the spell or enhance the potency of the spell. Or both. But they cost pingas. 

5. Every spell within a magic school are available for use. 

5. A warband starts out with 350 pennies. This covers the cost for characters, their equipment, and any items they might use. Also, items selected must be shown on the mini so WYSIWYG. You cannot claim a claymore if your model only has a knife.

5. Every warband must have a LEADER and DEPUTY LEADER. Leaders receive a 1 Skill bonus plus 1 die level increase of their choosing. Deputies/2IC get only the 1 Skill enhancement. The wording of this option permits exploitation (Mouse deputy with Strong (2) skill.  

6. No stat can be over d12. All others in the warband start without any skill apart from their own race's natural skill.

Routing

Spent time absorbing this important part of the rules. 

Routing Roll-Off occur whenever:

  • 50% or more models have been taken Out Of Action with side conducting Routing Roll-Off using their leader's Fortitude stat against the enemy leader's Presence stat.
  • If either leader is taken out, use the deputy/21C. 
  • If both leader and deputy/2IC are taken out then the warband automatically routes.
  • If the warband passes the Roll-Off, game continues. 
  • If the warband fails, game ends. 
  • If both parties have to Roll-Off and both fail, loss is recorded to both sides. 
  • A side may Voluntarily Rout but only after 3 Turns have been played and no experience points are gained for surviving but applies for any other reasons such as completing secondary objectives or scenario condition. 

Dens

Not a section of the rules that interests me at the moment as it relates more to campaigning than single games.

Warband

Now that I know how much to spend, how does that translate to what was purchased originally. Originally I purchased a starter pack with one additional extra model. Using the 350 pennies limit from the rulebook to calculate the cost using what's on the actual model, here's my breakdown. The enhancements are in italics.

Hare knight
Large Beast - Leader - Base cost: 53p - Skills (base): Leap, Strong (1)
Additional Skills (afforded by Equipment and/or Items): TBA
Bonus (Command): 1 Skill and 1 die level
M        S        B         R        N        C        A        F        P
d8       d10     d8       d6       d6       d6      d6       d8      d8
Equipment: One-handed weapon = 8p; Heavy armour = 25p; Heavy shield = 20p
Total cost = 106p !!

NOTE: Already spent nearly a third of my allocation and I still have five others to go. 

Mouse knight
Small Beast - Deputy/2IC - Base cost: 24p - Skills (base): none
Additional Skills (afforded by Equipment and/or Items): TBA
Bonus (Command): 1 Skill
M        S        B        R        N        C        A        F        P
d6       d6       d4      d6       d6       d6      d6       d6      d6
Equipment: 
One-handed weapon = 8p; Heavy armour = 25p; Heavy shield = 20p
Total cost = 87p

Mouse Shield Maiden 
Small Beast - Base cost: 24p - Skills (base): none
Additional Skills (afforded by Equipment and/or Items): TBA
M        S        B        R        N        C        A        F        P
d6       d6       d4      d6       d6       d6      d6       d6      d6
Equipment: One-handed weapon = 8p; Heavy armour = 25p; Heavy shield = 20p
Total cost = 87p

Weasel/Stoat
Medium Beast - Base cost: 36p - Skills (base): Fearless
Additional Skills (afforded by Equipment and/or Items): TBA
M        S        B        R        N        C        A        F        P
d8       d8       d6      d6       d8       d6      d6       d6      d6
Equipment: Crossbow = 20p; Light armour = 25p; 
Total cost = 61p

Squirrel
Medium Beast - Base cost: 34p - Skills (base): none
Additional Skills (afforded by Equipment and/or Items): TBA
M        S        B        R        N        C        A        F        P
d8       d8       d6      d6       d8       d6      d6       d6      d6
Equipment: Mage's Focus (staff) = 15p; Mage's Pouch = 10p; 
Total cost = 59p

Adder
Medium Beast - Base cost: 36p - Skills (base): Poison (Pain), Unarmed Fighters, cannot use any Weapons
Additional Skills (afforded by Equipment and/or Items): TBA
M        S        B        R        N        C        A        F        P
d6       d6       d4      d4       d4       d8      d8       d8      d8
Equipment: Mage's Focus (staff) = 15p; Mage's Pouch = 10p; 
Total cost = 59p

Mouse scout/thief
Small Beast - Base cost: 24p - Skills (base): none
Additional Skills (afforded by Equipment and/or Items): +3 Concealment
M        S        B        R        N        C        A        F        P
d6       d6       d4      d6       d6       d6      d6       d6      d6
Equipment: One-handed weapon = 8p; Concealment cloak = 15p
Total cost = 47p

Calculating the total cost is as follows: 106 + 87 + 87 + 61 + 59 + 47 = 450 !!! I am therefore 100 points over and this tally is based just on what's shown on the models. I haven't factored in the impact equipment and items bestow nor the costs for Magic Spells and/or their ingredients. It does mean some trimming down is required. 

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14 June 2024

Budget & Bogan

So how does one trim down a warband of seven figures to conform to the 350 pennies limit? You either up the pennies ante to accommodate all the minis in your warband, or else you trim down the warband numbers to fit the pennies limit.

There are several permutations available although it is restrictive because what's available is not wide-ranging or extensive.

Option 1: Power Player

This seems obvious given two of the figures are knights while a third is a shield maiden type character. Then there is the weasel crossbow. All four have some degree of armour protection. This combinations therefore reeks of heavy hitting potency. Add a magic user to round out the complement.

Typical grouping: Hare knight, Mouse knight, Mouse Shield Maiden, Weasel Crossbow, Adder/Squirrel.

Allegiance that might best fit this grouping are Royalist, Rogues, and Freebeast.

Option 2: Size Matters

Another option that is more suited to specialty tasking such as sneak thievery. At its core is the need to have at least one character of undertaking the speciality task, so you might go for a Mouse Scout/Thief or a the Adder Mage. The rest of the warband - depending on expenditure - can be any combinatioin that has to operate both fast and stealthily, 

Allegiance can be any of the four listed in the rulebook although the Wildbeast faction conjures up more of a single species kind of warband. 

===================

15 June 2024

PC Gaming: World of Warships - D-Day Part 2

Part Two began yesterday but didn't feel up to a long grind. Felt slightly better today so jumped right into it. Was lost for the first three games as I adjusted to the requirements. It is harder (at first) than Part One but once briefing was properly understood and implemented, it's became a matter of playing to your team's strengths and weaknesses. And the stars were harder to get as a result, at first.

Part Two has you dealing with D-Day from the Axis perspective. You are part of a destroyer flotilla comprising six destroyers (all players). You have the minelaying module (press the '9' key calls up aircraft who will deploy mines at your behest) to assist in your defence,. There is long cooldown (around 2 minutes) though once you deploy first time followed by a short lock out before you can call up again. By that time, if you're not dead, you will be busy dealing to the Allied ships targeting you.

The primary mission requires the laying of nine minefields. So some of your flotilla will have to lay twice. I soon learned to lay my minefield early to facilitate the primary mission.

To assist in this mission, the game loans you a few slightly more potent DDs (Z-32, Z-34, Z-38 are three I remember) for the duration of this phase. Instead I chose to run my own German DDs (Tier V to VII) - initially the premium K. Schonberg, and two tech tree ships, the Maass and the Z-31 - mainly to upskill my captains as once this phase is over, the loan ships are gone and so are the captains. Maximize your gain where possible.

My eventual tactic was to stay central in the map - sort of like chess where you try to control the centre board in order to gain better leverage over your opponent)  - and hang back. Let them come to you. Others chose a more aggressive stance and attacked deep which also worked because you could deal to the enemy ships quicker. But it came at a risk to your own team. 

Losing a team mate added a buff to the remaining team members. I forget what that buff was, whether it was restoration of HP or something else beneficial to your potency. 

Initially the Allied side runs trios and duos of destroyers at you from several directions, all at once. Once you manage to overcome this initial threat, then a pair of cruisers with DD escort show up. This is then followed up by a pair of battleships also with DD escort. Finally there is an aircraft carrier with DD escort lurking at the back to complete the Allied vessel threatening your position. 

Trick I found with minefields is not put them in the one spot such as when the enemy DD pop up. Firstly, it dilutes your defensive capabilities and secondly it smacks of panic. Yes, place your minefield in the approach path of the Allied vessels and hope the mines cause enough damage for your group to sink with torpedoes. But don't all overlay minefields one on top of the other as it does not cover the threat spread. Mines laid cause no damage to your ship but does alert your presence to the enemy. You also have a limited minefield laying range whereby the centre of the minefield must be inside that laying circle. A good option, if teammates are working together, is to lay the minefield in depth so that the chances of causing damage imcreases. 

Hydro and smoke are pretty much essential for this series of missions which is why I stayed with the Z-31 throughout after settling into the routine. Bought all the modules and improvements to make Z-31 contestable. Using the secret documents mods earned in the game also helps your battle performance is certain ways - buffing your damage prospects whilst decreasing enemy damage chances. 















The two Allied cruisers showing up are the Dido and Baltimore. They appear at different times and never together. The two battleships that appear are the Nelson and Queen Elizabeth. The Allied destroyers you will face include such historical ships as the Jervis, Icarus, Benson, Stord, Huron, to name those that I recall. The carrier varies although I recall seeing the Audacious.

I managed to complete all the mission phases for this Part. Subsequent rewards is a drop of a D-Day container. These include among the usual nothing rewards a chance to obtain new ships, such as the Rodney. Not that fussed about them to be honest as the chances are slim. 

====================

Clan Naval Battles are happening this weekend. New clan members are jumping right in and proving their worth already. I will see how the clan is faring against our latest opponent to see if it's worth mu while bothering to join in. Noticing new members and winrate improving for many so I may have to "put in the effort" or else look elsewhere for another clan. Or simply go solo. Probably the last option as I am getting really bored with this game. 

====================

PC Gaming: New Games

Saw a new Jingles video on YouTube today and am keen to try out a couple of the new games he's recommending. Downloaded The Alters demo game on his recommendation. But am also keen to try out Little Kitty Big City, a fun casual cat game that's not as involved as Stray which, incidentally, I've not touched since my old PC crashed just starting necessitating buying a new gaming PC. Also wanting to try out the classic Days Gone game because I enjoy a game with a good narrative. 

====================

Canvas Eagles

Gaming buddy caught up with several others for an evening game of Canvas Eagles today. The thought of mult-plane games is enticing to me but it's just a casual thing with these guys so any serious consideration of a league or competition depends on several factors, all outside my control or concern. Nice thought though. He sent through a few pics of tonight's engagement. 






















Recognise the DH-2 push plane (left middle), the Fokker Eindecker (E-3), and the French Morane single wing (bottom right). Not sure about the other two planes - think the multi-patterned camo is either a Haberstadt or LFG Roland CII. The top left plane is French, possibly a Nieuport 11. So guessing this is likely an Early War period game. 

Mate later informed me he shot down the Eindecker in the above game. Expected that of the DH2 as it's firing arc is its greatest advantage whereas the Eindecker is fixed forward and therefore limited.

Two games were played between four players. Know my gaming buddy took his DH2 and black Fokker Drei from the photos supplied. 

Noticed the bases of the other planes looked similar to mine although thinner rods are used with determining elevation done using dice. Dissimilar to the rods I use which are telescopic and therefore give a 3D view. You could tell my gaming buddy's base went that little bit extra though because he's decorated it to resemble churned-up battleground a la World War One. Very realistic as well as eye-catching. 






















Another scene from the second game. Mate is flying his distinctive black Fokker Dr-1. He looks to be chasing a French Niueport 28 aided by his companion who looks to be in Fokker D VII but can't too sure. 

======================

Boris & Bevin - A couple of power play warbands

Mate also sent through a couple of pics of warbands. Not sure if they're from the same group he gamed with tonight although he did say that one of the lads is keen to get into B&B. If so, and these are his warbands, then he's heavily invested in the game.



That badger in plate armour looks menacing, ready to dong someone into oblivion. Thinking he is part of a Rogue warband. Or even a Wildbeast lot. Not sure until it's revealed.



Another tough looking warband with a couple of hare knights and a massive bulldog knight in the background. Thinking this might be a Royalist warband just going off the knight figures. Nice colour scheme. Basing is perfect.  

===========================

16 June 2024

World of Warships

D-Day: Part Two - The German perspective

Another session play the D-Day event game. Enjoying it more so because it's relatively stress-free and fairly mechanical insofar as I don't have to think much - if at all. It does foster team work and team play because the AI (bots) are more accurate and relentless. Perhaps more so than Co-Op mode although not as much as Operations mode. And the rewards are okay if nothing spectacular; not expecting any new free ships from the D-Day crates whatsoever. 

Spent some money to unlock the second level of the Battle Pass event; price keeps rising so I noticed. But I don't mind the expenditure because it's okay value for the rewards. Fair exchange I guess.

Had a quick look at how the clan is performing in Naval Battles. They are doing good. I believe they are moving up the clan battles as last time I look they're now at Level 1 whereas before they were at the lower Level 3. So I am guessing. It seems the clan now has access to clan battles on the NA server as well as our own ASIA server. Interesting.

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Tuesday, January 2, 2024

2 January - Albatros found!

Quote
Persistence pays off...eventually.
 
Pre-amble
Good news! Found my missing Albatros. I had put them away for safekeeping and promptly forgot where I had put them.
















They were in a case atop the Billy bookcase. Also discovered other aircraft - loans from a couple of good people in the same case and another case. Used them to run a demo/participation game at BrisCon 2022 (I think, not sure about the date but it was BrisCon and it was this century). After the event I put them away for safe storage and soon forget they existed...until now. So, I have to get in touch with those who loaned to arrange a collection or drop off. 
 


















These are all planes rarely seen or not normally available from hobby retailers (limited brands and popular types like Manfred von Richthofen's Red Fokker DR-1) unless you know where to look. Planes like Haberstadt and Pfalz. Don't want to name the others without doing some quick online research. A couple of Allied planes, one in Belgian colours. And another Albatros. For now these will suffice to give the green light to the two scenario options I wrote up days ago until I can return them to their respective owners.
 
Cheers.
=============================

Saturday, December 30, 2023

29 December - Canvas Eagles - Multi-plane scenarios 1 and 2

Chatting to my gaming buddy the other day got me thinking about likely scenarios for our next matchup. The scenarios presented below represent what those mulling options spewed forth. Apologies in advance. 

Scenario 1: Late Night Bomber (I'll be home for breakfast)

Backstory:
A night bomber is late returning from a night mission over northern Germany. A malfunction causes the bomber to fly low whilst detouring away from enemy positions. Unfortunately there is a miscalculations with the navigation and the bomber ends up flying directly over enemy lines who awake to hear the thunderous sound overhead. Alerted, the enemy react. Meanwhile, Allied command, aware the bomber is overdue, orders the forward air units to be on the lookout and safely escort the bomber home for breakfast.

Forces:

  • 1 Allied bomber - Handley Page (1)
  • A flight of Allied Sopwith Camels (4) 
  • Enemy interceptor planes - Fokker DR-1s (2-3)
Conditions:
  • Early morning (around 6.00am). Dawn reveals clear visibility to all on this fine spring morning. Hardly a cloud in the sky.
  • Bomber starts on either short map edge and must moves the length of hex map to safely exit the opposite end. Doing so safely while still active in the air is deemed a moral victory for the Allies. But winning the match is counted using the Victory conditions (see below). 
  • Allied fighters must RV and then safely escort (or defend) the lost bomber. Roll d6 to determine arrival and spawn point.
  • Enemy despatches a flight (2-3 aircraft) to intercept and hopefully shoot down the bomber. Their arrival will be diced for on first turn. This includes deployment location and the turn on which they arrive. Their mission is to down the bomber and drive off the escort.
  • No Allied plane may spawn to the rear of the bomber relative to its current location. Likewise, the same applies to the Central Powers interceptors who may not spawn forward of the bomber's current location. 
  • No aircraft may spawn within 6 hexes of the bomber on dice roll. If this happens, reroll for new spawn point.
  • Spawn point and arrival time are determined by a either a d6 (simplified) or d10 (standard) roll for every fighter/scout plane on Turn 1.
Victory:
  • Bomber safely exits map = 3 victory points for Allies
  • Enemy interceptor driven off or shot down = 1 victory point per interceptor for Allies
  • Bomber shot down/crashes = 3 victory points for Central Powers
  • Allied escort plane driven off or shot down = 1 victory point per escort for Central Powers
  • Compare differentials with best differential wins. 

Spawn:
  • Position is ALWAYS relative to the bomber's direction of movement. So, if moving from right map edge to left map, the bomber's right wing tip (from bomber pilot's perspective) is always "north" while the left wing tip is  always "south". Central Powers aircraft can never spawn forward of the bomber. And Allied escort planes can never spawn rearward of the Allied bomber. 
  • Note: if the players decide to have the bomber fly from left to right, then the notations are reversed, i.e., bomber's left wing tip is now "north" while the right wing tip is "south". Got it? Good!
  • Using basic cardinal points that match with die roll. So, if bomber is flying from right to left then "1" would be "north", "2" would be "north east". "3" is "east", as follows:
    • 1 = north
    • 2 = north-east
    • 3 = east
    • 4 = south-east
    • 5 = south
    • 6 = reroll
  • As above so for the Allied escorts arrival only in reverse for die roll 2 to 4. 1, 5, and 6 remain the same. Therefore:
    • 1 = north
    • 2 = north-west
    • 3 = west
    • 4 = south-west
    • 5 = south
    • 6 = reroll
  • If bomber is flying left to right, for the Central Powers spawn point is as follows:
    • 1 = north
    • 2 = north-west
    • 3 = west
    • 4 = south-west
    • 5 = south
    • 6 = reroll
  • As above but for Allied escort planes:
    • 1 = north
    • 2 = north-east
    • 3 = east
    • 4 = south-east
    • 5 = south
    • 6 = reroll
  • Spawn for either Central Powers or Allied escorts triggers whenever d10 rolls greater than 5 for either side. Let's hope the Allied have a non-incident free flight then and they can get home to a hot cooked full English breakfast. 
===============================
Scenario 2: Reconnaissance over the front line (I see you!)

Backstory:
Captain James "Lofty" Chambers and Lieutenant Egmont "Treetops" Hassler have been ordered to locate the positions of the newly arrived 165th Artillery regiments near St-Iglaire flying their B.E.2c "Checkers". Accompanying them flying covering escort will be a single fighter flown by Lieutenant Thomas "Over the top, boys!" Marchelton-Shivers either in one of them "new fandangles foisted on us by the Air Ministry" DH-2 or his old but reliable Sopwith Triple "Betsy". This is an afternoon flight. The early summer day has been warm for the most part but it looks like "clouding over, so the Met boys believe so". Can the duo find their elusive prize or will it be another empty unrewarding afternoon mission over enemy lines. Lofty hopes so. 

Forces:
  • 1 Allied scout/reconnaissance aircraft - B.E.2c (variant to be clarified in batrep)
  • 1 Allied fighter escort - Airco DH-2 or Sopwith Triple
  • 2 Central Powers Fokker E-IIIs
  • 3 German ground artillery batteries (1 gun model represents battery)
Conditions:
  • Suitable hex map board (3 x 4)
  • Artillery gun models (representing batteries)
  • Allied aircraft appear anywhere along a long hex map edge flying towards enemy lines. Dice for altitude of both planes. Both planes start no further apart than two hexes.
  • Enemy aircraft will appear once the first artillery battery location is revealed. They may enter only from the map edge up to the AO limits (see further down). Aircraft arrive as one group. Normal altitude die roll takes place for every aircraft. 
  • Recon aircraft must locate every enemy battery. These remain hidden until revealed. Their hidden location is written down by player controlling enemy guns PRIOR to start of game and only disclosed once the Allied recon plane enters the individual battery's arena of operations (ARO).
  • Enemy battery guns cannot deploy within 3 hex radius of each other nor may they deploy any further apart from one another more than 7 hexes apart.
  • The artillery regiment's AO (area of operations) limits cannot be closer than 4 hexes from the Allied planes map edge. 
  • Once the recon aircraft enters anywhere inside an enemy battery's hex arena (3 hex radius), the enemy player immediately reveals its location by placing said bty model on board in its true location. 
  • Allied player MAY then choose to bomb it (B.E.2 carries one hand-held bomb dropped by observer) if able to. Otherwise, it will record that location and move on to the next location. If successful in bombing bty, result counts towards final victory (see below). 
Victory:
  • Enemy battery successfully located = 1 victory point to Allies
  • Enemy battery successfully bombed = 1 victory point to Allies
  • Recon aircraft safely exiting map board on own side = 1 victory point to Allies
  • Recon aircraft shot or crashes = 1 victory point to Central Powers
  • Enemy battery not located = 1 victory point to Central Powers per hidden bty
  • Enemy fighter driven off (exits map board) or shot down = 1 victory point to Allies
  • Compare victory points. The side with the better differential.



















Cheers.
======================================

Wednesday, December 27, 2023

Multi-plane Canvas Eagles game - 27 December 2023

 Caught up with my gaming buddy for our first multi-plane game. Four-vs-four.















 

After selecting sides and start zones, we deployed.

 





















 

Pilots for Central Powers are based on historical figures - Jacobs, Voss, and Kleinke. Von Braun is fictional name. The three historical planes are Fokker DR-1 which are C stability meaning they can turn either way without penalty. Von Braun is A stability meaning he will have to fly straight before turning in new direction. Got it? Good!

 





















 

The Allied pilots are fictional names. The two Italian airforce pilots - Luigi and Manfredi - are flying SPAD VIIs while Derek and Monty are flying SPAD XIIIs. All four planes are B stability which is like A stability meaning they need to fly straight before turning in any new direction. Map is custom-made. 4" hexes overlaid on a desert satellite image.  






















 

Image doctored with background rubbed out using Paint. Next time we are looking to setting up screens painted up as sky for better photo taking.

 





















 

Another doctored image using Paint brushes/spray tool achieving same result as previous photo. This image shows all four Central Powers aircraft entering combat at various heights. 

Herein the batrep is fairly simple and straightforward. I, playing the Allies, found myself assailed quickly by my more aggressive and wily Central Powers opponent spearheaded by the legendary Voss. For much of the remainder of the game, the Allies were on the bad end of a hammering. Out-maneouvred. Out-played. But they hung in there until the end when my opponent eased off on the thunder hammer. 

No crashes. One spin-out on my side but he recovered quick enough. Guns jammed a few times on both sides but did not hamper play apart from easing off on the throttling by Voss. Damage delivered was telling (on my planes) and Manfredi would later claim his aircraft was only held together when he landed by his constant praying.

Next match up will feature more multi-planes including a Handley Page bomber painted up in night bomber camo. Thanks again to Simon for being a great sport. He is proving a deadly and focused opponent. We both agreed beforehand though that the planes looked impressive. 























Until then...

Saturday, November 25, 2023

New Build Thread: World War One 1/72 aircraft #1

Starting this new WW1 aircraft thread primarily for Canvas Eagles. Aim is to assemble multiples of the same aircraft type in order to run multi-plane games. Ultimate goal will be fielding an actual squadron of the same aircraft type. But I will be undertaking this venture on the cheap. No fixed timeframe. As and when they are completed.

Today I bought two 1/72 double plane kitsets via Might Ape online store. Last night there were three so today's purchase was a bit of a knee-jerk reaction to missing out of having three sets of aircraft instead of the two now presenting itself. Mind you, there's always the future and possible restock so I was perhaps panicking and reacting needlessly.


Next post: World War One 1/72 aircraft #2: Assembling these kits next month

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Wednesday, November 22, 2023

Canvas Eagles; Multiplane games continued

Began rummaging through old photos from my other blogsite tonight and found these images. All the images below are from 2018. Planning on running multi-plane games to give a bit more challenge and variety to the normal get-together. Not yet started on generating narrative scenarios but I have several ideas mulling about in the head.

First photo above shows two Late war SPAD XIIICs. Both historical and both American-flown. 


Dramatized aerial combat between two Italian SPADs and a lone German Dr-1. Used Paint to remove the flight stems and add the smoke and flames


Another dramatized encounter between two German Dr-1s and two Allied triplanes (too far to accurately identify, and not sure if same type). Again I used Paint to erase the flight stems and add the lightning/storm effect.


Two Late war period Fokker DVIIs in the above photo (bottom right corner). The Early War period lone Albatross D-III to their left has a companion somewhere but is not shown. There are two Fokker Eindeckers as represented by the yellow one (above the DVIIs). The green one is shown in the photo below.

Just from that photographic evidence alone I can estimate that I can easily table the following paired aircraft for a gaming scenario:

  • Fokker Dr-I - Early War
  • SPAD XIIIC (both American-flown) - Late War
  • SPAD XI (Italian colours) - Early & Late War
  • Albatros D-III - Early War
  • Fokker E-III or IV - Early War

There are other aircraft (of course) but these are singles. However they can be combined to form pairs such as a:

  • recon mission with escort
  • artilley spotting mission with escort
  • bombing run
  • air balloon busting mission
Next post: Creating new multi-plane scenarios
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Wednesday, November 15, 2023

Canvas Eagles - Multi-plane games

 Which Jasta Unites had the most colorful aircraft, and why during WWI? -  Quora

The idea of a massed planes game seems far-fetched at the moment given we only just caught up after months not playing anything. But one can dream, can't we? Just the thought of running something akin to this familiar WW1 Circus of aces image above is excitement itself. 

One can start small however given neither I or my gaming buddy have squadrons of the same planes. My buddy indeed has one Fokker Drei (a black one based on a real-life WW1 German ace) while I have two (likewise based on actual WW1 air ace with one being my absolute favourite German ace - Werner Voss). The aircraft itself seems to straddle - if I recall correctly - both Early and Late War periods so any Allied opponent group can come from either period. It just depends on what abundant Allied aircraft I have.

SPAD XIII comes readily to mind. But...that may be too late Late War for this scenario. Sopwith Camels? Yes, I have a spare few. The thought of a flight of Camels versus Dreis is very intriguing...

 Next post: Patrol Scenario

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Saturday, November 11, 2023

Canvas Eagles

Been a long while since we played a tabletop game. Favourite WW1 aerial game - Canvas Eagles - is a good refresher. Fitted in two games today with my regular gaming buddy. One Early War and one Late War. In the first, my Fokker D-VII ran out of fuel and chickened out. This left the SPAD in command of the battleground.


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

In the second game, after some evasive aversive maneouvres, our planes suddenly met head-on. The exchange of fire though saw my Enidecker's engine destroyed forcing it to glide to the ground. This left my earnest opponent victor of the battleground.

 Planning on tackling either one of the Perfect Captain games or Badgers and Burrows.