Showing posts with label aeronef. Show all posts
Showing posts with label aeronef. Show all posts

Wednesday, 17 October 2012

Aeronef Turning

One thing we noticed in last week's game of Aeronef was how easy it was to remove the ability of larger vessels to turn. The biggest vessels have a turn value of '1' - that is they can make one 60 degree turn in a move. If a ship takes 25% of its hull hits then it loses one point from its turning capability. If you have a turn of 3, 4 or 5 then this is a minor inconvenience. If you have a turn of 1 then it's fatal - the rules say that you can only make a single 60 degree turn if you can roll a 6 on a die at the start of your move. Essentially your ability to manoeuvre is gone, despite only taking 25% of your hull. Forget getting any bombers on target, or doing anything else that requires your vessels being in a particular place; that 25% threshold is fatal.

I was thinking that the lost of turning capability should be less extreme.

When a ship's turn reaches 0 then it can make one 60 degree turn on a roll of 4,5 or 6
When a ship's turn reaches -1 then it can make one 60 degree turn on a roll of 5 or 6
When a ships's turn reaches -2 then it can make one 60 degree turn on a roll of 6
You can't go below -2.

All vessels must be built with a turn value of at least 1.

This variant would keep larger, lumbering, vessels viable after that first damage threshold is reached. I shall suggest it for the next game we play.

Friday, 12 October 2012

Aeronef - Did It Happen?

If there's no photos, it didn't happen.

Guess who left his camera at home, and his phone plugged into the computer last night? That's right - me. Which is why you're just going to hear that three of us played Aeronef, without any pictorial evidence that such an event took place.

We played the 'Scramble' scenario from the rules. It was slightly less one-sided than last time, but still heavily biased in favour of the French; it's still far to easy for them to bomb the three targets before the British can stop them. One of the big French bombers was very badly shot to pieces (there was no way it would be getting home), and another was wandering along the English coastline looking lost after delivering its on-target bomb-load. Otherwise the French came out of the attack OK. The British lost a couple of gunboats, had their larger destroyers shot up quite badly and lost the war. That's my story, anyway.

In lieu of Aeronef pictures, here's one of a cat:

Friday, 7 September 2012

Dogfight Over The Channel

We played another game of Aeronef last night; for Geoff and I it was our second session, but Caesar and Tim joined us for their first game and, because it's a simple set of rules, picked it up very quickly.

Geoff threw together two forces for a straight dogfight, with no objective more complicated than just destroying the opposing force. All ships were 'nefs, with the French having a trio of Class 4 frigates a couple of Class 3 cruisers and a single Class 1 battleship, whilst the opposing British had four Class 3 cruisers and four Class 5 gunboats. In general the British ships had an edge in armour and guns, whilst the French ships were faster and more maneuverable.

I only took a few photos, and they're pretty awful. Still, better than nothing ...

A couple of the British cruisers, with supporting gunboats. These are miniatures from the old GDW 'Sky Galleons of Mars' game:

The other half of the British force:

The French battleship, and a supporting cruiser. Depicted as dirigibles there were still classed as 'nefs for the game. Both models are converted from 1/72nd aircraft parts.

The other French cruiser (another aircraft drop-tank conversion) along with the frigates - my scratchbuilds in their debut game:

The only shot I took of the actual game - a French cruiser takes 12 hits in one turn, which send it crashing into the sea:

The British won a fairly convincing victory. One French cruiser (depicted above) got isolated from the main force and was hit by concentrated fire. The French frigates then came under fire; by the end of the game only one was left, being pursued off the table by two British gunboats and taking the worse of the exchange of fire. When we finished the second French cruiser had just gone down, and the battleship was coming under sustained fire from several British ships. The British didn't lose any vessels, although a couple of their gunboats were damaged, and one cruiser had taken several very damaging hits.

Everyone seemed to enjoy the game, and next time we'll try another scenario to give the game more focus.

Next week? Maurice again, I think.

Tuesday, 28 August 2012

Aeronef Shipyard - 4

The Class 3 ships are now finished and undercoated (along with the two Helikopteronic Flyers):

(A quick iPhone picture I'm afraid).

With hindsight I really made the aeronefs too wide - both British and French. They look quite chunky. I'm not remodelling them now, though. I like how the turrets turned out, though. I still need to add some masts as well.

Not sure when I'll get chance to start painting them; I have a hectic work/parenting load this week, with my first game of Maurice on Thursday as one of the few highlights.

Saturday, 25 August 2012

Aeronef Shipyard - 3a

A bonus picture - whilst I was waiting for the tea to cook, and listening to Led Zeppelin III, I put these little beauties together from various scraps of card. They're helikopteronic flyers, and you can find the rules for them HERE.

One will be gun-armed, whilst the other has forward-mounted aerial torpedo tubes. I reckon that they're probably the beginnings of an Anarchist aerial fleet.

Aeronef Shipyard - 3

I finally completed the painting on my French Class 4 and 5 vessels.

And you can also see that I've laid down the hulls for some Class 3 aeronefs; British at the top, French at the bottom:

I have also started sketching out some rough designs for the Class 2 vessels as well:

Tuesday, 21 August 2012

Aeronef Shipyard - 2

I've finished painting the ten British aeronefs I built the other day.

Here they are with just their undercoat - French and British.

And the finished British. If I'd really been on the ball (read that as 'not lazy') I could have scored planking onto the decks, and run a brown wash into them so they aren't so ... vivid. But as a quick job they work OK.

I am now working out a colour scheme for the equivalent French ships.

Obviously in actual play the ships will be mounted on flight-stands of some kind. I may also add a small mast and a flag to each ship.

Sunday, 19 August 2012

Aeronef Shipyard - 1

OK, so I was so taken by my first game of Aeronef on Thursday, that I decided to download the rules, and the Captain's Handbook. And, of course, to acquire some fleets of my own. Since I'm a cheapskate (well, 'on a budget' is a more accurate term) I decided to scratch-build. Given the nature of the vessels this didn't seem too difficult a proposition - certainly not if I just wanted a basic force of ships to try out the rules with.

The ships I used on Thursday, which were from Geoff's collection, were mostly based on hulls from the old 'Sky Galleons Of Mars' game (including sailing vessels, which really need some rules in Aeronef). These seem slightly smaller than the 1/1200th scale of the 'official' Aeronef models from Brigade games. However since Geoff's ships will probably be the club standard for now, I decided to base my own ships on them. I'm not sure that any slight incompatibilities of scale will be too much of an issue anyway.

I have decided to base my builds around relatively fixed lengths for each class, although design variations will affect these. So, the basic lengths are:

Class 5 - 25mm
Class 4 - 35mm
Class 3 - 50mm
Class 2 - 60mm
Class 1 - 75mm

We'll see how they work over time.

Like my scratch-built starships I went for a layered card constriction. I start with a basic hull shape, then glue smaller pieces of mounting board and thin card on it until I get something that looks right. the end result is probably flatter than it should be - more like a 3D counter, perhaps - but it does the job.

I decided to build two forces. A British force seemed obvious (well, to me) and, since Geoff is well stocked with dirigibles to use as Germans, I thought I would make more aeronef and paint them as French vessels.

I started small - Class 4 and 5 vessels. Specifically, for each side, six Class 5 gunboats and for Class 4 frigates. Enough for a decent game, in fact, and enough to support the larger ships when (or if) I get around to making them.

Here they are under construction:

In fact the Class 5 vessels are pretty much complete. The brown patches are the thinner card, and the guns are snipped sections of florist's wire. In the foreground can be seen the marked out hulls of the Class 4 vessels. The biro casings are scheduled for conversion into dirigible bombers; the ink tubes from each provide funnels for the aeronefs.

I keep the small card off-cuts, as they make useful fins and trim for the ships.

A closeup of the gunboats. The British are on the left, whilst the sleeker, faster French ones are on the right:

You can see how I've used card off-cuts as the rudders on the French vessels.

And here are the assembled Class 4 and 5 aeronefs: the French in the foreground and the British behind them:

The next stage is undercoating and painting, so I now need to research some possible colour schemes

Friday, 17 August 2012

First Game Of Aeronef

Just Geoff and I turned out for a game this Thursday. Geoff had promised Aeronef, and Aeronef he delivered. Produced by Wessex Games it's a game of Victorian sci-fi aerial combat, with giant anti-gravity warships and dirigibles battling it out over the world's skies.

Geoff has a great little collection of vessels for the game, mostly made up of the models from GDW's 'Sky Galleons of Mars', as well as dirigibles made from plastic aircraft kit drop-tanks and bombs. It turns out that although he's had the models for years, and the game for nearly as long, he'd never actually played it before, so it was a bit of a learning experience for both of us. Fortunately Aeronef is an easy game to learn, and we picked it up quickly.

We used some optional damage allocation rules. In the original game damage to systems such as guns and speed is strictly proportional to hull damage. With the system we used a card is drawn for each point of hull damage, and reductions applied to systems according to what is drawn. This makes the process a little more unpredictable.

Anyway, we played two of the scenarios from the basic rules.

In the first Geoff took a British gunboat patrol attempting to stop a force of German dirigibles from travelling the length of the table.

Here are the dastardly Hun:

The British intercept, putting themselves well and truly in the way:

Lots of fighting, but the British firepower wasn't enough to take down all of the German vessels:

Actually part of the problem was that we played the optional damage rules we were using incorrectly, and the Germans probably lasted longer than they should have done.

The second scenario saw a British squadron scrambling to prevent French vessels from bombing a series of shore installations. The French were played by dirigibles (although most of their ships weren't).

Here's the peaceful shoreline of Old Blighty. The British are assembled in the bottom corner:

Here come the French! The British have scrambled to intercept them:

Two lines of gunboats fight it out. The smaller French vessels suffered badly:

A French bomber moves in on its target. This was happening all along the coast - the scenario seems unbalanced in that it doesn't seem possible for the British to take off and get into a position where they can inflict enough damage to stop the French before the French reach their targets and unload their bombs:

Despite the imbalance of the second scenario (for which we came up with a couple of solutions), we had a great couple of games. Thank you to Geoff for organising everything.

I have to say I really enjoyed Aeronef, and will probably buy it fairly soon, as assembling forces for it looks relatively straightforward.

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