Andy Chambers Campaign System
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Tagged: Air Campaign, BRS
- This topic has 8 replies, 5 voices, and was last updated 6 years, 2 months ago by Mark Barker.
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September 23, 2018 at 7:39 am #147229RenkoParticipant
Andy Chambers has written a Squadron progression campaign that will allow you to play through the whole war, with pilots gaining experience and introducing new planes. He’s asked me to post this up as hes busy doing Games Designer Stuff. Looks good, enjoy!
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September 23, 2018 at 7:45 am #147232RenkoParticipantSorry- had to strip a pic or two out to get it down to the 512k limit
September 23, 2018 at 11:11 am #147236Koin-KoinModeratorGot to have a deep look on this. Thanks for sharing it here.
September 23, 2018 at 11:47 am #147237Mark BarkerParticipantYes, thanks for posting Ken – very nice.
About to change theatres as my core opponent at the club has bought a pack of Yaks. Time for Galland and the 109s to head East !
Mark Barker
September 24, 2018 at 3:50 pm #147374Andy ChambersParticipantAs I’ve noted elsewhere: These rules are pretty much untested and just based on theory plus lashings of Bloodbowl, Necromunda and Gorkamorka lessons on ‘Don’t do that’. So any feedback from live campaign environments is most gratefully received.
Also let me known if there’s any specific guidance or systems for doing campaigns you’d like to see added.
September 26, 2018 at 5:04 am #147455TheEldarGuyParticipantI’m currently investigating BRS as a new game (I already have a few on the plate). The Campaign scenarios seem to not take into consideration missions and goals.
If a squad were to baby sit bombers, then it’s the job of the opponent to knock out those bombers;
Air to Ground targets are also probably required, if the fighters are supposed to destroy the ammo and fuel depot, success is measured by how much they destroy;
Then there’s the trench run… oops wrong game (sort of).
To have a Campaign feel, the Germans (for example) would have a high starting resource value for immediate kites, but a very low replenishment, on the flipside the British (and probably the Japanese) would start low, but have a steady supply to build on and make improvements. The Yanks and Soviets should have a low/no access to Aces (or they have a high Campaign Point value) to reflect their swarm tactics style of management.
Just some thoughts.September 26, 2018 at 8:35 am #147457RenkoParticipantI’m a bit confused at that. Are you talking about Andy’s campaign or the missions in the scenario book? Andy’s campaign is really a pilot progression system for clubs etc rather than a true campaign.
The detail you are discussing is pretty much covered with Theatre and Doctrine cards played in conjunction with scenarios from the rules booklets.
Basically these are tool boxes for you to build campaigns with. For example I have attached a Battle of Britain campaign I wrote a few months ago and posted up on the Ready Room – I should say it may need some tweaks but it does demonstrate the concept
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September 26, 2018 at 12:08 pm #147488Andy ChambersParticipantYeah these are intended to be fairly generic core rules for pilot progression and managing a squadron in a campaign environment. The specific scenarios to run, theatre and doctrine cards to be used largely depends on the time and place in the war. Ken’s BoB campaign is a good example of how to apply that in practice, there was a good Pacific one around too by Daniel Finn I believe.
September 27, 2018 at 11:32 pm #147607Mark BarkerParticipantIf thinking of buying the game I would not worry about what it does not have, what you get is a stripped-down and fast playing game of fighter-to-fighter combat with moving targets (i.e. bombers) to escort thrown in.
At the recent ‘Battle of Brighton’ event one of the players said thay had tried X-Wing but there was not enough sense of ‘flying’ the machine for them – you got into range, played a load of cards depending on what options you had fitted and either blew up your target or died – whereas they really liked the feel of having to work for your position in BRS.
There is enough variety in the fighter actions to have a load of fun before you even think ‘hmm, I need air-to-ground and flak … ‘
I must admit I hesitated on release – did I really need another air game on the shelf ? What convinced me was seeing the game demo’d at the UK’s Salute show – in the game set up the 109s rolled well to start at Advantaged with the Spits Neutral and Disadvantaged. Before my eyes there was a clear bounce going on and you could instantly judge the energy states of the aircraft – I bought the game before they’d finished the first turn.
Go buy it, and remember “There are only two types of aircraft — fighters and targets.”
Doyle ‘Wahoo’ Nicholson, USMC as quoted in Fighter Combat, Tactics and Manoevering by Robert L. Shaw.
Mark Barker
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