Bombs Away – Wings of Glory WW2 Bomber Tournament

GM: Michael Griffiths

Player capacity: 16

System: Wings of Glory

System knowledge required: Low-Moderate.

Rating: PG

Category:

Description

Conquest 2020 presents a fun, relaxed afternoon of World War II Wings of Glory action.

Wings of Glory is a World War II air combat miniatures game using 1/200 scale aircraft.

Four games will be scheduled with a maximum 90 minutes per game.
Advanced Rules as detailed in the Wings of Glory rule book will be used (page 11). Tailing Rule will be used (page 18).
Ace Rules will be used (page 21).
Special Abilities will be used (page 22) and paid for according to the Ares Games point system, Ares Games site, download section WW2 POINT SYSTEM
https://www.aresgames.eu/download/21221/

Squadrons are limited to 550 points based on Ares Games official points value chart. Squadrons must include at least one bomber (dive bomber or multi-engined bomber)and at least one fighter escort. At least 200 points must be spent on bombers. The number of fighter escorts must not exceed the number of bombers in your squadron. Ace special skills, pre game damage and one rookie pilot per squadron are permitted.

Bombers are:

B17
B25
Lancaster
Heinkel HE111
Junkers Ju87
Junkers Ju88
Dauntless/Banshee
Aichi D3A1 Val
Yokosuka D4
Bf 110
Bristol Beaufighter
Dornier Do17

A single engined bomber may carry 1 bomb, a twin engined bomber may carry 2 bombs and a heavy bomber may carry 4 bombs.

Bring your favourite planes, movement decks, damage counters and range ruler.

WINGS OF GLORY SCENARIOS

Playing area: two mats will be used, placed side by side, 140cm wide and 100cm deep.

 

1 PORT
In a war of attrition, denying your enemy their supplies will increase your army’s chance of victory. Your main objective is to destroy the enemy port. Secondary objective is the bridge. Third objective is the convoy.

Set up: both players place a red dot card to represent his Port. A second red dot card will be placed, representing a bridge on a transport route to the frontlines. A third card representing a convoy is also placed. These objectives may be placed anywhere on his rear edge, at least one range ruler from the rear edge and one range ruler from sides. Each player’s fighter planes are up patrolling and are deployed using random deployment. Each player’s bombers deploy anywhere on his base edge.

The Port and the Bridge can only be destroyed by bombs. The convoy can be destroyed by bombs or strafing. Scoring: partially destroyed port = 3 VP, fully destroyed port = 7 VP, partially destroyed bridge = 2 VP, fully destroyed bridge = 5 VP. Partially destroyed convoy = 1 VP, fully destroyed convoy = 3 VP. Destroyed dive bomber = 2VP, destroyed fighter = 3 VP, destroyed twin engined bomber = 5 VP, destroyed heavy bomber = 7VP.

# strafing points! = each objective/convoy card has 10 health points

 

2 AIRFIELD
Bombing raids on enemy airfields help achieve air superiority. Your objective is to destroy the enemy on the ground and their Airfield.

Set up: each player places his airfield anywhere on his rear edge, at least a range ruler from the rear edge and one range ruler from sides. Each player launches a bomber attack against the enemy Airfield. Bombers deploy anywhere on your own baseline. Fighter escorts are on the ground at your Airfield and are scrambled as follows. From turn 2 each player rolls a die for each plane on the ground. On a 5+ a plane begins to taxi down the runway. On each following turn add a die. When a plane passes the end of the runway it lifts off, gaining one altitude peg.

The Airfield can only be destroyed by bombs. Enemy aircraft can be destroyed by bombs or strafing. Scoring: partially destroyed airfield = 3 VP, fully destroyed airfield = 7 VP. Destroyed dive bomber = 2VP, destroyed fighter = 3 VP, destroyed twin engined bomber = 5VP, destroyed heavy bomber = 7VP. Aircraft hit on the ground by bombs are considered fully destroyed.

 

3 CONVOY
An army cannot fight without ammunition and supplies. Destroy the enemy convoy and deny the enemy their supplies.

Set up: Each player places 3 objective/convoy cards in a line on the left half of his edge. They deploy planes anywhere on their edge. Each player’s objective is to move their convoy to the opposite edge whilst attempting to bomb the enemy convoy. Convoys move as follows; each turn advance the convoy the length of a small manoeuvre card. Convoys may change direction during a move by pivoting on either corner of the front of the convoy.

The Convoy can be destroyed by bombs or strafing. Scoring: destroyed dive bomber = 2VP, destroyed fighter = 3 VP, destroyed twin engined bomber = 5VP, destroyed heavy bomber = 7VP. Partially destroyed enemy convoy = 4 VP, fully destroyed enemy convoy = 7 VP. Friendly convoy reaching the opposite edge = 7VP.

# strafing points! = each objective/convoy card has 10 health points

 

4 RECONNAISSANCE
An army requires intelligence for conducting an effective campaign. Your mission is to photograph a target behind enemy lines.

Set up: each player places a target card on their side, at least one range ruler from edges. Each player deploys a fighter-interceptor using random deployment, at altitude 2. Each player deploys a reconnaissance plane (bomber), at altitude 4, anywhere on their edge. To take a photograph, a plane must perform a stall maneuver within half a ruler of the target.

Optional; a player may increase the speed of their reconnaissance aircraft. The speed of a reconnaissance aircraft is increased by adding a stall maneuver card each time that aircraft performs a fast straight. If a player chooses this modification all weapons must be removed from this aircraft.

Trophies and Prizes

  • Bombs Away 2020 1st
  • Bombs Away 2020 2nd
  • Bombs Away 2020 3rd