the wrong brother

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johnny gaijin
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the wrong brother

Postby johnny gaijin » Tue Dec 07, 2010 12:19 am

I'm (in about an hour) starting a campaign for my friends. i'll be the game master running the bad guys and my players will be part of a pirate/fortune hunter gang. i'll start by stealing scenarios from the pc game but ultimately it will be a tale of revenge.
The elderly captain of the gang (possibly called the red specters) will turn out to be wilbur wright. who in fact did not die in 1912 but has been in hiding for 25 years. it will turn out that the twins younger brother otis did not in fact die during child birth but grew up (possibly in germany) into an evil genius who happened to look almost exactly like his brother orville. being an evil genius he had orville and wilbur killed and took orville's place as head of the company. but wilbur survived and eventually forming the red specters plots his revenge.

so that's the general idea... lots of stuff to work out still but it should be fun. i'll let you know how it goes.

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Thom
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Re: the wrong brother

Postby Thom » Tue Dec 07, 2010 7:24 am

Good luck!
Flying the Crimson Skies

johnny gaijin
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Re: the wrong brother

Postby johnny gaijin » Wed Dec 08, 2010 1:30 am

ran the first scenario yesterday. 2 people showed up to play, one flew two defenders and one flew two ravens. they used standard character generation rules for hero and sidekick.
i ran the bad guys (the rusty sabers): two warhawks and two valiants. i gave these guys threes in all their skills and didn't give the warhawks their full compliment of rockets.
we played for probably 2/12 hours w/o anybody getting shot down. one of the warhawks took quite a bit of damage and fled the engagement. one of the valiants had a stuck rudder and so could only perform straight and left maneuvers. the other warhawk had lost quite a bit of armor but had taken no serious damage and the last valiant was completely undamaged. pcs and npcs alike used up all their rockets. the pcs all had taken a little to moderated damage and would have won eventually but everyone had to go home before we could finish.

i gave the good guys a mix of h.e. and a.p. rockets w/ 1 sonic and 1 flare each. i think only one sonic rocket got launched... i think they probably would have done better if they'd have remembered to use them on actions when they didn't have a shot that could do damage...

i gave the ravens some magnesium rounds and i think that was a mistake. more book keeping and less damage...

i chose the planes for the good guys. i gave them what looked like pretty good planes but ones the fluff called old/cheap/outdated/whatever. i did this to reflect the currently low funds of their pirate gang but i think this was a mistake too. even if it's less realistic, piloting a plane of your own choosing is way more fun.

2 1/2 hours w/o finishing is too much time. i'm not sure what to do about it. if i had 3 people playing i'd just make everyone pilot one plane instead of two. but w/ only 2 people i feel like having 4 planes will make the encounter seem less exciting w/ fewer firing opportunities. i think i'll have the pcs use hero statted skills for both planes and possibly give them an xp boost. the pcs being more badass might hurry things along (more successful hits, fewer wasted turns w/ failed maneuvers).

so those are my observations, comments/suggestions/etc would be appreciated.

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Thom
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Re: the wrong brother

Postby Thom » Wed Dec 08, 2010 3:19 am

Wing it! (Pun intended) Just streamline everything using typical GM shortcuts. . .
Flying the Crimson Skies

Jester
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Re: the wrong brother

Postby Jester » Wed Dec 08, 2010 4:58 am

johnny gaijin wroteColonso those are my observations, comments/suggestions/etc would be appreciated.


This is of course all based off my personal experience playing the game with a couple friends, so it's not guaranteed or universally true:

Your problem seems to be that planes aren't going down fast enough, the game tends to result in planes being crippled rather than destroyed. You could try making a bad guy flee or land when he takes significant damage and award 1/2 a kill to the player who did the most damage.

Crimson Skies has a very fickle damage system. It's actually quite difficult to significantly damage a plane, as you have to get into a good position and penetrate their armour, but there's no guarantee you'll hit the same locations frequently (i.e. you might hit the tail one turn, port wing the next). However once you start doing that damage planes can be destroyed frighteningly quickly, so if you want to play fast games you need to maximise that damage.

I'd recommend taking lighter armoured bad guys. Warhawks are bruisers, they've got a lot of armour so it'll take ages for you players to chisel through them, also those quad .60s are also monsters so with a bit of luck they could shred one of your players. Less armour means that the players will starting hitting the internal components sooner (hopefully off their first salvo) so the bad guy's performance will suffer and they'll be easier to kill.

Also, make sure the players have plenty of firepower. I'd agree that the players should choose their own planes, but if they pick ones with .60 or .70 calibre guns they'll be punching into the bad guy's internal components much faster. Even if it's just one or two like the Avenger and Fury, it'll help.

Magnesium rounds are a lot of fun when they work, but I'd only take a couple on small calibre guns, because they have no penetration.

The game will start to go faster as you get the hang of it. Things like tailing and doubling down I find can be massive help as well, but they're more subject to play style. Finally if you haven't tried you could start using objectives other than kill the bad guys, that way shooting planes down is only a secondary consideration.
4L3C - 4R3E

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Cyagen
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Re: the wrong brother

Postby Cyagen » Sun Dec 12, 2010 2:01 pm

When I used to run game I had aroung 5 players per side, each with one plane. Every players had 2 minutes to log his turn and we managed to finish in 3 hours. What helped was that we ran firing in paralel when possible with me and the other experienced player being referees. After 2 games we reduced the timer to 1:30 minutes and players where talking about going down to 1 minute before the "league" stopped. It forced players to think quickly and they like that, it simulated the chaos of dogfight in their opinion since pilots do not have forever to decide their moves...
Malphas, over and out

johnny gaijin
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Re: the wrong brother

Postby johnny gaijin » Sun Dec 12, 2010 9:12 pm

When I used to run game I had aroung 5 players per side, each with one plane. Every players had 2 minutes to log his turn and we managed to finish in 3 hours.


this is definitely a good idea but not really feasible in my case since i'll be running 2 or 3 times as many planes as the other guys. they're usually waiting on me.

johnny gaijin
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Re: the wrong brother

Postby johnny gaijin » Tue Dec 14, 2010 9:37 pm

played our second skirmish yesterday.
The first player ran "Cursed" Cate Bransen flying a brigand and Eli "Deadeye" Dorsey flying a valiant.

The second player ran Ekeehardt 'der König" Zweig flying a raven and Ricky Spitz flying another valiant.

The third player won't be running characters on a normal basis but he flew a bloodhawk and a kestrel.

The scenario was the Hollywood Knights were escorting a zeppelin, that the Red Spectres (our heroes) wanted to claim as their own, from Hollywood to Pacifica. Too well guarded to hijack by normal means some the Spectres impersonated Nathan Zachary and his gang of famous pilot in order to lure most of the fighter escort away from zeppelin. Eager to capture glory and reward the Knights took the bait leaving the zeppelin with only 2 devastators and 1 bloodhawk.

The zeppelin was a passenger vessel w/ 1 .50 cal gun mounted on each nacelle.

Things went a little smoother this time and we ended finishing in 2.5 hours. Everybody had fun but this mission was too easy. They were able to shoot down all 3 planes w/ only minimal damage to their own. they had destroyed maybe 1/3 of the nacelles and shot down the fighter escort before the zeppelin surrendered.

I had planned on running another bloodhawk but i was worried that the zeppelin was going to be too powerful. turns out i was wrong. to give the PCs a run for their money i should have run the extra bloodhawk and mounted 2 guns per nacelle. oh well. it was fun and i'd never done a zeppelin battle before, i'll be able to balance it better next time.

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foxmalcolm
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Re: the wrong brother

Postby foxmalcolm » Wed Dec 15, 2010 2:52 am

Something you might want to throw into the scenarios, barrage balloons.
The players don't have to interact with them but they do provide a hindrance and sometimes a challenging obstical.
To aide you in this I suggest you look here.

johnny gaijin
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Re: the wrong brother

Postby johnny gaijin » Wed Dec 15, 2010 3:06 am

are there rules for barrage balloons somewhere? is that a home rule thing? i am trying to think of a way to have cannon fodder type enemies (minion like if you play 4th edition DnD).


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