This week's battle report features a whole host of fabulous flyers! With my recent move down to Newcastle, I was saddened to leave the great guys and girls at Dundee Wargames Club. As a sort of leaving-do/game, I decided to host a massive 40k flyer battle based on the scenario in Death from the Skies.
I had done the same game a few weeks earlier with two of the players from the club to test the rules. It was an absolute blast and we decided to add some additional special rules as the game went on to make it even more fun.
The rules for the scenario followed the Fighter Sweep air war rules, with the following changes:
- Flyers are not allowed to leave the board. There can be nowhere to hide in this game and I wanted a ton of flyers on the board at once.
- At the end of their move, flyers are allowed to make an additional 90 degrees turn. If they choose to do so, roll a D6. On a 1-2, the G forces rip the aircraft apart and it is destroyed. Flyers with Vector Dancer can turn without penalty as normal.
- Flyers that Jink suffer -1BS the following turn for each enemy flyer they jinked for. E.g. if you are fired upon by two enemy flyers and jinked twice, you suffer -2BS the next turn. This was to stop one side from being too powerful and forcing multiple flyers to jink and snap fire next turn while doing little damage.
- Any time a flyer is destroyed, it careens out of control. Roll 2D6 and a scatter dice, the aircraft moves in this direction, stopping if it hits another flyer. If it collides with another flyer(s), both players roll a D6. If the player with the destroyed aircraft beats the roll of the player with the flyer it hit, both flyers are now destroyed!
- "Janked" is the official past tense of "jink" for this game, i.e. "I'm at -1BS as I janked last turn".
- When a flyer is destroyed, it get to come back on in the players next turn.
This time round, I managed to get a whole host of players to sign up for the game. I split us into 4 teams based on the number and type of flyers that were available. These were:
Players would score 1 point for each destroyed enemy flyer (2 points for the massive Tigershark). If a destroyed flyer crashed into any other and destroyed them, the points would go to the player who shot down the original plane.
We decided that the four teams would roll off for priority each turn, the highest roll going first, the second highest going second, etc. This would create even more chaos as players could potentially get two turns in a row.
The game was fought on a 8x6 feet board. Based on the additional special rules in effect, I expected lots of carnage on all sides!