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WGF000X-Scenarios en Web

This document provides scenarios for dogfights, patrol missions, and bombing raids using Wings of Glory airplanes. It describes the composition of opposing forces, their mission goals, and victory conditions for each scenario. Optional rules are included and variants allow adjusting forces to balance sides. Scenarios are designed for beginning players to learn the basic rules and get started with the game.
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0% found this document useful (0 votes)
53 views4 pages

WGF000X-Scenarios en Web

This document provides scenarios for dogfights, patrol missions, and bombing raids using Wings of Glory airplanes. It describes the composition of opposing forces, their mission goals, and victory conditions for each scenario. Optional rules are included and variants allow adjusting forces to balance sides. Scenarios are designed for beginning players to learn the basic rules and get started with the game.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

ScEnArIoS DaWn PaTrOl


In ThE SkY OvEr ThE FrOnT TwO PaTrOlS AtTaCk

F
or all Wings of Glory players, we included in this PDF EaCh OtHeR In A FeRoCiOuS FiGhT
some scenarios to start playing with the first available
Wings of Glory Airplane Packs. Players: 2–4 (5+ in variants). In two-player games, take two
Each scenario offers a different mission, such as dogfights, airplanes each.
patrol missions or bombing raids. For three players, one player takes two Entente airplanes
The description of each scenario includes the composition of and the other two players form a team with one Central
the airplanes available to the two opponents, their mission Powers airplane each. In a four-player game, each player
goals and their victory conditions. has an airplane, and the two Central Powers players fight
together against the team of the two Entente players.
If any specific rules are required, they are listed inside the
scenario. Any other optional rule can be added if all the players Gaming Surface: Length of at least 90 cm. Width: 90 cm.
agree to do so before the start of the game. Entente Players: An Airco DH.2 and a Morane-Saulnier Type
The playing area lengths and widths listed below are N at half ruler distance from their side.
suggested minimums. Length is given as the distance from Central Powers Players: A Fokker E.III and a Halberstadt D.III
the Central Powers to the Entente side of the table (they are at half ruler distance from their side.
always opposite each other).
Rules Needed: Basic rules. If altitude rules are in use, agree
After you are familiar with the game, feel free to invent your on the starting altitudes of the airplanes.
own scenarios, using the ones below as examples. Players
are strongly advised to use anti-aircraft machine guns only in Winning Conditions: Each team scores 1 point for each
trench-strafing scenarios or when altitude rules are in use. enemy aircraft that exits the gaming field, 2 points for
every enemy airplane shot down, and –1 for each of its
BaLaNcInG SiDeS own airplanes shot down.
The Central Powers airplanes in these scenarios have a slight Variants: If the Central Powers players decide to add
advantage, as they have 1 damage point more than their additional Fokker E.III, the Entente players must add the
Entente counterparts. For the rest the D.III is a good match for same number of Morane-Saulnier Type N.
the D.H.2 and the E.III for the Morane-Saulnier.
If the Central Powers players decide to add additional
If you want to consider this small difference, either give the Halberstadt D.III, the Entente players must add the same
Central Powers airplanes to the less experienced player, or number of Airco DH.2.
consider them already slightly damaged when they reach the
field of battle subtracting 1 damage point to them.

1
WiNgS Of GlOrY ScEnArIoS

FaCe To FaCe BuLlEt In ThE MuD


TwO IsOlAtEd FìGhTeRs PaTrOlLiNg OvEr ThE FrOnT TwO CeNtRaL PoWeRs AiRpLaNeS ArE SeNt On A
MeEt EaCh OtHeR AnD EnGaGe In A DuEl TrEnCh-StRaFìNg MiSsIoN

Players: 2 Players: 2 or 4
Gaming Surface: Length of at least 70 cm. Width: 70 cm. Gaming Surface: Length of at least 90 cm. Width: 90 cm.
Central Powers Player: A Fokker E.III at half ruler distance Central Powers Player: A Fokker E.III and an Halberstadt D.
from its side. III anywhere on the Central Powers side.
Entente Player: A Morane-Saulnier Type N at half ruler Entente Player: Two B-firing anti-aircraft machine gun cards
distance from its side. at two rulers’ distance from the Entente side, one at 35 cm
from the left side and one at 35 cm from the right one. A
Rules Needed: Basic rules. If altitude rules are in use, agree
trench card at two-ruler distance from the center of the
on the starting altitudes of the airplanes.
Entente side.
Winning Conditions: The player whose airplane exits the
The Airco DH.2 and the Morane-Saulnier Type N start off
gaming field or is shot down loses.
the table: For each of them, the Entente player places
Variants: If the Central Powers player takes an Halberstadt either a left or a right maneuver facedown on top of the
D.III, the Entente player must fight him with an Airco maneuver deck.
DH.2.
At the end of the first turn, he reveals them and places
each airplane at the halfway point of the side of the
playing surface at his left or at his right, depending on the
maneuver chosen. They move and fire normally from the
second turn onward.
Rules Needed: Basic rules, ground units.
Winning Conditions: The Central Powers player scores 1
point for each damage to trenches or AA machine guns
(no more than 5 for each card), 5 points for each enemy
airplane destroyed, and 4 for each enemy airplane that
exits the gaming surface from any side while at least one
Central Powers airplane is still there.
He loses 6 points for each of his airplanes that is
destroyed, 4 points for each of them that exits from a side
that’s not the Central Powers one at any time, 2 points for
each of them that leaves from the Central Powers side
before each trench and AA machine gun card get at least
1 point of damage, and 1 point for each target card
(trench or AA machine gun) that is undamaged at the end
of the scenario.

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WiNgS Of GlOrY ScEnArIoS
The game ends when both Central Powers airplanes leave
the gaming surface or are destroyed. The Central Powers WiNgS OvEr
player wins if his total score is more than 0. If he scores
less, the Entente player wins. If the Central Powers player FrEiDrIcHsHaFeN
scores 0, it is a tie. A FrEnCh MoRaNe-SaUlNiEr Is GoInG On A BoMbInG
If altitude rules are in use, the airplanes enter at a level of MiSsIoN WiTh An EnGlIsH FiGhTeR As HiS EsCoRt,
3 with no climb counters. WhEn A CeNtRaL PoWeRs FiGhTeR CoMeS OuT Of ThE
Variants: Change the ground defense, placing two target SuN
cards with trenches at a two-ruler distance from the
Entente side, one at 35 cm from the left side and one at Players: 2–4
35 cm from the right one, and an A-firing anti-aircraft
machine gun at a two-ruler distance from the center of Gaming Surface: Width: 100 cm. Central Powers side
the Entente side. opposite to the Entente one, and at least 140 cm. apart.
Place a target card in the middle of the Central Powers
Players can also decide that the Entente side is sent on the side, at 30 cm of distance from the edge.
trench-strafing mission, and takes a Morane-Saulnier
Type N and an Airco DH.2. Central Powers Player: A Fokker E.III and an Halberstadt D.
III at half-ruler distance from their side of the gaming
The Central Powers player defends the trenches as field.
described above, with two B-firing anti- aircraft machine
guns and a trench (or an A-firing anti-aircraft machine Entente Player: A Morane-Saulnier Type N and an Airco DH.2
gun and two trenches), a Fokker E.III and an Halberstadt at half ruler distance from the left corner of their side of
D.III. the gaming field.
Rules Needed: Basic rules, bombing, ground units. If altitude
rules are in use, agree on the starting altitudes of the
airplanes.
Winning Conditions: Each player scores 2 points for each
enemy aircraft that exits the gaming surface, 4 points for
every enemy airplane shot down, and –2 for each of his
own airplanes shot down. The Morane-Saulnier has a load
of projectiles to be dropped according to the bombing
rules. As soon as they are dropped, Entente airplanes
don’t give points to the Central Empires player if they exit
the gaming surface from their own side. If the bomb card
hits the center of the target, the Entente player gets 4
points; if it hits part of the target but not the center, the
Entente player gets 2 points.

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WiNgS Of GlOrY ScEnArIoS

A GaMe CrEaTeD, PrOdUcEd, AnD DiStRiBuTeD WoRlDwIdE By


ArEs GaMeS SrL

ViA DeI MeTaLmEcCaNiCi 16, 55041, CaPeZzAnO PiAnOrE (Lu), ItAlY.


TeL. +39 0584 968696, FaX +39 0584 325968.

ReTaIn ThIs InFoRmAtIoN FoR YoUr ReCoRdS.


© 2012 ArEs GaMeS SrL. WiNgS Of GlOrY™ Is A TrAdEmArK Of ArEs GaMeS SrL. AlL RiGhTs ReSeRvEd. MaDe In ChInA.

WwW.WiNgSoFgLoRy.Eu | WwW.ArEsGaMeS.Eu

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