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Post by FaithandFire on Mar 4, 2014 10:01:17 GMT -5
I would like to do the Tank Aces thing. It would be a good way for me to get back into the game.
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Post by antholin on Mar 4, 2014 10:57:21 GMT -5
I was hoping to be able to drop off a printed set of Tactical Edge tokens at the store for your use, but I have to pull quite a bit of OT over the next few days. Please check out this link for a description of the tokens, and you'll be able to at least make up your own for quick use, even if you just jot them down on paper and have them scattered on the board. There are six total, and four of them will be picked for use on each side of the board. They essentially act like objectives and you'll vie for control of them. www.flamesofwar.com/hobby.aspx?art_id=3069Please post any questions. -Jeff
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Post by shoey109 on Mar 4, 2014 10:58:00 GMT -5
I am onboard too doing tank aces. We can always change venues when it is not feasible for the current venue.
Will
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Post by FaithandFire on Mar 4, 2014 14:12:23 GMT -5
Six total with four on each side? Should that be three on each side?
Do you use them in the game if you control them or do you get to keep what you control and use it in the next game? Once used they are gone?
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Post by stormbringer on Mar 4, 2014 17:39:04 GMT -5
Everyone, I would like to participate, but I think this week may be a problem. If it's not too late, I may come by Thursday... we'll see.
FM Von Jeff
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Post by antholin on Mar 4, 2014 19:29:36 GMT -5
Six total with four on each side? Should that be three on each side? Do you use them in the game if you control them or do you get to keep what you control and use it in the next game? Once used they are gone? Here is all the info on placing and using Tactical Edge's. PlacementTake all six tactical edge tokens, place them face-down, and mix them up. Then randomly select four to be used in the game, but keep them face down. Before any dice are rolled to generate your deployment area, randomly assign two tactica edges to each player. Without peeking at what they are, each playe rtakes turns placing them face-down anywhere on the table. Tactical edges cannot be placed with 8" from the table edges or other tactical edges. All of the tactical edges stay face-down during teh game. The two unused tactical edges remaining are placed out of play. Taking Tactical EdgesA player takes a tactical edge in the same way they take normal Objectives. Only teams from HQ and Combat platoons can take tactical edges. When a player takes a tactical edge, it is removed from the table and kept by that player. A player does not have to reveal what the tactical edge is until they play it. Using Tactical EdgesA player can spend the tactical edge at any point in the game to immediately gain its effect. The tactical edge's re-roll result is final and cannot be re-rolled. Onuce used, the tactical edge is placed out of play. Re-Rolling Re-RollsTactical edges are unique in that they can be used to re-roll a re-rolled result, but they cannot be used to re-roll a result due to another tactical edge.
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Post by antholin on Mar 4, 2014 20:12:27 GMT -5
Does anyone else at all have a copy of Blood, Guts & Glory that can be used for Tank Aces play?
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Post by antholin on Mar 4, 2014 20:20:16 GMT -5
Here is a link to FOW's Tank Aces with some downloads for the campaign; www.flamesofwar.com/Default.aspx?tabid=109&art_id=3273I will make copie's of the Tank Aces campaign and drop them off at the store tomorrow night between 5:30 and 6. There is just too much info for me to type from the book into the forum. Whoever comes in to play, just ask for the Tank Aces packet in Jeff Mayo's box and they should be able to retrieve it without any problem. I unfortunately cannot find a reputable PDF copy of the book to link or to share on the forum.
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Post by shoey109 on Mar 4, 2014 20:36:22 GMT -5
MARCH 05, 2014, 01:34:43 AM WELCOME, GUEST. PLEASE LOGIN OR REGISTER. DID YOU MISS YOUR ACTIVATION EMAIL? News:
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Setti.tv » JOGOS » Flames of War (Moderator: adamastorus) » CAMPANHA "TANK ACES" - V3 rules
« previous next » PRINT Pages: [1] Go Down AUTHOR TOPIC: CAMPANHA "TANK ACES" - V3 RULES (READ 1346 TIMES) adamastorus Moderator Hero Member
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CAMPANHA "TANK ACES" - V3 rules « on: April 16, 2012, 12:59:32 PM » Campanha “Tank Aces”
Part I – The Campaign
The Campaign Map The campaign map shows the area where players will fight the battles over Nancy. It has three Axes of Attack through which players will fight toward victory.
The Routes The battles for Nancy were essentially fought over three major routes: Combat Command A’s Route, Combat Command B’s Route, Combat Command R’s Route.
The Areas Each Route has three Areas, one for each Campaign Turn.
The Campaign The Tank Aces campaign is played over three Campaign Turns. Players may play any number of games with their Tank Ace during a Campaign Turn. Players cannot play in Areas that do not match the current turn. Players record the results of each game they play and report them to the campaign Organizer. Once a Campaign Turn is complete, all of the Areas associated with that Campaign Turn are locked down and no further games can be played in those Areas. The Campaign now moves on to the next turn and players may now play games in any Area associated with the new turn. The campaign concludes at the end of third Campaign Turn.
Playing the Campaign
Step 1 – Choose a Route There are three Routes to choose from. The first is Combat Command A’s Route north of Nancy. The second is Combat Command B’s Route around the city. The third is Combat Command R’s Route south of Nancy. Step 2 – Play a Tank Aces Battle Once the Route has been selected, both players play the Scrapyard Mission starting on page 106 (BGG book). Step 3 – Record Results When you have completed your game, fill out a result sheet ant turn it into the campaign Organizer “Tank Aces Results Sheet”
Winning an Area
At the end of each Campaign Turn, the Campaign Organizer totals up all of the Allied and Axis victories in each Area. The side with the most number of victories in each Area wins that Area.
Campaign Points When a side wins an Area they area awarded Campaign Points. These are added to their side’s Campaign Points grand total. Each Area is worth a certain amount of Campaign Points. During the first turn, each Area is worth ONE Point, in the second turn they are worth TWO points each, and in the third turn they are worth THREE points each.
Ending the Campaign At the conclusion of the third campaign turn total up how many Campaign Points each side won. If players would like to fight a grand finale battle, play the “Out of the Fog” Mission. The side that wins the Out of the Fog mission adds the VP they have won to their overall total. The side with the highest number of Campaign Points wins the Tank Aces Campaign.
Part II – The Tank Ace The most exciting aspect of Tank Aces is creating your own FoW Warrior, called a Tank Ace. During the campaign, you follow your warrior’s story as he fights his way through the twisted metal of the Arracourt battlefields. When the Campaign begins, your Tank Ace and his crew have been cut off from their comrades during a great tank battle. Your Ace gathers the few tanks he can find in the dense fog and muddy terrain of the battlefield and takes command of the motley collection of vehicles to complete the mission. As the campaign progresses, your Tank Ace gathers more tanks and equipment from the chaos of the battlefield and adds them to his force.
Characteristics If your force has a Company Command team, then, that team becomes your Tank Ace, replacing the normal Company, Command team. If your force does not have a Company Command team, choose one of your Combat Platoon’ Command team to became your Tank Ace, replacing the platoon’s normal Command team. In both cases, the Ace retains the ratings and vehicle of the vehicle it replaced. A Tank Ace is a Warrior and follows all the normal rules about warriors found on page 68 in the rulebook.
No Warrior or Tiger Ace Skills In Tank Aces you cannot take normal FoW warrior teams. Similarly, Tank Aces ignores German Tiger Ace Skills. Instead you will create your own warrior called a Tank Ace.
Earning Medals and Experience Your Tank Ace fights alongside your company earning medals, getting promotions, and gaining abilities. In Turn I, your Tank Ace must fight with what he can muster. It’s not much, but it’s enough to get the job done.As he continues through the campaign he will earn experience points, which you can use to award him medals. Medals will give him special abilities. Keep track of these points on your Tank Aces Company Sheet. When your Ace fills all the boxes leading up to a medal he may select a skill from the Tank Aces Abilities (p.96-103 BGG) After each game, use the table to see how many points your Ace has earned
Playing the Game 1 point Have more tanks left 2 point Ace survives 1 point Highest Kill Count 2 points
Kill Rings Each time your Ace Destroys an enemy Tank team, add one Kill Ring to your Tank barrel. For every five Kill Rings scored, your Ace receives a bonus three Experience Points after deciding who won the game.
Promotions As the campaign rages on, your Tank Ace has demonstrated his combat and leadership skills. This has been recognized by headquarters, which has promoted your Ace and given him more resources. At the start of each Campaign Turn all Tank Aces are promoted to the next rank. As a result, they immediately earn two bonus experience points towards their next medal.
Selecting Abilities When your Tank Ace earns a medal, you can select an Ability from the Tank Aces Abilities List. These abilities give your Ace special rules to use in the game. Abilities are split into three different categories: Command, Support, and Specialist. Once you have selected your Ability, you cannot change it. Abilities stay with your Ace throughout the Campaign and cannot be lost or taken away. Your Tank Ace may have up to four regular abilities during the Campaign. He will also earn a fifth Ace of Aces ability that he can use in the final battle of the Campaign.
Part III – The Force
Building your Force At the beginning of the Campaign, each player must choose a Tank Company to play during the whole course of the Campaign. Players cannot use Mechanized, Infantry, or Fortified companies in Tank Aces. The one exception is that a player may field a Tank Destroyer Company found on page 32 (BGG) in Tank Aces, even though it is a Mechanized Company.
When building your force, you do not have to purchase compulsory platoons. Treat all black boxes in the Company Diagram as grey boxes instead. However, you must always choose at least one platoon from your HQ, Combat, or Weapons platoons. When the Campaign starts you will have access to HQ, Combat, or Weapons platoons. As the Campaign progresses, you will gain access to the rest of your Company Diagram.
Stand by your men Once the Campaign has begun, you are free to change the composition of your force, however you cannot change your Tank Company. If your Company Diagram has variants, you must chose one and stay with that through the Campaign. You may, however, change what platoons you take in your company. Your force must also contain your Tank Ace.
Your Force in Campaign For the most part, Tank Aces forces during the first two Campaign Turns operate as normal FoW forces with the following exceptions: Turn 1 You may spend up to 500pts on your company with Company HQ, Combat, and Weapons Platoons. You can take any Platoon listed as Company HQ, Combat or Weapons Platoons. However, you cannot take Support Platoons at this stage in the Campaign
Turn 2 You may spend up to 700pts on your company with Company HQ, Combat, Weapons, and Support Platoons.
Turn 3 You may spend up to 900pts on your company with Company HQ, Combat, Weapons, and Support Platoons.
Independent Operations In Tank Aces, all Tank Teams become Warrior teams. This means that your Tank teams operate independently from each other and do not have to remain in command. Like normal Warrior teams, Tank teams use the joining Platoons rules (p.68 rulebook)to form temporary platoons. This can be useful in the case of Stormtroopers, or speeding up the Shooting Step, etc. Also like normal Warrior team, Tank teams join each other when targeted by enemy shooting (p.74 rulebook)
Tank Team Only All teams that are not Tank Teams (i.e. Infantry, Gun or Transport teams) are removed from your force before the game begin, leaving only Tank Teams.
Firing Mixed Bombardments When Artillery teams with a combination of different Artillery weapons join up to fire a bombardment, remember to use the Mixed Bombardments rule (p.131 of the rulebook). No Morale Checks No player will be required to take Company or Platoon Morale Checks in the first two Campaign turns of Tank Aces.
Your Tank Ace Choose one tank from your HQ or Combat Platoon to be your Tank Ace. Feel free to change your Ace’s tank from game to game so long as it remains one from your HQ or Combat platoons. Company Command teams become normal tanks and may not do anything Company Command teams ca normally do. Instead your Tank Ace and whatever tank he is commanding becomes yours force Company Command team and may offer re-rolls as normal.
Part IV – Playing Games
Games in Turn I and II
In the first two campaign turns of Tank Aces you will play the Scrapyard Mission for all of your games. This Mission is a straight-up tank brawl where your objective isn’t about capturing ground, but rather to be the last man standing. To keep things fresh from game to game, there are several factors that change things up. The first random factor is Tactical Edges. These are special objectives markers that give the player that capture them special rerolls that they can use at any point. The second random factor is the game’s deployment areas. There are three different deployment arrangements, each offering players a challenge to overcome.
Step1: Deploy Tactical Edges Step2: Roll for Deployment Areas Step3: Play the Scrapyard Mission
Games in Turn III In the third turn the size of your force will return you to playing normal FoW games with regular missions.
Table Size Turn I: 120 x 120 Turn II: 180 x 120 Turn III: 180 x 120
Step 1 – Deploy Tactical Edges Tactical Edges are special objectives thatr award players with small bonuses for whoever gets them first. There are six different Tactical Edges, each represented by a Tactical Edge token.
Deploying Tactical Edges You and your opponent have no idea what Tactical Edges are out there! Take all six TE, places them face-down, and mix them up. Then randomly select four to be used in this game, but keep them face-down. Before any dice are rolled to generate your Deployment Area, randomly assign two TE to each player. Without peeking at what they are, each player takes turns placing them face-down anywhere on the table. TE cannot be placed within 20cm from the table edges or other TE. All of the TE stay face-down during the game. The two unused TE remaining are placed out of play.
Taking Tactical Edges A player takes a Tactical Edge in the same way they take normal Objectives (p.258 rulebook). Only teams from the HQ and Combat Platoons can take TE. When a player takes a TE, it is removed from the table and kept by that player. A player does not have to reveal what the TE is until they wish to spend it.
Using Tactical Edges A player can spend the Tactical Edge at any point in the game to immediately gain its effect. The TE re-roll result is final and cannot be re-rolled. Once used, the TE is placed out of play.
Re-Rolling Re-Rolls Tactical Edge are unique in that they can be used to re-roll a re-rolled result, but they cannot be used to re-roll a result due to another Tactical Edge.
Step 2 – Roll for Deployment Areas
Once you have deployed your Tactical Edges on the table, its time to roll for your Deployment Areas. Roll a die:
1-2 – Corners 3-4 – Halves 5-6 - Checkerboard Step 3 – The Scrapyard Mission
The Scrapyard Mission is a straight-up tank brawl. It’s all about adding Kill Rings to your tank barrel.
Mission Special Rules Meeting Engagement (p.264 rulebook)
Close Quarters: No team can be Gone to Ground during a Tank Aces game
Fast and Brutal: At the start of the attacker’s turn seven, before anything else, roll a die. On a result of 4+ the battle continue, Otherwise the battle ends. If the battle continues, at the start of the attacker’s turn eight, before anything else, roll a die. On a result of 5+ the battle continue, Otherwise the battle ends. If the battle continues, at the start of the attacker’s turn nine, before anything else, roll a die. On a result of 6+ the battle continue, Otherwise the battle ends. At the start of the attacker’s turn ten the battle ends.
House Rules:
There can be only one Cada jogador poderá ganhar apenas um Turno. Se o mesmo jogador ficar colocado na primeira posição, nos Turnos subsequente, o Prémio será atribuido ao jogador na posição imediatamente seguinte na Classificação.
I'm already an Ace Antes do inicio da Campanha, o jogador, se quiser, poderá escolher um Skill da Tank Aces Abilities List. Deverá incluir esse Skill quando preencher a sua Tank Aces Company Sheet.
One at a time Um jogador apenas pode repetir o adversario depois de ter jogado contra todos os oponentes. O resultado do jogo 'repetido' ficará na posse da Organização, que só o considerará, após a realização da condição anterior. Se a condição não se verificar em tempo util, o resultado será anulado.
Man of Seven Trades Um jogador apenas pode ter uma Ability de cada Categoria, por Turno. P.ex., se um jogador tem a Ability "Prior Experience", não poderá escolher nenhuma das outras duas "Number Cruncher" ou "Make it Work". Cada jogador não pode escolher mais do que um Skill por Turno/Dia, independentemente de ter XPs para isso.
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Post by kv1e on Mar 4, 2014 21:00:28 GMT -5
Does anyone else at all have a copy of Blood, Guts & Glory that can be used for Tank Aces play? I do but I am leaving town tomorrow before the store opens I will try to scan the tank aces rules in book when I get back on the 9th and/or make sure the book is available
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Post by antholin on Mar 4, 2014 22:12:17 GMT -5
Thank you Will for the supply of the rules, and thank you in advance to Temis for a scanned copy of the book. I will still try and drop off a copied section of the book tomorrow night to Triple Play just for reference.
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Post by kv1e on Mar 5, 2014 1:59:38 GMT -5
Or do it the old fashioned way and make a photo copy
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Post by antholin on Mar 5, 2014 3:32:58 GMT -5
Indeed I will sir, that is what I meant when I said I will drop off a copied section of the book. I do not intend to write it by hand, and I will utilize the new fangled Xerox machine at work if the gods will it.
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Post by antholin on Mar 5, 2014 6:01:16 GMT -5
I have finally found a good PDF copy of Blood, Guts & Glory. I will drop off two Tank Aces packets to Triple Play in my mailbox there, be sure to just ask for one by my name. When you are finished with them for the night, please return them, as I'll be able to use them for future games. Unfortunately the PDF file is too large to attach to this forum message.
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Post by antholin on Mar 5, 2014 20:59:55 GMT -5
I dropped the Tank Ace's packets off at Triple Play earlier tonight in my mailbox. So, I hope that you guys will get at least one game in this week. I am still up for a game if anyone is available Friday night, I believe Will is unable to play this week. Have fun and enjoy the tank on tank mayhem.
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