Friday, August 13, 2021

Aeronautica Imperialis Battle Report - as a VIDEO!

 So - doing the Solo-gaming thing as we've been locked down in my neck-of-the-woods...


I like Aeronautica Imperialis. But most missions are intended for Campaign Play. Thought I would like to try setting up a couple of missions that are more "Match Play", in   the event we ever get some sort of tournament going.


Anyway, take a gander at my first Video Report and let me know what you think!

https://www.youtube.com/watch?v=syOO8I3pOAo


Constructive criticism of both the mission and the video appreciated.

Wednesday, August 19, 2020

Product Review: Aeronautica Imperialis (GW - 2019)

 

So I’ve posted a couple of Battle Reports. Now I should do a Product Review!

Basic Fluff:

It’s the 40,0000 Universe. The poor “Ground Pounders” are being harassed by enemy air support and it’s your job to stop them!

Aeronautica Imperialis (AI) is one of the Classic Specialist Games branch of Games Workshop (GW) that have been reviewed, renewed and re-released, like Blood Bowl. Like other Specialist games, you don’t need to play any other of Games Workshops’ games in order to enjoy it. You can use it to create a campaign and link with Battlefleet Gothic (out-of-print) and Warhammer 40,000, but it plays fine on its own.

I would equate Aeronautica Imperialis as your “Basic Beer & Pretzel” game or an introduction to more complex Air Combat game systems.

 

Rules:

If I were to compare the rules to anything, it would be a hybrid of “Star Wars – X-Wing” and “Check Your 6!” (CY6).

The game is played on a Hex map (like CY6) and has altitude bands (again, like CY6).  Moves are planned in advance and revealed as the individual aircraft move.  Movement is planned by dropping a counter with the move number (like X-Wing) so there's no tracking separate sheets for each plane. Maneuver Numbers are based on a Movement Diagram (similar to CY6), but ALL aircraft use 1 Movement Diagram. No need for multiple charts if you have multiple types of aircraft.

As players activate Aircraft during movement, speed is first set (changing the current speed up to the maximum change allowed by the throttle stat), then the maneuver is carried out, and finally speed set after modifiers for climbing (-1 Speed) or diving (+1 Speed).

The Movement Diagram allows you to decide to go Left or Right for most maneuvers as you Activate and move the aircraft, usually allowing multiple final headings to choose from when the model has stopped, unlike CY6! CY6 requires a more detailed description including direction and speed and final heading that you've set during the planning phase, long before you move your model. This maked CY6 basically simultanious movement while AI is alternating aircraft as it makes a difference from plane to plane. This can be important if the move to left you planned originally suddenly appears to be the worst thing you can do, so you can decide to go right instead! Or you want to take advantage of a plane that moved where you want to go so you want to slow-down a hex or two to tail. 

There are only 8 maneuvers to choose from in the Movement Diagram. The limitation of which moves each type of aircraft are allowed is in the Aircraft Statistics of the Aircraft. Usually these are defined like "1-4", or "1-3, 6". Not all aircraft can do all 8 maneuvers – in fact, most can only do 4-6 maneuvers!

After the movement is the Shooting Phase, where each player alternates which aircraft (or Ground Defence) Activates, then fires until one or both players are done. Damage is immediate – if he shoots down your bomber before you activate it, your bomber doesn’t get to drop its bombs! This makes choosing which plane to activate very important and can win or lose the game. This system is similar to Adeptus Titanicus. What’s nice is that damage is recorded on the model stands themselves with the use of tokens or “Chits”. No extra Record sheets! You could record the damage on individual stat cards for the aircraft if you dodn't want to do the Chits on the stands.

There are multiple “versions” of the rules at the moment. The initial release consisted of a box set with minimum rules (just enough to get you started) as well as the book “Rynn’s World Air War – Campaign Book” which contained all the rules. The initial set and book covered the Imperial Navy and Orks. GW has just release a New Campaign Book:Tarlos Air War – Campaign Book” which covers Tau and Imperial Guard.as well as a couple of new aircraft for Imperial Navy..

Don’t buy Rynn’s World except for the fluff or stats for Imperial Navy or Orcs. It wasn’t a BAD book, but there were some issues with how they wrote up some rules. These rule issues have been (mostly) fixed in the new campaign book or by downloading the FAQ.

If you’re just starting out, buy the second book: “Tarlos Air War – Campaign Book. THIS is the book with all the latest and greatest and NEW rules in one place. You’re still going to need the FAQ downloaded from GW’s site, but it’s much easier and those rules that needed major corrections have been fixed. Mostly. 

Both the Campaign Books also contain missions and simple campaign rules that allow you to gain experience. A plus when compared to some other games.If you want the campaign rules for the Orcs or Imperial Navy, you'll need Rynn's World.

Overall, rules-wise, this is a good starter game for those who want an introduction to Air Combat games as it uses most of the concepts of other games of the genre, placed in a simpler package. Game play typically is 2-3 hours, though we've done the Dogfight in 30 minutes with 3 planes a side. Though official missions reportedly take 12 turns, we’ve found in most games 3-5 turns is enough to complete the mission.  Typical missions have between 3-6 planes per side.

Models:

So far, GW has released forces for:

  • Imperial Navy
  • Orcs
  • Tau
  • Astra Militarium (Imperial Guard.)

Rumor has indicated there are more forces on the way, but I’ve learned not to “believe” rumors when it comes to GW until I see it on their web site. (I do know a few people who want Eldar and Marines. Be Patient!) As usual, it’ll probably depend on how successful the game sells.

The Models are well detailed and give any modeler the chance to really sharpen their painting skills. Customizations are possible (especially for Orcs), But for the Imperials and Tau, it’ll be limited mostly to weapons options. Fighters come 4 or 6 in a box, depending on the Physical size of the models. (Imperial Thunderbolts and Ork Fighta Bommers are 4 per box, the rest so far are 6 per box) while Bombers are only 2 per box (at this time). All boxes come WITH flight stands for all aircraft in the box, so that’s a nice feature!

My Painted Stand beside a "raw" stand.
Speed dial on the left, Altitude dial on the right.

I am a little worried, as GW has announced that some fliers are now being offered through Forge World. So far, there are only 2 listed: An Orbiter and the Vulture, but I expect the Tau Remora Stealth Drone will join their ranks. Smaller/simpler models, with fewer parts, and that are too expensive to model in plastic. We’ll see how that progresses.

 As the model count for the games is typically 3-6 planes, you can usually get away with buying only 2 or 3 boxes of models, usually just to model the different types of planes you want in your force. The most expensive force could be Orcs with Dakka Jets, Fighta Bommers, Eavy Bommers and Grot Bommers, though a mixed Imperial force (Navy & Guard) could need more types.

If there’s something I don’t like about the models, it’s the instructions on how to build. Some of the pictures choose the worst possible angles to show how parts go together (or even show an obscured view so you cannot tell where they go). Also, some of the smaller parts are too small for my ham-fists. Be prepared to do lots of test fitting and keep your parts well over the table as you cut them free of the sprue.

Model Gallery:


Tau Barracuda - Work In Progress

Tau Tiger Shark - Work in Progress

Orc Fighta Bommers

Orc Dakka Jets

Imperial Navy Marauder

Imperial Navy Thunderbolt Fury & Thunderbolt
(Check out the guns under the nose)

Orc Grot Bommer and 'Eavy Bommer

Accessories:

GW has made lots of extras available for the game.

Of course, there’s the standard custom dice for each list.

They have Boxes of cards that list all the options and aircraft statistics for each force. If you don't have the book, you can get the stats here. The cards are pre-printed on normal playing card stock and are easy to read. You get a number of cards for each type of Aircraft as well as the accessories and Pilot Skills.

You’re supposed to have one card on the board per plane, but if you play a larger game, you may not have enough cards in a single box. Also, the possibility of mixing up your expendables when used per each plane when launching rockets, bombs, etc, is a real possibility. I’ve started to use extra dice on the flight stands to show expendables so I won’t mix up which aircraft has haw many left. I would recommend only 1 box and use only 1 card for each type unless each aircraft of that type is configured differently.

Ground Objectives and Defences are already available for the Imperial Navy and Orcs (combined into 1 box set). I expect another combined box set to arrive with Tau and Imperial Guard sometime.

The box sets come with a paper hex map, but you can buy a double-sided, hard cardboard map set (same quality as most Table Game boards) . There’s one for Rynn’s World and one for Talos. These are slightly smaller than 4’ X 4’ when put together, something like 38 X 39 -2” hexes. You can get other Hex Maps elsewhere, but if you want to go to the GW stores, you’ll need a set of the GW maps.

 

Summary:

What I Liked:

  • Easy of play.
  • Model quality (plastics – haven’t seen any from Forge World)
  • The Fluff, missions and simple Campaign rules in the Campaign books.
  • All the rules were updated in latest campaign book, may not need to carry around extra books.
  • ePub versions of the Campaign Books (with Rules) are available from Warhammer Digital a (little) cheaper for those who like to use their tablets or laptops.

 What I Didn’t Like:

  • Teeny tiny pieces on some models
  • Poor modeling instructions
  • Cost of Boxes for GW Models are over $50 each, though somewhat mollified by the fact that all models come with Flight stands.
  •  Need to buy extra HARDCOVER or ePub book to get all the rules when you buy a starter box set.

As always, I hope this article is of some help. I enjoy the game and (for the most part) the models are nice and detailed.

If you plan carefully, you don't need to spend a lot of money, but it is still going to be more expensive than some other Air Combat games that use generic models (unless you do the larger scales). I suspect it is similar in cost to X-Wing, but you need to assemble and paint the models yourself!

Have Fun!

Tuesday, August 18, 2020

BatRep: Aeronatica Imperialis– 150pts Ork vs Ork (Bombing Mission)

 

So, Graham and I fought a second battle, again, Orks vs Orks.  We rolled a random mission and ended up with the “Bombing Mission”. I recorded this mission as well, but the sound and video was so bad (due to us and interruptions, not the camera), I won’t ever post it. Pictures will be of the Screen Grabs.

 Graham won the roll and decided to play defender, making me the attacker.

My mission objective was to destroy 3 objectives, each with 4 Structure Points. I would get 5VP for every Structure Point the objectives lost, and could only win if all 3 were destroyed. As well I received VPs for the standard shooting down/destroying enemy assets. I was required to take at least 1 plane with Air-To-Ground weapons (Duh!). 

I chose:

  • 4 X Fighta Bommers:
    each with 2 sets of Wing Bomms
  • Eavy Bommer:
    Also with 2 Wing Bomms, plus Extra Armor
  • Grot Bommer:
    only carrying the default 2 Grot Bomms, plus Extra Armor

Graham, playing defender had to take at LEAST 1 Ground Defence and 1 Fighter. He had to setup the 3 Objectives 9 hexes away from his deployment zone and within 3 hexes of each other. His objective, Keep me from blowing up the objectives and shoot me down! Besides VPs for my aircraft, Graham received an extra 5VP for every Structure Point remaining on the Objectives.

Graham’s forces consisted of:

  • 4 X Fighta Bommers:
    each with 2 sets of Rokkits
  • 4X Flak Platform:
    Light AA –
    lots of shots, light damage potential)
  • 2 X ‘Eavy Flak Kannon:
    Not so many shots, but easier to cause damage

I think Graham was limited by the number of Ground Defence we actually had available: He used up everything available in the accessories box that the box came with.

Graham setup everything in a single row of hexes, the bases set up 3 hexes from the next hes and a gun platform on either side, so it was a continuous like of Flak and Objectives.The 2 ‘Eavy Flak Cannons were setup on the inside edge of each outside objectives, allowing large area of coverage with the heavy weapons.


Turn 1:

So forces deployed, my bombing force moved forward at Height 2 (that would haunt me later). Grahams forces moved forward as well, however, all our aircraft were too far away to shoot at each other.

 


Then I realized my mistake.  By staying at Height 2, I forgot I wouldn’t be able to attack the objectives with my guns as I was too high up.  Worse, Ihad thought I would be out-of-range for his Light flak, but wasn’t. Ork Light flak is good up to Height 2 without penalty. I should have taken the Fighta Bommers in at Height 3. All I was able to do was launch a Grot Bomm from the Grott Bommer.  Then I waited for the dice rolls as the Fighta Bommers were mostly in Medium Range…

 

When the smoke cleared, I was lucky. Only one Fighta Bommer was hit and shot down, another was damaged.  I wouldn’t be so lucky next turn when I entered Short Range!

My Grot Bomb then moved and landed by one of the objectives. However, Autonomous Weapons have no rules for attacking ground targets!  Du-OH!!!


Turn 2:

Graham won initiative and elected to go 1st.

The ‘Eavy Bommer and Grot Bommer continued forward. This “wasted” a couple of Graham’s Fighta Bommer moves as he couldn’t “catch” my Fighta Bommers as I moved them last. So Graham’s first 2 Fighta Bommers zeroed in on my Grot Bommer who flew slightly ahead of the ‘Eavy Bommer. In the end, I think he got fixated as all the Fighta Bommers had tried to get an angle on the Grot Bommer in the end.

My Fighta Bommers‘ dove to Level 1 and then their formation split. Two over-flew the outside Objective on my left and one over-flew the middle Objective.  At Bombing height 1, not only was there no penalty, there was a bonus! I would be hitting on 4’s instead of 5’s with my bombs!

In the Shooting phase, one of Graham’s Flak Platforms tried to shoot down the damaged Fighta Bommer before he could drop bombs, but failed. The Pilot emptied his racks of all ordinance, destroying the leftmost Objective!

(At this point, I forgot that Bombs can do damage to adjacent hexes. This was another error on my part that would haunt me).

The other Fighta Bommer dropped its bombs on the ‘Eavy Flak Kannon and destroyed it as well for another 2 VPs.

One of the Flak Batteries tried to shoot down the Fighta Bommer that over-flew the Center Objective, but failed to damage the Bommer.  The Fighta Boomer dropped its payload and (JUST) destroyed the Centre Objective! 2 down, 1 to go!

For the next bit, aircraft were shooting back and forth at each other. One of Graham’s Fighta Bommers damaged my Fighta Bommer that destroyed the centre Objective, while another damaged my Grot Bommer. My Grot Bommer managed to damage one of Graham’s Fighta Bommers.

Finally, the Grot Bomm that was launched landed beside the leftmost Fighta Bommer. It successfully hit and caused 2 points of damage!

Turn 3:

I got initiative this turn and elected to move and shoot first.

 The Grot & Eavy Bomber continued to lumber forward at 3 hexes (they suffered -1 Mv due to Extra Armor). My fighta Bommers all turned back the way they came with hopes of protecting the heavy fliers, whereas Graham’s Fighta Bommers were closing in on the Heavies.


The Eavy Bomber shot down the damaged Fighta Bommer on it’s Port side and damaged another Fighta Bommer on the Starboard side!Graham’s Fighta Bommer unleashed all it’s Guns and Rokkets at the Eavy Bommer in retaliation. As usual, Graham Missed…

Graham did manage to shoot down another Fighta Bommer.


 === - ===

At this point my Camera died.  I did start it again, but the damage was done. My battery was drained from recording over 5 hours of video.

 


By the end of Turn 5, I lost my Eavy Bommer before it could drop its payload on the final Objective, so I was down to damaging the last objective by strafing the target.

 

Turn 6, all my remaining aircraft were shot down either by Flak or Fighta Bommers as all my flight paths were obvious and low (Level 1).

 

Graham Wins!

170 points (150 + 20(4 X 5VP for the last objective))

To

99 points. (40 (8 X 5VP) + 7 (1 Flak Kannon) + 52 (2 X FightaBommer with Extras)

 

Even if I HAD destroyed the last objective, I would have lost on points as the difference was 71 points and the change would have only been 40 (-20 for him, +20 for me)

 

Excellent game!

 

After Action Report:

Everything I did right last missing, I forgot on this mission.

  1.  I should have started at Altitude 3, not 2, and stayed there until ready to Bomb/Strafe.Almost half Graham’s attacking dice came from the 4 Flak Platforms. At Alt 3, he would need 6’s instead of 5’s t hit me. If I had started at 4, they wouldn’t have been able to hit me at all until I dove down lower!

  2. Once I realized that, I kept the Eavy & Grott Bommers at Alt 2. They took at least 1 more turn under fire that they didn’t need to. Due to their speed, it would have taken 2 turns to drop from Alt. 3 to Alt 1, but the first turn would still have required 6’s to hit with the Flak Platforms.

  3. I got Fixated on the Objectives and didn’t pay enough attention to the Ground Defenses. Over half the damage to the Heavy Bommers was caused by Ground Defenses as well as a significant amount of damage to my Fighta Bommers. My Fighta Bommers could have done extra damage when they dropped their bombs (which I completely forgot) and then I went after Graham’s Fighta Bommers instead of concentrating on the Ground Defences protecting the last Objective. Though, to be fair, all the Ground Defences had range to protect the last objective. I was so fixated on the Objectives, I only ever destroyed 1 Defence position, and only because I had no other target after 2 of my Fighta Bommer overflew an objective and the 1st plane took it out! I could have dropped a single set of wing bombes on one defence  and then dropped the other set on another defence.

The only other thing I think I would have changed was to take 2 Eavy Bommers and drop the Grott Bommer. I didn’t because I was working off a limited pre-defined squadron list that I had created and I only had 1 of each type due to point limitations. My other option would have been to replace the Grott Bommer with another loaded Fighta Bommer or possibly a Dakajet or two, all depending on how I shuffled the points.

 Another option would have been to take Rokkets instead of Wing Bombs. I took bombs as they had a better chance of hitting and damaging at low altitude, but that made my aircraft more vulnerable to Ground Defences. Rockets I could have fired at a distance and been in range of the Defences for a shorter time. Something to think about…

 For Graham’s part, I think there wasn’t much he did wrong, other than his choice of dice! He certainly surprised me by going all-out on the Ground Defences. Glad we didn’t have any more lying around! 

Graham knew to concentrate his aircraft on my Heavy Fliers once my Fighta Bommers dropped their bombs – they weren’t as big a threat anymore. He certainly played a better game than I did and it payed off. In spite of his dice!