Flying Officer Stumpy Prangsworthy’s handlebar moustache streamed behind him in the 80mph wind as he craned his head round trying to locate where Von Strudels Flopper Troutplane had gone to. Deep within the cloud, the spineless Boche had shown his true colours and escaped Stumpys righteous justice. The little Armstrong-WTF 90hp engine growled a new song as he side-slipped his trusty Soppingwet Camel down towards the now helpless Gotha Inhimmel. The
BLAZING SKIES- FLUFFY CLOUDS
It's 1914 or 1926 but it's not like you've seen it before. The air is filled with the roar of poorly built Biplanes struggling for supremacy. Gongs and Promotion await those who can stand the heat of battle, derision and the firing squad for those who flee from the enemy.
Skying Blaze Clouding Fluff
The latest Release from the Atkins Wargames Stables, B.S.F.C takes the player and puts them in the cockpit of a Biplane and faces them off in a duel 2 the death.
- It is a Set of Aerial Rules for Miniature Biplanes & Monoplanes.
- Games are usually 20-40 min's long
- The game is playable with any model airplane of about 6 cm long
- It is a Semi-Hex based system. It uses no play mat so battles may be fought on the floor or on tabletops
- Energy management is core to the game, players will rip their wings off if they go too fast, they will stall if they go too slow, but do you have the energy to preform that Immelman? Having said that...can your Hawker Phtooy do a Immelman?
- Rules for Fuel , G force,Ammo and pilot skill are included for those who like a more advanced game
- Rules for Hitting the silk, escaping capture, Gongs and promotion, running a Campaign and a Squadron for those who seek long term Glory.
- Pilots can upgrade their Kites with new items such as "Noise seeking rockets" and "Intimidating paint job"
- Mustache length is Vital in these rules. A luxuriant 'tache will carry a Chap far
- This isn't Wings of War...It has altitude and altitude matters.
Further Infomation & pictures at
http://www.freewebs.com/tommiatkins/blazingskies.htm
So no more time for breifing chaps, Scramble! Chocks away and we'll be back before opening time! Hurrah!
17 comments:
Another great find by Tas!
I contacted Tommi and ask
a question about adding
zeppelins and he wrote me
back with the add on!
So you going to do up some VSF
rules from these?
Bill
VSF is the plan ;-)
So what are your plans for
your first (and yes I know
there will be more than one!)squadron? What type
etc. ?
First up: Pirate float planes....)
Don M said...
First up: Pirate float planes....)
That figures! Let me guess all
part of this anti piracy campaign
we are embarking upon? These are
some of the advanced weapons Dr
Steel has provided to the Pirates?
You sinister SOB...It's why your campaigns are so much fun. ;-)
Joe said...
So what are your plans for
your first (and yes I know
there will be more than one!)squadron?
Hey at least it wasn't
a squadron of zeppelins!
Joe said...
That figures! Let me guess all
part of this anti piracy campaign
we are embarking upon? These are
some of the advanced weapons Dr
Steel has provided to the Pirates?
You have been around him too long!
Hehehe
Joe said...
You sinister SOB...It's why your campaigns are so much fun. ;-)
*******
Nice try....see you on the field!
MAWHAHAHAHA
The Zeppelin rules sent by tommiatkins
Hi Redleg. Here is the cut and paste from the rules as regards Modifiers.
As For Zeppelins. Rather strangely...well to save space ..they are not in there. Adding some simple rules to portray them wouldn't be hard. Actually I might do that, & post it on my website.
Have fun.
Tommi
+ Chaps Guns skill
+ 1 large Target
-1 Greying out
Firer Shouts“DADADADADADA!!! loudly
-1 Bandit Jinking
-1 Firer doing +5 G manoeuvre or greater.
- tommiatkins
**Another great find by Tas!
Thanks, posted it here.
http://pauljamesog.blogspot.com/2007/09/vsf-dog-fighting.html
Updated Rules for Zeppilins.
VERY LARGE TARGET: +2 to hit. Max Ceiling 10
Weapons : 1 x Forward arc Machinenblasten. 2 Rear arc Machinenblastens. 2 Side arc Machinenblastens.
Zeppilins will be about 12" long in BSFC. They should be bigger , but this scale works best games wise.
Zeppilins do not manouver like Kites. At the end of a Dogfight Phase they may move 1". Once per TURN, they may make a Standard right or left turn.
Once per turn they may gain or lose one level of height.
A Zeppy has 40 structure points.
The Ach Nein table for a Zeppy is D20
1-16 Gasbag. No effect unless using inceindary bullets in which case D6 roll of 6 + Prangs the Zeppy.
17 Badly Holed! Zeppy loses one height per turn and cannot climb
18: Gondola. Destroy one gun position on the zepp
19: Engine: Zeppys have 4 engines Zeppy only moves at end of each 2nd 3rd and 4th dogfight phase if 1/2/ 3 engines are destroyed. 4 dead engines mean she will need towing home!
20 BOOOM..Ammo explodes and raging fire. Zeppy prangs.
Tas said...
Thanks, posted it here.
Correction made to front!
Sorry bud I had an old fart
attack! :-)
Don M said...
Updated Rules for Zeppilins.
Nice to see you get very quick
support for your ideas with this
guy!
Bill said...
Nice to see you get very quick
support for your ideas with this
guy!
That is a rarity !!!
Latest update from Tommi:
We are in the middle of a Postal strike in the UK, so it might take longer than usual to receive your rules.
The unions damn them! Bring them into line with the baton charge.
The strike is set for several more days...but I believe that some post is getting through.
Shout out if any probs.
Cheers
Tommi
I got them in a few days ago!
Gave them a few readings...ready
to go !
Post a Comment