This past weekend was Cold Barrage. While I wasn't able to make it to Saturday, I had decided to volunteer as a gamemaster on Friday, running Fire in the Sky.
Amazingly, three people decided to sign up! We had enough time to run through three scenarios from the rulebook with some slight modifications.
First, I ran the players through a quick history of Operation Argument (or Big Week), then a quick walk through the rules. After answering some questions, we hopped into the first scenario: Rolling Thunder.
The Allied player started with three squadrons of P-47s, defending three squadrons of B-17 bombers. The Germans have two ME-109 squadrons (one of which has one-shot rockets attached) and one FW-190 squadron.
The Germans appear randomly (both in time and deployment space) behind the B-17s, with one squadron starting on the table.
The initial German attack was successfully, with the rocket-equipped Me 109s knocking out two B-17 sections before being wiped out in return.
Unfortunately, Lady Luck seemed to be against the Germans in this scenario. While they managed to shoot down a couple of B-17 sections, the Germans were eventually either shot down or had to retreat. The Americans claimed a solid victory.
The second scenario, Zerstorer Ace, gave the Americans three P-51 squadrons, while the Germans would be attacking with two Me 109 squadrons and one Me 410 squadron. The Me 410 squadron leader was also an Ace, which meant his could reroll failed Firepower rolls and Saves and could modify his Special Ability die roll by plus or minus 1.
This was another uphill battle for the Germans, as their activation cards saw them go in piecemeal against the Americans and were picked off. The slower Me 410s were the last to go in, but their anti-bomber guns and rockets weren't enough to shoot down the amount of B-17s needed to even the score.
Which meant another American victory!
I decided to change things up for the final game and skipped to the Dora Dora scenario. The Americans had two squadrons each of P-47s and P-38s (my favorite twin boom plane!). The Germans originally had three squadrons of Me 109s, but I swapped squadron out for two squadrons of FW 190s.
For this scenario, the Germans could deploy their squadrons as they pleased.
During this scenario, the Germans had better luck with activation cards. They also spent a good amount of time circling around the American formation in a large group, rather than approaching by separate squadrons.
It was during this third game that the Germans solidified a potentially devastating tactic: get in close, wait for the Americans to approach, then use a Reaction to slip towards the B-17s and then attack. This led to one squadron of B-17s being wiped out!
However, the American players still had Lady Luck rooting for them, and while this was the closest game of the three, the Americans still scored more victory points by the time the last German squadron was cleared from the skies.
I feel like I have a handle on teaching the rules. I have two immediate improvements that I know I have to make:
- I need to make the German players more aware that they can use their Reaction to beeline towards the B-17s (they just can't attack them during the Reaction)
- Squadron Leaders are NOT needed to perform combat actions such as Side Bounces, Rear Bounces, or Focused Attacks. This stemmed from me extending the condition that Squadron Leaders are needed to fight head-on for zero action points, or are needed in order to attempt Reactions, to other complicated aerial maneuvers.
I also need to redo the unit labels, as I messed up some of the plane designations. A friend also suggested adding Axis and Allied symbols to the labels for better recognition on the table. I did this in marker before the game, but proper symbols would be an improvement.
That said, I believe I have a good enough handle on the rules that I plan on running more games this year, and can hopefully make this a successful 6x6 goal.



















































