Australian New Year's Eve Aeronef Championship

Moderator: Brigadier Tony

Postby POTUS » Wed Dec 29, 2010 1:05 pm

*SNIP FROM MK AERONEF THREAD*

Answers to scenario & fleet composition questions

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Quick scenario clarifications for those building fleets (or running through the battle computer)

1. Terrain blocks both line of sight and movement (if you fly into the mountain or volcano you will crash)

2. Fighters can take off (and land) as per landing & take off rules for scenario purposes and count as Class 5 ships for all purposes (including VP & fleet construction)

3. Visibility affects what targets you can see & shoot at, not weapons range.

4. All scenarios can be won by killing your opponent (Without worrying about speed, bombs or take off / landing)
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Postby POTUS » Sun Jan 02, 2011 11:39 pm

Australian New Year's Eve Aeronef Championships 2010 - Umpires Report

For the third year, the Monday Knights were proud to present the Australian New Year's Eve Aeronef Championship once again with the generous prize support from Brigade Models.

The temperature exceeded 40 degrees celcius, however this did not prevent the players (and a surprising number of spectators) attending this years Aeronef competition. Adrian Stacey was victorious on the day winning all three scenarios. Walter Spivak using a heavily armed and heavily gunned Russian fleet was runner up. Once again there, there was an impressive range of fleets & paint jobs - particularly Andreas Kammel's Germans (maskerading as Prussians), Scott Bartel's Japanese Carrier Fleet and the innovative Martians (made from knitting needles) by Andrew Oates.

http://www.flickr.com/photos/7664665@N03/sets/72157625732085990/show/

There was keen discussion around the use of "CP" values for fleet construction as well as allocation of victory points based on ship class - with the resolution to move towards the use of "points" rather than "CP" values for next year's competition.

Thank you to everyone who turned up for the day, participated or spectated. The success of the day is all thanks to you.

Special thank you to Tony & Brigade Models for their support
Last edited by POTUS on Wed Jan 05, 2011 2:55 am, edited 1 time in total.
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Postby POTUS » Tue Jan 04, 2011 11:51 pm

Full Scenarios

************

Scenario 1 – Prize in the Fog

Admiral Spivak realised that the entire fate of his entire Baltic Fleet rested on the shoulders of the 14 year old rating in the crow’s nest. With visibility reduced to 100 yards, it was quite possible that Japanese Fleet under the command of Kaigun Taishō Floppy-San had passed unseen. Closing his eyes, Admiral Spivak listened intently to the thrum of the reciprocating steam engine of his Flag Ship, the Petropavlavsk. A frown creased his forehead when at first he thought he heard an echo reflecting from the fog. Snapping his eyes open, the Admiral ordered “All guns bearing starboard – FIRE” just as the Japanese Flagship Mikasa emerged from the mist....

Fleets start on opposite table edges with up to a maximum speed of 10 inches. Each player nominates their smallest Aeronef as “Treasure Ship”. In addition to the objective of destroying as many enemy ships as possible, the mission objective is to force the surrender or capture the enemy treasure ship. (Also refer to Ship Boarding & Ship Morale rules). Game ends when all ships from one fleet have been destroyed or if either “Treasure Ship” has been captured or surrenders. Table is covered in fog. Visibility is randomly reduced from 30” at start of each turn by 1D6. Any “6” are re-rolled & results are added together to reduce visibility.

Treasure ship surrenders or is captured (5 VP), Class 1 ship captured or destroyed 5 VP), Class 2 / Class 3 ship captured or destroyed (3 VP), Class 4 / Class 5 ship captured or destroyed (1 VP)

Scenario 2 – Mount Merapi Volcano

Overseeing the ships stores being loaded onto the Turkish Battle Cruiser, Yavuz Sultan Selim the Quartermaster had a pretty good idea about the destination of their “secret mission”. New issue of tropical white uniforms and ample provisions for the ship’s company clearly meant that the ship was sailing south. Double issue of munitions and coal meant that they were sailing to unfriendly waters and unlikely to be resupplied en-route. What the Quartermaster could not understand is what the Gas Masks and extra Asbestos sheeting was for.

Precious “R-Matter” deposits have been discovered at the base of three of Volcanos in the pacific. (Place 3 Volcanos on the table) Players set up on opposite table edges with starting speed not more than 10. To collect “R-Matter”, land ship at base of any volcano using landing / take off rules & leave from the deployment edge. “R-Matter” can only be collected from volcanos once & each ship can only carry one load of “R-Matter”. Volcanos block line of sight. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table. Ships that leave other than from deployment edge are considered destroyed for victory points.

First 3 Successful Collections of “R-Matter” (5 VP), Class 1 ship captured or destroyed (5 VP), Class 2 / Class 3 ship captured or destroyed (3 VP), Class 4 / Class 5 ship captured or destroyed (1 VP)

Scenario 3 – Dogger Bank

The Baron’s command pennant flew high from the mast of the SMS Seydlitz and the crew’s morale was buoyed by the successful raid to shell Scarborough on the British East Coast. Steaming hard for home, the Baron’s fleet was met by a British Interception fleet at Dogger Bank. The slow old armoured cruiser SMS Blücher was the first to be overtaken by the faster British Cruisers, presenting the Baron with the difficult choice – flee for the safety of home waters or turn and fight....

Each player places 3 surface ships in their half of the table at least 12 inches from centre line and all table edges. Fleets start on opposite table edges with maximum speed of 10 inches. Players dice for first player. Players may only bomb their opponent’s surface ships. (Refer to core rules for bombing, not optional rules) Each target has damage capacity of 3. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table or if all military targets on one side have been bombed (regardless of damage)

Each surface ship bombed & destroyed (3 VP), Each surface ship bombed but not destroyed (1 VP), Class 1 ship captured or destroyed (5 VP), Class 2 / Class 3 ship captured or destroyed (3 VP), Class 4 / Class 5 ship captured or destroyed (1 VP)
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Australian New Year’s Eve Aeronef Championship 2011 – Umpire

Postby POTUS » Tue Jan 03, 2012 4:50 am

Despite low key and last minute preparations for this event - The 2011 Australian New Year’s Eve Aeronef Championship was hosted by the Monday Knights for the fourth consecutive year.

I am rather embarrassed to say preparations had not commenced until the week before Christmas when I had a number of players from last year making enquiring if it was going ahead for 2011.

I am very glad that you all expressed interest and persisted with your enquiries - this motivated me to make a start (albeit late) and get organised for the 2011 Australian New Year’s Eve Aeronef Championship.

Using the Aeronef & Aeronef Captain’s Handbook rules sets, players composed 300 point fleets – this was a deviation from previous years where “CP” values were used instead of points. The points system encouraged players to look again at some of the smaller escort ships & In future events we will continue to use the “Points” system and will increase the available points to either 400pts or 500pts

Congratulations to Karsten Zeidler (Champion – Heavy Cruiser & Escort German Fleet) and Adrian Stacey (Runner Up – Cruiser based United States Fleet)

The smaller ships also had advantages in the recon and bombing scenarios leaving the big ships sluggishly in their wake – Andrew Oates’ single ship Russian Fleet (consisting of a single Borodino Battleship) struggling to get airborne to meet Adrian Stacey’s much faster United States fleet.

In the final round, Karsten Zeidler (German) and Adrian Stacey (United States) played off for Champion & Runner Up in a Capture the Flagship scenario.

The Americans, who appeared to “strike the colours” after sustaining nothing but superficial damage (Adrian had some VERY unlucky damage threshold roles!) were left with a single light cruiser to face the entire German Fleet and unfortunately from there the outcome was very predictable....

Once again, there was an impressive range of fleets & paint jobs ‐ particularly Karsten Zeidler’s German Fleet, Adrian Stacey’s repainted United States Fleet and Michael Bornstien’s Prussian Fleet.

Thank you to all participants & spectators.
***********************************************************
Scenario 1 – Raider Intercept
The naval envoy had only boarded minutes ago. Now General POTUS was hastily gathering together the charts and recently opened sealed orders. Documents of all sorts were scattered over the table in his ready room - POTUS was clearly flustered and quite unprepared for this raid. His ship was not ready for sea let alone ready for war. The HMVS Cerberus was the only Capital Ship in the Far East Station capable of meeting the Russian Raiders under the command of Admiral Spivak. Tunic unbuttoned and with charts crumpled under arm, POTUS hurried to the Bridge muttering "the Ruskies won't wait for us to be ready, we will just have to make do...."
Players dice for attacker / defender. Attacker is conducting recon mission & defender is scrambling to intercept the invaders. Defender places 6 military assets in his half of the table – no military assets to be placed within 12 inches of another asset. Defender then places all Aeronef on his half of the table. These Aeronef have landed (Refer to rules for take off / landing) Attacker’s Fleets starts on opposite table edge with maximum speed of 10 inches. To conduct successful recon, the attacker ship must pass within 6 inches of the military asset and escape from the table edge on which they entered. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table.

Successful Recon of Each Military Asset – 3 VP
Class 1 ship captured or destroyed - 5 VP
Class 2 / Class 3 ship captured or destroyed – 3 VP
Class 4 / Class 5 ship captured or destroyed - 1 VP

Scenario 2 – Bombing Mission
The enlisted ranks still chose to refer to Lord T given his heraldically correct title rather than that afforded his rank of Fleet Commodore. Patting the brace of 200lb bombs that were secured to the port side racks, the ensign was quite proud. “Lord T, there is nothing finer in the Emperor’s Navy.” Pausing for a only a moment as he realised his obvious error, he added with a stammer “With the exception of your command…” It was not surprising that come the bombing-run that the ensign found himself hog-tied to the first stick to be dropped on Prussian forces.

Each player places 6 military assets in their half of the table – no military asset to be placed more than 12 inches apart. Fleets start on opposite table edges with maximum speed of 10 inches. Players dice for first player. Players may only bomb their opponent’s military assets. (Refer to core rules for bombing, not optional rules) Each target has damage capacity of 3. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table or if all military targets on one side have been bombed (regardless of damage)

Each Military Asset bombed & destroyed – 3 VP
Each Military Asset bombed but not destroyed – 1 VP
Class 1 ship captured or destroyed - 5 VP
Class 2 / Class 3 ship captured or destroyed – 3 VP
Class 4 / Class 5 ship captured or destroyed - 1 VP


Scenario 3 – Capture the Flagship
Admiral Spivak was enjoying his bounty. The Gold Raid on the Australian Colonies was extremely successful. Holding the puny Colonial Navy forces at bay had been all too easy – almost as easy as holding port treasury to ransom under the threat of naval bombardment. As Admiral Spivak let another fist full of coins run through his hands, the crew man in the crow’s nest called out “5 ships to starboard, 3000 yards and closing”. All on board knew that the Colonials were only out to capture Admiral Spivak…..and his loot.

Fleets start on opposite table edges with up to a maximum speed of 10 inches. Each player nominates one Aeronef as “Flag Ship”. In addition to the objective of destroying as many enemy ships as possible, the mission objective is to force the surrender or capture the enemy flagship. (Also refer to Ship Boarding & Ship Morale rules). Game ends when all ships from one fleet have been destroyed or if either “Flag Ship” has been captured or surrenders.

Flag Ship surrenders or is captured – 5 VP
Class 1 ship captured or destroyed - 5 VP
Class 2 / Class 3 ship captured or destroyed – 3 VP
Class 4 / Class 5 ship captured or destroyed - 1 VP
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Australian New Year's Eve Champion photos

Postby POTUS » Tue Jan 03, 2012 11:45 am

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Umpires Report

Postby POTUS » Sat Jan 07, 2012 11:03 am

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Australian New Year's Eve Aeronef Championship 2012

Postby POTUS » Thu Dec 06, 2012 10:40 pm

The Monday Knights will once again host the Australian New Year's Eve Aeronef Championship.

Captain Corsar had long since learned to sleep with his eyes open. Despite the Pirate Code which guaranteed each man an equal share and an equal vote he knew better than to turn his back on these cut throats. After all – that is how was how he had “acquired” this ship and become her master. Around the table sat four other Pirate Captains from the ships that made up the Black Wind Pirate Fleet. Although no man at the table was superior in rank or title than any of the others, they all deferred to Captain Corsar listening intently as he outlined the port treasury raid....

Australian New Year’s Eve Aeronef Championship details
http://www.mondayknights.org.au/jsmallfib_top/Aeronef/Aeronef%20Flyer%202012.pdf

Competition will be a three round, scenario driven competition using the Aeronef and Captain's Handbook rules with fleets composted of ships totalling not more than 150 Points (Not CP)

Fleet composition - Fleets are to be composed ships all of the same nationality equalling a total Points (not CP) value of less than 150pts. Only standard configuration ships as per Brigade Models Website

Pirates & Pirate Hunters - Players may choose to build their fleets using the "Pirates & Pirate Hunters" special rule. Provided that no ship is Class 1 or 2 and no Dig is Class 1(D), Pirates & Pirate Hunters may spend an additional 50 points on top of the normally allocated points for fleet construction. Aside from ship size restrictions and bonus 50 points, Pirates & Pirate Hunters must comply with all other competition fleet construction rules. Fleets composed of Pirates or Turks are deemed to be Pirate Fleets. All others are Pirate Hunters

http://www.brigademodels.co.uk/Gaming/Aeronef/Profiles/NefTable.html

Players are to supply their own fleet; however the organiser can provide one on request.
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Australian Aeronef NYE Championship 2012 – Umpire’s Report

Postby POTUS » Wed Jan 02, 2013 10:38 pm

This was the fifth year that the Monday Knights have run the Australian New Year's Eve Aeronef Championship and once again we were very thankful for the generous prize support & promotion from Brigade Models.

This year it was pleasing to see that half the competition was made up of rookie players taking up Aeronef for the first time – in fact first time player Django Upton with his British Pirate Hunter fleet was undefeated on the day winning all three scenarios.

Karsten Zeidler in command of a German Cruiser force was runner up.

The competition consisted of three rounds which were all scenario based. 150 point fleets were used and this year also had a “Pirates & Pirate Hunters Theme” where players who were prepared to only use ships of Class 3 to Class 5 were able to have a bonus 50 points to spend on their fleets.

The first round Fredrick Bergstrom & Emil Zanettin was a bloody encounter with every ship on the table having been destroyed or surrendered.
In the second round bombing scenario the big gun Scandinavian Union Fleet under the command of Fredrick Bergstrom ignored the bombing targets and crashed itself onto Karsten’s German Gun line.

Aside from the more common place British & German Fleets, it was interesting to see a Turkish Dig Fleet & a couple of Scandinavian Union Fleets.

I would like to thank the participants and spectators for making the event an enjoyable and exiting one and thank you to Tony & Brigade Miniatures once again for their support and generous contribution of prizes that helped make the competition this year such a success.

Phil LeHunt
Organiser
Australian Aeronef New Year’s Eve Championship 2012
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Aust NYE Aeronef Championship 2012 Photos

Postby POTUS » Wed Jan 02, 2013 10:42 pm

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Postby Brigadier Tony » Thu Jan 03, 2013 9:10 am

Some nice looking fleets there - the Scandinavians look good on the table, and I loved the scratch-built dig fleet using Land Ironclads models as bridges !
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Postby von Lucky » Thu Jan 03, 2013 11:46 am

Thanks to POTUS for a fun-filled day, and thanks too for Brigade Models for the support they give.

I forgot the challenges in maneuvering under inertia and bringing firepower to bear while seeking to obtain objectives... made all the more fun by using the chaos of torpedos on my opponents.

Looking forward to painting the additions to my Brazilian fleet and some Barbary pirates (Turks) in the next few months for some Aegean action.
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Postby POTUS » Mon Jan 07, 2013 1:48 am

Scenarios used for the Comp....

Scenario 1 – Pirate Raider Intercept
Kommendörkapten Bergstrom had acquired for himself a formidable reputation as a host. As he groggily awoke and stepped over the German Naval Attaché, Karsten von Lucky, he tried to remember what they had been celebrating. “An alliance with the Germans! – Yes that must be it”, Kommendörkapten Bergstrom thought to himself. The pounding of his hangover was most distracting - so much so that he didn’t notice that the ships klaxon was calling the crew to action stations. Thankfully the crew would be ready to meet the attacking Russian Pirate Fleet, even if their Captain was not.

Fleets start on opposite table edges with maximum speed of 10 inches.
Game ends when all ships from one fleet have been destroyed, surrendered or have left the table.

Class 1 ship captured or destroyed +5 VP
Class 2 / Class 3 ship captured or destroyed +3 VP
Class 4 / Class 5 ship captured or destroyed + 1 VP

Scenario 2 – Port Treasury Raid.
The Black Wind Fleet cruised into Port Phillip Bay largely concealed by a scattered low cloud cover. Not that it mattered to Pirate Captain Corsar, known as “Ed the Red” to is men. The Melbourne Port Treasury was full of Gold Rush gold and ripe for the picking and if the cowardly defenders saw him coming it was all the better as far as he was concerned.

Players that are using Pirate Fleets automatically are the attacker. Players using Pirate Hunter Fleets are automatically the defenders. If both players are Pirates, Pirate Hunters or other fleets, players dice for Attacker / Defender. Attacker is conducting the Port Treasury Raid. The Raid is successful if the Attacker bombs all buildings forcing the treasury to surrender and pay a ransom; or if a ship lands next to the treasury building to steal the gold.

Defender places 3 buildings in their half of the table, more than 12 inches apart and not within 8 inches of a table edge. The largest building is the Treasury Building. Fleets start on opposite table edges with maximum speed of 10 inches. Attacker has first turn. (Refer to core rules for bombing, not optional rules) Each target has damage capacity of 3. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table or if all treasury building targets have been bombed (regardless of damage) or if attacker lands a ship at the Treasury Building.

Attacker – Port Treasury Surrenders or is Captured +5VP
Defender – Port Treasury is not captured & does not Surrender + 2VP
Defender – Each Building not Bombed +1VP
Class 1 ship captured or destroyed +5 VP
Class 2 / Class 3 ship captured or destroyed +3 VP
Class 4 / Class 5 ship captured or destroyed + 1 VP

Scenario 3 – Pirate Hunt
Privateer LeGrognard stretched his back again. The newly commissioned Chinese Imperial Navy was sorely short of experienced Naval officers and had taken to employing Western mercenaries as “advisors”. The long hours on picket duty was starting to take its toll both physically and mentally – but he had to admit the pay was good. The Pirates were here – somewhere. The crewman in the crow’s nest suddenly exploded into indecipherable Cantonese chattering and began to wave his arms wildly. Privateer LeGrognard didn’t have to wait for the Chinese liaison officer to translate that the pirates had been sighted and were making a run for it. Privateer LeGrognard smiled to himself preparing to pursue the Pirates – his pay was about to get better….

Players that are using Pirate Fleets automatically are the defender. Players using Pirate Hunter Fleets are automatically the Attackers. If both players are Pirates, Pirate Hunters or other fleets, players dice for Attacker / Defender. Defender is attempting to avoid the Attacker, attacker is attempting to damage / destroy the defender trying to escape from the opposite table edge.

Attacker nominates one ship (largest ship by Points Value) to be left off table as a reserve. Each turn, before orders are written, the attacker roles a 1d6. The ship arrives on their short table edge if the result is equal to or greater than 6 minus Ship Class. (eg: Class 1 ships arrive on 5+, Class 2 ships arrive on a result of 4+, etc.)

Players set up on opposite short table edges with maximum speed up to 10 inches.

Game ends when all ships from one fleet have been destroyed or if all Pirate Ships leave the opposite table edge table. (Ships leaving other edges are treated as destroyed)

Class 1 ship captured or destroyed + 5 VP
Class 2 / Class 3 ship captured or destroyed +3 VP
Class 4 / Class 5 ship captured or destroyed + 1 VP
Defender – Each ship that escapes without Damage from the Opposite Table Edge +3VP
Each Defender Ship that escapes with Damage from the Opposite Table Edge +1VP (both Attacker & Defender)
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Re: Australian New Year's Eve Aeronef Championship

Postby POTUS » Tue Jan 14, 2014 1:14 am

I have been a little slack - here is the very Belated Umpire's report for the 2013 Australian New Year's Eve Aeronef Championship.

http://www.mondayknights.org.au/jsmallfib_top/Aeronef/Aeronef%202013%20Upires%20report.pdf
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Re: Australian New Year's Eve Aeronef Championship

Postby POTUS » Fri Dec 05, 2014 2:26 am

The Monday Knights will once again host the Australian New Year’s Eve Aeronef Championship

Rules : Aeronef + Aeronef Captains Handbook
Date: Wed 31st Dec 2014 (New Year’s Eve)
Time : 10am to 2pm (3 Rounds, duration 1 hr each)
Location : 6/69 Wattletree Rd Armadale Vic
Prizes: Prizes for Champion & Runner Up.
Contact: aeronef@mondayknights.org.au

Fleet composition - Fleets are to be composed ships all of the same nationality equalling a total Points (not CP) value of less than
150pts.

Only standard configuration ships as per Brigade Models Website - http://www.brigademodels.co.uk/Gaming/A ... files.html & Martian Ships permitted as per Aeronef Captains Handbook.

Players are to supply their own fleet; however the organiser can provide loan fleets on request.
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Re: Australian New Year's Eve Aeronef Championship

Postby von Lucky » Mon Dec 29, 2014 10:04 am

Turkish fleet is painted - applying decals now.
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