Australian New Year's Eve Aeronef Championship

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Re: Australian New Year's Eve Aeronef Championship

Postby POTUS » Tue Jan 27, 2015 11:53 pm

2014 has been run & won.

Congrats to Django Upton & his mighty Torp Dig fleet.

Here is the Umpires Report.

http://www.mondayknights.org.au/jsmallfib_top/Aeronef/Aeronef%20Umpires%20Report%202014.pdf

Many thanks to Tony Francis and Brigade Models for their support.
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Re: Australian New Year's Eve Aeronef Championship

Postby Brigadier Tony » Tue Feb 03, 2015 8:53 pm

You're most welcome - looks like it all went well. Thanks very much for the 'thank-you' letter, an e-mail would have done just as well :)
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Re: Australian New Year's Eve Aeronef Championship

Postby POTUS » Wed Dec 23, 2015 1:18 am

Australian New Years Eve Aeronef Championship 2015

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

Rules : Aeronef + Aeronef Captains Handbook
Date: Thurs 31st Dec 2015 (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 CP (not Points) value 200CP or less.

Only standard configuration ships as per Brigade Models Website - http://www.brigademodels.co.uk/Gaming/A ... files.html

Competition is of three rounds, each round has scenario specific rules & victory conditions. Games are won by completing Victory Conditions and scoring more Victory Points than your opponent. Random draw for opponents in first round. Swiss Chess Draw will be used in subsequent rounds. Count back based on Wins, Victory Points, to the victor if players played each other, Strength of Schedule - and if none of the above - dice roll.

Players are to supply their own fleet; however the organiser can provide loan fleets on request.

Scenarios

Blockade Runner
How the shell that had ripped the gaping hole in the side of the hull had not ruptured the boilers was simply a miracle. Chief Engineer Kammel wiped his oily hands on an even more soiled rag, satisfied with his work and the work of the damage control party. Pulling into port there would be plenty of time to properly repair their blockade runner after unloading its valuable cargo.

Fleets start on opposite table edges with up to a maximum speed of 10 inches. The three largest ships in each fleet (by points) are designated blockade runners - all other ships are escorts. These ships are laden with valuable cargo which must survive and escape the battlefield. The mission objective is to protect the blockade runners until they can escape from the opposite table edge. Blockade runners can only leave the opposite table edge. Blockade runners that leave other table edges or any other ship that leaves any table edge are deemed to be destroyed & victory points awarded to their opponent.

Game ends when all blockade runners from both sides have successfully escaped from opposite table edge or if all blockade runners are destroyed.

Victory Points -Blockade Runner escapes opposite table edge (5 VP), Blockade Runner destroyed, captured or surrendered (3VP), Escort ships destroyed, captured or surrendered (1 VP)

The Captain’s Table
Before the war Able Seaman Munt only held the rank of “Boy”, but he was happy to act as steward to the Captain’s Table. Unfortunately the first volleys of the war had cost the destroyer HMS Richmond nearly a third of her complement – and earned Munt his promotion to Able Seaman. Unfortunately this promotion came with a shovel and a new full time job feeding the destroyer’s ever coal-hungry boilers. Munt knew he was unlikely to see the Captain’s table again.

Fleets start on opposite table edges with up to a maximum speed of 10 inches. Game ends when all the ships from one side have been destroyed, surrendered or have left the table.
Victory Points :- Class 1 Ship captured or destroyed (5VP), Class 2/3 Ships captured or destroyed (3VP), Class 4/5 Ships captured or destroyed (1VP)

North Sea Squalls
Commander Django lowered his binoculars and rubbed his weary eyes. Despite staring into the darkness, it had been hours since Commander Django had seen any sign of his sister torpedo boats. The North Sea Squalls had played havoc with the torpedo dig flotilla’s sailing line. Raising the binoculars to his eyes again and scanning the darkened skyline, Django hoped that dawn would find him surrounded by friendly dirigibles and not the High Seas Fleet.

The North Sea Squalls have significantly disrupted Aeronef movements. Players choose a side of the table and may deploy only up to 3 ships each for the first turn. All other ships are held in reserve. At the end of each turn, roll one dice for each ship in reserve & on a result of 5+ that ship can be deployed at the start of the next turn. All ships are to deploy from the player’s deployment edge with a maximum speed of up to 10 inches. The game ends when all of the ships on the table from one fleet have been destroyed, surrendered or left the table.

Victory Points :- Class 1 Ship captured or destroyed (5VP), Class 2/3 Ships captured or destroyed (3VP), Class 4/5 Ships captured or destroyed (1VP)
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