For almost a month I've been playing with idea of RPG / flight simulator crossbreed game. I know. It even sounds weird, but I've learnt to trust even craziest idea which came into the head of mine. This one was inspired by this particular plane:
|
Imperial Navy Thunderbolt |
Despite the being an obvious product of Games Workshop's approach towards aerodynamics (
flying brick in other words),
I love that plane. It has heroic vibe, lots of guns, unique appearance and style of World War 2 dogfighter. Warhammer 40k setting easily transfers players into grim and gritty warzone, and Dark Heresy book would provide enough background and rules for detective storyline enveloping the flying missions. As a point of reference I took Korean War (1950-53). That conflict provided more than enough information on planes, combat, pilots, their living conditions, attitude to war and people. (
Russians, Chinese and Koreans would be replaced by Orks, eventually :-)
But before I began fleshing out main characters as Inquisitor, Squadron Leader, Commissar, Naval Intelligence officers, Adeptus Mechanicus Magos (
somebody had to upgrade and refit the planes) I stumbled upon some serious problems.
The first one is: rules for simulating air combat.
Obviously you'd look at Aeronautica Imperialis, game produced by
Forgeworld. The result was frustrating. Not only the game is discontinued along all other Specialist games of GW, the rules have a very steep learning curve and require a lot of bookkeeping. In addition games tend to be quite long and overloaded with unnecessary and irritating rules like limited ammo or fuel consumption. For example: Thunderbolt may fire only 4 times per battle hitting on 5+ or 6+. Different altitudes of planes, positions, speeds and manoeuvres add to the complexity of it. After careful consideration, this game would not do the job of quick air combat between the ground missions. Well,
the greed factor is still there. Its £30 for 16 pages of rules, while rest of hundred or so pages are fluff and pretty pictures.
The second one is: absence of models.
Well, as I've mentioned before
Aeronautica Imperialis, along Epic: 40k and other titles have been discontinued. Aftermarket is expensive as models become rarity and slow to offer. I completely accept my fault and responsibility for NOT buying any of those model before. Sorry, GW. Next time I will be faster and clutter all my living space with your products. In the mean time I'll learn how to scratch build the tiny plane from paper.
The
outcome of this sketch was discovery of very interesting set of rules by David Child-Dennis, a game designer and historical wargaming enthusiast from New Zealand. Thanks to
http://www.freewargamesrules.co.uk/ I can share this outstanding work here:
Ironically, as well as Aeronautica Imperialis I've came across another relic of long forgotten past:
Crimson Skies! The incredible and crazy creation of
FASA Corporation, people behind the myth of giant walking robots. In Crimson skies they managed to cross breed table-top aerial dogfighting, bravado of 30-s, zeppelins and piracy. Rules are relatively easy to grasp and free to download. See for yourself:
Last but not least, came
X-wing with incredibly easy, fun and balanced rules. Which are available for download for free.
The X-wing ironically have taken my attention away from 40k. Not only this game consumed quite a bit of time and money, it inspired set of new ideas for other project I'm working on. (sci-fi of coarse :). It also showed that time of over complicated games is coming to an end.
In short time, from the moment idea of Thunderbolt campaign was born, it grew, flew on the high hopes, hit the wall of reality, died and opened the the whole new areas and approaches for future projects as well as finding some rare the jewels.
So, I guess thank you, Thunderbolt.
Sincerely yours,
Mark-Paul Severn.
(the wanna-be-designer with megalomaniac ambitions)