Clementine was given the job of destroying the idol but zombies kept spawning from it. . .
After a chili-dog break The Baron set up another game for us. This was a pulp-era aircraft game a la Crimson Skies. The Baron and I both love the old school Crimson Skies universe and the boardgame, but the game takes a long time to play with more than two players. You can do it, as I proved when I lived in Tulsa, but the games turn into day-long marathons because of pre-turn plotting and the graphic damage tracking. The damage tracking is fun if you get into that but it is inherently unrealistic as neither pilot would have access to that info in "real life." You can check out some of the earlier posts in my blog re Crimson Skies.
The aircraft from Dixie (think re-branded Confederacy) were supporting a bombing run into the Industrial States of America (think "Rust Belt" states). I controlled the Behemoth - the bomber - and the Valiant. The Behemoth is a big slow beast with a lot of hull points that can absorb damage while the Valiant is a fast, nimble little fighter. . . that didn't last long in this fight. Our opponents from the ISA:
At one point in the game an ISA plane flew directly in front of my Behemoth; I did not expect to have such a clean opportunity for a shot since everyone knew I had to basically fly straight forward as much as possible. The Behemoth has machine guns AND six rockets. . . and I immediately flashed back to a Crimson Skies game I played in Tulsa YEARS ago in which I was flying another lumbering bomber, a Phalanx, loaded with eight machine guns AND eight rockets. I found myself - inexplicably - directly behind an Ace pilot with a perfect bead on his plane. My dilemma: it was early in the game and I had a long bombing run to fly and if I used my rockets now I wouldn't have them later. . . and what if I "needed" them later? So I unloaded with all my machine guns to little effect and then watched helplessly as the Ace "Immelmanned" behind me and blew my bomber, with its full complement of bombs and rockets, to bits. I vowed then and there I would never waste an opportunity like that again. I related this story to all at the table as I readied eighteen dice worth of potential damage - six rockets at 3D6 each - let all 6 rockets go and rolled eleven hits, 2 of which were saved, which left nine hull points - and the aircraft - destroyed! A very satisfying salvo that cleared the way ahead, while my team mates shot the last ISA fighter off my tail.
And here is how I immortalized that little story about the "Big Bomber That Couldn't" all those years ago:























































