Showing posts with label Crimson Skies. Show all posts
Showing posts with label Crimson Skies. Show all posts

Monday, July 28, 2025

Battles and Brews 2025 (Backyard Edition)

 Battles and Brews is usually held yearly at our local brewery. This year I decided I wanted to change things up and design a wargame that could be played outside (more on that later). Thus Yardfighters! was created. St Louis based Basement General McMurray got onboard and designed a naval to play outside too. Wiley Games HQ became the venue.

I had some criteria for the outside game: no rulers, minimal record or status keeping, no dice because I didn't want the action to stop while players moved somewhere to roll the dice.



I decided on airplanes, but I wanted rockets and missiles involved so I moved it up to the early jet age. And because I wanted a mix of different jets I had it take place in a mythical Africa Imagi-Nation where all types of surplus aircraft were dumped.

Rather than build 8 different kits I designed and laser cut out all the planes out. Some quick spray paint with details from paint pens and those were done. I decided paper airplane size was good. For bases I use octagonal  bases. Why? face changes of 45 degrees would be easy as each face is 45 degrees. It also makes for a handy fire arc. I attached the planes to the stand with magnets for easy storage and facing changes.

Turns are divided into two phases: Movement Pahse and Shoot Phase. Players receive two cards each turn. One is for movement order, one is for shooting order (player's choice). Highest player goes first in each phase. Suit is only used to decide ties and aces are wild.


Maneuvers and movement are decided by strides and steps with facing turns made. Extra facing changes could be made at the expense of gaining G-shock.


When it comes to shooting we use Washers (a US backyard game similar to Horse Shoes or Cornhole). Distance was imply from jet to jet so players could chance it from a distance or get in close (where they still missed regularly). The box was divided into 9 squares which determined the damage location on the jet. Getting it in the center meant the attacker could choose. Every player had washers equal to their munitions load out. Whe they ran out, they were out of ammo. The washers were divided into missiles and machine guns each with a colored side and a white side. If you pilot is in G-shock, washers that come up white don't count. Simple!






Despite the heat and incredible humidity, we had a dozen folks come out to give it a try. It turned out really well. Many players said they couldn't wait to play again. That's why I'm leaving details of the game hazy so I can sell it!

We moved inside to the blessed A/C to cool off, have some pizza and run some more games. Steve ran a Terror Island game (using Fistful of Lead of course) while CluckAmok ran an Armored Storm game. 

I played in the Terror Island game and had two members of my elite team, the Howling Aces, taken out by enemy dogs first turn. I was down to my team leader by turn 3 and left with a sad amount of treasure. 









Then as the sun went mercifully down the backyard turn into the Pacific for a duel between British destroyers and Japanese ships. The Japanese had to run a guanlet and almost made it. It was brutal

Once again, hits were decided by tossing washers. 4 hits started a ship sinking. Torpedoes hits were decided by tossing a large foam die. If it landed touching the ship base, the face showing determined the number of hits. Great game. The only change that decided needed to happen was the addition of a bunch more ships! 




The whole thing has me excited to run another Yardfighters! game in the cooler Fall. This time with WW1 biplanes. I'm thinking I'll cut them out and send them out to players to paint their own plane designs like a real ace.

Friday, April 29, 2011

Crimson Skies Thursday

I just had to try out the new table top and all it's hexey goodness. And since I've always had a weakness for Crimson Skies, this week's game was an obvious choice.
"Border raids into Missouri by ISA forces have steadily increased. Coupled with the ISA providing weapons to sympathizers in St. Louis, Confederate forces felt that had to act. A daring raid on a suspected munitions factory just across the MIssissippi would send the message to the Industrial States to stay out of the CSA."
Brave Confederate pilots begin their run
CSA forces consisted of a Behemoth fighter-bomber escorted by a light Valiant, a Bandit ground attack ship and a Curtiss Warhawk (pictured at the top).
Intercepting them would be ISA airplanes and a mercenary pirate gang (the Flying Monkeys) consisting of 2 Brigands, a Cutlass, a Vampire and 2 Defenders.
The pilots plot their moves
The bomber had to cross the table and drop his bombs to be successful. From the start he was in trouble. The pilot of the bomber was going to have to redline the engine all the way. Half of his escort flew off to engage the pirates, leaving the lumbering giant exposed.
The behemoth took a beating starting at turn 2, and the pounding never let up. Only it's armor kept it in the air. He managed to blow an ISA Brigand out the sky with a well placed HE rocket before going down himself.
Lots of shooting this round
The fight only lasted 4 turns, but it was a brawl. I've run this same scenario before with equal forces and the bomber always gets away with it. This time I gave the interceptors more planes and it went completely the other way. Still fun, though.

Friday, June 4, 2010

Di plane, di plane!


After playing Crimson Skies the other night I had to paint up some more. I left these devoid of markings so they serve multiple purpose. Maybe they'll take to the skies over Unkerlant?
They are the Fl12 Cutlass and the F611 Brigand, respectively.

Friday, May 21, 2010

Crimson Skies Thursday

Got chance to pull out an old favorite, Crimson Skies. Every time I play I think, "why don't we play this more?" I love painting the planes, love playing even more. Tight rules, great background, too bad it's out of print.
This scenario pitted an incursion of Missouri airspace, by ISA planes. The valiant 13th Missouri Air Militia rose up to fight them.
Both sides got chewed up in the fight. It ended up being a draw, with two planes barely making it back to their respective airfields.

Tuesday, March 3, 2009

Our Boys in Butternut


Inspired by the wave of activity over at the Lead Adventure Forum over a fictional 1938 British Civil War, I delved into something I've been toying a with, some ground based skirmishes set in the Crimson Skies universe. Crimson Skies is an aerial combat game with a great background set in the "what if the Great Depression caused the U.S. to break apart?".
Presented is the 13th Missouri State Militia. Unlike the Dixie Regulars clad in traditional gray, the state militia wear uniforms of the old butternut variety, as an homage to the waning days of the Confederacy. The blue shoulder tabs identify them as infantry and they carry a variation of the original Missouri battle flag. This picture was taken while on maneuvers in the Ozarks.
(Yes, the front rankers are blurry, but I'm too lazy to take another).