Aeronautica Imperialis - Scenario - Ork Air Race

 



Background

Orks love to go fast, and what better way to prove who has the best plane than a race! This is an Ork race, so shooting at the other planes is definitely allowed. Not only that, but the Orks on the ground have wagered a lot of teef on their favourite planes, so they won’t let them lose easily.

Number of Players

3 to 8 (4 plus players is better)

Forces

Each player may spend up to 25 points on a single Ork fighter aircraft. They can take any upgrades or extra weapons they want, provided the total does not exceed 25 points.

Alternatively, in games with fewer players, each player can take two planes with a combined points total of 45 points.

Only fighters are allowed in this game.

Set Up


  • Place a numbered marker in each of the numbered blue hexes.

  • Starting with the player who won the roll-off (see Order of Play), players take turns placing their aircraft within the red starting hexes.

  • Players may choose the Speed and Altitude (following the Fighting at Low Altitude special rule) for each aircraft before deployment.

  • Each player may then place one Ork ground defence anywhere on the map. Assign a number to each ground defence; these follow the Random Ork Ground Defences special rules.

Optional Set-up

You may place some Altitude 1 and 2 terrain features, such as hills or rock stacks, on the Area of Engagement. These features cannot be placed on any hex the black dotted arrows pass through. Ground defences can be placed on these terrain features.

Special Rules

Fighting at Low Altitude

This scenario uses the Fighting at Low Altitude rules.

Random Ork Ground Defences

Each ground defence is assigned a number, which is placed into a bag (use manoeuvre counters or similar tokens). Each turn, a player draws one number from the bag and uses the corresponding air defence during the firing phase to attack any player’s aircraft. The air defence must be fired if it can target any plane, even if it targets your own.

Ground defences can be attacked by aircraft but not by other ground defences. If a ground defence is destroyed, its number can still be drawn, but it cannot fire.

If a player loses their aircraft and is no longer in the race, they may still draw numbers and control ground defences.

Order of Play

Each player rolls 2D6. The highest roller must take the initiative. Play then passes to the player on their left and continues in a clockwise direction, proceeding through the normal phases of play.

Victory Conditions

The game ends when either the first aircraft reaches the green finishing hex, having passed through all the blue hexes, or when only one aircraft remains. In either case, that player is the winner.



 More of my Aeronautica articles can be found here.

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No matter which aircraft you choose or how you build your force, remember that the skies are a dangerous place. Strategy, positioning, and quick thinking are key to survival. So, gear up, plan your moves carefully, and always watch your six—because in Aeronautica Imperialis, the enemy is never far behind.

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