Castles in the Sky: A Wargame of Flying Battleships
By Eric Farrington and Michael Doscher
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About this ebook
It's the dawn of the 20th Century and the Great Powers turn to war. Since the development of the air screw, leading to the creation of flying warships, the navies of the world have comprised an ever-growing number of these aerial ironclads. So fire up the turbines, ready the aether drives, and take to the air in Castles in the Sky: A Wargame of Flying Battleships.
Featuring all the rules required to fight battles with fleets of flying behemoths. Assemble your fleet from 8 nationalities and fight through a variety of scenarios. With a full campaign system, Castles in the Sky contains everything adventurous aeronautical admirals need to find victory in the skies.
Eric Farrington
Eric Farrington has been a wargamer since the late 80s. He started his path in Fantasy and Sci-fi wargaming before moving into historicals. He has a BA in History from the University of Minnesota, is a corporate efficiency expert, and owns a number of small businesses including Blood and Spectacles Publishing. Eric is married with one child and has lived in Minnesota most of his life.
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Castles in the Sky - Eric Farrington
Contents
The World After the Martians
The Concert of the World
The Art of the Possible
Basic Principles
What You Need to Play
Game Concepts
Rules of Thumb
Most Important Rule
Airship Basics
Airship Category
Ship Profiles
The Rules of Engagement
Game Turn
Initiative Phase
Roll for Initiative
Generating the Command Pool
Initiative Phase Ends
Movement Phase
The Movement Sequence
Stalling
Collisions
Ramming
Entangling
Landing
Take Off
Hovering
Battle Phase
Types of Weapon
Direct Fire
Roll to Hit
Damage
Ammo Test
Point Defense Weapons
Air Torpedoes
Sky Mines
Aeroplanes
Bombs
Ground Combat
End Phase
1. Move Aeroplanes
2. Apply Damage
3. Resolve Stalls/Sinking
4. Strike Your Colors
5. Repair Tests
6. Remove Friction
Commands
When Can You Give a Command
How to Give a Command
List of Commands
Air Navies
Using the Line-of-Battle
British Empire
French Republic
German Empire
Russian Empire
Austro-Hungarian Empire
Kingdom of Italy
United States of America
Empire of Japan
Ottoman Empire
Terrain
Ground Terrain
Aerial Terrain
Scenarios
Selecting a Scenario
Scenarios
Campaigns
Campaign Sizes
Picking a Campaign Fleet List
Strategic Assets
Campaign Turn
Spending Campaign Points
Permanent Damage
Experience
The World After the Martians
The Martian Invasion of 1872 was a horrific event that changed the course of world events in terrible and unforeseen ways. Despite the gallant efforts of Great Britain’s military, it was not the war machines of man that put a stop to the invasion, but rather the microbes of Earth. The great Martian war machines remained where they fell.
It was only a matter of time before the fantastic and new alien technological remnants allowed mankind to achieve great scientific discoveries. Great Britain was the first to profit from such advances. They soon spread across the world by the power of commerce, telegraph, and undersea cable.
Research into the advanced Martian war machines led to one of the most innovative and groundbreaking discoveries of the day, the air screw. An air screw isn’t an individual device on its own, but a series of innovations that allow lighter-than-air travel. The air screw uses a combination of new light-weight materials, chemically composed gasses, and steam technology.
The Concert of the World
Shortly after the Martian Invasion of 1872, the foreign ministers of the world gathered in Lisbon to discuss the threat from Mars. For a short time, humanity was united in purpose. Agreements were signed and deals brokered for military aid, trade pacts, and scientific exchange. This was known as the Concert of the World.
By 1882, the Martians had not returned, and the world had returned to business as usual. The return to the status quo was most clearly seen in Europe. The Concert of the World was looked upon with disdain and nationalism was all the rage. The race for colonies began in earnest.
The invention of the airship revolutionized transport, commerce, and war. Soon, nations were scrambling to combine these strange new technologies into their own airships. It was clear that the country that could best exploit this new technology would have the advantage. The airship was so revolutionary that everyone was beginning the game anew, on the same playing field.
At the edges of empires, border and colonial flare-ups around the globe increased tension. The Great Powers jockeyed for the resources and material needed to build their airships. Once-stable borders became porous, as airships could simply float over them with little to stop them.
../OWG30_001.jpg© Brigade Models
The Art of the Possible
By 1914, the world had stabilized. Despite the revolution in technology, the Old Order still held strong. The Great Powers had ridden the waves of nationalism and militarism. They were held together by a loose collection of international laws negotiated by the Tzar of Russia at The Hague in 1904. National airspace was defined, the rights of aerial commerce negotiated, and laws of war written. The breaking of these laws was to be litigated at the Courts of the Hague.
However, the Great Powers quickly used these new rules to nibble at and inflame each other. They could deadlock litigation in the court for months and years, until the crisis was passed, and scapegoats found. Small conflicts would no longer escalate to total war. Brushfire wars and border skirmishes were the new normal.
../9781472844965art001_Battlescene.jpgBasic Principles
Welcome to Castles in the Sky.
This game allows you to play out aerial battles between flying battleships fighting in a mythical turn-of-the-century world. The war of the worlds is over, but the World Wars are just beginning. You take command of these massive, armored, battleships in the skies around the world! Your commands lead your forces to glorious victory or disgraceful defeat. The fate of nations depends on you!
You’ll find all the rules you need to play Castles in the Sky in this book. At first, the number of rules and variables may look daunting. Read the rules first and then play a few games. When you are ready feel free to add more ships, more terrain, and play the more complex scenarios. Don’t be afraid to look up rules as you go.
Be warned: the fate of the nation rests in your hands. Good luck and have fun.
What You Need to Play
Here are some guidelines for what you need to play a game of Castles in the Sky:
Models or tokens to represent your airships.
A flat space to play.
A measuring device in the Measurement Units you prefer.
Six-sided dice, preferably 3 groups of 10 in different colors.
A method to track altitude such as numbered chits, a ten-sided die, or bits of paper.
It is also helpful but not required to have the following additional items:
A roster of your airships that you can write on.
Pencil and eraser.
Chits, tokens, or markers to track various events during the game.
Space on the table for your notes to track ship details.
A detailed set of terrain to fly over.
Game Concepts
Before you begin your first game of Castles in the Sky there are a few key concepts that you need to understand completely. Understanding these concepts allows you to take full advantage of the game mechanics.
Altitude
The first thing you need to understand is that Castles in the Sky is a three-dimensional game on a two-dimensional board. Airships operate at various altitudes; this is indicated by a number range of 0–9.
Altitude 0 is ground level. A ship that descends to altitude 0 must either land or crash. Altitude 1 is large hills, with altitude 2 to 3 being large mountains. Altitude 4 would be for the highest mountains in the world! Most terrestrial terrain is