A
Beginner's Guide to Playing VDP
by Kevan Sumner
Much of the following
is aimed at speeding up play. I think we're probably, playing at about 2/3 the speed we should be. A big part of this
is that we frequently have new players, but I've learned a few things that have kept my turns moving faster, and those
things are included below.
First Things
First
You need the
most current Dawn Patrol Module to play. At present, this is Dawn Patrol Version 1.2. The module can be found on the Vassal
site. If you log in with an older version, you will not be able to play the game. You will be able to connect to the server,
but you will not see many of the counters on the map. It only takes a few minutes to download and install the module, but
you’ll want to do it more than a few minutes before play is scheduled to commence. That way, if you do encounter problems
of some sort, you will have time to resolve the issue before the game starts.
Scheduling a
Game
We have a regular
gaming night on Thursdays at 8:30 CST. If you wish to play at another time, the best way to find players is to post the proposed
time in the indysquadron.com forum. Another method of organizing games is to email the VDP players listed at the Vassal Module
website.
Start Time
Quite often,
someone will propose a starting time. As far as I'm concerned, the first time proposed is the "official" time, since debating
it can lead to confusion. It is entirely reasonable to expect that, if you log in after this time, you will miss the first
game. If you're just a wee bit late, the current players may choose to allow you to fly in at a lower altitude. If you're
coming in around turn 3 or later, you should expect to wait for a second game (if there is one). Nobody will mind if you just
sit in and watch the game. The best way to avoid being late is to log in at least 10-15 minutes before the scheduled start
time.
Creating a Game
There is no need
to wait for everyone to show up before a game is "rolled up". Everything except for choosing sides and planes can be done
by the first person to show up - location, cloud cover, winds, date.
Setting Up
Each player is
responsible for choosing his/her plane counter and placing it on the board. Typically, planes are placed facing each other
in parallel lines, with about 6 squares separation. It is advisable, but not required, that each player choose a different
plane image, to aid in identification. It is recommended that each player place a second copy of the same plane in the 'Cards'
window, to help identify card stacks in the event of tailing. Once your plane is placed on the board, you will want to note
the plane's starting altitude and identify it as your plane. Both can be done by right-clicking on the plane. If you select
'Change Altitude', you can enter your current altitude. If you select ‘Aircraft Number', you can type in your name or
initials. The altitude will appear as white text on a blue rectangle under your plane counter. Your name will appear as a
white text on a red rectangle over your plane counter.
Hidden Rolls
The clear preference
of the majority of players is that we play with hidden rolls. This means that for jamming (and unjamming) and damage, you
roll on your own and do not show your opponents. Results of rolls can be shared in private chat between team members. There
are a couple of options for how this is done:
1. Each side
(Allied / Central Powers) can open a new game in Vassal, so that they can roll dice online with a witness.
2. Each player
can roll physical dice on their own and simply report the results to a teammate - this option requires slightly more trust,
but doesn't require the hassle of tracking multiple game windows.
3. Each player
can simply record their own rolls, without reporting - this requires a high amount of trust, but is the most realistic, as
the other players on your side will not know when your guns jam, if you have taken critical hits, etc.
So far, option
2 seems to be the preference.
Rolls done in
the open:
Initiative
To Hit
Landing chance
Rolls that are
usually hidden:
Damage Amount
(though the result is reported in the main window – this way, your opponents may not know when your guns are jammed)
Damage locations
Jamming
Unjamming
Critical
Hits and rolls associated with the effects of critical hits
Consciousness
/ Unconsciousness
Communications
Since typed communication
has its limits, there has been a suggestion that players use Skype or Teamspeak. Two games have been played with spoken communication
via conference call, but this isn't feasible in the long term. Personally, I've downloaded both Skype and TeamSpeak, and hope
to use one or both as soon as I acquire a new mic for my computer. For the time being, the simplest form of communication
available to all players should be the rule (which will usually be simply typing in the game window). I would encourage players
to make every effort to acquire Skype or TeamSpeak, however, as this will speed of the game considerably.
Counters (Should)
Never Lie
Since the map
window is the main way that everyone follows the status of play, you are expected to always have the proper plane location,
facing, altitude, and status (on fire, burning, spinning, gliding) on display. Players can be relatively forgiving, but if
another player makes their move based on your counter display, then it is more unlikely that you will be allowed to make a
change. The exception to this is when the displayed counter is located in a space that it could not legally move to during
the current turn - in such a case, every player who moved subsequently may take their moves again after the plane information
has been corrected. Another exception is when a player declares a shot that requires their plane be nose up or nose down.
In such a case, the player has clearly communicated their intention, but still should change the counter as soon as the error
is realized.
The above being
said, I have found that the more veteran players have great patience for new players who are still getting a feel for things.
They will often prompt new (or other veteran) players by asking if they intend to take a shot, or confirming an altitude.
Tailing
Tailing requires
players to select cards from the 'Maneuver Cards' window and place them in the 'Cards' window. If, as recommended above, you
have a copy of your plane counter on this window, this will help to identify which stack of cards is yours. You may wish to
start preparing your card selection before your turn. Remember to make sure that any maneuver card is face-down before you
move it into the 'Cards' window. Cards can be turned face-down by right clicking on the card and selecting 'Turn Card Face
Down' from the menu that appears. A face-down card will look like a small version of the card face superimposed over a regular-sized
card back.
You are the only
person who can delete the cards that you place in the ‘cards’ window. To keep things clear for other players,
please do not leave your cards spread out all over the window when you’re not using them. It’s probably simplest
to just delete the cards as soon as you are finished with them. At a minimum, maintain only a single stack in the window between
tailings.
Flow of Play
Play proceeds
in the same order as in normal Dawn Patrol. However, especially in games without verbal communication, play can lag as players
miss their cue to take their turn or resolve some action. Players are encouraged to remind other players of their turn if
no activity is evident, and to take care of actions such as checking jams or selecting maneuver cards while other players
are still moving. If you know that other players are waiting for you to do something, please let them know when you are finished.
Disconnection
The VASSAL server
is quite stable. However, it has been known to go down. In such a case, you have three options; call the game, save the game
for continuation at a later date, or continue playing with a direct connection between computers (this third option is offered
if you log back in to the DP Vassal module and the server isn't available). To make a decision, either exchange emails with
the other players (if you have all of their addresses) or go to indysquadron.com and use the forum to communicate with other
players.