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Aerofloteque Print E-mail
Written by Phil Nicolls and Steve Blease   
Monday, 01 September 2008 00:00

In 1783 The Montgolfier brothers demonstrated their experiments with hot air balloons. By 1794 balloons were being used in a military capacity by the French Revolutionary Army. The concept of balloon warfare will therefore fit into Napoleonique technology. Aerial warfare, however, could be enhanced through the liberal use of magic.

The use of magic in Flintloque is restricted to a few talented soldiers with personal spells. The pilots and engineers operating a balloon are also likely to have personal spells that are devoted to their particular field. The wielders of Wyld Magick may be too potent to include in a skirmish game, but would provide valuable aid to a country's aerial capabilities.

Hot air balloons could be improved through magic in a number of ways. A wizard could provide a source of heat that could easily be carried by the balloon. This could be an imprisoned Fire Elemental, heat producing gems or a brazier that needs no coal. All of these would create the hot air that provides lift, but are less bulky than a conventional fire. The result would be longer flight times. Magical sources of heat could also be used on the ground to provide the initial lift. This would not increase the amount of time airborne, but would allow balloons to be deployed much faster. An Air Elemental tethered to the balloon would allow control over the direction travelled. This could also be achieved by fitting sails and using wind spells, a wand of air, etc.

Air Elementals could also be used to keep a balloon aloft. Such a balloon would fit into the lighter-than-air category. This type of balloon was originally used with hydrogen gas which is highly combustible and thus exceedingly dangerous on a battle field. The use of spells or an Air Elemental may produce hydrogen and thereby allow balloons to be deployed faster. Of course, these magical techniques may produce helium which is a much safer gas to use (and would also explain why the "Elves" speak with a funny accent! - sub-Ed). Alternatively, alchemy or Dwarven technology could simply provide a faster method of producing helium without the need for wizards.

Another magical option would be to make the gondola out of wood that is naturally lighter than air. The concept of liftwood can be found in the GDW game Space 1889. The liftwood might grow at mystical sites or simply be normal wood that has been enchanted. There is no reason why liftwood cannot be adapted to a Napoleonique setting. The resulting airships would look very similar to small frigates of the period, but with a flatter hull.

An alternative method of deploying aerial troops would be mounted on magical beasts. Giant Eagle figures are widely available and Pegasi would make ideal light cavalry mounts. Dragons would double as aerial artillerie as well as carrying several riders on their back. Flying on a living mount would be faster and more manoeuvrable than a balloon, but the balloon may be able to sustain more damage before plunging to the ground.

A more technological approach would be the use of heavier-than-air machines. This approach may be more suited to the steampunk genre, but Flintloque is all about imagination. The classic fantasy heavier-than-air flying machine is the Ornithopter. Games Workshop produce single-seat Ornithopters which could be converted into the Krautian Luftwaffe. The Ornithopters in books such as Dune by Frank Herbert and the Hawkmoon series by Michael Moorcock are much larger affairs. This opens the possibility for troop or cargo transportation. More unusual would be a mechanical flying beast, such as a clockwork Pegasus or a steam-powered Dragon.

The use of aerial power in Flintloque opens up a whole new area of opportunity. The first encounters between enemy air power during WWI saw the pilots simply firing pistols at each other. Gamers could limit themselves to this level of interaction, but this would be ignoring many possibilities. Combat between airships is like to broadly similar to naval combat rules. The three dimensional dog-fighting may increase targeting and arcs of fire problems, so the rules may need to be adjusted. Likewise the airships may be more vulnerable than conventional warships, as once their method of staying airborne is destroyed their chances of survival are minimal.

The use of air power can offer a variety of scenario possibilities. The race to find a downed pilot or a mission behind enemy lines to attack/steal an enemy craft can be the background for a conventional Flintloque game. A boarding action between two larger airships, involving a relatively high number of figures in a confined space would create a melee rich game. More exotically, a squadron of Pegasi-mounted Hussars could attack an airship convoy in a Wild West style ambush. The use of Ornithopters would capture the Vietnam experience of fighting the Goblin Pirates on the Kin-Kon Delta.

In order to pursue these ideas a gamer will need some miniatures. Unfortunately very few are available in 25mm. There are the Ornithopters made by Games Workshop and the SVF Airboat while most manufacturers make some form of flying mount. The riders may need to be exchanged for Napoleonique cavalry figures or have shakos modelled onto them. The addition of flintlock carbines and pistols will add to the Napoleonique flavour.

Beyond this, the gamer is in the realm of scratch-building. A plastic helicopter model with dragon wings in place of rotor blades might be a good start, but really it is for the individual to decide.

The only limitations are their imagination and modelling skills.

Webmaster's Note

This was originally published in Orcs in the Hills, Issue 7.