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Thread: MISSION NINE BRIEFING "GUN HO".

  1. #1

    Default MISSION NINE BRIEFING "GUN HO".

    The Mission:-

    All the good work that you have done over the proceeding missions has forced the enemy Big Push to grind to a halt. However, it has enabled them to bring forward a giant gun which is capable of hitting our back areas and even some forward airfields.

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    Spotters in our forward trenches have narrowed down its position to four possible positions.
    Your mission is twofold.

    1. To fly a photo recon to try and locate the gun.

    2. To replace your camera with bombs and destroy the gun and its supporting equipage.


    Your Flight:-

    This will comprise a pair of two seaters allocated from Wing, each with an escorting scout from your Squadron.

    The decision:-

    You may fly either both of your two seaters on the photo mission or just one with its escort. Any special damage will be carried over to the second phase as you will only have time to refuel, remove the cameras, and load up the bombs. If you stop for repairs the enemy will have time to move the gun away. This factor may make you decide not to risk both aircraft on the photo recon.
    (You can replace any Scout for the second part of the mission as there are surplus machines available at the drome.)


    The Enemy:-

    Whatever your decision they will appear with one scout more than the sum total of your machines for both parts of the scenario.


    Playing area:-

    The usual size table with No man’s land in the middle. Four target cards placed randomly at least one ruler in from the edges and also from the trench lines.
    One card is to be marked on the underside as the gun. You must shuffle these cards before placement so as to not know where the gun lies.
    Your aircraft will approach from your side of the trenches. As soon as they start to cross No man’s land dice for the arrival edge of the AI’s. with two six sided dice. Your base line is six ‘o’clock.


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    Special Rules:-
    When you take your photographs, you must not reveal the card. Only cards whose photos are returned to base safely may be turned over at the end of phase one. If the gun is one of the cards you may then set out to bomb it. If not you must attack any remaining cards to ensure hitting the gun. All cards remaining unidentified plus the gun card will each be defended by a B firing machine gun and two AA batteries for the bombing phase of the OPP.
    Each plane will carry two bomb loads of three bombs. A direct hit by any six bombs will destroy the gun.
    To win the scenario you must destroy the gun. Near misses will render it a draw.
    Any other outcome is a failure.


    Notes:-
    This is a use your initiative scenario. If you think you have found any loopholes in the mission statement employ them. They are probably there intentionally.
    That’s my story, and I’m sticking to it.
    You may also like to view Kyte’s briefing to the Bulldogs in my AAR. So I am including that before I release the result of my mission.


    Good luck in your mission.
    Rob.

  2. #2

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    Thanks Rob - this looks like some fun - I can't get into it for a week or so so I will have time to ponder tactics & work up young Mr Wright-Rownde for his first big show !

  3. #3

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    This will be a though mission.

    Think I'll sent both twoseaters in for the recon run.

    No archie, quicker recon & more firepower for the first incoming Hun wave.

  4. #4

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    I am passing for mission nine too and I think I should leave the campaign. The missions have become too complicated and I cannot imagine flying a double mission with 9 airplanes, 7 of which are to be AI. This would take me a whole day and I am too short on time now. I cannot spare a whole day any time soon. In addition to that, flying 7 AI's at once is getting a bit too far from my idea of entertainment and from what I expected from the campaign.

    Have fun with the campaign, thank you for the wonderful and entertaining missions, but it is time for me to leave. The Google roster is editable by anyone, I am just going to withdraw my pilots from active duty.

  5. #5

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    Sorry to see you go Jan, thanks for all your efforts towards this campaign

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    I had no intention of forcing anyone to fly the mission with nine planes unless they wanted to Jan. That is why I left it open ended for you to choose how many planes you used.
    You can fly part one with two against three if you wish, and the same for part two. Why not split it into two games. then you can have two weeks at it, although when I ran the trial a couple of months ago I did both games in a morning from 8.30 to 12.05.
    I would hate to see you leave the game, and will cancel the game, and write another script rather than this happens.
    We could half the planes and targets if it helps also.
    Hope we can resolve this in some way.
    Rob.

  7. #7

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    Rob, this is not your fault at all, it is just something I have been thinking about for some time already, due to what is happening in my life now. The demands of my job are exhausting me and this all is simply too much. I had to skip two missions already and I do not see a way out of that situation now. I would only either slow down the campaign or not attend properly at all. I am just having a few days off duty and it does not seem to help much, I am still awfully tired, up to the point of being unable to actually unpack my planes and start playing. I think I may be starting to show the first signs of the burn out syndrome and it transfers to my hobby as well and that is a thing I do not want to happen.

    I am sad to have come to this decision, but it seems the only possible solution now. It has nothing to do with the jolly bunch of players we managed to collect for the campaign. The whole effort is just beyond my current capabilities. Please, carry on, do not let this stop the campaign. People come and go, such is life.

  8. #8

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    I can fully respect this Jan.
    I have only been to that dark place once in my life, and was only saved by a very understanding wife and boss at work.
    You are right to cut out all peripheral things and try to get all the inner rest and peace you can. Healing comes from within, with help from outside, not with extra burdens, even if they are only perceived as such at the time.
    Do rest, and rejoin us when you feel the time is right.
    You know that you can PM. me any time about anything.
    Rob.

  9. #9

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    To fight Eagles in Mission 9 - until we get a litte bit more organized - I propose to fight against the Eagles Reservestaffel.

    You can find your opponents at the Eagles roster.

  10. #10

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    Quote Originally Posted by Marechallannes View Post
    To fight Eagles in Mission 9 - until we get a litte bit more organized - I propose to fight against the Eagles Reservestaffel.

    You can find your opponents at the Eagles roster.
    Good move Sven.
    Give some breathing space.
    I wonder if with my mission being a bit more complex, and some pilots maybe having to brush up on AA fire rules, if we should extend this one to the end of the month?
    What do you think chaps?

    Rob.

  11. #11

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    Sounds good Rob, so we make shure to get as many players to the gun hunt as possible.

  12. #12

  13. #13

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    Quote Originally Posted by Flying Officer Kyte View Post
    ...to brush up on AA fire rules...
    How does (automatic?) AA-Fire work?

  14. #14

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    The way I do it Sven is that if you are in range they fire. Throw a dice. 1 to 3 miss. 4 near miss, and 5 or six hit. Draw a damage card. The reload time is as per the rules.
    Rob.

  15. #15

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    1. VERY interesting mission, Rob. I can't wait to fly it - hope this weekend.
    2. Sorry for Jan's leaving. Not a single word more, but...

    Another empty chair in the morning,
    Leaves us all mourning,
    Another young will step on,
    For the Show must go on.


    I know the above is a crap, not poetry, but it's a very first rhyme of mine in English on Jan's leaving occasion.
    To the bar, old chaps.

    Andrzej.

  16. #16

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    Very poignant Andrzej.
    It is a great loss to see one of our founder pilots go from the game, but all too easy to understand the pressures on him. I just hope to see his return after some RaR.
    Rob.

  17. #17

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    Ok, looks like I could play part I tomorrow morning.

    Bulldogs:

    FO Pit (Fries) Manneken (Ace, Ability: Marksman I) Sopwith Camel
    FO Richard Harper (Ace, Ability: Always return home ) / 7b). Lt. Patrick Sharpe (Ace, Ability: Marksman I) Airco D.H. 4
    FO James McGillian / 8b). Lt. Neal Asher RAF R.E.8

    My opponents:

    25. Hptm. Lothar Zachmeier (Ace, ability: Always Coming Home) Fokker Dr.I
    26. Lt. Carsten Rueckert Fokker Dr.I
    27. Lt. Norman Stegner Fokker Dr.I
    28. Lt. Waldemar Wetzel Fokker Dr.I

    Attack of the Fokker swarm.

    Rob, I hope it's ok if I send only one Bulldog scout with the two-seaters.

    Otherwise I'll send another Bulldog & Eagle in...
    Last edited by Marechallannes; 07-12-2012 at 03:00. Reason: adding Eagles numbers

  18. #18

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    Good luck chum - Leave some for us !!

  19. #19

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    Mission finished!

    The good news: I didn't have to go in for the bombing run after the recon part.

    The bad news: Two Bulldog planes shot down for the price of one shot down Eagle & no recon pictures.


    AAR follows.

  20. #20

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    Ooops !! This may be trickier than we at first thought.

  21. #21

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    Those Fokkers came from nowhere. A strong diamond that crushed my loose formation in a few turns.

    I thought they're lying on the ground after our successful bombing raid.

  22. #22

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    Sounds as if the Wingco will have to take on this mission in person and get the job done then. Tell the Bar Steward to get in extra stocks of G&T. Looks as if this will be a two bottle mission.
    Rob.

  23. #23

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    Quote Originally Posted by Marechallannes View Post
    Mission finished!

    The good news: I didn't have to go in for the bombing run after the recon part.

    The bad news: Two Bulldog planes shot down for the price of one shot down Eagle & no recon pictures.


    AAR follows.
    Sven!

    Curious... why didn't you have to go for the bombing run? If I understood Rob's rules well, there is no way to omit the second run. On the first sortie you just try to take photos of all the "concealed" cards and bring the camera back. Then the photos are developed and ONLY THEN you know which one (if any of those taken) is the real target. Then you ought to make another run just with bombs instead of the cameras trying to destroy the "Berta".

    Am I right, Rob?


    ----------------------


    after a while... I see you hadn't taken any photos, so is this the reason you didn't run with bombs?

  24. #24

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    Quote Originally Posted by Flying Officer Kyte View Post
    The way I do it Sven is that if you are in range they fire. Throw a dice. 1 to 3 miss. 4 near miss, and 5 or six hit. Draw a damage card. The reload time is as per the rules.
    Rob.
    What damage card you draw, Rob? D?

  25. #25

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    Quote Originally Posted by Flying Officer Kyte View Post
    Good move Sven.
    Give some breathing space.
    I wonder if with my mission being a bit more complex, and some pilots maybe having to brush up on AA fire rules, if we should extend this one to the end of the month?
    What do you think chaps?

    Rob.

    I think nothing can stop me from flying this mission through the weekend and I do not find it too complicated or time consuming, comparing to the others I flew before. Hope explosion cards and midair collisions with C damage deck will help to shorten the mission smoothly.

  26. #26

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    Quote Originally Posted by Nightbomber View Post
    Curious... why didn't you have to go for the bombing run? If I understood Rob's rules well, there is no way to omit the second run. On the first sortie you just try to take photos of all the "concealed" cards and bring the camera back. Then the photos are developed and ONLY THEN you know which one (if any of those taken) is the real target. Then you ought to make another run just with bombs instead of the cameras trying to destroy the "Berta".
    Ther reason is: All what's left is a RAF R.E.8 with 8 damage points.

    And three hungry Fokker Dr.Is with AA and AA-MG support await this two-seater-crew, which doesn't know what target to bomb.

    No chance to fly part II.

  27. #27

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    What about EA preferences? If I have to decide, I would say: majority of EA turns on the recon/bomber(s), the rest goes for the escort(s). What about your opinion, chaps?

  28. #28

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    It wasn't a problem of the number of enemies. It was a problem of the drawn damage cards. Until this mission - explosions were something that happened to the enemy.

    Good luck comrades!

  29. #29

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    Quote Originally Posted by Nightbomber View Post
    What about EA preferences? If I have to decide, I would say: majority of EA turns on the recon/bomber(s), the rest goes for the escort(s). What about your opinion, chaps?
    I sent in my escorts first to draw off the first two AI's and the other three AI's attacked my two seaters, so yes what you have said Andrzej.
    Yes I did fly it as a try out before writing the mission!
    Rob.

  30. #30

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    Just played part 1 of the mission as a 2 v 3 with reasonable success. The lads are developing the pics now to see if they can spot that blasted gun !
    Young Wright-Rownde may have to borrow a fresh kite to go back in if he's going but the 'Collective' are on good form so it all looks promising.
    I will write this up & start an AAR before I do part 2.

  31. #31

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    Go on Dave! I can not wait to play it by myself. Sunday flying awaits! Tomorrow we have a scheduled training before Prague SummerCon!

  32. #32

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    Rob do you fly the 2 seaters and the scouts as player controled. The Opposition will be AI as usual I guess
    Paul

  33. #33

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    I will fly against 36-40 on the Eagles reserve list, unless someone has baggsies on them
    Paul

  34. #34

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    Paul,

    although the question is addressed to Rob, I assume all own planes are player controlled. Is it right?

  35. #35

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    So Paul fight five eagles:


    36. Lt. Wilhelm Appis
    37. Lt. Norbert Hofmann
    38. HFw. Rene Jannke
    39. Fw. Heinz Weidt
    40. Fw. Hartmut Klier


    By the way: If there aren't enough Reservestaffel pilots for all Entente players, we have to choose "normal Eagles", of course.

  36. #36

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    I used my PC scout & 2 seat crew for part 1 if that helps !

    I used Kleins, Wiencke und Wild ! 32,33,34. as opposition - they all survived... so far !
    Last edited by flash; 07-12-2012 at 02:26.

  37. #37

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    Quote Originally Posted by tikkifriend View Post
    Rob do you fly the 2 seaters and the scouts as player controled. The Opposition will be AI as usual I guess.
    I personally controlled all Bulldog planes.

    AI maneuvers with four enemy planes are enough work.

  38. #38

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    Just a short note: It may happen that a player may need 6 enemy AI pilots, not just 5, when he divides the mission into two stages. 2 vs. 3 and then 2 vs. 3.

  39. #39

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    Quote Originally Posted by Marechallannes View Post
    I personally controlled all Bulldog planes.

    AI maneuvers with four enemy planes are enough work.
    Sven, why did you handle 4 EA? there could have been 3 or 5, I suppose.

  40. #40

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    I start the mission with only one scout to reduce the number of enemies to four.

    For me it was clear, that the Bulldogs fight the same enemy in both parts.

    So if you shot down 2 of 4 enemies in part I, you will encounter only 2 pilots in part II.

    ...and they would keep their damages as the Bulldog planes.

  41. #41

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    Ha, that was interesting.

    I understood that enemy planes in both missions appear always in a +1 number, regardless of the number of planes you choose and divided for the two missions.

  42. #42

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    That's how it reads Andrzej. With flak in the mix it's gonna be a hairy mission !

  43. #43

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    Some questions:

    Special Rules:-
    When you take your photographs, you must not reveal the card. Only cards whose photos are returned to base safely may be turned over at the end of phase one. If the gun is one of the cards you may then set out to bomb it. If not you must attack any remaining cards to ensure hitting the gun. All cards remaining unidentified plus the gun card will each be defended by a B firing machine gun and two AA batteries for the bombing phase of the OPP.
    Each plane will carry two bomb loads of three bombs. A direct hit by any six bombs will destroy the gun.
    To win the scenario you must destroy the gun. Near misses will render it a draw.
    Any other outcome is a failure.



    1. Do we face a trench fire or archie in the first stage of the mission? I assume we do not. The B fire and archie are present only during the bombing part.
    2. What kind of damage does the AA fire inflict? D deck?

  44. #44

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    Andrzej - I interpret the special rules so: That if you know where the gun is then that will be defended by AAMG & flak - if you don't then all unidentified cards are defended (as they could be the gun).

    1. I didn't have trenchfire in the first game part - presumption being the enemy did not want to tip their hand & give away a position
    2. Flak = C Damage - rules in BD in the files section if you don't have them already

  45. #45

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    I will try to answer as per the Brief chaps. Use your initiative.

    44. Flash is correct in all suppositions.

    41. Andrzej is correct.

    40. Wrong Sven! Like the Bulldog scouts, the German scouts renew. It is only the Two seaters that are in short supply and thus have to carry on regardless.
    I never said that war was fair.

    38. He may actually need 10 AI Andrzej. If he flies four against 5 in the first mission and they are very unlucky, and he still has four machines for the second mission.

    General answer.
    I expected all friendly aircraft to be controlled by you, but again this is up to yourselves to decide.

    I hope this has cleared up any misunderstandings.
    If not just treat it as the fog of war.
    Good day gentlemen.
    Kyte.

  46. #46

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    Rob and Dave - thanks! I was wrong about C/D damage deck, of course it's C. I have BD expansion, so no problem using the archie rules, then.

  47. #47

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    Quote Originally Posted by Flying Officer Kyte View Post
    40. Wrong Sven! Like the Bulldog scouts, the German scouts renew. It is only the Two seaters that are in short supply and thus have to carry on regardless.
    I never said that war was fair.
    My failure - but I didn't need to fly part I, anyways...

    Rob, my thought was that my scout(s) will not renew - so I thought the Germans will not, too.

  48. #48

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    I'm completing Bulldogs (enemy) roster for my incoming 9th mission.
    Please leave your comments chaps, if I'm mistaken about the pilots I chose.

    I book 10 fighter pilots, in case the first wave of EA is sent to the ground (whoo, how optimistic!)

    1. Cpt. Thomas Peabody Active 1 Kill
    2. Lt. Harry Norwich Active
    3. FO Dwight E. Montgomery Active
    4. FO Robert Picton Active
    ------------------------------
    6. Cpt. Tim Hall
    7. 2nd Lt. Peter Hibbet (Ace, Ability: Dedicated Ground Crew I) Acitve
    8. 2nd Lt. K Trotter Active
    9. 2nd Lt. Jim Tavy Active 1 Kill
    10. 2nd Lt. Pip Raleigh Active

    Pilot Stokes removed.
    Last edited by Nightbomber; 07-13-2012 at 06:41.

  49. #49

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    Good choice, Andrzej.

    One thing: You're not allowed to choose two-seater-pilots (Number 5 - Stokes) for a scout. We had a big discussion at mission 6 with this.

    Hope you made it throuhg, Kamerad.

  50. #50

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    I used Reservestaffel Obltn Hans Wiencke, Fwbl Juergen Kleins, Ltn Siegfried Wild in my mission 9.

    Hmm maybe I should have used some real Eagles so they don't get a free 'pop' at us - Paul, Todd over to you !!

    Part two of the AAR is posted with part one.
    Last edited by flash; 07-15-2012 at 06:54.

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