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.
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.
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.
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