Ares Games
Results 1 to 19 of 19

Thread: All the 'Over The Trenches' Campaign Missions.

  1. #1

    Default All the 'Over The Trenches' Campaign Missions.

    You will find here a compilation of all the Over the Trenches solo campaign missions created by 'pilots' engaged in the campaign namely: Blackronin, Watchdog, Nightbomber, Marechallannes, Tikkifriend, F.O.Kyte & Flash.

    The original threads are still available if you want further reading but the bones of the originals have been put here for your convenience. We hope you enjoy them.

    We used Richard Bradleys solo rules to start with & a variation of those rules created by Blackronin.
    Richards rules are to be found here
    The updated versions that exist are here in the files section

    We also used Custom Ace Skills uploaded by Max Headroom to be found in the files section here
    Also see this thread here
    Last edited by flash; 09-25-2012 at 11:34.

  2. #2

    Default

    Scenario One: Patrol Over St. Caronne - October 15th 1917 - By Blackronin

    0. Presentation:
    St. Caronne is a small village near the trenches in German territory. For some reason it has remained nearly unscathed during the previous years of the war. But now, the Germans are using it to stockpile men and material. The British High Command send some planes to make a subtle low flight patrol to probe the importance of this movements. The German also maintain some planes patrolling the area to maintain the Entente in check.

    1. Who is the Attacker?
    Entente

    1.1. Your flight consists of...
    You and your wingman.

    1.2. Attacker's Mission assignment:
    Patrol over the front.
    The Attacker must cross the Village of St. Caronne and make a stall over the village with one of his planes and then leave the playing area with that plane from his side.
    During the turn when this plane makes this passing, it cannot shoot his weapons and his maneuvers must be Straight-Stall-Straight with the Stall being over the village.

    1.3. Enemy planes:
    Enemy flight consists of 3 fighters.

    2. Who is the Defender?
    Central Powers

    2.1. Your flight consists of...
    You and your wingman.

    3. Defender's Mission assignment:
    Patrol over the front.
    The Defender must prevent the attackers mission.

    2.3. Enemy planes:
    Enemy flight consists of 3 fighters.

    3. Playing Area Set-up:
    The table has the no-man's land in the centre. At three-quarters of the table, in the German side, in the centre, is set the Village of St. Caronne. Players can print the image below and use it as the village.
    The British start from their table side and the Germans from their table side, or, from two rulers away from their limit of no-man's land.

    4. Winning Conditions:
    Entente player wins the Scenario if he can leave the playing area with the plane that scouted the village.

    Central Powers player wins if he can prevent the Entente winning conditions.


    Queries answered:
    1. The size should be around 2mx1m (but use what you have). Of course you can use the villages in the mat. (N.B. refers to old mats!) Don't forget to use the village that is situated in the German side, more or less at the middle of the map span.
    NB. The size of an official mat is 98x68cm, that is 98x132cm if both sections are put together.

    2. The British will behave the following way. They will react to the enemy plane if it is at 2 or less rulers of distance. If not, they will head straight to the village. When they are at less than two rulers of the village, they will ignore enemy planes and proceed to the Straight-Stall-Straight maneuver.

    3. The British start from their table side and the Germans from their table side, or, from two rulers away from their limit of no-man's land.In truth it all depends of the size of your playing area. Use your best judgement.

    4. If you use both your pilots, you will control both of them. If you use one of the NPC (AI pilots) it will be controlled by the Solo Rules. The Idea is to use one of the pilots and an AI so that if your pilot is wounded you have another one for the next scenario. But you can use both and maybe for those who are using the solo rules for the first time it will be easier to use both PC's pilots.

    The original thread is here

    If you want to see how it's done the original AARs are here:

    Flying Officer Kyte AAR:
    http://www.wingsofwar.org/forums/sho...onne-(Entente)

    Marechallannes AAR:
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend AAR:
    http://www.wingsofwar.org/forums/sho...ronne-RFC-52sq

    Blackronin AAR:
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Nightbomber AAR:
    http://www.wingsofwar.org/forums/sho...ne-First-Blood

    Watchdog AAR:
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Steel_ratt ARR:
    http://www.wingsofwar.org/forums/sho...onne-(Entente)

    Diceslinger AAR:
    http://www.wingsofwar.org/forums/sho...502#post164502
    Last edited by flash; 08-03-2013 at 00:18.

  3. #3

    Default

    Scenario Two: Spot the Spotter! - October 23rd 1917 - by Blackronin

    0. Presentation:
    The secret build-up that the Germans attempt at St. Caronne was a mixed success. The Entente was aware that something was going on, even if it wasn't able to understand the extent of the armies amassing in the village. For precaution, they also reinforced their side of the trenches. At 23th of October, the Germans began a preparatory bombardment. With the use of spotting planes, they intended to create a breach that could be used as a spearhead for a wide offensive. The Entente launched their fighters to take out the "eyes" of the offensive.



    1. Who is the Attacker?
    Central Powers

    1.1. Your flight consists of...
    You and a Two Seater.

    1.2. Attacker's Mission assignment:
    keep the Spotter plane over the Entente side of No-man's land for 12 turns.

    1.3. Enemy planes:
    Enemy flight consists of 3 single seater fighters.

    2. Who is the Defender?
    Entente

    2.1. Your flight consists of...
    You and another fighter from your Squadron (it cannot be a two-seater).

    2.2. Defender's Mission assignment:
    Shoot down the Spotter plane before 12 turns have passed.

    2.3. Enemy planes:
    Enemy flight consists of 2 single seater fighters and 1 two seaters that is the Spotter plane.

    3. Playing Area Set-up:
    The table has the no-man's land in the centre.
    The British start from their table side and the Germans start over No-man's Land.

    4. Special Rules:
    The player is in command of all the planes in his side.
    The enemy planes behave in the following manner:
    Spotter plane: It won't leave the Entente side of the playing area unless the gunner is wounded or it has 2 or less hit points. It will enter No Man's Land if necessary. If the maneuvers rolled for the spotter plane would take him away from the Entente or No-man's Land, re-roll the maneuvers.
    The Entente fighters will choose to attack the Spotter plane unless they have a fighter on their rear arc or the Spotter plane is two or more rulers away from them.

    5. Winning Conditions:

    Central Powers player wins the scenario if he can maintain the Spotter plane flying until the end of turn 12.

    Entente player wins the Scenario if the Spotter plane is shot down before the end of turn 12.

    Questions answered:

    1. The forces you have at your disposal depend on the side which you play.
    If you play for Central Powers: 1 two-seater + 1 scout escort against 3 Entente scouts
    If you play for Entente: 2 scouts against 1 Central Powers two-seater with 2 Central Powers scout escorts

    2. The rear gunner of the two seater can engage & defend the aircraft.

    The original thread is here

    If you want to see how it's done the original AARs are here:

    Flying Officer Kyte AAR:
    http://www.wingsofwar.org/forums/sho...2Sq-(Bulldogs)

    Marechallannes AAR:
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend AAR:
    http://www.wingsofwar.org/forums/sho...ot-the-spotter

    Blackronin AAR:
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Nightbomber AAR:
    http://www.wingsofwar.org/forums/sho...ll-be-with-you

    Watchdog AAR:
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Steel_ratt
    http://www.wingsofwar.org/forums/sho...tter-(Entente)

    Flash AAR: (pre joining campaign proper)
    https://www.wingsofwar.org/forums/sh...ts-the-Spotter
    Last edited by flash; 11-20-2019 at 08:23.

  4. #4

    Default

    Scenario Three: The Hunter in the Skies! - October 31st 1917 - by Blackronin

    0. Presentation:
    As more and more planes meet each other over the trenches in violent dogfights, some pilots stand out - they fight better - they become known by the other pilots - his deeds achieve the status of legend - they are turned into myths.
    Some of these pilots sometimes hunt the skies alone, waiting for a challenge or a prey. But being an ace also makes of them a prized target. Can you take down an ace?



    1. Who is the Attacker?
    Both squadrons.

    1.1. Your flight consists of...
    You.

    1.2. Attacker's Mission assignment:
    Take down the ace.

    1.3. Enemy planes:
    Enemy flight consists of 1 single seater fighter flown by an ace.

    2. Who is the Defender?
    The ace.

    2.1. Enemy planes:
    Enemy ace has the following abilities:

    Dedicated Ground Crew I
    Lucky Git I
    Deadly Aim I
    Acrobatic Pilot I

    The player must choose one of the following abilities to give to the ace:

    Dedicated Ground Crew II
    Lucky Git II
    Toughness I
    Evasive Maneuvers I


    3. Playing Area Set-up:
    The table has No-man's Land in the centre.
    The player starts over No-man´s Land facing the enemy territory. The Ace starts more than one ruler and less than 2 rulers behind the player´s plane.

    4. Special Rules:
    The Ace will attack mercilessly the player's plane until it reaches 5 or less hit points, is wounded or receives an engine's damage. The next turn after this, he'll try to escape.

    5. Winning Conditions:

    Mmmmm... Try to guess...

    Questions answered:
    1. The enemy ace has already 4 ace abilities (Dedicated Ground Crew I, Lucky Git I, Deadly Aim I, & Acrobatic Pilot I) and we have to choose a 5th ace ability for him. This ace is not from the enemy squadron. It's a historical Ace or a fictional ace, if you care, and he has that huge advantage in abilities !

    2. Using some ace abilities for AI driven ace - Use the following guidelines:
    Lucky Git: Ignore the first of the following damage cards:
    Wounded Special Damage;
    Engine Special Damage;
    Fire Special Damage;
    The damage that will reduce the hit points to 3 or less.
    Acrobatic Pilot:
    If you use the advanced solo charts that I devised, you'll see that there are a lot of immelmanns as the last card in a maneuver. If you are using the regular RB solo rules, replace the last straight by the best turning option, if the straight maneuver isn't the best option that gets him out of trouble or puts him in a firing solution !

    The original thread is here

    If you want to see how it's done the original AARs are here:

    Flash AAR:
    http://www.wingsofwar.org/forums/sho...Bulldogs-Story

    Flying Officer Kyte AAR:
    http://www.wingsofwar.org/forums/sho...(The-Bulldogs)

    Marechallannes AAR:
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend AAR:
    http://www.wingsofwar.org/forums/sho...r-in-the-Skies

    Blackronin AAR:
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Nightbomber AAR:
    http://www.wingsofwar.org/forums/sho...ln-versus-Ball

    Watchdog AAR:
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Steel_ratt AAR:
    http://www.wingsofwar.org/forums/sho...ies!-(Entente)

    Flash AAR: (pre joining campaign proper)
    https://www.wingsofwar.org/forums/sh...Bulldogs-Story
    Last edited by flash; 11-20-2019 at 08:25.

  5. #5

    Default

    Scenario Four: The Best Part of Valour - November 5th 1917 - by Blackronin

    0. Presentation:
    The growing number of air combats and planes in the skies means that those planes already considered obsolete are pressed into combat to keep up with the level of losses suffered on both sides. Even with new models pouring out from the aeroplane factories, there aren't enough of them to cover all the needs. Older models are pressed back into service and they are pitched hard against new ones. And November brings fog, showers and heavy clouds. This lack on visibility is sometimes a death sentence to new and inexperienced pilots. Or not...



    1. Who is the Attacker?
    Both squadrons.

    1.1. Your flight consists of...
    You.

    1.2. Attacker's Mission assignment:
    Take down as many planes as you can without going down.

    1.3. Enemy planes:
    Enemy flight consists of 1 single seater fighter of inferior class (older model) at the time. As soon as one plane is shot down or leaves play, another one enters play randomly as explained below.

    2. Who is the Defender?
    One older model plane at the time. If you don't have an older model to play as the enemy, use any enemy model that you have and use it with only one machine-gun. (Use a B deck).

    3. Playing Area Set-up:
    The table will have six counters placed in its edges. Four at each corner and two between corners in the longest edges. They must be numbered 1 to 6. When an enemy plane enters, it will be rolled 1D6 and it is from that counter that the plane will enter the game.
    The player starts in the middle of the table, with any facing he chooses.

    4. Special Rules:
    The enemy planes will fight normally until they reach 3 or less hit points, are wounded or receive an engine's damage. The next turn after this, they'll try to escape.

    5. Winning Conditions:

    The player will only win if he can, at least, take down one enemy plane and leave the playing area still flying. Even if he gets several kills, if he is shot down, he looses. Knowing when to retreat is, of course, the Best Part of Valour.

    Questions Answered;
    1. Scout or two seater ? It's your choice.

    The original thread is here

    If you want to see how it's done the original AARs are here:

    Flash AAR: (Entente)
    http://www.wingsofwar.org/forums/sho...Part-of-Valour

    Flying Officer Kyte AAR: (Entente)
    http://www.wingsofwar.org/forums/sho...part-of-Valour

    Marechallannes AAR: (Entente)
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend AAR: (Entente)
    http://www.wingsofwar.org/forums/sho...part-of-valour

    Blackronin AAR: (Central Powers)
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Nightbomber AAR: (Central Powers)
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Watchdog AAR: (Central Powers)
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Steel_ratt AAR: (Entente)
    http://www.wingsofwar.org/forums/sho...986#post163986
    Last edited by flash; 08-14-2012 at 04:35.

  6. #6

    Default

    Scenario Five: Balloon Challenge - November 11th 1917 by Nightbomber.

    A grey and cloudy day...
    This time you are gonna find yourself in a typical, but most of all dangerous balloon busting mission. here is your target:



    Mission plan overview:


    Mission set up requirements:
    1. An enemy Balloon card with stats or a Balloon model. Choose your own type.
    2. Balloon Busters rules from Burning Drachens expansion.
    3. Ground Fire cards: 3 trench cards ("T") and 3 B type machine guns cards ("B").
    4. Ground Fire rules.
    5. A deck of regular 52 playing cards (no jokers) to randomize some game events.

    Mission combatants:
    1. Your PC flying a scout equipped with incendiary ammunition.
    2. Enemy NPC flying a scout in a Balloon defence mission equipped with regular ammunition.

    Mission set up:
    1. Use your own map (mat) with no man's land territory in the middle.
    2. Place the Balloon, T and B cards as shown on the plan.
    3. Shuffle the deck of cards and draw a number card (draw until you take one of them, placing the rest under the deck). This is the turn number in which an enemy scout plane will enter the map in one of the Enemy Entry Area (Entry Turn). When you reach the Entry Turn, roll a die to determine the exact Enemy Entry Area (you can see the die roll results beside each Entry Area on the Plan).
    4. Place your plane wherever in the red "Your Entry Area" on the left.
    5. After the turn you cross the no man's land, the first turn of the game begins.
    6. The Balloon will stay aloft for 12 turns. In turn 13th it's presumed to be taken down safely by the ground crew. If it's not destroyed then, you loose the game.

    SPECIAL RULES:
    Due to possible chaos and dissorientation of the ground gunners (including trench fire), beginning with the turn the enemy scout enters the map, follow these rules:
    1. Whenever the defending enemy scout falls within the range of the ground gunners, draw a card. If you draw a "face" card, the scout suffers a friendly fire.
    2. Whenever your plane falls within the range of the ground gunners, draw a card. If you draw a "face" card, the ground gunners identify you as a friend and do not shoot at your plane.

    Good luck and stay alive.

    The original thread is here

    If you want to see how it's done the original AARs are here:

    Flash AAR:
    http://www.wingsofwar.org/forums/sho...at-a-let-down-!

    Flying Officer Kyte AAR:
    http://www.wingsofwar.org/forums/sho...loon-Challenge

    Marechallannes AAR:
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend AAR:
    http://www.wingsofwar.org/forums/sho...on-or-Bust-RFC

    Blackronin AAR:
    http://www.wingsofwar.org/forums/sho...rs-Blackronin)

    Nightbomber AAR:
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Watchdog AAR:
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Steel_ratt AAR:
    http://www.wingsofwar.org/forums/sho...te-Steel_Ratt)
    Last edited by flash; 09-01-2012 at 00:59.

  7. #7

    Default

    Scenario 6: “Death Flies High” - 19th November 1917 - by Flash

    We have been flying missions against various types of target; many with escorts but some that will require an element of air superiority, or, the distraction of opposing air forces. To that end this mission is to represent those events. Sometimes things go your way – sometimes they don’t.



    Mission: To engage the enemy and clear him from the skies.

    Method: All scout flights will rendezvous in the St Caronne sector 10.00 Monday 19th November 1917 to engage and drive off any enemy aircraft found there.

    All pilots will select their PC pilot and two NPC pilots as wingmen & three single seat scouts; they will then select 1 NPC pilot from each of their opposition (not being used by them in this scenario) until they have at least 3 opponents. [or, I will select opposition pilots if you prefer] By using this method we will engage many of our pilots in the action.

    To determine the enemy scouts you are up against roll a D8:

    Eagles:
    FokDr1 – 2,5
    Plz D.III – 8
    Alb D.III – 3,6
    Alb D.Va – 1,4,7

    Bulldogs:
    Camel – 2,5,8
    Spad XIII – 7
    SE5a – 4,3
    Nieuport 17 – 1,6 (These will be A deck gunned !)

    I worked this out using the aircraft numbers given on the spreadsheets - Obviously if you cannot field particular aircraft then use what you have and/or randomly select by another means.

    All aircraft but your PC are AI.

    Now determine whether you are the Bounced or the Bouncer: Roll a die for each side – highest wins & is the Bouncer.

    Those being bounced start in formation in the middle of the table. (eg Line astern, abreast, vic, echelon left or right)

    The Bouncers start at the o’clock rolled on a D12 or determined by drawing of cards. (The bouncers may appear in formation or you may dice for each aircrafts point of arrival - you may decide to dice to see what they do - Evens: in formation, Odds: individually)

    If the Bouncers are all AI and you have the time/models/inclination then the bouncers may have an extra aircraft to make it interesting.

    All aircraft will fight until they are within 5 of destruction, or, pilot wounded, when they will make for home – I would suggest that the table ends be nominated German/British and the sides neutral to give plenty of escape options.

    The side that remains on the table at the end is the winner of that particular action – the overall winner will be decided by the boffins with the spreadsheets !

    (PS - Option: if you are concerned this will take too long then set a time limit to suit yourself as a 'fuel limit' & all aircraft will retire at that time; I'd also set it that aircraft copping flamers will make for home to thin the herd)

    So – select your pilots and get this party started.

    The original thread is here

    If you want to see how it's done the original AARs are here:

    Flash AAR (Entente) -
    http://www.wingsofwar.org/forums/sho...ches-Mission-6

    Flying Officer Kyte AAR (Entente) -
    http://www.wingsofwar.org/forums/sho...(The-Bulldogs)

    Marechallannes AAR (Entente) -
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend AAR (Entente) -
    http://www.wingsofwar.org/forums/sho...ath-Flies-High

    Toddwf AAR (Entente) -
    http://www.wingsofwar.org/forums/sho...ath-Flies-High

    Blackronin AAR (Central Powers) -
    http://www.wingsofwar.org/forums/sho...rs-Blackronin)

    Nightbomber AAR (Central Powers) -
    http://www.wingsofwar.org/forums/sho...s-Nightbomber)

    Watchdog AAR (Central Powers) -
    http://www.wingsofwar.org/forums/sho...ath-Flies-High

    Algynon AAR (Central Powers) -
    http://www.wingsofwar.org/forums/sho...owers-Algynon)

    Steel_ratt AAR (Entente)
    http://www.wingsofwar.org/forums/sho...te-Steel_Ratt)
    Last edited by flash; 09-18-2012 at 09:23.

  8. #8

    Default

    Scenario 7: Catch Me If You Can! - 24th November 1917 by Watchdog

    Situational briefing:
    24th November 1917: While the St. Caronne sector has seen increased airborne activity, especially clashes of scouts, such as the one of 19th November, the war on the ground slowly calmed down to the usual stalemate situation. The High Command decided that they needed quality aerial observation photographs of the enemy trenches, defence positions, fortifications, supply depots and other important targets before the winter comes and the snow covers them. To get the best results all available aviator observers in the sector were sent to strategic positions just behind the front lines to gather information about known targets from the artillery and infantry officers and to receive a short training about what to focus on. The information the observers gather during their training is of utmost importance and must not under any circumstances fall into the enemy hands.

    25th November 1917: It appears the High Command decided to attempt a last local offensive to capture several strategically important locations in the St. Caronne sector before the winter strikes with full force. Not surprisingly, the enemy had the same idea. Fierce fighting ensued all along the sector's front lines.

    26th November 1917, mere minutes before the dawn: The front lines melted together during the night and the ensuing confusion saw several units from both sides breaking through the enemy lines in the morning fog. The squadron was hurriedly ordered to immediately send two-seaters to evacuate the observers as enemy armoured cars patrols had been reported to be closing in on their poorly defended positions behind the front lines.



    Game set-up:

    Friendly forces:
    one two-seater without an observer (player controlled)
    one scout (player controlled)
    one ground target card (preferably with some building on it for fluff reasons, it may fire at enemy airplanes and armoured cars as per rules for trenches, but it may not be destroyed or silenced)
    one observer token (moves one ruler width per turn/three manoeuvres, during the second manoeuvre)

    Enemy forces:
    two armoured cars (AI controlled)
    two scouts (AI controlled)

    Objectives:
    pick up the observer by landing the two-seater and moving the observer to the airplane and get him to safety by exiting over your board edge
    if the above is not possible, destroy the advancing enemy armoured cars


    Deployment:
    I recommend using one official Nexus game mat or the equivalent in size - 98 x 68 cm.
    the armoured cars start touching the centre of their short board edge (western for Entente AI, eastern for Central Powers AI)
    the ground target card is placed 45 cm away from the armoured cars towards the player's short board edge.
    the player's airplanes start by flying over the centre of the northern board edge
    the AI airplanes start by flying over the centre of the southern board edge

    Special rules:

    The Fog:
    Due to the fog covering the ground, the two-seater may not land in the first 5 turns, before the fog disperses enough for the pilot to see a spot where to land safely. The enemy armoured cars are hidden in the fog until the end of turn 3. They may be strafed and they may target airborne targets since the beginning of turn 4.

    Landing and moving on the ground:
    To land the two-seater, you have to point it in the direction where you want to land it and play a straight, a dive and a short straight. The airplane is then considered landed. You may turn it and move it on the ground. Put the airplane's card under the base. To turn the airplane, hold the card down with a fingertip (you may put it on any spot on the card). Then turn the card so that it rotates around your fingertip. The landed airplane may either turn or use a short straight instead of each manoeuvre. The pilot may not shoot while landing, on the ground or taking off.

    Taking the observer on-board:
    The observer is hiding inside the target card (in the building that is supposed to be there). He may exit the ground target card as soon as the two-seater lands or is downed. The token representing the observer will appear touching any edge of the ground target card and it may move up to one ruler's width per turn of three manoeuvres (during the second manoeuvre of that turn). As soon as the token representing the observer touches the card/base of the landed two-seater, he climbs aboard, takes the empty observer seat and mans the rear machine gun. the token representing him is removed from play. He may fire as soon as he straps his seat belts and grabs the handle of the machine gun, which will take him two manoeuvres. He may fire at airborne or ground targets even from the ground from then on. He will not board an airplane that is on fire.

    Taking off:
    To take off with the two-seater, point it in the direction where you want to take off and next turn play a short straight, a climb and a straight. The airplane is then considered airborne again and starts to behave normally. Plan its manoeuvres as usual since then on.

    Armoured cars:


    Each armoured car has 7 hit points and is armed with one A-firing machine gun with fire arcs indicated on the card. An armoured car may only target ground targets at close range, doing only one A damage per shot though, and it may target airborne target at long range only. It moves one ruler width per manoeuvre (it may turn by up to 90° once per three manoeuvres). This card may be used to represent each armoured car: http://www.wingsofwar.org/forums/dow...do=file&id=417

    The armoured cars will move straight towards the location of the ground target card or the token representing the observer if he leaves the card. Their target priority list is as follows: the token representing the observer, the two-seater, the player's scout. The player's airplanes may strafe the armoured cars.

    If the armoured car suffers damage, the special damage symbols have the following effects:
    gun jam (taken by an opponent shot at by the armoured car) – the machine gun is silenced for three manoeuvres
    rudder/engine damage – the armoured car may only move every other manoeuvre, second such damage destroys it
    smoke/fire – the armoured car is on fire, it takes one A damage card for the fire and counts as having suffered engine damage (if it would be second engine damage, the armoured car is destroyed), second such damage destroys it
    explosion – the armoured car is destroyed

    Armoured cars and the observer:
    Since the crews of the armoured cars can recognize the importance of someone trying to run away from them while other soldiers hold their ground, if the token representing the observer is found within the firing range of an enemy armoured car, the armoured car will automatically try to target him and fire a warning burst, unless the two-seater is landed within the firing range of the armoured car, in which case the armoured car will target the two-seater instead and try to destroy it. If the observer is found within line of sight and range of an armoured car, draw a B damage card. If a 0 is drawn, the observer is unharmed and unhindered by the burst. If a number is drawn, the observer is scared by the burst, goes to the ground and is pinned down for the next three manoeuvres. If an explosion is drawn, the observer is wounded by the burst and goes to the ground for the remainder of the game. If any of the armoured cars touches the token representing the observer, he is considered to have surrendered.

    When the observer is wounded while on foot, has surrendered or the two-seater has been downed:
    Your only chance to win now is to destroy the armoured cars. This also applies if the two-seater is shot down before the observer can be taken on-board, in which case the observer must attempt to reach the player's short board edge on foot.

    AI scouts behaviour:
    The AI scouts will go straight after the two-seater and ignore the player's scout, unless they have it in their rear arc, facing them, within one ruler distance, but as soon as they shake it off, they will revert to hunting the two-seater. If the two-seater is landed, they will still attack it mercilessly. If the two-seater is downed, the AI scouts will focus on the player's scout. The AI scouts will not strafe the observer on the ground.

    Victory/loss conditions:
    if the observer is carried to safety by the two-seater (by exiting over the player's board edge), the player wins
    if the two-seater is destroyed before it can carry the observer to safety, but the observer is still alive, the player may still win by destroying both armoured cars before they can reach the observer
    if the observer surrenders to any of the armoured cars, the player loses the game and the AI wins, unless the player can destroy the armoured car(s) threatening the observer


    Photographs sources:
    Airplane photo taken from: http://crazywebsite.com/pg-Funny-Pic...ircraft-1.html
    Armoured cars photo taken from: http://www.flickr.com/photos/theadve...eye/6044944469

    Questions Answered:

    1. The armoured cars move one ruler "width" (not "length") per manoeuvre. That is about 16mm per manoueuvre.

    2. The armoured cars may not target airborne targets before turn 4.
    They can only target ground targets at short range, doing only one A damage per shot though.
    They can only target airborne targets at long range.

    3. I hope the deployment instructions are as clear as possible:
    Put the armoured cars to the centre of the AI short edge (Entente patrol comes from the West, Central Powers patrol comes from the East), touching the edge by their back, facing the centre of the gaming board.
    Measure 40 cm into the board centre from the armoured cars cards and place a ground target card there (that means to touch the ground target card the armoured cars will have to travel 40 cm).
    Then place your own airplanes so that their first manoeuvre will bring them onto the board as close to the centre of the northern long board edge as possible (they will start touching the long board edge from the outside).
    Do the same with the AI scouts and the southern long edge.

    4. A trench fires once per game turn - deals out one A damage card whatever the range - only special damage is applied (ie ignore the numbers);
    AAMG are marked as A or B guns & fire and jam exactly like an aircraft. In addition, once per game turn they can also fire trench fire as above.
    Both can be strafed - 5 damage points or a boom card will silence a trench; Any special damage (except a jam!) will silence an AAMG but the trench will be able to continue firing once per turn, however, 5 damage points or a boom card will silence both AAMG & Infantry in a trench. (or however the rules are interpreted now !!)

    The original thread is here

    If you want to see how it's done the original AARs are here:

    Flash AAR (Entente)
    http://www.wingsofwar.org/forums/sho...ches-Mission-7

    Flying Officer Kyte AAR (Entente)
    http://www.wingsofwar.org/forums/sho...The-Bulldogs-)

    Marechallannes AAR (Entente)
    [http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend AAR (Entente)
    http://www.wingsofwar.org/forums/sho...if-you-can-RFC

    Toddwf AAR (Entente)
    http://www.wingsofwar.org/forums/sho...-Me-If-You-Can!

    Nightbomber AAR (Central Powers)
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Algynon AAR (Central Powers)
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Blackronin AAR (Central Powers)
    http://www.wingsofwar.org/forums/sho...886#post160886

    Steel_Ratt AAR (Entente)
    http://www.wingsofwar.org/forums/sho...-Steel_Ratt%29
    Last edited by flash; 10-31-2014 at 00:21.

  9. #9

    Default

    Scenario 8 - Bomb the Base - 30th November 1917 by Tikkifriend.

    Well it's time to dust off those bombers and load up with ammo we are off on a raid.

    Background

    Intelligence probes over several weeks have finally pin pointed the airfield which acts as a forwarding and repair post for the front line squadrons. These bases are some distance behind the lines and are thought to be heavily defended. They are staffed by the best mechanics and are highly efficient at turning round damaged aircraft. Destroying it will greatly impede the enemy.



    Forces

    The attackers (Eagles and Bulldogs) 2 bombers and 2 fighters for cover. they approach from the NW of the board

    The opposition. 3 fighter AI controlled. These are airbourne and circling to the SE of the field. All have dedicated ground crew ace ability

    The attackers can choose to have 2 player controlled planes of their choice.

    Each bomber has 4 bombs of 4 points damage each. Bombing is as per WOW rules ( Full hit on target max points , partial hit 50% points.
    AA mg fire as per WOW rules

    Each hanger has 6 hp. The runway has 14hp and is worth 4 mission points.
    The 6 hangers are numbered 1-6 and at the end of all the AARs I will randomly select to see what each hanger was and its mission points value. which will be as follows.

    2 empty hangers 1 mission point
    1 hanger with bomber inside 3 mission points
    2 hanger with fighter inside 2 mission points
    1 hanger repair hanger full of highly trained mechanics 5 mission points

    The player/s with the highest number of mission points gets to add an ace ability to a NPC pilot of his squadron

    Notes for play.
    Hangers are 3cm by 2 cm
    The AI enemy fighters will go after the nearest bomber to the airfield, the the next nearest and finally the fighters.
    The mission consists of 15 turns.
    Safe exit from the board is either by the West or North edges of the mats
    2 mats or equivilent are needed to play. the airfild is placed in the centre of the playing area and all measurements are taken from that reference point.


    Addendum as of 29/5/

    After looking at the layout again and given the Jastas may well be flying Gothas I have decided to take Daves advice and Half the distance measurements. The airfield is still 5cm x20cm and the hangers 2cmx3cm.

    Thanks Paul

    Questions Answered:
    1. A bomber is any of your 2 seater planes (though we later used Gotha too) and the aamg have a 360° field of fire just to make it interesting. B damage cards to be used. The AI bombers will head towards whatever target/s you designate for them as if the target was a plane moving away from them. you are allowed to play your stall card to bomb the target at any point in the turns manouver.
    They will break off the attack if they recieve special damage smoke /engine /fire or pilot hit and head for home.
    I rather thought that players might want to play the two "bombers" (recommended!) and have the cover planes as AI.

    2. Hangers - it has to be a complete destruction to count for points

    3. The airstrip measures 20cm by 5cm

    The original thread is here

    The original Bomb Damage Assessment thread is here but only look at this after the mission is completed to see how well you did !

    If you want to see how it's done the original AARs are here:

    Flash AAR (Entente)
    http://www.wingsofwar.org/forums/sho...-%96-Mission-8

    Flying Officer Kyte AAR (Entente)
    http://www.wingsofwar.org/forums/sho...(The-Bulldogs)

    Marechallannes AAR (Entente)
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Nightbomber AAR (Central Powers)
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Blackronin AAR:
    http://www.wingsofwar.org/forums/sho...rs-Blackronin)
    Last edited by flash; 09-01-2012 at 01:00.

  10. #10

    Default

    Scenario 9 - Gun Ho! - 4th December 1917 - by F.O.Kyte

    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.

    Questions Answered:
    1. No trenchfire in the first game part - presumption being the enemy did not want to tip their hand & give away a position

    2. Damage Decks: Flak = C Damage - rules in BD in the files section if you don't have them already

    3. Expected that all friendly aircraft to be controlled by you, but again this is up to yourselves to decide.

    The original thread is here

    What you hit thread is here

    If you want to see how it's done the original AARs are here:

    Flash (Entente)
    http://www.wingsofwar.org/forums/sho...ches-Mission-9

    F.O.Kyte (Entente)
    http://www.wingsofwar.org/forums/sho...(The-Bulldogs)
    http://www.wingsofwar.org/forums/sho...ldogs-Squadron

    Marechallannes (Entente)
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend (Entente)
    http://www.wingsofwar.org/forums/sho...AR-Tikkifriend
    http://www.wingsofwar.org/forums/sho...un-Tikkifriend

    Toddwf (Entente)
    http://www.wingsofwar.org/forums/sho...nario-9-Gun-Ho!
    http://www.wingsofwar.org/forums/sho...o!-Bombing-Run

    Nightbomber (Central Powers)
    http://www.wingsofwar.org/forums/sho...Central-Powers

    Blackronin (Central Powers)
    http://www.wingsofwar.org/forums/sho...rs-Blackronin)
    http://www.wingsofwar.org/forums/sho...964#post162964
    Last edited by flash; 09-09-2012 at 02:55.

  11. #11

    Default

    Scenario 10 - THE PROTOTYPE - 12th December 1917 - by Marechallannes

    Over the Trenches - Mission 10 - The Prototype



    Due to the achievements of your squadron, the Headquarter decided to test a prototype under „front-conditions“. You are the lucky one to test it in a sector near the front, without aerial activities the last two weeks.

    You are not allowed to go for a fight, but there are no direct orders what to do when an enemy plane attacks - as far as you could remember. So it was no question that you engage a lone enemy plane, spotted over no-man’s land.

    Who is the attacker:

    You

    Your flight consists of:

    Your plane - starting 2 rulers away from no-man’s-land/enemy plane - over your side

    Enemy planes:

    1 scout/two-seater over no-man’s land

    After turn 3 another scout/two-seater coming from the enemy side - 2 rulers away - heading directly for your position

    Both planes accept the fight and try to shoot your plane down

    Playing area:

    One or two game mats with no-man’s-land in the middle

    Winning conditions:

    Damage the first encountered plane with 75 % of his hit points or shoot him down and return to base.

    Special Rules:

    a) Use a Sopwith Snipe as Bulldog pilot / use a Fokker D.VII/ UFAG C.1 as Eagle pilot

    - or -

    Any Entente/Central Power late war scout/two-seater/prototype model/scratch build for this mission. (something that fits in your opinion)

    b) After turn 3 before you plan the maneuvers for turn 4:

    Roll a 1d6:

    1. Nothing happens *
    2. Gun Jam **
    3. Engine damage
    4. Engine damage
    5. Engine damage
    6. Smoke damage***


    * roll again after turn 6 (if you roll 1 again - everything is ok)
    ** after the three maneuvers of jam you got only a “B”-firing MG because something is wrong with the amunition inlet / if you had only a “B”-firing MG from the beginning – everything is ok
    *** three maneuvers later, your plane gets an automatic fire damage

    Note: All damages a cumulative to other special damages! Engine and fire damages are handled as normal.


    The original thread is here

    If you want to see how it's done the original AARs are here:

    Flash (Entente)
    http://www.wingsofwar.org/forums/sho...ches-(Entente)

    Nightbomber (Central Powers)
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Marechallannes (Entente)
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    F.O.Kyte (Entente)
    http://www.wingsofwar.org/forums/sho...The-Bulldogs-)

    Blackronin (Central Powers)
    http://www.wingsofwar.org/forums/sho...424#post163424

    Smitty_au (Central Powers)
    http://www.wingsofwar.org/forums/sho...pe-(smitty_au)

    Tikkifriend (Entente)
    http://www.wingsofwar.org/forums/sho...-Prototype-AAR

    Toddwf (Entente)
    http://www.wingsofwar.org/forums/sho...-The-Prototype
    Last edited by flash; 11-20-2019 at 08:37.

  12. #12

    Default

    Scenario 11 - In Santa Claus' Shoulders - 24th December 1917 - Dusk - by Blackronin



    Presentation:
    A man tells a strange story he himself heard to his comrades. Italians they are. Fighting against the Austrians in the mountains. Some listen, some don't. Some laugh, some like the story, one keeps thinking about it. He investigates. Driven by a fever, he deserts his unit and makes his way to St. Caronne. A small village near the trenches in German territory. For some reason it has remained nearly unscathed during the previous years of the war. It has a big church. Much bigger than a small village like that should have. And the story grows in him. It says that when the Germans were almost reaching this area, a very rich man buried in the floor of the church a chest with all his most precious possessions. Gold, paintings, small statuettes of immense value. The man finally reaches St. Caronne and during one moonless night he digs and finds the chest. It was all true. Now he must take hold of it and escape with it. Hard to do in a war thorn country. He contacts other. A German Observer, a French Driver, a British captain. They plot and plot and finally create a plan. It involves a German Observation Balloon, a French truck and a free passage to America. The chest will be loaded in the Observation balloon, it will cross No-man's land and it will rescued by the truck. It will then be boarded into a ship where the four men will escape to New York. It will be done in Christmas Eve, at dusk, when a cease fire is laid upon No-man's Land... But there are always planes patrolling the heights...

    Scenario Rules:
    This Scenario lasts only eight turns. The player will play with two fighters, the enemy (A.I.) will play with three fighters. At the end of the eight turn, night has fallen and it becomes impossible to keep fighting.

    Playing Area Set-up:
    The table has the no-man's land in the centre. A German Observation balloon is put in the German side of No-mans Land. The balloon will move once per turn in the Entente's direction. It will move one A Deck's straight maneuver in that direction. It is measured in the smallest size of its base. It must start at four distances from the centre of No-mans land. i.e. In the fourth turn of the game, the balloon must be over the centre of No-man's land.
    The starting planes start in the following positions:
    Germans - One ruler distance behind the balloon in the German side of the playing table.
    British - Two rulers distance from the balloon from the Entente side of the playing table.

    Winning Conditions:
    The German player wins if he can get the balloon down in the first 4 turns of the scenario. The Germans will be able to get hold of the treasure that will help the war effort. The game is a draw if the balloon is still in the air at the end of the scenario.

    The British player wins if he can get the balloon down between the 5th and 8th turn of the scenario. The British will be able to get hold of the treasure that will help to enrich the Royal British Museum. The game is a draw if the balloon is still in the air at the end of the scenario.

    Historical Aftermath:
    The Italian and German deserters were able to transport the chest into the Observation Balloon. They escaped near dusk cutting the cable that kept them attached to the ground. Suddenly when they were moving into No-man's Land, a group of German fighters ran on them. But they were saved when British fighters fell over the German squadron. In the dogfight that ensued they forgot about the Observation Balloon. Night embraced them. Some hours later a flash-light in the ground received them. They descended and carried the chest into a French truck. In the next day they were embarking. 1918's News Year Eve was in Manhattan at the sound of jazz.



    The original thread is here


    If you want to see how it's done the original AARs are here:

    F.O.Kyte (Entente)
    http://www.wingsofwar.org/forums/sho...s-The-Bulldogs

    Flash (Entente)
    http://www.wingsofwar.org/forums/sho...r-The-Trenches

    Tikkifriend (Entente)
    http://www.wingsofwar.org/forums/sho...er-and-Blitzen

    Marechallannes (Entente)
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Nightbomber (Central Powers)
    http://www.wingsofwar.org/forums/sho...entral-Powers)
    Last edited by flash; 10-02-2012 at 01:35.

  13. #13

    Default

    Scenario 12: "Let's score a kill, son" - 29th December 1917 - by Nightbomber

    The time has come for a kind of relaxing mission. Show the experience you have gained so far and try to teach the youngsters.

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

    As the war goes on, many seasoned pilots become aces, but even more of them reach a "heavenly" ace status quite often. The latter are replaced by cheerful rookies, eager to face the enemy and present their fighting skills. The old chaps' job is usually to take them to the skies and show these boys how to become men.
    That means - to become killers.

    You, a veteran pilot, are ordered to take such a newbie pilot over the front for a relatively easy mission in a sector where enemy two seaters have been recently flying unescorted and - above all - they have been piloted by fresh crews as well, for the scouts who had encountered them reported their flying abilities had been worse than moderate.
    This way your pupil should be able to open his account easily.
    However, you may never be sure how qualified the encountered enemy crew would be...

    You start your mission flying one ruler behind two enemy two seaters (of the same type, if possible). You and your pupil have just zoomed on them out of the sun. Your wingman is a newly arrived, unknown pilot with no combat experience, a simple rookie, whom you really do not even know.
    If he survives the mission and return to the drome, he will join your Jasta/Squadron and you will put down his name in your roster. He will then loose his rookie "ability".

    It's up to you to decide if the youngster is controlled by you, or flies as an AI driven pilot.

    Your rookie wingman: when shooting at the enemy, the enemy draws twice as much number of damage cards and keeps only one, the LOWER DAMAGE NUMBER card. The enemy can never keep the explosion card, except if he draws two explosion cards.

    The enemy flight consists of 2 two seaters of the same (if possible) B firing types.
    They (both) may have status (both pilot and the observer):
    a) rookie (special rookie rule above),
    b) regular (no special rules),
    c) expert.

    The enemy crews are UNKNOWN.

    How you determine the enemy status?
    The VERY FIRST B damage card that one of your pilots draws determines both enemy crews' status for the rest of the scenario.
    If you draw 0 damage card - you have encoutered rookies.
    If you draw ANY (but only) # damage card - you have encoutered regulars.
    If you draw ANY special damage card (including explosion) - you have encountered experts.

    EXPERTS:
    Opposite to rookies. If they fire at you, you draw just one (just one) extra card and discard the LOWEST NUMBER card. The explosion may never be discarded." (Clarified version by Nightbomber)

    THE DAMAGE CARDS YOU DISCARD (in any case) - are placed right under an appropriate damage deck and thus return to play.

    ENEMY FLIGHT
    you encounter it right over the no man's land, heading towards your side of the map. Place a token on the map ahead of them (you decide the distance), over it they make a turn to go back to their lines. They fly a kind of synchronized flight, that means you determine a set of 3 cards for them both, UNTIL:
    at least one of them gets a smoke, fire or rudder jam card. From that moment on you determine their sets of cards separately.

    The mission ends when one side is destroyed or the enemies cross their side of the map.
    ---------------------
    Now you hear the engines roaring and shout to a newbie pilot standing by: "Let's score a kill, son. Stay close and watch the game. It's easier than you might think..."


    The original thread is here

    If you want to see how it's done the original AAR are here:

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...(The-Bulldogs)

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...%96-Mission-12

    Marechallannes (Entente):
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...s-score-a-kill

    Nightbomber (Central Powers):
    http://www.wingsofwar.org/forums/sho...entral-Powers)
    Last edited by flash; 11-03-2012 at 14:05.

  14. #14

    Default

    Scenario 13 - Caught with their pants down – Over The Trenches – Jan 1st 1918- by Flash

    Situation:
    Your unit has been moved to a new area of operations along the front to bolster the air defence for a short while and the ‘Top Office’ has decided that on the way there a select few will be visiting the nearest enemy airfields to announce your arrival in style.

    Mission: Destroy as many aircraft as possible

    Execution:
    Approach will be made at low level shortly after their dawn patrols have landed.
    They will not be expecting you so air defences are expected to be light to non- existent. You will have enough fuel to make a few passes over the field before you must break for home. Your priority is to destroy aircraft, or at least damage them.

    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Scenario:
    Airfield strafing attack

    The Layout:
    I played this on a table about the size of one mat (98x68cm) but if you can go bigger I would recommend it. I may re-play it on a 6’x4’ (180x120cm).
    Those of you lucky enough to have scale buildings, vehicles, hedges, trees etc can bling this up as much as you like – the real important thing is the aircraft on the ground. I played this with 10 but would say 6 is good but you may add more if you wish; scouts of all types & two seaters, in a line or two, a half ruler apart (wing tip to wing tip) or whatever looks right to you but leave enough room to get a stand in.
    Something like this:
    Click image for larger version. 

Name:	OTT13 2.JPG 
Views:	861 
Size:	172.4 KB 
ID:	63791

    B AAMG will be required – max of 4, these will be dotted around the field as you desire but will be unmanned at the beginning of the game so cards start trench side up. More of this later !
    If you want to make it interesting, as I did, you could put a number of trenches out – number them & then dice for which are AAMG as you play the game. I used A deck AAMG as well as B Deck in my play test – not recommended !

    The Game:
    Attackers get a free first pass before the defenders can react – this is to represent the chaos of a surprise attack. Rather than moving counters about it is given that the defending pilots will be mounting their steeds by the time the first enemy aircraft has turned back towards the airfield for their second pass– the question is how many pilots will there be ?

    Who Gets Off The Ground:
    1. Number the aircraft 1 – 10 (or whatever you have available).

    2. Roll a Dice appropriate to aircraft number - if result is 1- middle that is the number of pilots available. If result is mid to high subtract that number from the Die max to get the numbers of pilots available.
    (eg: I had 10 aircraft so used a D10 – if I rolled a 3 it equals 3 pilots; roll a 6 it equals 4 pilots. If you were using 6 aircraft Rolling a D6 a 3 = 3; rolling a 5 = 1 pilot)
    This will ensure no more than half the pilots will try to get airborne at one time. On the next time the enemy turn in you roll again for the remaining pilots - if one remained because his aircraft was detroyed/damaged from the first he will take the next available aircraft beside his, this may mean the owner of that aircraft turns up to see his kite taxiing off down the runway !

    3. These pilots & ground crew will make for their aircraft as the enemy pass. Now roll the Dice again to allocate them to the numbered aircraft. If their aircraft is destroyed, has wounded pilot (cockpit controls smashed), smoking or burning it cannot be flown.
    If it has rudder damage then remove 1 left or right turn + sharp turn if applicable from its flight deck, replace with straights if comes up in AI.

    Those that can fly will be started & taxi for one full turn. They will take off on the next turn. Once they are at 3 pegs high AI can fly them. Taxiing & Take off nearly as per Jans scenario 7:

    Moving on the ground:
    You may turn it and move the plane on the ground. Put the airplane's card under the base. To turn the airplane, hold the card down with a fingertip (you may put it on any spot on the card). Then turn the card so that it rotates around your fingertip. The grounded aircraft may either turn or use a short straight instead of each manoeuvre. The pilot may not shoot while on the ground or taking off unless it has a rear gunner.

    Taking off:
    To take off, point it in the direction where you want to take off and next turn play a short straight, a straight and a climb. The airplane is then considered airborne (by 1 peg) climbing 1 peg per movement thereafter - it will fly normally once at 3 pegs high. Plan its AI manoeuvres as usual from then on.

    Only airborne targets count as kills – ‘just’ airborne also counts

    AAMG:
    Availability of AAMG can be diced for also using a D8 – 1,2 = 1 gun etc and if you wish you can dice for which trench has the AAMGs.

    Attacking Ground Targets with MGs :
    Aircraft attacking a ground target will get lower to the ground each time they fire & can go down to 1 peg before having to climb out –
    For each manoeuvre spent firing at ground target descend one peg, the aircraft all starting at four pegs high, they get 1 shot when at one peg high then must climb – at a rate of 1 peg per movement.
    You can climb between descents but cannot fire as in a ‘nose up’ attitude.
    You can only engage ground targets at close range when down to two pegs or less.
    You cannot fly over a grounded aircraft when at 1 peg high – collision occurs !

    Low Flying:
    When at 1 peg you can only fly straights.
    When at 2 pegs you can only fly straights, sideslips & curves (but not sharp turns)
    When at 3 pegs you can fly normally.
    If a pilot is wounded at 1 or 2 pegs high he crashes immediately.

    Attacking Ground Targets with Bombs:
    If you wish you may randomly determine that some of your attacking scouts are equipped with a couple of small bombs. They may only be dropped from 4 peg height as a pair. ie 1 shot. Usual bombing rules apply. The bomb card must cover the cockpit of a target plane to score a direct hit.
    A Direct Hit = 2 C deck cards
    A Near Miss = 1 C deck card
    Use C Deck if you have them or multiple A cards if you have neither – Special damage counts.

    Special Rules:
    Take all zeros from A damage decks except those cards with special damage - this is why I don't recommend A Deck AAMG ! (unless you have a separate deck )

    Other Stuff:
    Aircraft damaged by ground attack obviously carry damage into battle.
    Attackers are all scout aircraft - as many as you are happy to handle, but I recommend 2 is the best number. They may all be controlled by you or by you & AI, whichever suits you best. ( I found controlling them best for me)
    Defenders - should any get off the ground - are handled by you until at 3 pegs high & then are AI controlled.
    Attacking aircraft taking wounded pilot, engine damage, fire damage may break off the attack & head for home – full fire damage will be drawn even if aircraft left the table to see if aircraft make it back to their lines.
    Have a decided take off direction for the airfield
    You, as I did in the playtest, have the attack come in from a randomly diced direction to replicate the difficulty of low level navigation. I came in at the one o'clock (D12) in my game.

    Well, there it is, alot to take in at first glance but I hope it's not overly complicated & makes sense. Once you start to play I found it's fairly simple - just watch your height & roll a dice or two when required. Good luck !


    Original Thread is here:


    If you want to see how it's done the original AAR are here:

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...s-Jan-1st-1918

    Marechallannes (Entente):
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    F.O. Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...(The-Bulldogs)

    Nightbomber (Central Powers):
    http://www.wingsofwar.org/forums/sho...s-Nightbomber)

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...eir-Pants-down

    And a couple of non solo rule group game based on this:
    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...he-Hun-Napping!
    &
    http://www.wingsofwar.org/forums/sho...Aerodrome-Raid!
    Last edited by flash; 02-01-2013 at 11:12.

  15. #15

    Default

    Scenario 14 - Snap, Crackle and Pop - Over The Trenches - 6th January 1918 - by Tikkifriend

    The story so far:

    High command have received information that a high ranking General will be inspecting the line in the next couple of days. The plan is to strike at his temporary HQ and distrupt the chain of command.

    Objective:

    Destroy the temporary HQ

    The Details:

    The general will be located in a ruined barn (target card) positioned at the centre of the join of two mats. It is protected by a blimp, the base of the blimp covering at least 50% of the card. The value of the target card is 10pts damage.
    Once your planes are within 2 rulers of the blimp the enemy will begin to winch it down. This will take 6 turns. If the Blimp reaches the ground without being destroyed it will effectively act as a blanket reducing the damage from bombs by 50% ( you can remove the model and just leave the transparent base for ease of movement and bombing.)

    On the 2nd move of the decent of the balloon roll a d6. 1-2 = 2 enemy scouts 3-4 = 3 enemy scouts 5-6 = 4 enemy scouts.
    These have been called in to protect the General.
    Dice for entry side 1-2 = North 3-4 = East/West 5-6 = South. These are AI controlled.


    The Combatants:
    The attackers have a total of up to 6 aircraft which can include 2 seaters for bombing purposes OR a bomber (Gotha or the like) and 4 scouts.. You can control all the planes if you wish..

    You have a total of 16 points of bombs a single drop being 4 points . Usual bombing rules apply.


    Tally Ho Chaps



    Original Thread is Here

    If you want to see how it's done the original AAR are here:

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...The-Bulldogs-)

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...h-January-1918

    Marechallannes (Entente):
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Nightbomber (Central Powers):
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...rackle-and-Pop
    Last edited by flash; 01-19-2013 at 07:36.

  16. #16

    Default

    Scenario 15 - Six days later - Over The Trenches - 12th january 1918 - by Flying Officer Kyte

    The strafing of the enemy General’s forward base certainly put the cat among the pigeons, but within the week observation aircraft report troop build up just behind the forward trenches.
    GHQ orders all squadrons to fly ground attack spoiling patrols around the clock along the entire front lines. On the twelfth of January, you are on patrol escorting a two seater when you notice some ground activity behind the lines.
    In order to approach the target you must fly out of your cloud cover and negotiate the counter battery fire of both armies’ field guns as they prepare for the next big push.
    Over No man’s land each plane must draw two cards for Shell fire. Treat them as Archie.
    As soon as you are clear of No man’s land two AI’s will attack you from whichever is the nearest cloud base. They will be one level above, and attempt to hold this height advantage throughout the battle. Whenever you dive, they will use the next straight they draw as a dive, and if you climb they will use any stall cards or straights drawn converted into climb cards unless they have engine damage, in which case only straights may be converted into climb cards.
    As you pass between the clouds on the enemy side of the lines you notice a ravine with a river crossed by a bridge, and further back a number of enemy tanks heading along a road toward the bridge.






    Your options are as follows: - A. Bomb the bridge and prevent the tanks from crossing there.
    (This will force the tanks out of the battle until they can find a better route to the front.)
    B. (Wait till the first tank is on the bridge and knock it out)
    (Better than A, because it will only leave two tanks able to re route.) Or
    C. Try to kill all the tanks before they can get to the bridge.
    (Throw your cap into the ring and go for total glory)
    Nb. Archie fire will cease whenever you are on the enemy side of the clouds.
    Tanks may only use their side pod machine guns to deliver one B card damage per movement card if you are strafing them at level one or lower.
    See the cards in the Files for Tank hit points and angles of fire.
    Tank movement is one ruler width per game turn.

    Any bombing must be carried out at level two or lower. If you score either a direct hit or a near miss draw a D card for a direct hit and a C card for a near miss. You may be able to knock the tracks off!
    Your Scout plane can carry one bomb load, and your two seater two bomb loads.
    Strafing will cause damage to the tanks including any relevant damage such as engine damage. Treat smoke as engine damage and fire as fire damage. Rudder damage will affect turning for the rest of the scenario as a damaged tank track cannot easily be mended. If a crew member is hit one machine gun is disabled.

    The Bridge has 15 hit points and may not be damaged by machine gun fire, so if you drop three bomb loads on it you need to be very accurate or very lucky with your cards. The explosion card is terminal as far as ground targets are concerned.
    Do your duty as you see it and good luck. You do not need to return alive from this mission to achieve success, although surviving to receive your gallantry medal, rather than gaining a posthumous award would be an advantage.

    TABLE LAYOUT.



    Rob.

    Original Thread is Here

    If you want to see how it's done the original AAR are here:

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...h-january-1918

    Marechallannes (Entente):
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...ferred-Schiese!

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...(the-Bulldogs)

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...5-6-days-after

    Nightbomber (Central Powers):
    http://www.wingsofwar.org/forums/sho...entral-Powers)
    Last edited by flash; 01-29-2013 at 01:48.

  17. #17

    Default

    Scenarion 16 - Flight of the Giants - 20th January 1918 - by Marechallannes



    Enemy heavy bombers are on their way back to the home base. Due to enginge problems they have a delay that makes it possible to lead our scouts to their position and intercept them, before the giants reach safe airspace.

    Feel free to add any background story you want.

    I used two standard game mats to show your the dimensions of the gaming area. The bombers start in the middle of one edge of the gaming aera and try to reach the other end. Choose a starting zone for your scouts (A or B)

    As soon as they touch the no-man’s-land line in the middle of the gaming area, enemy scouts will arrive at the other edge of the gaming area and try to protect the bombers.

    Used planes:

    2 own scouts per enemy heavy bomber
    1 enemy scout as reinforcemet per heavy bomber

    Aternative:

    1.5 own scouts per enemy two-seater (so you have to use min. 2 enemy two-seaters v 3 scouts)
    1 enemy scout as reinforcement per two-seater



    Special rules:

    One of the bombers has engine problems so all bombers have to fly one stall maneuver per movement phase.
    Determine one bomber that has already one engine damage.
    The bombers fly in formation and protect each other. The moment the damaged bomber is shot down, the rest of the formation fly normal straights instead of the stall, unless another bomber has become engine damaged, too.

    When you’ve planned your manoeuvres, roll one D6 for the bomber movement:

    1: Straight - Stall - Straight
    2: Stall - Left - Right
    3: Right - Stall - Left
    4: Left - Right - Stall
    5: Straight - Straight - Stall
    6: Stall - Straight - Straight

    Attention: If a manoeuvre sequence will lead one of the bombers out of the gaming area, re-roll the dice!

    Result: 1


    Result: 2


    Result: 3


    Result: 4


    Result: 5


    Result: 6


    GOOD HUNT, comrades!


    See the Original Thread here

    If you'd like to see how it's done the original AAR are here:

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...h-January-1918

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...The-Bulldogs-)

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...mberr%FCckkehr
    and
    http://www.wingsofwar.org/forums/sho...day-makes-quot

    Marechallannes (Entente):
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Nightbomber (Central Powers):
    http://www.wingsofwar.org/forums/sho...entral-Powers)

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...uld-be-Giants-!!

    Unofficial AAR:
    fast.git (Central Powers):
    http://www.wingsofwar.org/forums/sho...entral-Powers)
    Last edited by flash; 02-24-2013 at 15:27.

  18. #18

    Default

    Scenario 17 – Head to Head – Over The Trenches – February 13th 1918 - by Flash

    Click image for larger version. 

Name:	_65308389_dogfight1_getty.jpg 
Views:	554 
Size:	22.6 KB 
ID:	78566

    We are nearing the end of this splendid campaign but before we can look forward to the next we have one more mission to complete and we should take pause to honour our fallen heroes, our past and present competitors, and, especially, to thank Joaquim, our own Blackronin without whom this campaign would not have got off the ground. I dedicate this mission to him.

    Now to business – I have given this mission a lot of thought & all games should be played within the Air Rules below, some of which you may now recognise !

    Air Rules:
    ˇ The playing area can be as big as you can manage ! For example I will use a 6’x4’ table.
    ˇ Single seat scouts only to be used; use what you have, like, or randomly generate.
    ˇ You can control as many, or, as few of your scouts as you wish but all enemy scouts will be AI controlled as usual.
    ˇ Scouts should fly in recognisable formations at the start of a game. (eg Line astern, Line abreast, echelon left/right)
    ˇ This scenario will take quite some time to play – if you are concerned this will take too long then set a time limit to suit yourself as a 'fuel limit' & all aircraft will retire at that time.
    ˇ In order to ‘thin the herd’ aircraft can be driven off. All aircraft can fight until they are:
    a. within 3 of destruction, or,
    b. within 5 of destruction if on fire, or,
    c. the pilot’s wounded (on an A deck 5 or B deck 3), or,
    d. the engine is damaged,
    They will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity passing their nose - that's something in range crossing their nose !
    ˇ Wounded pilots bugging out - rather than they just leave we use the damage number to dictate the result ie the severity of the wound. So on a Wounded Pilot A deck hit of 5 or B deck hit of 3 the pilots head for home but on a Wounded Pilot A deck 3 or B deck 1 they will stay in the fight. This means your pilots may fight on in spite of a wound, or, equally, may push off home. The cards will decide.
    ˇ The long table sides shall be nominated German/British and the short ends neutral (ie NML) to give plenty of escape options.
    ˇ The battle is considered to be over No Mans Land for crash landing purposes.
    ˇ Burning aircraft take whatever damage is due to them even if they have left the table, if they crash then, hopefully, at least they will be behind their own lines (so no, there are no 'he landed just off table' !)
    ˇ Explosion cards will be used but may be placed in the bottom quarter of the deck to promote a shooting solution to the battles.
    ˇ Collisions apply – defined as when a base cannot be placed correctly where it should be due to the peg of another aircraft; both aircraft will draw a C Damage card – so give your chaps plenty of room to manoeuvre !
    ˇ Use two A damage decks if you can, recycle cards from driven off, o.o.c. and destroyed aircraft if needed
    ˇ Rudder Jams – remove one damage appropriate turn (and a sharp turn if aircraft has one) from the manoeuvre deck for the rest of the game; damage is cumulative. This is a house rule but adds a permanence to the damage taken.
    ˇ Smoke damage: if a Smoking Aircraft suffers a second Smoking Damage whilst still Smoking it takes a Fire Damage instead. (New rule in RAP?)
    ˇ Fire Damage – if an aircraft is on fire the Pilot cannot plan or use any Straight Manoeuvre whilst on Fire. This reflects his efforts to put the fire out & keep it away from himself by constantly turning. (RAP?).
    You may have to be the I in AI for this !
    ˇ Wounded Pilot: In addition to the usual rules a pilot taking a wound will, in his whole next turn, fly the same manoeuvre that he was flying when he took the hit (eg if he was turning left he will play 3 left turns) and will be unable to shoot.
    He will start the next turn with a straight and again will not be able to shoot but after that card he can play whatever card he likes & shoot as restrictions allow. If he was wounded whilst playing a card that would make an illegal move when played three at a time then it is considered he has spun away from the battle out of control & come to in time to save his aircraft & get down in one piece. This is a house rule.
    ˇ Gun Jams - When scouts equipped with two separate gun systems (eg SE5a or Nieuport 17) take a Jam card only one of their gun systems is jammed. They may continue firing with the other gun but use the B damage deck to reflect their loss of firepower. If they get another jam card, of another colour, then the other gun also becomes jammed. Any jams are resolved as above but no firing allowed when un-jamming the other gun ! This is a house rule.
    ˇ A tactical withdrawal of all aircraft is allowed at the cost of victory !

    If you wish to mix it up a bit and randomly determine the enemy scouts you are up against roll a D8 for each aircraft:

    Eagles:
    Fok Dr1 – 2,5
    Pflz D.III – 8
    Alb D.III – 3,6
    Alb D.Va – 1,4,7

    Bulldogs:
    Camel – 2,5,8
    Spad XIII – 7
    SE5a – 4,3
    Nieuport 17 and or Sopwith Tripe – 1,6 (These will be A deck gunned !)

    (This was originally worked out on aircraft availability within the campaign but may no longer reflect the current levels)

    1. The Mission:

    This is no subtle scenario. There is no advantage to either side, it is simply a balls to the wall five on five head to head charge from each side of the table into a furball somewhere in the middle, like the knights of old charging into battle – the winner takes all, the devil take the hindmost !

    Option:
    If you don’t want to handle a full on 5 v 5 (that could be 5-9 AI aircraft) then consider doing a 3 v 3 and when one side loses an aircraft then replace it with one coming in from a randomly determined tables edge and cycle through the five a side that way.

    I will leave the story of how you got into this predicament to you - Good luck gentlemen.


    See the Original Thread here

    If you'd like to see how it's done the original AAR are here:

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...uary-13th-1918

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...-February-1918

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...7-Head-to-Head

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...-(TheBulldogs)

    Marechallannes (Entente):
    http://www.wingsofwar.org/forums/sho...annes-Entente)

    Nightbomber (Central Powers):
    http://www.wingsofwar.org/forums/sho...-The-Final-Cut

    Unofficial:
    Fast.git (Central Powers):
    http://www.wingsofwar.org/forums/sho...702#post205702
    Last edited by flash; 03-23-2013 at 08:38.

  19. #19

    Default

    Campaigns End - Scores on the Door

    Jasta 24 "Kaisers Adler":

    Nightbomber: 17 Missions - 25 Victories - 3 Losses (All PC; 1 KIA, 2 WIA)
    Watchdog: 8 Missions - 17 Victories - (Withdrawn)
    Blackronin: 10 Missions - 17 Victories - 2 Losses (Withdrawn)
    Algy: 3 Missions - 4 Victories - 1 Loss (Withdrawn)
    Smitty_au: 1 Mission - 1 Victory - 1 Loss (Withdrawn)
    Skafloc: 3 Missions - 5 Victories

    Reservestaffel: 6 Missions - 6 Victories - 3 losses (2 KIA; 1 POW)

    Eagles scored a total 69 victories - 75 with the Reservestaffel added.

    Only one original 'pilot' finished all 17 missions so I suspect their score would have been on a par or higher than the Bulldogs if they had all been able to continue. Thankyou Andrzej for keeping the Eagles flying & to Neil for his support to you in the last few missions.

    52 Squadron "The Bulldogs":

    Marechallannes: 17 Missions - 26 Victories - 6 Losses
    F.O.Kyte: 17 Missions - 38 Victories - 1 Loss
    Tikkifriend:17 Missions - 24 Victories - 6 Losses (1 PC)
    Flash: 17 Missions - 14 Victories - 1 Loss (PC)
    Toddwf: 5 Missions - 6 Victories - 2 Losses (PC, POW) - (Withdrawn)
    steel_ratt: 7 Missions - 10 Victories - (Withdrawn)

    The Bulldogs scored a total 118 Victories, however, all the original 'pilots' did finish all 17 Missions.

    It was a splendid campaign, thanks to all who took part and a special thanks to Joaquim for getting us off the ground; Jan for the spreadsheet; Sven for the short roster & the dice rolls !
    Last edited by flash; 03-24-2013 at 04:16.



Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •