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Thread: All The 'Final Months' OTT Campaign Scenarios

  1. #1

    Default All The 'Final Months' OTT Campaign Scenarios

    You will find here a compilation of all the 'Final Months' solo campaign scenarios created by 'pilots' engaged in the campaign namely: Nightbomber, Marechallannes, Tikkifriend, F.O.Kyte, Flash, Lloyd the gamer, Beer and Pretzels, Oldguy59, Skafloc, 7eat51, MoonSlyver & Fast.git

    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.
    Last edited by flash; 10-18-2013 at 00:32.

  2. #2

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    Mission 1 - OTT, The Final Months - Where are we? - April 1st 1918 - by Tikkifriend.

    Time moves on relentlessly in this war to end all wars. The eager recruits that flew the early missions have been whittled down to a hardened, experienced few. Those who have survived consider themselves fortunate but know they are living on borrowed time.

    The 1st of April saw the Bulldogs don the uniform of the newly formed Royal Air Force, Its sole purpose, to clear the Jastas from the air. But the Baron and his Flying Circus have other ideas.



    Against this backdrop the old adversaries, the 52nd Bulldogs and the Jasta Eagles play their deadly game.



    Both have moved from their previous bases to a new sector on the Cambria front, a sign of the High Commands confidence in their pilots and the desperate need for each side to gain superiority of the air over their beleaguered troops on the muddy killing ground below.




    So the struggle for the sky recommences with the outcome uncertain but the bravery of the combatants never in question. Will it all be over by this Christmas ?

    Mission 1: OTT The Final Months. Where are we?

    After being moved to the new sector just South of Cambria the pilots have begun a series of orientation flights to map and identify landmarks for future reference. It is on one of these sorties that you meet up with members of your old adversaries.

    Mission:
    You have 9 target cards , 7 of these are landmarks ( trench, bridge, crossroads etc,) however 2 are enemy Archie. Shuffle the cards and place as follows.

    Set up:
    On a 2 mat board place a random card in the centre face down Then place a card face down 1 rulers length from the cards edge at 1, 3, 6 & 9 o clock. Place the remaining cards face down 2 rulers length from the edges of the original card i.e. 1, 4,7 & 11 o clock.

    Planes:
    Both sides have 2 scouts of your choice. Both start from opposite edges of the map N/S or E/W

    Objective:
    You must identify at least 6 of the cards by stalling your plane within ˝ ruler of the centre of the target. Should you turn over an Archie position take 2C cards damage. Should they come into ˝ ruler range again, draw 2 more C cards.
    Each plane must identify at least 2 cards, so no 1 plane spotting, 1 plane fighting .

    Get those binoculars out and get spotting

    The Original Mission Thread is here

    And if you want to see how it's done check out these AAR:

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...s-Where-are-we

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

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...e-Are-We-Flash

    OldGuy59 (Entente):
    http://www.wingsofwar.org/forums/sho...Wrong-OldGuy59

    Beer&Pretzels (Entente):
    http://www.wingsofwar.org/forums/sho...0-Where-Are-We

    fast.git (Central Powers):
    http://www.wingsofwar.org/forums/sho...d-Friends-quot

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...1-Where-are-We

    Lloydthegamer (Entente):
    http://www.wingsofwar.org/forums/sho...st-Flight-quot

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

    MoonSylver (Central Powers):
    http://www.wingsofwar.org/forums/sho...re-Are-We-quot

    7eat51 (Central Powers):
    http://www.wingsofwar.org/forums/sho...oody-Encounter

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

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...s-Where-are-we

    Fast.git (Entente):
    http://www.wingsofwar.org/forums/sho...uot-(fast-git)

    Scores on the Door:

    Mission:
    Eagles: 6 Victories their Bulldogs 1
    Bulldogs: 3 Victories their Eagles 3

    Campaign:
    Eagles: 6 Victories their Bulldogs 1
    Bulldogs: 3 Victories their Eagles 3

    Overall:
    Eagles 9; Bulldogs 4
    Last edited by flash; 02-27-2014 at 01:13.

  3. #3

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    Mission 2 - OTT, The Final Months - Never volunteer...! - April 23rd 1918 - by Skafloc

    Over the previous 3 weeks the squadron had completed orientation flights and some of the usual dawn patrols, fighting patrols and escort duties. However, whenever the squadron was flying over the enemy side of the lines, it was becoming apparent that the enemy always turned up with an advantage in aircraft. Some patrols, not all from this squadron, had taken some serious casualties.
    Rumours were around that there was a spy who was passing on information about patrols but this was discounted by the High Command as impracticable. So patrols had been limited to the friendly side of the lines and for simple escort and artillery spotting missions and enemy activity was greatly decreased.
    High command played what they thought was their ‘ace in the hole’.
    April 23rd: This morning a car had arrived at the squadron commander’s office. Your batman had found you in the aircraft hangers and told you the CO would like you to come to the Squadron Office.

    The CO’s briefing:
    In the CO’s office was the CO and another man in civilian clothes.
    “OK sit down and listen. First would you undertake a hazardous mission? Good I knew you wouldn’t let me down. Now listen, only the three of us in the room know what the mission is and that’s the way it will stay.”
    “You will fly to these co-ordinates in your 2-seater, alone….that’s correct no rear gunner! If you are caught alive by the enemy then you know you will be shot as a spy too…..”



    So it was a special mission, a pick up. You will pick up a man who will be carrying this identifying flag.



    Never volunteer my Dad told me…but a volunteer is worth 10 pressed men! Now where did I volunteer for this?

    Briefing over you make your way to the hangers. Your rear gunner was a bit put out as you told him you were taking the crate up for a test flight without him.
    The flight to the pick-up point was uneventful. You had flown a zig-zag course and once you had seen the identifying flag had cut your engine and glided down to the field were the agent was hiding. Within 2 minutes the agent was safely tucked in, in the observers seat, and gave you the thumbs up. A short taxi and a turn into the wind, open the throttle and you are airborne.

    Mission:
    Get the agent back to your airfield.



    Planes
    Friendly: You have 1 2-seater at A = 2 rulers in from middle of enemy edge height 1 to 4).
    Enemy: Turn 1 (T1): 1 scout (AI) of your choice Height 4.
    Turn 3* (T4): roll d6 on a 5 or 6 = 1 scout (AI) of your choice. Height 4.
    Turn 6* (T8): roll d6 on a 4,5 or 6 = 1 scout (AI) of your choice. Height 4.
    (*amended by author after game play)

    Friendly Objective:
    Your objective is to return the agent by flying off the friendly side of the board:
    a. Once on board the agent can man the rear gun.
    b. The 2-seater and agent (dead or alive) must make it off the friendly board edge for the mission to be a success).
    c. If the plane crashes then the information he is carrying will not be delivered. In this case you cannot go on to complete Part 2.

    Enemy Objective: To stop the 2-seater from exiting the board.

    Ground: 4' x 3' table. (120cm x 90cm)

    Note: If you fly off the table at height peg 1 or 2 draw 1 C damage card for enemy archie over the lines.
    If you and the spy crash in enemy territory make the appropriate rolls, if you are captured you will both be shot as spies.

    Part 2a: Now we know the reason why:

    If the Agent is returned alive or wounded then read the following: (if not go to 2b).

    The Agent has no time to waste and briefs the CO on what he has found and the picture he was able to take. He marks on a map the detailed location of the enemy secret weapon, building and defences and says it is imperative that it is destroyed.
    Scientists are still there, if they can be killed the enemy’s future plans will be put back many months if not for ever.
    The CO contacts High Command and orders the CO to put on an immediate attack.

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    The enemy secret weapon is a giant noise locater/detection device. That is how they have been able to scramble more aircraft to intercept patrols.

    Mission:

    Destroy the secret weapon and the building with the scientists in

    ]

    Planes Etc:

    Friendly: You have 3 x 2-seater’s (You and 2 other AI’s). Each carry 2 full bomb loads

    Enemy:
    1 = Building with scientists in. + 1 B Damage MG on roof (360 arc fire. Height peg 1 = close range. Height band 2 = long range.)
    2 = Secret weapon.
    A = AA gun.
    B = AA gun.
    Turn 3: 2 enemy scouts (your choice) AI controlled enter from either enemy board table edge corner.
    AA Guns will not fire at aircraft within 1 ruler of an enemy scout.

    Note: AA guns fire as we have used them in the past. ie When an aircraft is within range (2 rulers) draw an A damage deck card. If there is any special damage indicated then draw a C damage card. Shuffle the A deck card back into the A damage deck pile. AA guns can only fire once in any turn (3 cards).

    Friendly Objective:
    Your objective is to destroy both targets 1 and 2.
    To ensure success you must bomb from height peg 1 or 2.

    Enemy Objective:
    To protect 1 and 2.

    Ground:
    4 x 3 table. See picture above. (120cm x 90cm)

    Bombing:
    Must play a stall or a straight before releasing bombs.
    Height peg 1 = place bomb card in front of plane base leading edge = bombs hit ground.
    Height peg 2 = place last card played in front of leading edge place bomb card on this. = bombs hit the ground.
    Bomb card covers centre spot on target card target destroyed.
    Bomb card hits target card but does not cover centre spot ˝ damage.

    If the Agent is returned dead then read the following:

    Part 2b: What now?

    On searching the body a map is discovered. 4 locations are marked on the map. A quick phone call to High Command and the CO has orders to photo recon the 2 locations that are close together. The other 2 correspond to AA gun positions already identified during the orientation flights.

    Mission:
    Take a photo of 1 and 2.

    Planes Etc.
    Friendly: You have 1 2-seater (You).
    For every escort scout or 2-seater you take (max 3 aircraft, ie you+2) Add +1 enemy scout.

    Enemy:
    1 = building with scientists in. + 1 B Damage MG on roof (360 arc fire. Height peg 1 = close range. Height band 2 = long range.)
    2 = secret weapon.
    A = AA gun.
    B = AA gun.
    Turn 3: 1 enemy scout (+1 for every friendly escort aircraft) (your choice) AI controlled enter from either enemy board table edge corner. AA Guns will not fire at aircraft within 1 ruler of an enemy scout.

    Friendly Objective:
    Your objective is to photograph both targets 1 and 2.

    Enemy Objective:
    To destroy the photo recon 2-seater.

    Ground: (use map/picture from 2a above….same layout) 4' x 3' table. (120cm x 90cm)

    Photo: Must play a stall within ˝ ruler of targets 1 and 2. A minimum of 2 photo’s are required to ensure success.

    Successfully returning the photograph plates will ensure High Command orders a large scale bombing strike on the target.

    Target Markers:


    Original mission thread is here

    And if you want to see how it's done check out these AAR:

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...ver-volunteer-!

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

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...3rd-April-1918
    http://www.wingsofwar.org/forums/sho...teer-part-deux

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

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...ission-2-part1
    http://www.wingsofwar.org/forums/sho...ission-2-Part2

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

    Oldguy59 (Entente):
    http://www.wingsofwar.org/forums/sho...-Part1-Entente
    http://www.wingsofwar.org/forums/sho...Part-2-Entente

    7eat51 (Central Powers):
    http://www.wingsofwar.org/forums/sho...and-Back-Again
    http://www.wingsofwar.org/forums/sho...ou-hear-me-now

    MoonSylver (Central Powers):
    Unofficial scene setter: http://www.wingsofwar.org/forums/sho...the-Devil-quot
    http://www.wingsofwar.org/forums/sho...olunteer!-quot
    http://www.wingsofwar.org/forums/sho...teer-quot-(pt2)

    Beer& Pretzels (Entente):
    http://www.wingsofwar.org/forums/sho...ever-Volunteer

    Lloydthegamer (Entente):
    http://www.wingsofwar.org/forums/sho...urnt-Offerings

    Brambo (Central Powers):
    Part 1: http://www.wingsofwar.org/forums/sho...ver-volunteer-!
    Part 2: http://www.wingsofwar.org/forums/sho...the-reason-why

    fast.git (Entente):
    Part 1: http://www.wingsofwar.org/forums/sho...uot-(fast-git)
    Part 2: http://www.wingsofwar.org/forums/sho...uot-(fast-git)


    Scores on the Door:

    Mission:
    Eagles: 5 Victories, their Bulldogs: 1
    Bulldogs: 3 Victories, their Eagles: 4

    Campaign:
    Eagles: 11 Victories, their Bulldogs: 2
    Bulldogs: 6 Victories, their Eagles: 7

    Overall:
    Eagles 18; Bulldogs 8
    Last edited by flash; 03-04-2014 at 01:02.

  4. #4

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    Mission 3 - OTT, The Final Months - Bait and Switch - May 2nd 1918 - by Lloydthegamer

    Click image for larger version. 

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    Picture found on http://weaponsandwarfare.com/?cat=15&paged=8

    The situation: May 1st, a glorious day for flying, especially when one has a cunning plan to catch an early bird Boche! Lately a Hun 2 seater has been carrying out regular flights over our positions early in the morning. No doubt he is taking photos and has become a bit of a nuisance. We’ll be up early and bag him before he can return for breakfast, a good way to start the day!

    Disclaimer: I tried, and failed miserably, to manage altitude during the last scenario, so I’m playing this scenario with no altitude. However, include altitude in this scenario for your own game if you wish.

    Also I’ve not managed to do graphics, so the table is described clearly (I hope). Ask questions if anything isn’t clear and I’ll try to clarify things.

    Table: 4 x 3 ft. One short side is numbered 1, 2 being the long side clockwise to 1, 3 being opposite 1, and 4 being opposite 2.

    Side 1 has fairly thick cloud cover, most of the end should be covered with clouds. Sprinkle a few smaller clouds through the rest of the table. If you’re using altitude use the optional rules in the WOG rule book for movement in a cloud. If you’re not using altitude try these from Chris (thanks Chris!). Here’s a link to his house rules

    http://www.wingsofwar.org/forums/sho...64-Cloud-Rules

    The beginning positions:

    Our hero and one wingman are entering the table from the cloud cover on the obscured end of the table. Place their planes just outside of the clouds.

    1 enemy two-seater is two sticks distant from our hero and directly in front of the scouts. (It is suggested by play testing that the two-seater be flying towards side 1 either head on or at an angle otherwise it will out run the scouts).

    Next Roll a d6, on a 1-2 the scouts are at least one stick to the left of the two-seater, a 3-4 they stay where they are directly behind the 2 seater, and on a 5-6 they are at least one stick to the right of the two-seater.

    The two seater must play only straight manoeuvres (again, suggested you play straight/stall/straight) until the scouts close to within firing distance. Once the bullets start flying he can do anything he likes, but his main goal is to get home with the photos, which will be defined as flying off the corner between sides 2 and 3. He should be within two sticks distance of the junction of the two sides.

    The Complications:

    On the turn after the shooting starts 2 enemy scouts fly out of the cloud cover on table edge 1 and come to the rescue of the beleaguered two-seater. Place these intrepid opponents outside of the cloud by rolling a D6. On a 5-6 they may be placed with their front edge up to one stick distant from the cloud cover, otherwise place them with their rear edge touching the clouds. Only one roll needed, in the beginning both planes are acting in concert.

    Roll a further D6. On a 1-2 deploy them in the left 1 ft section of edge 1. On a 3-4 deploy them in the center 1 ft, and a 5-6 puts them in the right 1 ft. section.

    Five turns after the first scouts attack, roll a D6 and on a roll of 1-5 another enemy flier enters, this time from side 3. On a d6 roll of 6, two more enemy scouts join the fray.

    Your Goal: Get the two-seater, and then get home in one piece.


    Original Mission Thread is here

    And if you want to see how it's done check out these AAR:

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

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

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...h-1st-May-1918

    Beer&Pretzels (Entente):
    http://www.wingsofwar.org/forums/sho...ait-and-Switch

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

    OldGuy59(Entente):
    http://www.wingsofwar.org/forums/sho...m-Card-for-You!

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

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...nths-Mission-3

    MoonSylver (Central Powers):
    http://www.wingsofwar.org/forums/sho...mp-Switch-quot

    7eat51 (Central Powers):
    http://www.wingsofwar.org/forums/sho...for-Pink-Floyd

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...e-Final-Months

    Fast.git (Entente):
    http://www.wingsofwar.org/forums/sho...t-git-Entente)

    Scores on the Door:

    Mission:
    Eagles: 9 Victories, their Bulldogs: 4
    Bulldogs: 12 Victories, their Eagles: 6

    Campaign:
    Eagles: 20 Victories, their Bulldogs: 6
    Bulldogs: 18 Victories, their Eagles: 13

    Overall:
    Eagles 33; Bulldogs 24
    Last edited by flash; 03-05-2014 at 00:39.

  5. #5

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    Mission 4 – OTT, The Final Months – The Storms of War - June 1st, 1918 – by MoonSylver



    It started as a simple dawn patrol. It ended as something far more. As you and your wingmen patrol near the front, dark, menacing clouds roll in from the west. A storm is coming. Quickly you turn and head for home, when suddenly you are bounced from above! Are these fellows mad?!? Don’t they see the storm coming?!? Whatever the reason, they will not yield and you are now locked into a life and death struggle, as thunder rolls ominously…

    The Mission
    A “simple” 3 on 3 dogfight…with a twist. A storm is coming and the combatants may suffer its wrath…

    The Setup

    You will need:

    A space for 2 mats, long ends connecting, or a 4 x 3 table space, or as you wish, as long as you can accommodate 6 scouts + clouds comfortably.

    An extra “A” and “C” damage deck(s).

    An extra “A” Maneuver deck with the Immelman card set aside (you will not be using it).

    3 large clouds. Smaller clouds may be scattered about the table if you wish.

    Planes

    6 scouts of your choice. 3 Friendly, 3 Enemy.

    The Table



    Place the three large clouds as follows:

    1st one half way between the side of mat one and mat two on the left mat (mat one), one ruler length from the Allied line.

    2nd one straight down the border of mat one and two, one ruler length from the German line.

    3rd one at the edge of the Allied line, half way between the side of mat one and at mat two, on the right mat (mat two).

    Place your planes in the center of the table, facing toward your lines.

    Set up the Enemy at random according to the Random Placement Diagram by Charlie3 using 2D6



    (available in the Files, Game Aids here: http://www.wingsofwar.org/forums/dow...do=file&id=197 ).

    The Storm

    The three large clouds are Storm Clouds. These clouds will move as the game progresses & possibly inflict penalties or damage on nearby planes. At the END of the FIRST turn, and each turn thereafter, before maneuvers are planned, shuffle the extra “A” maneuver deck & draw one card for each cloud and place it on the CENTER EDGE of each cloud on the side facing the GERMAN lines (the prevailing wind blows out of the west, toward Germany), then move each cloud accordingly & return the maneuver card to the deck. Clouds blown off the edge of the table "scroll" & "reenter" along the BOTTOM edge of the table on the NEXT turn.


    Then draw a card from the extra “A” damage deck for EACH plane with in one ruler of any of the three clouds. If in range of MORE than one, draw a card for EACH. Ignore any card drawn EXCEPT Special Damages.

    For any Special Damage drawn consult the following chart:



    Any planes blown off the edges of the table due to wind may reenter anywhere on the edge they were blown off of on the NEXT turn.


    The Objective:


    The Enemy are determined to engage, & will not leave the field, nor allow YOU to leave either, for 10 turns. The goal is simply to survive both an enemy determined to kill you AND the oncoming storms fury…





    Original Mission Thread is here

    And if you want to see how it's done check out these AAR:

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...ortunes-of-War

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...onths-June-1st

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

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

    MoonSylver (Central Powers):
    http://www.wingsofwar.org/forums/sho...ms-of-War-quot

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...Stormy-Weather

    Beer&pretzels (Entente):
    http://www.wingsofwar.org/forums/sho...963#post229963

    7eat51 (Central Powers):
    http://www.wingsofwar.org/forums/sho...s-that-go-bump

    OldGuy59 (Entente):
    http://www.wingsofwar.org/forums/sho...rash!-OldGuy59

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

    Brambo (Central Powers): http://www.wingsofwar.org/forums/sho...e-Final-Months

    Fast.git (Entente): http://www.wingsofwar.org/forums/sho...t-git-Entente)

    Scores on the Door:

    Mission:
    Eagles: 10 Victories, their Bulldogs: 7
    Bulldogs: 8 Victories, their Eagles: 4

    Campaign:
    Eagles: 30 Victories, their Bulldogs: 13
    Bulldogs: 26 Victories, their Eagles: 17

    Overall:
    Eagles 47; Bulldogs 39
    Last edited by flash; 03-28-2014 at 12:16.

  6. #6

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    Mission 5 - OTT, The Final Months - Double Barrage - July 5th 1918 - by F.O.Kyte


    This is the sort of mission which every pilot admitted he hated the most, trench strafing.


    Officer’s briefing.

    The enemy are close to breaking point. One more push and the war will be won.
    Across the lines a build-up of troops is taking place in the forward trenches.
    Your job is to disrupt this and destroy any key points before our attack goes in.
    You may use as many aircraft as you need for this mission, but at all times the enemy will strive to have more aircraft in the air than you. Therefore, every plane you knock down will mean another one turns up from the centre of the enemy base line on the next turn.
    Scouts may carry one 5 point bomb if you wish, but will not be allowed to carry out Immelman turns, and must stall once in each round until the bomb is jettisoned. Climbs will take an extra move.
    Your first objective is to penetrate the Enemy Barrage by bringing down one or more of the balloons suspending it. You may not attempt to cross the Barrage to strafe the trenches until you have accomplished this.
    The second barrage will be Archie fire put up by five AA guns positioned as shown in the pictures.
    The trench line will have machine guns alternating between A and B firing. So the trench line may be A,B,C, B,A,C ,BA. or any combination of these, with C being the rearward AA guns.
    Your objective is do as much damage as you can, but get your aircraft home.
    As per the WoG rules trench strafing may be either at level one or two, well below the Archie fire.
    Enemy aircraft must also avoid the Barrage whilst it is in situ.
    If needed you may co-opt in aircraft from other squadrons to supply top cover.

    Here are the recon photographs of your objective taken at dawn this morning. As you will see we have a totally cloudless day for the operation.
    The mid line of two mats is the balloon line. You enter from the left, replacement defenders from the right. The initial defenders are in your half of the table. Use the random generator to decide positions.

    Good luck to you all.







    After reading the AAR:
    'I missed the fact that those who do not play with altitude are disadvantaged. You can be under small arms fire whilst attacking balloons at 4000 feet - which is wrong ! You were never intended to get Archie and small arms at the same time. You get Archie when attacking the balloons; it's only after breaching the barrage and descending to bomb or strafe the trenches should you be within small arms/ machine gun range from the trenches'.

    Rob.


    Original Mission Thread is here


    And if you want to see how it's done the AAR are here:

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...Double-Barrage

    Marechallannes (Central Powers):
    Part 1 & Part 2: http://www.wingsofwar.org/forums/sho...entral-Powers)

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

    Flash (Entente):
    Part 1 http://www.wingsofwar.org/forums/sho...th-1918-Part-1
    Part 2 http://www.wingsofwar.org/forums/sho...th-1918-Part-2

    OldGuy59 (Entente):
    http://www.wingsofwar.org/forums/sho...ots-More-Booms!

    MoonSylver (Central Powers):
    http://www.wingsofwar.org/forums/sho...age-quot-(Pt-1)
    http://www.wingsofwar.org/forums/sho...age-quot-(Pt-2)

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...Double-Barrage

    Nightbomber (Central Powers);
    http://www.wingsofwar.org/forums/sho...o-kill-Weygand
    http://www.wingsofwar.org/forums/sho...o-kill-Weygand

    Brambo (Central Powers):
    Part 1: http://www.wingsofwar.org/forums/sho...Double-Barrage
    Part 2: http://www.wingsofwar.org/forums/sho...Double-Barrage
    Part 3: http://www.wingsofwar.org/forums/sho...Double-Barrage

    7eat51 (Central Powers):
    Part a: http://www.wingsofwar.org/forums/sho...off-to-a-party
    Part b: http://www.wingsofwar.org/forums/sho...worth-going-to




    Scores on the Door:

    Mission:
    Eagles: 25 Victories, their Bulldogs: 9
    Bulldogs: 11 Victories, their Eagles: 3

    Campaign:
    Eagles: 55 Victories, their Bulldogs: 22
    Bulldogs: 42 Victories, their Eagles: 20

    Overall:
    Eagles 75; Bulldogs 64
    Last edited by flash; 03-28-2014 at 12:16.

  7. #7

    Default

    Mission 6 - OTT, The Final Months - "Bring Them All Home", 21st July 1918 - By OldGuy59

    Gentlemen,
    We don't have much time, and we need to get airborne as fast as possible. We just received a call, and a bomber squadron has been hit hard, and we are to escort the stragglers back home. As fast as we can get planes in the air, we need to be up over the trenches to escort the returning bombers. Their intended flight path will bring them over our position, so we may be receiving some large planes. The last two have the damage assessment pictures, so it is important they get back!


    What are you standing around for? Get up there, now! And you mechanics, get as many planes fixed as possible. I want them ready yesterday! Pilots, be ready when the planes are, and get up to help ASAP.


    Set-up:

    (The link on the Set-Up picture doesn't work (go figure), so see the link below)

    Distance between the scouts (you don't have to use the scouts indicated, that is just a suggestion) and the bombers (as they come onto the board) can be one and a half, to two, range sticks away. If using fast bombers, and fast scouts, use two. When play-testing, the AA Guns were one range stick from the center of the friendly side. Remember that the trench line is the table edge, so the Guns do not have a full two-stick range. The emplacements are behind the front line. I had a Caproni bomber, so the second started with 18 points, and the third started with 13 points of damage remaining. If you don't want to use bombers, two-seaters can be substituted, but I don't know how that will play out. You may have to bring on a few less enemy scouts to balance it. Bombers can soak up a lot of damage. Randomly determine who is injured on the bombers, to determine which firing arc is missing.

    I used the Wings of Glory Points system to balance this out (Link: Point System for Wings of Glory), and it seems to have worked very well. First play-test with only two enemy scouts (Friendly start points: 305. Enemy: 164) was very bad for the enemy, and the second with four enemy scouts (same friendly points: 305. Enemy: 336) was a real challenge for the friendly side. That was influenced by a Boom Card on the second bomber, though. Damage draws will tell in the end, and this would be a good check of the points system.

    Mike

    The original thread is here

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

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...21st-July-1918

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...them-home-boys

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

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...home-Mission-6

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

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

    MoonSylver (Central Powers):
    Part 1: http://www.wingsofwar.org/forums/sho...me-quot-(pt-1)
    Part 2: http://www.wingsofwar.org/forums/sho...me-quot-(pt-2)
    Part 3 http://www.wingsofwar.org/forums/sho...me-quot-(pt-3)

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...-All-Home-quot

    7eat.51 (Central Powers):
    http://www.wingsofwar.org/forums/sho...ready-fatigued

    Unofficial AAR:
    Flashes Boot on the other foot 23rd july 1918 http://www.wingsofwar.org/forums/sho...23rd-July-1918

    Scores on the Door:

    Mission:
    Eagles: 11 Victories, their Bulldogs: 8
    Bulldogs: 8 Victories, their Eagles: 2

    Campaign:
    Eagles: 66 Victories, their Bulldogs: 30
    Bulldogs: 55 Victories, their Eagles: 22

    Overall:
    Eagles 88; Bulldogs 85
    Last edited by flash; 03-28-2014 at 12:14.

  8. #8

    Default

    Mission 7 - OTT, The Final Months - The Hunter in the Skies! 2.0, July 31st 1918 by Marechallannes

    Capitaine Georges Guynemer



    Captain William George Barker



    Rittmeister Lothar von Richthofen



    Captain Edward Rickenbacker





    Just a few names of famous WWI pilots and now it’s time again to meet again such an ace in the air.

    Which ace? I don’t know it’s your job to consider which one your pilot will fight.



    Like in Blackronins famous 3rd Over The Trenches mission, the enemy ace has a minimum of four ace abilities:

    Dedicated Ground Crew I: This aircraft will ignore GREEN jammed special damage.

    Dedicated Ground Crew II: This aircraft will ignore ALL jammed special damage.

    Lucky Git I: Pilot can ignore damage from a single card except the explosion card - Once per sortie

    Deadly Aim I: Pilot can add +1 aim bonus even if he didn't shoot at plane in previous phase (This is only to the first damage card drawn). - Once per turn. NOT cumulative with the consecutive Aim bonus.


    Special rules:

    The enemy ace ignores explosion cards. Draw another card instead.

    He ignores the first pilot special damage, too. Count only the damage points.

    If you sent an ace to fight the enemy ace, you need to add one further ace ability to him for each ace ability your pilot has.

    Your plane is restricted to a scout of your choice, no two-seaters.




    Setting:

    31st July 1918

    Two standard gaming mats.

    Over enemy territory.

    The rest is your choice, if you decide to add more planes for a good story, these planes have only a background actor role.



    Winning conditions:

    Shoot the enemy down or escape.



    Good hunt comrades!


    The original thread is here

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

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...the-Skies!-2-0

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...31st-July-1918
    Part Deux: http://www.wingsofwar.org/forums/sho...s-II-part-deux

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

    Nightbomber (Central Powers):
    http://www.wingsofwar.org/forums/sho...I-Facing-Fonck!

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...ter-in-the-Sky

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

    MoonSylver (Central Powers):
    http://www.wingsofwar.org/forums/sho...the-Skies-quot
    Part Deux: http://www.wingsofwar.org/forums/sho...s-quot-(Redux)

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...r-in-the-Skies!

    7eat.51 (Central Powers):
    http://www.wingsofwar.org/forums/sho...ct-of-chivalry


    Scores on the Door:

    Mission:
    Eagles: 1 Victories, their Bulldogs: 0
    Bulldogs: 3 Victories, their Eagles: 0

    Campaign:
    Eagles: 67 Victories, their Bulldogs: 30
    Bulldogs: 58 Victories, their Eagles: 22

    Overall:
    Eagles 89; Bulldogs 88
    Last edited by flash; 03-28-2014 at 12:11.

  9. #9

    Default

    Mission 8 - OTT, The Final Months - Assault and Battery - August 8th 1918 - by 7eat51

    Background

    By the spring of 1918, the nature of ground warfare on the Western Front had undergone an evolution in terms of tactics and composition. Both sides had learned costly lessons from previous battles, the Germans were able to transition forces from the Eastern to the Western Front, the United States had a growing presence in the War, and artillery had a place at center-stage.

    During 1918, one of the functions served by the various Air Forces was artillery-adjustment observation. Pilots communicated with receiving stations that, in turn, transmitted information concerning shelling accuracy to associated artillery batteries. There were several means by which pilots communicated to those on the ground: radios, projectors, dropped messages, signal lights, etc.

    Airplanes averaged three-hour observation assignments. Atmospheric conditions and combat with the enemy could interrupt observation duties, so it was imperative that artillery fire was made as quickly as possible upon receipt of observation information. Ideally, the plane that initially identified an objective should have been the one to observe the subsequent artillery fire and to report any necessary adjustments.

    Artillery-adjustment observation missions often followed a multi-step process. First, planes would locate enemy batteries and other key objectives. Second, they would relay information for fire adjustment on said targets. Third, the planes would perform reconnaissance and photography as to the effectiveness and result of the artillery barrages.

    During September 1918, multi-national forces, under the command of General Pershing, prepared for an offensive stretching from the Meuse River to the Argonne Forest. In addition to the aforementioned duties of artillery-adjustment observation, Colonel William Mitchell, Chief of Air Service, issued a supplementary plan on September 23rd containing the following excerpt:

    Army Artillery Aviation and Army Corps Aviation. Their employment will be governed by the plans of employment of 
the Army Artillery or of the Army corps.

    These airplanes will have to protect themselves to some extent from hostile machines which have broken through our Pursuit Aviation.

    Army Artillery and Army Corps airplanes should avail themselves of every favorable opportunity to attack enemy troops on the ground, when it does not interfere with their general mission.


    The OTT scenario at hand concerns such an artillery-adjustment observation mission. You will dispatch four planes, either scouts, two-seaters, or a combination thereof. You will identify targets, observe off-board artillery barrages, relay adjustment information, and perform reconnaissance effects. The enemy will attempt to thwart your mission with three intercepting planes.

    During this mission, you will operate under a couple of general rules. First, assume your aircraft is capable of using one of the communication methods mentioned above. Second, in the directions you will see that there are times when you will make an observation, and then have to fly a number of maneuvers before making a subsequent observation. This is to simulate the delay between an observation and associated artillery fire. Third, you must primarily engage in observational work and not fighting enemy interceptors. The reason for this is that a battle is ensuing, and your role is in support of artillery and ground troops. They are acting simultaneously with you, and so you must evade combat as much as possible to relay information as quickly as possible.

    Setup

    Using two game mats, or a similar dimensioned playing surface, position three enemy artillery batteries as follows:
    • Two batteries 1-ruler length in from the top and bottom edges of the “enemy’s” mat, and the rear of the card is ˝ ruler from the border between the two mats, i.e. fairly close to where the two mats meet.
    • One battery 1-ruler length in from the rear edge of the “enemy’s” mat, centered.
    • Place your aircraft within 1-ruler length of your entrance edge. Once you have placed your aircraft, roll a 6-sided die separately for each of the enemy’s three aircraft. A roll of 1-2 means that the given plane enters in the top 1/3 of the enemy’s entrance edge; a roll of 3-4 means the given plane enters in the middle 1/3 of the enemy’s entrance edge; a roll of 5-6 means the given plane enters in the bottom 1/3 of the enemy’s entrance edge; the three sectors are represented in the drawing by the hash marks extending in from the enemy’s entrance edge.



    Mission Directives
    [/LIST]Identify Targets: You must fly within 1-ruler length of a target to make the observation and relay the information. This is a two-manuever step - the first maneuver is the observation, the second maneuver is the relay of information. The two maneuvers need not be consecutive, but both maneuvers must be free from combat with an enemy aircraft.

    Observe Offboard Artillery: Three maneuvers after you have relayed target identification information, the enemy battery will be fired upon by offboard artillery, after which you can make an observation and relay associated information. As before, this is a two-manuever step, not necessarily consecutive, and both maneuvers must be free from combat with enemy aircraft. For example, Maneuver (M) 1 you identify the target; M2 you relay the information; M3 and M4 you fly around; M5 shelling occurs while you're flying around; M6 you make an observation; M7 you relay information. If the target is not destroyed, repeat maneuvers M3-M7 until destroyed.

    To determine the effectiveness of artillery shelling, use the following schema:
    • After the first round of fire, roll a 6-sided die: 1-2 hits and destroys the enemy battery; 4-6 misses.
    • After the second round of fire, roll a 6-sided die: 1-4 hits and destroys the enemy battery; 5-6 misses.
    • After the third round of fire, the enemy battery is hit and destroyed.
    • The increased probability of hitting and destroying the batteries reflect the improved firing due to your relaying adjustment information.

    Perform Reconnaissance: After each round of firing, you will perform the two-manuver step of observation and relaying associated information - maneuvers M6 and M7 in the above example.

    Combat: As mentioned, you do not have the luxury to attack enemy aircraft, defeat them, and then perform your artillery liaison duties. The enemy batteries are firing upon your ground forces and artillery batteries. These guns must be silenced as quickly as possible. The enemy aircraft are aware of your purpose. They have already broken through your pursuit force that is deeper in enemy territory. The enemy planes seek to interrupt your your ability to carryout your mission. As such, they will break off an engagement to attack another of your planes that is effectively observing and relaying information. Their mission is to stall you, not necessarily to down you. That said, if they have scored sufficient damage on a given plane of yours, and if you think they would continue for another few maneuvers to finish you off, then feel free to not break off the fighting. Remember, both sides have certain goals, and those goals do not revolve around winning dogfights. They revolve around disabling or enabling artillery fire. The longer the guns fire, the more ground troops die. The enemy is more concerned about the guns firing than defeating individual pilots. By the same measure, you are more interested in silencing those guns than by claiming another aerial victory.

    In any round that you are not observing or maneuvering, you can engage in air-to-ground fire. You must fly over the enemy battery to do so, i.e. you do not need to end your turn on an enemy battery. Consider such firing maneuvers as attacking surrounding infantry.

    Follow rules for disengaging and leaving the area. To some degree, this is a battle of attrition and a race against the clock. Again, as per OTT rules, planes do not need to be shot down to no longer participate in the engagement.

    Game Duration: 12 turns

    Victory Conditions:
    • All three batteries destroyed, and infantry fired upon 5 or more times - decisive victory
    • All three batteries destroyed - victory
    • Two batteries destroyed - marginal victory
    • One battery destroyed and infantry fired upon 5 or more times - marginal defeat
    • One battery destroyed - defeat
    • No batteries destroyed - decisive defeat


    The Original Thread is here

    And if you'd like to see how it's done the AAR are here:

    Flash (Entente): http://www.wingsofwar.org/forums/sho...ugust-8th-1918

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

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

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...lt-amp-Battery

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...lt-and-Battery

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...lt-and-Battery

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

    Moonsylver (Central Powers):
    http://www.wingsofwar.org/forums/sho...d-Battery-quot

    7eat.51 (Central Powers):
    http://www.wingsofwar.org/forums/sho...-only-everyday

    Scores on the Door:

    Mission:
    Eagles: 9 Victories, their Bulldogs: 3
    Bulldogs: 4 Victories, their Eagles: 0

    Campaign:
    Eagles: 76 Victories, their Bulldogs: 33
    Bulldogs: 62 Victories, their Eagles: 22

    Overall:
    Eagles 98; Bulldogs 95
    Last edited by flash; 01-31-2017 at 22:50.

  10. #10

    Default

    Mission 9 - OTT, The Final Months – Cannon Fodder for the God of War - 8th August 1918 - by Blackronin

    Background
    As the war draws to an end, the number of men and machines falling to enemy fire increases dramatically. New planes and fresh men arrive to the front daily. And even if the planes are getting better, the flight training more scientific, the cadets are rookies and many of them last less than one week at the frontlines.
    Recruits crash in and cash out in such a speedy way that no one wants to learn their names unless they return from at least three missions. Like moths flying against a burning candle and set ablaze, a rookie is viewed as a dead man walking, or in this case, a dead man flying.
    Some officers ask the new pilots to write a farewell letter to their parents, wifes or fiancées. Just in case, they say, I need to post it… Some squadrons are particular careful integrating their new pilots, others trust in faith and in the capabilities of rookies to learn as they go.



    Cannon Fodder for the God of War
    You will take a group of rookies on a recon mission around the ‘drome. You will show them orientation points and access their capabilities.
    It’s the 22nd of August 1918. Sky is clear and weather is fine. No enemy planes were sighted so far from the front lines. It will be an easy safe mission. Won’t it? Won’t it?


    Forces
    Player squadron:
    Player’s pilot and scout
    3 rookies in scouts (see special rules)

    Enemy squadron:
    4 pilots in 4 scouts (see special rules)

    Setup
    The battle matt should be 4’x4’ or similar to it. The map is somewhere in the front.
    The player’s squadron starting position will be in the middle of the map pointing anywhere the player wants (all squadron scouts must point the same direction). The enemy squadron starts 2 rulers away from the players plane. After putting the player’s squadron in the map roll a 1D6 die:

    1- Enemy squadron starts in front of the player’s squadron and facing it.
    2,3 – Enemy squadron starts left to player’s squadron and facing it.
    4,5 – Enemy squadron starts right to player’s squadron and facing it.
    6 – Enemy squadron starts behind player’s squadron and facing it.

    Special Rules

    New Meat – Rookies planes are moved using the solo rules. They will move their planes using the solo movement tables. This will last until they fire successfully three times against an enemy plane. From there on, the player will control the rookie’s plane. “Oh! I’m getting this!!”

    Enemy Bird?! – If the rookie has a friendly plane in his firing arc and is the closer plane he must roll a 1D6 die. If he rolls 1 he must shoot against the friendly scout. As soon as the player starts to control the rookie plane this special rule ends.

    Turkey Dance – Enemy pilots firing against rookie pilots always have the +1 modifier. Even if the card drawn by the enemy’s scout is a zero damage card. As soon as the player starts to control the rookie plane this special rule ends.

    Game Duration
    The game will last 15 turns or either until all enemy planes are destroyed, the player’s plane is shot down, or all three rookies are shot down.

    Victory Conditions:

    Player’s Victory:
    If 15 turns have passed and no more than one rookie was lost and all surviving rookies fired 3 or more times against enemy planes. Or;
    All enemy planes are destroyed.

    Player’s Defeat:
    If all rookie planes are taken down. Or;
    If the player’s plane is shot down.

    All other results are considered a draw.


    The Original Thread is here

    And if you'd like to see how it's done the AAR are here:

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

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

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

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...the-God-of-War

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

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...ridged-version

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

    7eat51 (Central Powers):
    http://www.wingsofwar.org/forums/sho...f-the-nameless

    Moonsylver (Central Powers):
    http://www.wingsofwar.org/forums/sho...ds-of-War-quot

    Scores on the Door: as at 17th Mar

    Mission:
    Eagles: 13 Victories, their Bulldogs: 10
    Bulldogs: 7 Victories, their Eagles: 1

    Campaign:
    Eagles: 89 Victories, their Bulldogs: 43
    Bulldogs: 69 Victories, their Eagles: 23

    Overall:
    Eagles 112; Bulldogs 112
    Last edited by flash; 03-28-2014 at 12:10.

  11. #11

    Default

    Mission 10 - OTT, The Final Months – Breakthrough - 25th August 1918 - by Nightbomber



    Gentlemen!

    It seems the enemy local superiority in our region has just paid off. After a heavy bombardment the frontline has been breached by their storm troopers and there are neither support nor rear units we can count on, I am afraid. To get things even worse, a new tactics has been employed by our dreadful enemy. Numerous cavalry units were sent through the gap in our defense line, heading to seize the nearby town of Douai, our supply dumps and - most of all - our Headquarters. The evacuation orders have been already sent, but if the advancing cavalry is not stopped, the evacuation plan will surely fail.
    There are only you, who can keep the advancing cavalry at bay and buy time for the HQ to fall back deeper behind the lines and establish a solid line of defense.
    Fortunately, we do not expect a significant air cover for the advancing troops. You have managed to decimate their fighters recently, according to the intelligence reports.
    But be aware of the new kind of enemy ground anti aircraft support units... what is their name...oh yes...I see - Taczanka. Something of eastern front origin. A kind of mounted machine gun.
    There is no time to load any bombs. Man the planes, Gentlemen. Good luck.

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

    I take you guys for a typical ground attack mission against advancing cavalry units, something rare, if ever seen on the Western Front, but quite common in the East, especially during Polish-Soviet War of 1920. But be not afraid: there will be no infantry fire we do not like so much. It's gonna be a fairly easy sortie in a target reach environment. At least I hope so.

    The playground:
    Two typical mats size. Preferably the new ones (Town on the left side, Countryside on the right). The whole battle takes place over the friendly side of the frontline, which is far to the right.

    It may look like this:


    Your HQ is on the left side, but it should rather be treated more like a line, that is the enemy target to be crossed than a point.
    Your planes may start anywhere over the left mat. All enemy forces start at the base line of the right mat with bases touching it's edge.

    Your force:
    3 scouts of your choice. You control them all.

    Enemy force:
    - 5 cavalry units at the right baseline and two taczanka (Anti Air) units B firing MG in front of them.
    - 2 scouts starting at the right baseline anywhere over/among cavalry units.

    Taczanka looks like these...

    or this...


    You should place these units this way:


    VICTORY CONDITIONS:
    1. You win if you eliminate all cavalry units. Taczanka units are not counted toward this.
    2. The enemy wins if at least one cavalry unit gets behind your HQ.
    The draw is not an option.

    SPECIAL RULES:
    1. Shooting.
    - You need to inflict 5 points of damage to a cavalry unit or Taczanka unit to eliminate it. Only damage points and explosions count. No special damage.
    - Cavalry units do not shoot at your planes at all.
    - Taczanka units shoot at your planes following normal B machine gun fire rules. No infantry fire.
    2. Moving of cavalry and Taczanka units.
    - They head straight toward your HQ line.
    - They execute three maneuvers each turn, as each of the planes does. They perform a straight ruler width move forward, just like in this example:

    You can see the cavalry unit in front has just completed it's first maneuver.

    - ATTENTION: a successfully hit/damaged cavalry unit is panicked and stops immediately in order to regroup, loosing the opportunity to move another time in the current turn. It can not move the next turn as well. After the next turn it starts to move normally. This rule do not apply to Taczanka units. They never stop when hit.
    - Taczanka units CAN NOT move farther than a ruler distance from the nearest cavalry unit, because they are tasked to defend the cavalry. If a NEXT maneuver lead them farther from the nearest cavalry unit, they stop to provide an anti aircraft cover.

    FINAL REMARKS.
    I strongly advise you to count the turns and place token/markers on hit cavalry units to know which of them are halted.
    Take into account that it would take the cavalry units 5 turns of constant move to reach the HQ line.

    --------------------------------------
    It's a version 2.0 of the mission I ran at the Origins this year. Please feel free to ask questions or modify it to your taste. Hope you like it.


    The Original Thread is here

    And if you'd like to see how it's done the AAR are here:

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

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

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...6-Breakthrough

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...0-Breakthrough

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...0-Breakthrough

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

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

    Moonsylver (Central Powers): http://www.wingsofwar.org/forums/sho...akthrough-quot

    Scores on the Door: as at 17th Mar

    Mission:
    Eagles: 1 Victories, their Bulldogs: 0
    Bulldogs: 4 Victories, their Eagles: 1

    Campaign:
    Eagles: 90 Victories, their Bulldogs: 43
    Bulldogs: 73 Victories, their Eagles: 24

    Overall:
    Eagles 114; Bulldogs 116
    Last edited by flash; 03-28-2014 at 12:09.

  12. #12

    Default

    OTT Final Months - Mission 11: Circle of Death ! 25th September 1918 by flash

    It's September 1918 - the war seems to be going the Ententes way - new aircraft have arrived: SS D.IV for the Germans, Sopwith Snipes for the British but it's business as usual in the skies around the front...


    RE8 Combat [Graphic by Gustav Farmer]

    Situation:
    A single two-seater is plodding a racetrack pattern in the sky near the lines directing artillery fire onto your forward positions
    You and a wingman are above him and up sun – he has no idea you’re there....

    Mission:
    Knock the spotter from his perch.

    Ground :
    A single mat size could be big enough for this but use bigger if you like.
    The battle takes place on your side of the lines - Nominate an end for your enemy to escape to if he needs it.

    Method:
    You signal your wingman to stay as top cover and dive down on the enemy spotter....
    The two-seater will be driven off by the usual ie:
    Heavy damage to his machine,
    Wounded pilot (on a 5),
    Engine damage,
    Fire with high damage
    Dead observer - two wounds - we will be using the optional rule for wounded observer:
    a. You knock him down for the remainder of the turn he is hit in
    b. He stays down the whole next turn
    c. He returns to action at the beginning of the next turn with these penalties applied.
    ie 4 move gun jam, can only fire at short range & not after steep moves.
    A second hit and observer is killed.

    Decide where the sun is - you will start within* one & a half rulers of the enemy aircraft and will be counted as diving into the fight, using appropriate card, if you fire on him from the dive card you will receive the +1 bonus to any hits as per RAP rules.
    * back edge of your a/c base is one & a half rulers from target a/c base. Two rulers may work with A or N deck scouts.

    The two-seater will be flying the following pattern: Stall - Straight - Stall - Straight - Stall - Straight then Left turn – Left turn – Left turn
    You decide where he is in the pattern when you bounce him.

    Once you shoot or are in range of him you will be spotted and next turn the pilot will react and make defensive moves of circling.
    Plan your moves first then:
    Roll a D6 – odds: he will turn left – evens: he will turn right.
    He will do this for two full turns then roll D6 again, on a roll of 1 or 6 he will change direction and circle the other way. Rinse & repeat !

    In the case of a rudder jam he will reverse direction of the turn on the next game turn;
    Use the optional rudder jam rule - once the turn cards have been removed as per the air rules he will play a stall card in place of a missing turn card in subsequent turns if the damaged direction is selected. If more than one turn card missing in a particular direction he will not select that direction for circling. Why would he ?!

    Reinforcements:
    1. Any turn after your initial attack your wing man may join the attack, that can be a random event or planned whatever you choose (he may be coming to save you’re butt !)

    2. Every turn after your initial attack you may roll for enemy AI scout reinforcement.
    A roll of 1 (or 1,2 if you prefer) on a D6 will bring on the reinforcement from any table edge - Roll a dice to decide where;
    roll again - odds: a single scout appears – evens: a pair of scouts appear.
    If using altitude - the scout(s) start altitude can randomly determined against the two seater – Roll a D6: 1-2: below; 3-4: same height; 5-6: above
    Once deployed there are no further reinforcements.

    3. Option: If enemy reinforcements arrive then on every subsequent turn you may try for further reinforcements of your own.
    A roll of 1 (or 1,2 if you prefer) on a D6 will bring on the reinforcement from any table edge - Roll a dice to decide where;
    roll again - odds: a single scout appears – evens: a pair of scouts appear.
    If using altitude - the scout(s) start altitude can be randomly determined against the two seater – Roll a D6: 1-2: below; 3-4: same height; 5-6: above
    Once deployed there are no further reinforcements.

    Victory:
    Mission is successful if you either destroy or drive off the enemy two-seater, any other result is a failure.

    Happy new year chaps !

    The original thread is here

    And if you want to see how it's done here are the ARR:

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

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

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...ircle-of-Death!

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...ircle-of-Death

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

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


    Scores on the Door: as at 17th Mar

    Mission:
    Eagles: 5 Victories, their Bulldogs: 0
    Bulldogs: 2 Victories, their Eagles: 2

    Campaign:
    Eagles: 95 Victories, their Bulldogs: 43
    Bulldogs: 75 Victories, their Eagles: 26

    Overall:
    Eagles 121; Bulldogs 118
    Last edited by flash; 03-28-2014 at 12:08.

  13. #13

    Default

    OTT Final Months - Mission 12: Curiosity May Kill . 19th October 1918 by Brambo

    October finds a lot of peace talks going on, so the war may be over soon. This does not stop the boffins and scientists from developing new ways to wage war.




    Situation:
    Your spy network has informed you that the enemy has developed a new aircraft. It’s in the testing phase. We want it.

    Mission:
    Steal the aircraft and bring it back for examination.

    Ground :
    The mission will take you through three areas. Each area will be two mats and will be explained later.

    Method:
    You will choose one of your pilots. It’s his responsibility to fly the enemy aircraft back to your base.
    Your spy network arranged a diversion which allowed you to steal the enemy aircraft just before dawn and now you are making for home.

    Starting Stolen Aircraft Stats:
    You may choose any enemy scout or two-seater. (If two-seater, it will only have the pilot).
    Hit points = 20
    Gun = B
    Manoeuvre Deck = XD

    This represents your pilot not knowing how to get the best out of the new aircraft. He’s been told to just fly it home but who can resist flicking a switch or pressing a button or seeing what he can get out of it!!!

    Now I didn’t know it could do that:
    At the beginning of the second turn and every turn after that (unless you are on fire) your pilot must investigate one area of the aircraft.
    There are six areas of investigation:
    Engine, Guns, Manoeuvrability, Stress, Fuel and Airframe
    They can be done in any order and you don’t have to complete one before trying a different one.

    I have made this a JPEG so you can print it out.

    Attachment 121477

    Refuelling
    If you have to refuel you must land within one ruler distance of the refuelling point.
    Turn 1 – Dive – Straight – Stall
    Turn 2 – Refuel. Throw D6 for Repair, 1 or 2 = No Repair possible. Any other result = points repaired.
    Turn 3 – Turn aircraft in any direction
    Turn 4 – Stall – Straight – Climb

    While on the ground your aircraft can be shot at by enemy aircraft but not AA.

    Bang Card Special Rule
    If the Experimental Aircraft pulls a Bang Card the following rule apply.
    1. Throw a D6
    2. 1=Engine, 2=Guns, 3=Manoeuvrability, 4=Stress, 5=Fuel, 6=Airframe
    3. Fill in all the left boxes for the area affected, cancel all boxes on the right hand side of area affected. (If all the left boxes are filled in, then reroll the area). If all boxes on left hand side are filled then your aircraft can take no more and it crashes.

    Your route home
    When you leave a map edge all friendly and enemy aircraft do not follow, you have given them the slip.

    Sector One - Discovery

    Attachment 121478

    1. Friendly entry, exit opposite side.
    Throw a D6
    2. 1, 2 or 3 One Enemy Scout enters turn one. If 4,5 or 6 go to step 3 otherwise go to step 4.
    3. 4, 5 or 6 One Enemy Scout enters turn one.
    4. One Friendly Two-seater enters when you throw a 4, 5 or 6 on a D6 at the start of any turn. After that no more will arrive.
    5. Refuel Point (One and half ruler from corner). Possibility of repair (See under Refuelling)

    Sector Two – The Hounds Have Your Scent

    Attachment 121479

    1. Friendly Entry Point, Exit opposite side.
    2. Enemy Scout enters on Turn One.
    3. Enemy Scout enters on Turn One.
    4. One Friendly Two-seater enters when you throw a 4, 5 or 6 on a D6 at the start of any turn. After that no more will arrive.
    5. Enemy Anti-aircraft battery (Target priority is you and will fire even if friendly aircraft are near you. Any aircraft within half ruler of target also checks to see if they are hit).
    6. Refuel Point (Two ruler distance from corner) Possibility of repair (See under Refuelling)

    Sector Three – Run for Home

    Attachment 121480

    1. Friendly Entry Point, Exit opposite side.
    2. A pair of enemy Scouts Enter Turn One.
    3. Enemy Anti-aircraft battery (Target priority is you and will fire even if friendly aircraft are near you. Any aircraft within half ruler of target also checks to see if they are hit).
    4. Enemy Anti-aircraft battery (Target priority is you and will fire even if friendly aircraft are near you. Any aircraft within half ruler of target also checks to see if they are hit).
    5. A Pair of Friendly Scouts arrive on Turn One.
    7. Refuel Point (Two ruler distance from corner) Possibility of repair (See under Refuelling)
    6. No Mans Land (Two and a Half Ruler distance from friendly edge.

    Mission Result
    1. If you exit off friendly map edge Sector 3 the Mission is a success.
    2. If you crash in enemy territory the Mission is a failure.
    3. If you crash in Sector Three on your side of No Mans Land then throw a D6.
    For each cross in Yes! That Worked add 1 to the dice result.
    For each cross in Whoops shouldn’t have done that subtract 1 from the dice.
    1,2,3 = Mission Failure
    4,5,6 = Mission Success

    Good Luck

    The original thread is here


    And if you'd like to see how it's done here are the AAR:

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...ssion-12-OTTFM

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...osity-May-Kill

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...h-October-1918

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

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...h-October-1918

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

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




    Scores on the Door:

    Mission:
    Eagles: 6 Victories, their Bulldogs: 1
    Bulldogs: 1 Victories, their Eagles: 1

    Campaign:
    Eagles: 101 Victories, their Bulldogs: 44
    Bulldogs: 76 Victories, their Eagles: 27

    Overall:
    Eagles 128; Bulldogs 120
    Last edited by flash; 05-31-2014 at 12:38.

  14. #14

    Default

    OTT Final Months - Mission 13: Things That Go Bump in the Night - 24 October 1918 by fast.git




    Backgound:
    Although England had implemented most of the elements of a modern, integrated air-defense system by 1918, aircraft detection and interception near the front lines was a much more rudimentary affair. Lacking the specialized communications and target acquisition equipment, as well as the centralized command and control infrastructure which made it all possible, troops in the field were often pressed into service in a more ad hoc fashion.

    Relying upon a makeshift network of searchlights and acoustic aircraft locators designed to identify the bearing and altitude of nocturnal intruders, various visual code systems designed to communicate the latest target information, and a lot of guesswork, patrolling night fighters were vectored towards their intended targets.



    Ultimately, however, individual crews were on their own when it came to closing with and engaging the hostile aircraft. Successful interceptions often depended, therefore, more upon luck and the courage of aircrews than the rudimentary detection systems that had been pressed into service.

    Once in the vicinity of the hostile aircraft (typically bombers), the defending aircraft were endangered not only by their intended targets, but also “friendly” anti-aircraft artillery that was tasked with the protection of the bombers’ targets. To complicate matters, the darkness limited effective engagement ranges were and rendered pilots easily blinded, both by fire from their own weapons and the very searchlights employed in searching for the enemy aircraft. These obstacles made maintaining contact anything but certain and further decreased the probability of success.

    Even when everything worked as intended and the interception resulted in the destruction of the enemy aircraft, defending aircrew faced what was, potentially the most hazardous segment of the operation: a treacherous, low-visibility landing at an aerodrome they are in no way guaranteed of finding.

    Even so, it was the defending night fighters that stood the best chance of success against these nocturnal intruders. It is in this capacity, and entrusted with this task, that you find yourself in this clear, moonlit, chill October sky.






    Mission:

    • You have been vectored onto the path of a nocturnal intruder. Locate, engage, and destroy the marauding bomber before it reaches its target.


    Setup:

    • 2 mats, or an area approximately 54”x40” (138cm x 102cm)
    • 1 Additional “B” Damage Deck
    • Defending night fighter will enter from one side, within 1.5 range sticks of mat edge center point.
    • Bomber will enter from the opposite side, within 1 range stick of mat edge center point. Bomber must exit across night fighter’s edge to complete mission.


    Forces Engaged:

    • 1x Scout, or 1x Two-seater
    • 1x Bomber, either a “Giant” or a Two-seater
    • Note: Employing a defending 2-seater dramatically decreases the difficulty, as additional aircrew mitigates somewhat the difficulty of engaging a target at night (see below). A “Giant” similarly increases the challenge.


    Special Rules: Movement (adapted from rules suggested by csadn)

    • Each enemy aircraft will consist of two or more units, the actual bomber and a number of acoustic “ghosts.” These should deploy at least 1 range stick apart (they may enter on different turns), and will maneuver independent of one another. Note: Increasing the number of “ghosts” increases the difficulty, as well as the challenge. One “ghost” is suggested, but two are manageable.
    • When a defending aircraft closes to engagement range (1 range stick), draw a single “B” damage card. If special damage is indicated, the target is a “ghost” and is temporarily removed from play. This “ghost” will re-spawn at the location of the actual bomber and begin maneuvering independently at the start of the next turn.
    • If the actual bomber is engaged, the “ghost” remains on the table and continues to maneuver independently. If, at any time, the defending night fighter “loses contact” with the actual bomber, the engaging aircraft must draw a new “B” damage card (as above) before re-engaging. Note: It is entirely possible that an engaged target may become an acoustic “ghost” if contact is lost.
    • An aircraft actively on fire will not generate an acoustic “ghost” until the fire has been extinguished.


    Special Rules: Firing (adapted from rules suggested by csadn & Herr Oberst)

    • Aircraft may be engaged at normal range, but draw 1 additional damage card (regardless of range) and apply the lower damage value(s) (2 at short range; 1 at long), even if this results in special damage being applied. This supersedes any Ace abilities (Sniper, Marksman, etc.), but the +1 bonus gained by shooting at the same target over consecutive turns may still be applied.
    • Employing forward-firing, synchronized MGs may render a pilot temporarily blind. Draw a single “B” damage card, with the numerical damage value representing the number of phases of blindness (0-4). If the explosion card is drawn, redraw.
    • When blind, pilots may maneuver normally, but may not engage enemy aircraft. Additionally, there is a chance that they “lose contact” with their target. Draw a single “B” damage card after maneuver cards have been placed, but before firing. A special damage result means the bomber has temporarily disengaged. See above.
    • Crew-served weapons share this potential. Treat them as you would forward-firing MGs.
    • Over-wing weapons (Foster-mounted Lewis guns, for example) mitigate this threat, somewhat. Divide the number of phases by 2, rounding down (0-1 = 0, 2-3 = 1, 4 = 2).
    • Aircrew may reduce the risk of blindness by voluntarily drawing one less damage card per attack. This represents aircrew closing their eyes/looking away/etc. and is only possible at close range.
    • Aircraft on fire illuminate all targets within 1 range stick. Do not check for blindness.


    Optional Rules:

    • Treat landing at your home aerodrome as a “crash landing” per the OtT:FM rules, modifying the roll only for wounds (-1 each), engine damage (-1), rudder damage (-1), and pilot ability (Ace = +2).


    Victory Conditions:
    • Destroy the enemy bomber before it exits your side of the map.


    Good Luck!



    The Original Thread is here


    And if you'd like to see how it's done here are the AAR:

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...-Ghost-Hunting

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

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

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...he-Eagles-quot

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...s-that-go-bump

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


    Scores on the Door:

    Mission:
    Eagles: 0 Victories, their Bulldogs: 0
    Bulldogs: 1 Victories, their Eagles: 0

    Campaign:
    Eagles: 101 Victories, their Bulldogs: 44
    Bulldogs: 77 Victories, their Eagles: 27

    Overall:
    Eagles 128; Bulldogs 121
    Last edited by flash; 11-07-2022 at 10:06.

  15. #15

    Default

    OTT Final Months - Mission 14: Mirror Mirror on the wall! 27th October 1918 by Skafloc

    Mission 14: Mirror, Mirror on the wall who with what was the better of them all?
    The conclusion, the end, La Morte.
    We have not included much of the American input into the war so I thought for the last mission we would try something a little historical. Eddie Rickenbacker’s victories 23 & 24. On October 27th 1918 Eddie Rickenbacker shot down 2 Fokker DVII’s at Bois de Money and Grand Pre within 15 minutes of each other.

    Attachment 129248

    ENTENTE CONTROLLED GAME:
    Entente Player: 1 or 2 Spad XIII’s. 1st flown by Eddie Rickenbacker. The 2nd another AI controlled pilot
    Entente Set up: Use the random set up diagram used in OTT final months mission 4.

    (available in the Files, Game Aids here: http://www.wingsofwar.org/forums/dow...do=file&id=197 ).

    Central Powers (AI) Set up: 2 (3 if 2 spad’s used) Fokker DVII’s in the centre of the playing area within ˝ ruler of each other.
    Mission: Shoot down all enemy aircraft.

    CENTRAL POWERS CONTROLLED GAME:
    Entente (AI) set up: 1-2 Spad XIII’s. 1 flown by Eddie Rickenbacker. The 2nd AI controlled.
    Entente Set up: Use the random set up diagram used in OTT final months mission 4.
    Central Powers Player Set up: 2 (3 if 2 spad’s used) Fokker DVII’s in the centre of the playing area within ˝ ruler of each other.
    Mission: Shoot down Rickenbacker.

    SPECIAL RULES

    1.Central powers roll 1d6 before game starts. On a 1 or 6 they spot the enemy. If the enemy is not spotted then fly a stall/straight/stall/straight/stall etc combination until first fired at then either play as AI or Player+AI.

    2.Eddie Rickenbacker has the following ace skills:
    ˇ Daredevil I
    ˇ Exceptional Pilot I
    ˇ Lucky Git I
    ˇ Acrobatic Pilot I
    ˇ Deadly Aim I

    3.As the Central Powers player you may fly any of your pilots however if you fly more than 1 ace then the 2nd Entente AI pilot will be an ace too with the following skills:
    Acrobatic Pilot I
    Lucky Git I
    Deadly Aim I

    (Adjusted from original to match OTT Ace abilities)


    Original Thread is Here


    And if you want to see how it's done the AAR are here:

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

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...mission-14-Rob

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

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...-Mirror-mirror

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...T-Final-Months
    Last edited by flash; 05-19-2014 at 10:22.

  16. #16

    Default

    Well here it is. The last Scenario in a campaign which started as OTT in March 2012 and now finishes as OTT the final months over 2 yrs later. I have to say it has been a pleasure and a privilege to have played with you guys out there. Thank you to all who have contributed scenarios , ideas, rules changes and above all administration to make this whole campaign such a great experience. Perhaps a medal should be struck to commemorate what surely must be one of the longest on going games on the Drome.
    Now to the briefing

    OTT Final Months - Mission 15: The Great Escape - 10th November 1918 - by Tikkifriend

    The Germans , now loosing ground daily are forced to move not only their main HQ with all its vital paperwork, but some of the Armies ill gotten gains in the form of wine and art. A convoy of 4 trucks has been seen heading towards the last German heavily defended town of Carhaix. It is thought to be carrying a mixture of coded documents and looted treasure. The Bulldogs have been given the task of attacking the convoy to prevent it getting to the safty of Carhaix.

    The combatants.

    Each side will have 3 scouts. Plane types are your choice. 1 pilot from your side must be a PC Ace or pilot with the most kills who you will fly. The rest are AI and can be any of your currently available pilots.

    Set Up 2 mats with a city map on the left hand side.

    Germans

    There are 2 convoys of 2 trucks see photo.



    They start anywhere on the right hand side of the mat and must exit the left hand side 1 1/2 rulers from its edge. so you are basically driving right to left across the mats. Trucks are 1 ruler width apart to begin with and move 1 ruler width each move (3 per turn). you can move left or right 1 ruler width instead of 1 ahead if you wish. Should you follow a road you get double the movement allowed. Following a road is defined by having the red dot over the road symbol on the mat. Should the truck ahead of you be destroyed or disabled you must move round it ie to the right or left. Natural features such as rivers, woods , cliffs cannot be crossed unless by bridge or road.


    The good old Chaps :

    RAF planes start 1/2 ruler left from join of 2 mats. Germans start on any edge of right hand side mat but no closer than 2 rulers from the RAF planes.

    Each truck has a damage value of 6 points and a VP of 4 points. strafing is as per rules. Only boom, fire and pilot critical hits are counted . A pilot hit means the driver is dead and the truck immobile. Fire treat as normal.

    Should a truck be destroyed roll D6 1-3 contains fine wine +1VP 4. contains files +2VP 5. contains art +2 VP 6 Empty decoy 0VP
    If you are lucky and disable a truck carrying wine you get an extra 1/2 point courtesy of the Venerable Kyte as this can be recovered by our advancing troops

    Objective.

    To win the RAF must destroy 15 points of enemy transport. For the Germans to win they need to avoid the 15pt loss or get at least 2 trucks to within 11/2 rulers of the far mat edge. Hope you have fun.



    Original thread is here

    And if you'd like to see how it's done here are the AAR:

    F.O Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...52-Sq-Bulldogs

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

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

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...e-Great-Escape
    Last edited by flash; 06-16-2014 at 10:34.

  17. #17

    Default

    Campaigns End - Scores on the Door

    Jasta 24 "Kaisers Adler":

    Skafloc: 15 Missions - 28 Victories - 4 Losses (1 was POW)
    Brambo: 13 Missions - 17 Victories - 0 Loss (Withdrawn)
    Nightbomber: 13 Missions - 8 Victories - 8 Losses (Withdrawn)
    Marechallannes: 12 Missions - 25 Victories - 0 loss (Withdrawn)
    Moonsylver: 10 Missions - 17 Victories - 3 Losses (Withdrawn)
    7eat51: 9 Missions - 14 Victories - 2 Losses (Withdrawn)
    Fast.git 1 Mission - 1 victory - 0 Loss (Withdrawn)

    Reservestaffel: 15 Missions - 36 Victories - 17 Losses (1 POW)

    Eagles scored a total 109 victories - 145 with the Reservestaffel added.

    Only one original 'pilot' finished all 15 missions. Thankyou Neil for keeping the Eagles flying !


    52 Squadron "The Bulldogs":

    Flash: 15 Missions - 20 Victories - 2 Losses
    Tikkifriend:15 Missions - 11 Victories - 1 Loss
    F.O.Kyte: 15 Missions - 23 Victories - 2 Losses
    Fast.git: 7 Missions - 17 Victories - 4 Losses - (dnf)
    Oldguy59: 5 Missions - 5 Victories - 1 loss (Withdrawn)
    Beerandpretzels: 4 missions - 2 Victories - 0 loss (Withdrawn)
    Lloydthegamer: 2 missions - 2 Victories - 0 loss (Withdrawn)

    Bulldog Reserve Squadron: 15 missions - 45 Victories - 30 Losses (1 POW)

    The Bulldogs scored a total 77 Victories; 122 with the Reserve Squadrons added

    It was a splendid campaign, thanks to all who took part and a special thanks to Paul for getting us off the ground and making us do it !
    Last edited by flash; 07-25-2014 at 00:17.



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