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Thread: Final Months Campaign Rules.

  1. #1

    Default Final Months Campaign Rules.

    These are the new additions to the original rules for OTT. Thank you to all who contributed.

    Rules 1-6 are "Set in stone " and as such are to be used by everyone. the rest can be used at the players discretion

    1. We use the spreadsheet for personnel and opponents. https://docs.google.com/spreadsheet/...jNE1ZQnc#gid=0

    2. We use the amended Ace Abilities as shown in the post below.

    3. Parachutes are in (Hun only I'm afraid) with the following rules:

    Regular shot down: D6 3-6 lands OK - On a 3 bruised - skip 1 scenario
    On fire and goes down: 4-6 lands OK - On a 4 bruised - skip 1 scenario
    XP card: 5-6 lands OK - On a 5 bruised - skip 2 scenario
    (Amended for wounds 1st dec 13)

    Not forgetting that if your pilot/crew are wounded in action they will still have to roll on the crash/wound chart as well.

    4. Explosion Card. The pilots and crews survival, or not, will be determined by rolling dice using the Resolution Crashes/Wounds table in post 4 of this thread ! (Rule amended 20/07/13)
    The Critical Hits Deck (available in the files section) may be used for 'colour' or determining outcomes if desired.

    5. All aircraft will actively engage until they are:
    a. Within 3 of destruction, or,
    b. Within 5 of destruction if on fire, or,
    c. The pilot’s wounded (on 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 - that's something in range crossing their nose !

    Wounded pilots bugging out - Rather than they just go 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.

    6. Collisions. If base touches /overlaps central peg of another aircraft a collision occurs - 1 C damage card to each involved. Other than the Explosion card Special Damage is ignored.

    Optional Rules:

    7. Rudder Jams – Play the Rudder Jam damage as normal, ie no move in that direction for 1 game turn, then remove one L or R turn as appropriate from the manoeuvre deck for the rest of the game (and a one appropriate sharp turn if aircraft has one); damage is cumulative. This is a house rule but it adds a permanence to the damage and is representing reduced rudder efficiency.
    Clarification: Sideslips are not counted as turns for removal in this rule; Only 1 turn card removed per damage unless the aircraft has an appropriate sharp turn then it is 2 turn cards, one long, one sharp.

    8. 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 begin 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 current 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 home. This is a house rule, it reflects the impact of taking a wound & getting it back together.

    9. Morale: Virtual pilot aircraft may break off if badly damaged. If an enemy aircraft takes at least ˝ damage, it must make a morale check. Make a second check at +2 if it goes down to 1 or 2 points remaining.

    Roll 1d6:
    +1 for each Special Damage card taken
    -1 for each Trait the pilot has gained
    +1 for each enemy aircraft (not disengaging)
    -1 for each friendly aircraft (not disengaging)

    If the modified roll is 6+, the aircraft will attempt to disengage. Disengaging aircraft will attempt to exit their side's short edge as directly as possible, and will avoid combat, but may still take shots of opportunity. Observers may still fire as normal. Aircraft with pilot or engine damage and/or on fire will instead attempt to make an emergency landing if they are at height 6 or less.

    10. Altitude for AI: Should you want to play a scenario using altitude rules then this simple mechanic can be employed for the AI pilots (by you playing the I) to get them on terms with their adversary. :
    AI pilots can react to the upward or downward movement of another aircraft by using the next straight it draws to substitute a dive card, or, the next straight or steep drawn to substitute a climb card; unless they have engine damage, in which case only straights may be converted into climb cards.
    The AI can climb until they're an altitude level above its target if so wished to gain advantage.

    11. Wounded Observer - option for photo recon mission:
    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.


    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:

    Pilots name / what happened to them / injuries / Victories
    eg: Lt Stan Deasey / RTB / WIA / 1 Kill

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    S - Sea (well someone's bound to !)

    Note: There are some useful links listed in a post below
    Last edited by flash; 03-17-2014 at 09:02. Reason: Title Change

  2. #2

    Default Ace Abilities for the 'Final Months' Campaign

    Acrobatic Pilot I: Pilot can perform Immelmann w/o playing a straight after it - once every two turns

    Acrobatic Pilot II: Pilot can perform Immelmann w/o playing a straight before or after it - once every two turns

    Daredevil Pilot I: Pilot can perform 2 steep moves in a row - once every two turns

    Daredevil Pilot II: Pilot can perform 3 steep moves in a row - once every two turns

    Evasive Manoeuvres I: Pilot cannot be tailed unless tailing pilot is also an ace

    Evasive Manoeuvres II: When shot at in consecutive turns Pilot ignores the +1 rule

    Exceptional Pilot I: The player can add an extra copy of one card from his manoeuvre deck Deleted

    Exceptional Pilot II: The player can add an extra copy of one card from any plane of the same or earlier years (but no Immelmann for a two seater if it doesn't already have one) Deleted

    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 if at close range). - Once per turn

    Deadly Aim II: If at close range pilot can add +1 aim bonus even if he didn't shoot at plane in previous phase, this is in addition to Deadly Aim I (This is to the damage of every card drawn). - Once per turn.

    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

    Lucky Git II: Pilot can ignore damage from a single Attack - Once per sortie

    Marksman I: When the Ace fires at an enemy aircraft he draws 2 cards & determines which 1 is given, at close range he draws 3 cards & determines which 2 are given - can use every two turns - The other cards reshuffled in the deck. (If the ace is an AI pilot, the order of damage done is: Explosion, then the higher damage. If there is a draw, special damage with the following line: Fire/pilot Wounded/jam/smoke/rudder jam.)

    Marksman II: When the Ace fires at an enemy aircraft he draws 3 cards & determines which 1 is given, at close range he draws 4 cards & determines which 2 are given - can use every two turns - The other cards reshuffled in the deck. (If the ace is an AI pilot, the order of damage done is: Explosion, then the higher damage. If there is a draw, special damage with the following line: Fire/pilot Wounded/jam/smoke/rudder jam.)

    Quick Shot I: Pilot fires & resolves damage before pilots without Quick Shot ability - aircraft shot down do not get to shoot.

    Quick Shot II: Pilot resolves fire before manoeuvres in a phase are executed but cannot fire again after manoeuvring that phase. Aircraft destroyed do not move or fire. Once every two turns. Added for Final Months Campaign.

    Cards can be found here in the files section
    Last edited by flash; 08-28-2014 at 10:04.

  3. #3

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    Useful Links:

    The Squadron/Jasta Spreadsheet

    (Select Bulldogs or Eagles - The Final Months sheet to find your pilots & their stats; for your enemy pilots scroll to the bottom of your sheet where you will find the pilots assigned to you)

    Bombing diagram here.

    Critical Hits Deck

    Ace Abilities Cards

    Tyneside Wargames Club

    Advanced Solo Charts

    Collision Cards jpg

    Collision Cards pdf

    3" Target Markers 1

    3" Target Markers 2

    WW1 Mission Cards Page - Tanks/Guns/bombs etc

    WW2 Mission cards page

    Skaflocs explosion card result expansion
    & card backs

    Random Placement Diagram

    Litko Markers - Aerial Page

    WW1 Air Wars Timeline by MoonSylver

    Planes of the Western Front & their uses by MoonSylver

    Flashes Simple Altitude Rules

    Flash Moves Too - manoeuvres for aircraft
    Last edited by flash; 10-03-2013 at 23:44.

  4. #4

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    Resolution of Crashes/Wounds etc

    This is how we resolve what happens when a pilot is shot down, crashes, or, is wounded:
    Updates in Red are applied to Mission 9 onwards

    Roll 2D6

    Crashing and wounded Effects Table:
    2 or less - Dead!
    3-4 - Severely Injured - Skip 1D6Scenarios
    5-6 - Injured - Skip 1D3 Scenarios
    7-8 - Bruised - Skip 1 Scenario
    9+ - All well when you land well!

    Modifiers to dice roll:
    Ace: +2 ------------------------Your pilots skill helps his landing
    Exploded: -3 --------------------Boom card drawn for any reason - overrides flamer/collision
    Flamer: -2 ----------------------Downed by fire or downed whilst burning
    Collision: -2 ---------------------Downed due to Collision
    Shot Down -1 -------------------Just shot to bits!
    Wounded: -1 per wound ---------Receive 2 wounds & you're shot down
    Landed safely in Aerodrome: +3
    Crash landed in No Mans Land or Sea -1

    Escaping Enemy Territory Table:
    2 or less - Captured! The war ended for this pilot...
    3-4 - Captured and escaped! - Skip 1D3Scenarios
    5-6 - In hiding! - Skip 1D2 Scenarios
    7-8 - Landed almost home! - Skip 1Scenario
    9+ - They didn't even see me!

    Modifiers to the dice roll:
    Ace: +2
    Exploded: -2
    Flamer -1
    Collision: -1
    Wounded: -1 per wound
    No Man's Land: +1
    Behind enemy lines -1
    Healthy: +1
    In Sea: -1

    You will notice in these refinements landing in NML is penalised (not the safest or smoothest place to land !) but is still rewarded for escape purposes whereas landing behind the lines is penalised. A sea landing is penalised in both.

    German Parachutes:

    Roll D6

    Regular shot down: 3-6 lands OK - On a 3 bruised - skip 1 scenario
    On fire and goes down: 4-6 lands OK - On a 4 bruised - skip 1 scenario
    XP card: 5-6 lands OK - On a 5 bruised - skip 2 scenario
    (Amended for wounds 1st Dec 13)
    Last edited by flash; 01-24-2014 at 07:57.

  5. #5

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    Availability of New Types 1918:

    FEBRUARY/MARCH: Sopwith Dolphin: The Dolphin became operational in February. Other Squadrons followed in March.

    MARCH: Airco DH.9: The first deliveries were made in November 1917 and first went into combat over France in March 1918.

    APRIL: Fokker D.VI: Deliveries commenced in April and ceased in August, after only 59 aircraft had been completed. The D.VI remained in frontline service until September 1918.

    MAY: Siemens Schuckert D.III: were delivered to frontline units between April and May 1918 but then withdrawn due to engine failures.

    MAY: Fokker D.VII: entered squadron service with Jasta 10 in early May 1918 - Aircraft availability was limited at first, but by July there were 407 & more came.

    MAY/JUNE: Roland D.VI: Deliveries started in May 1918; Aircraft availability was limited at first, but 70 D.VIs in frontline service on 31 August 1918.

    JULY: Siemens Schuckert D.III: In July 1918, the D.III returned to active service as an interceptor with home defense squadrons

    JULY: Fokker E.V: The first production E.V aircraft were shipped in late July but grounded in late August due to wing failures

    JULY: Pfalz D.XII: began reaching the Jagdstaffeln, primarily Bavarian units, in July 1918. Most units operated the D.XII in conjunction with other fighter types, but units in quieter sectors of the front were completely equipped with the D.XII

    AUGUST/SEPTEMBER: Siemens Schuckert D.IV:started reaching operational units in August but were few in number. In October 1918 it was officially described as superior by far to all single-seaters in use.

    SEPTEMBER: Sopwith Snipes - 43 sqn received first on 30 August 1918. After spending much of September training, it flew its first operational patrols equipped with the Snipe on 24 September.

    OCTOBER: Fokker D.VIII: The re-designated & modified E.V - The first new examples of the D.VIII started arriving at front-line units in the month and started operations on the 24 October with Jasta 11.

    If there are any other types you'd like to see let me know - the source is Wiki as that's what everyone can access
    Last edited by flash; 03-05-2013 at 08:36.

  6. #6

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    Scenario Writing Running Order: in case you forget !
    1. Tikkifriend (Paul),
    2. Skafloc (Neil),
    3. Lloydthegamer (Lloyd),
    4. Moonsylver (Rob),
    5. FO Kyte (Rob),
    x. Fastgit (Chris),
    6. Oldguy59 (Mike),
    7. Marechallannes (Sven),
    8. 7eat51 (Eric),
    9. Blackronin (Joaquim)
    10. Nightbomber (Andrzej),
    11. Flash (Dave),
    12. Brambo (Trev),
    x. Beer and Pretzels (Michael),
    13. Fastgit (Chris),
    14. Skafloc (Neil)
    15. Tikkifriend (Paul)
    Last edited by flash; 05-12-2014 at 06:13.

  7. #7

    Default Decorations and Promotions

    This is a campaign award system to add a little 'colour' to proceedings and in no way meant to represent any real award system.
    Notations in parentheses show how the award will appear in the spreadsheet under 'Awards'. (Apologies to the German pilots, I know EK is the Iron Cross but not how the other medals would be shown).
    Those pilots who partook in the OTT Campaign will have their medals added & carried forward, where appropriate, to the Final Months Campaign.


    English pilot/observer awards

    Kills---------------Ranks---------------------Award------------------------Promotion
    5----------Enlisted-------------------Military Medal (MM)----------------------1 in 6
    5----------WO’s----------------------MM or MC------------------------------1 in 6
    5----------Officers Capt & below------Military Cross (MC)---------------------1 in 6
    10---------Enlisted--------------------Bar to MM------------------------------3 in 6
    10---------WO's----------------------Bar to MM/MC--------------------------1 in 6
    10---------Officers Capt & below -----Bar to MCs-----------------------------5 in 6
    10---------Officers Other -------------Distinguished Service Order (DSO)-----5 in 6
    15---------Enlisted--------------------Distinguished Conduct Medal (DCM)----3 in 6
    15---------WO's----------------------DCM------------------------------------5 in 6
    15---------Officers Capt & below------2nd Bar to MC or DSO (50/50)---------5 in 6
    20---------Enlisted--------------------Bar to DCM----------------------------5 in 6
    20---------WO's----------------------Bar to DCM-----------------------------5 in 6
    20---------Officers Capt and below----DSO or Bar to DSO--------------------5 in 6
    20---------Other Officer---------------Bar to DSO----------------------------5 in 6
    25---------Enlisted--------------------Victoria Cross (VC)--------------------Promoted
    25---------Officers--------------------Victoria Cross (VC)--------------------Promoted

    Note: After June in the game DFC & DFM will be awarded in place of MC & MM.

    In addition French awards may also be awarded:
    Légion d'Honneur (LdH): the highest decoration in France and is divided into five degrees: Chevalier (Knight), Officier (Officer), Commandeur (Commander), Grand Officier (Grand Officer) and Grand Croix (Grand Cross).
    Médaille Militaire (MMf): second highest award ranking immediately after the Légion d'Honneur for members of the military other than commissioned officers
    Croix de Guerre(CdG): For subsequent acts of bravery the recipient was awarded a bronze palm leaf for army citations; a silver gilt star for corps citations; a silver star for division citations; or a bronze star for Brigade & Regimental citations)
    Medaille d'Honneur avec Glaives (MdH): for bravery and dedication ranked after the Croix de Guerre in gold silver-gilt (Vermeil), silver (Argent) and bronze (Bronze).

    German pilot/observer awards:

    Kills---------------Ranks----------------------------Award-----------------------Promotion
    Wounded once or twice--------all-----------Black Wound Badge (WBb)-------------None
    Wounded three or four times--all-----------Silver Wound Badge (WBs)-------------1 in 10
    Wounded five plus times-------all-----------Gold Wound Badge (WBg)--------------2 in 10
    1---------Officers & Enlisted----------------Silver Pilots Badge (PB)----------------None
    2---------Officers & Enlisted----------------Iron Cross 2nd Class (EKII)-----------1 in 10
    5---------Officers & Enlisted---------------Iron Cross 1st Class (EKI)--------------5 in 6
    10---------Officers ----------------------Order of the House of Hohenzollern (OHH)-3 in 6
    15---------Officers ----------------Knights Cross - Military Order of St Henry (KC)--2 in 6
    25---------Enlisted Only---------------Military Merit Cross (MMC)--------------------Promoted
    25---------Officers Only---------------Order Pour le Merite (Blue Max)---------------Promoted


    As well as their kills all two seater crews will be eligible for their medals after flying 5, 10, 15, missions as per awards for kills; ie their kills will be added to their mission tally.
    Last edited by flash; 12-03-2013 at 07:52.

  8. #8

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    Optional Solo Altitude Rules Flash is using in his scenario:

    Simple Altitude House Rules:

    Gaining Altitude:
    Aircraft can gain 1 peg on any Straight, including the stall card, or Turn card but not on any side-slip card.
    Using a climb card a scout will gain 3 pegs, a two seater will gain 2 pegs.*
    After any climb manoeuvre, you can only fire at a target at or above your current altitude.

    Losing Altitude:
    Aircraft can lose 1 peg on any Straight, including any sideslip card, or Turn card but not on the straight stall card.
    Using a dive card a scout will lose 4 pegs, a two seater will lose 3 pegs.**
    After any dive manoeuvre, you can only fire at a target at or below your current altitude.

    Shooting:
    There is no range penalty when shooting
    (but measure from top of peg to target?)
    If you are shooting upwards you must gain 1 peg altitude
    (unless: using an upward firing gun, eg: Foster mounted gun on SE5a, N.17)
    If you are shooting downwards you must lose 1 peg altitude
    (unless: using a downward firing gun eg observers)
    You cannot fire a top wing mounted gun upwards on a dive or climb card.

    Special:
    At greater than 5 peg altitude difference, or more, attacking aircraft must dive or climb to fire their fixed guns due to the angle of attack.
    (unless: using an upward, or, a downward firing gun)
    They receive the +1 damage bonus in the first phase of firing of this attack.
    During ‘special manoeuvres’ the Immelmann card is 3 pegs up or down.

    *Expanding on climb cards:
    Those aircraft with a climb rate of 1 or 2 will go up 4 pegs (eg Dr1, SE5a, D.VII, Spad XIII); a climb rate of 3 or 4 will go up 3 pegs (eg Camel, Albatros DIII/D.Va, Dolphin); a climb rates of 5 or more will only go up 2 pegs (eg RE8, 11/2 Strutter, Gotha). Remembering that they can all climb a couple of pegs on their manoeuvres as well as the climb card in a game turn.

    **Expanding on Dive cards:
    Aircraft may dive up to 4 pegs - recognised good divers (eg SPADs) may dive 5 pegs - recognised weak divers (eg Alb D.III) can dive 3 pegs without trouble but may dive 4 pegs if they draw an A damage to represent potential for structural damage.
    Aircraft may over-dive and by so doing will lose an extra 2 pegs.

    Copy in the Files here

    Advice on usage:
    a. Move aircraft
    b. Check if they are in range to fire
    c. Check if they need to climb or dive to fire and climb/dive 1 peg if move card allows

    Suggested Tweaks & Mods:

    Trevs:
    1. No firing if difference is more than 5 pegs
    2. Normal firing at short/long range for same or 1 peg difference
    3. Short range for more than 1 peg difference
    Last edited by flash; 11-15-2013 at 15:11.

  9. #9

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    SOLITAIRE SCENARIOS AND ANTI-AIRCRAFT GUNS

    When playing a solitaire scenario, use the following rules for enemy anti-aircraft guns:

    Don’t place the 'shell' counter as per the multi-player rules but shoot as soon as any part of an enemy aircraft's base is within range of the gun (two rulers of distance).
    Draw an A damage card to see if the aim of the AA battery is correct.
    If there's no special damage on the card, the aim is wrong and the shot misses.
    If there's any type of special damage (including jammed guns) then a hit has been scored, ignore the result on the A card and draw a C damage card as the damage caused to the aircraft.
    Do not fire the gun as soon as it is reloaded, as per the multi-player rules. Instead, wait one phase, then shoot at any targets in range.
    (To clarify - a gun takes 3 phases to reload, it can then fire on the next ie the 4th phase)
    Don’t fire at a target if any point of the targets base is within a half-ruler of distance from a friendly balloon or aircraft base.
    If more than one target could be shot at by the AA gun, choose one randomly to be shot at, unless the scenario you are playing provides a specific rule stating which aircraft are more important. (For example, two-seaters may be seen as more important for artillery to shoot at than fighters.)

    NB: Rules taken from Burning Drachens & adjusted slightly to make them clearer
    Last edited by flash; 02-05-2014 at 08:46.



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