Ares Games
Results 1 to 8 of 8

Thread: OTT 16-17 Early Doors Campaign Rules

  1. #1

    Default OTT 16-17 Early Doors Campaign Rules

    General Rules:

    This is not a historical recreation of the WW1 air war - it is a game, played along general historical lines.
    There will (eventually) be two squadrons, a British and a German, The British Bulldogs and The Kaisers Eagles. Players will enlist in their chosen side with pilots and aeroplanes. Each pilot will be given opposition pilots to fly against unless they opt out.
    The start of the Campaign is January 1916, the intent is to run to October 1917.

    Each month a mission is posted by one of the players, prefix BRF. Players use their pilots to complete the mission, sometimes with & always against AI pilots, using whatever aircraft they like that were possibly available by that date (see post #6). They then write an AAR with photos and post it in the sub-forum with the prefix AAR. All that is asked is that you play the scenario set; within the rules & write the AAR using the title & date of the scenario (makes it easier to compile the collection).The reports should be written with "WW1 flavour" so that the story of the squadron grows as the missions pile up over time. The scenarios should be played will sincerity and an eye for drama and fluff.

    Wings of Glory rules will apply along with some OTT Campaign house rules (below), Richard Bradleys Advanced 'solo' charts developed by Blackronin will be used for AI aircraft. (Those feeling the need may use the 2nd Gen charts, or, the universal diceless system if they wish)

    If you fail to post for three consecutive months it is presumed you have withdrawn from the campaign unless you advise otherwise and your roster will be so marked. Your pilots & stats will be left untouched in case you return but your opposition pilots will be used to replace the fallen.

    The idea is to have fun & tell your new mates about it in tales of your pilots derring-do and images. The campaign rules are the baseline arrived at following two lengthy campaigns, experience tells that we will all do it slightly differently but at least we'll all start in the same place, use the same ace abilities, roll on the same result tables !


    The OTT House Rules:

    Pilot management: We use the OTT spreadsheet for personnel and opponents. Click on: Entente or Central Powers
    Dave (flash) will be the only gamer allowed to make entries/changes - any issues pm him !

    Butchers Tally: All will use the Butchers Tally format for all pilots involved at the end of your AAR (regardless of photos) in this format:

    Pilots name / what happened to them & where / injuries / Victories

    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill (ie Lt Stan Deasey, shot down in enemy territory, wounded in action, 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
    NML - No Mans Land
    S - Sea (well someone's bound to !)

    Failure to do so will result in your roster not being updated, kills credited or your AAR being posted in the OTT sticky.
    Continued failure will have further consequences. You have been warned.

    Victories: There will be no shared kills in OTT campaigns. (If in doubt who got the kill, ie two or more aircraft could have finished the target aircraft in the same phase then the nearest aircraft is adjudged to have fired first & gets the kill).
    This also applies to two-seater crew. Only the shooter is credited. Whilst not historically accurate their actual kill count will be !

    Ace Abilities: We use the amended Ace Abilities as shown in the post below. Abilities will be earned, no 'gimmes' this time round. Fitth time's a charm !

    Explosion Card: Explosion cards are expected to be played. The pilots and crews survival, or not, will be determined by rolling dice using the Resolution Crashes/Wounds table in post 2 of this thread !
    The Critical Hits Deck (available in the files section) may be used for 'colour'.

    Special Damage: Unlike as stated in RBs rules in OTT for the AI all special damage applies - if it suffers rudder damage then either turn it the other way or sub in a straight or other card ie do whatever is best for that aircraft at that time. Same with engine damage - just sub one move with a stall; same with fire, do whatever you think is best.

    Morale:
    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: 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.

    Collisions: If models are at the same level and a base cannot be placed because it overlaps central peg of the other aircraft a collision occurs: 1 C damage card to each aircraft involved. NB: Other than the Explosion card Special Damage is ignored.
    Option: Those who wish to use the resolve collision cards may do so.

    Altitude: Scenario will be written without altitude in mind - those who wish to play with altitude may add that dimension to their game if they to wish using whatever altitude rules they prefer.

    2nd AAR: if you post a second (or more) AAR your pilots are still at risk and any results from enemy action stand but any kills you score are counted as probables i.e. Unconfirmed kills.

    Optional Rules:

    Lewis Gun Restrictions: Lewis guns had 47 round drum mags until Nov 1916 when the 97 Round drum mag was introduced to all squadrons. RoF is 500-600 Rpm; or 8-10 Rps - that's 5-6 sec of ammo in a 47 drum; 10-12 sec in a 97 drum. In the game that's 3 rounds of shooting for the 47 drum, 6 for the 97 before you have to reload. (At close range that's 6 or 12 cards of damage with +1s where appropriate)
    For those with a fixed over-wing weapon eg N.11, N.16, it takes 3 moves (1 GT) to reload the Lewis Gun - as that entails a pilot standing up in the cockpit to replace the drum it may only fly straights whilst this is done.
    For cockpit mounted weapons, or, over-wing models with Foster mounts (eg RFC N.17, SE5s) it takes 3 moves (1 GT) to reload the Lewis Gun but they are only restricted to non steep moves to do so.

    Parabellum MG14 Restriction:
    Parabelllum MG had 200 round drum mags, RoF is 700rpm, or, 11.6 rps - that's (very roughly) 18 sec of ammo per drum. In the game that's 9 phases of shooting per drum before you have to reload. (At close range that's 18 cards of damage with +1s where appropriate, or, nearly half a B deck !

    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.

    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.

    Wounded Observer: - option for obs/recon/bomb missions:
    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.
    d. A second hit and observer is killed.

    Altitude for AI: Should you want to play a scenario using official 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.

    Not an option:

    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 & where / injuries / Victories
    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    Use this to help calculate what happens to them & write it out eg:
    Crash: Rolled 9 -1SD -1WIA = 7 Injured - Skip 1D3 Scenarios. Rolled 3 = Skip 2
    E&E: Rolled 12 -1BEL -1WIA -1WIC = 9 Didn't even see me! Total Skips 2

    Doing this will help me out greatly

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded in Action (ie shot)
    WIC - Wounded in Crash
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    NML - No Mans Land
    S - Sea (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed
    Last edited by flash; 10-03-2015 at 00:16.

    "He is wise who watches"

  2. #2

    Default

    Resolution of Crashes/Wounds etc

    This is how we resolve what happens when a pilot is shot down, crashes, or, is wounded:

    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 Crash 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! (Not cumulative with the above)
    Wounded: -1 per wound ------------------Receive 2 wounds & you're shot down
    Landed safely in Aerodrome: +3 -----------Made it !
    Crash landed in No Mans Land or Sea -1 ---Not the safest or smoothest place to land

    Escaping Enemy Territory Table:
    2 or less - Captured! The war ended for this pilot...
    3-4 - Captured and escaped! - Skip 1D3 Scenarios
    5-6 - In hiding! - Skip 1D2 Scenarios ( D2 when rolled on a D6 is 1-3 = 1; 4-6 = 2 )
    7-8 - Landed almost home! - Skip 1 Scenario
    9+ - They didn't even see me!

    Modifiers to the EE dice roll:
    Flamer: -1 (smoke of your aircraft's funeral pyre draws unwanted attention)
    Wounded: -1 per wound (Includes wound sustained from crash ie a crash result between 3 or 8 = -1WIC)
    No Man's Land: +1
    Behind enemy lines -1
    In Sea: -1 (Cumulative with above)

    You will notice in these refinements landing in NML is penalised but is still rewarded for escape purposes whereas landing behind the lines is penalised. A sea landing is penalised in both and is cumulative with being Behind enemy lines for E&E calculation.

    To Clarify:
    You need only roll on aircraft that crash for any reason or wounded pilots in any circumstance or a combination of both.
    Planes that get off the table are presumed RTB unless they are on fire with cards still to draw, in which case those cards are drawn and result applied, if they survive they are RTB if not they are flamers and kill can be awarded.

    Butchers Tally Example:

    Pilots name / what happened to them & where / injuries / Victories

    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    Use this to help calculate what happens to them & write it out eg:

    Crash: Rolled 9 -1SD -1WIA = 7 Injured - Skip 1D3 Scenarios. Rolled 3 = Skip 2
    E&E: Rolled 12 -1BEL -1WIA -1WIC = 9 Didn't even see me! Total Skips 2

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded in Action (ie shot)
    WIC - Wounded in Crash
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    NML - No Mans Land
    S - Sea (well someone's bound to !)
    Last edited by flash; 09-29-2015 at 03:01.

  3. #3

    Default

    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


    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 3 or 4 times------all------------------------Silver Wound Badge (WBs)-------------------1 in 10
    Wounded 5 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 Only-------------------Order of the House of Hohenzollern (OHH)---------3 in 6
    15-----------------Officers Only-----------------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

    Military Merit Cross (Bavaria) (Militär-Verdienstkreuz) "to reward extraordinary merit by non-commissioned officers, soldiers, and lower-ranking officials." 3 classes can be awarded with and without swords and with and without a royal crown.
    The War Merit Cross (Lippe) (WMC(L)) for distinction in wartime awarded to combatants and to non-combatants for significant contributions to the war effort.

    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; 06-07-2014 at 01:05.

  4. #4

    Default

    OTT Ace Abilities:

    Pilots take on a Level I ace ability when they first make ace - on subsequent achievement they may take a level II of the ability previously selected, or, select a second level I ability.

    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

    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

    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.

    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

    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.

    Custom Ace Cards can be found here in the files section
    Last edited by flash; 08-09-2014 at 04:56.

  5. #5

    Default

    Scenario Running Order.

    Authors should aim to post their scenario by the 1st of the month or just before. Take note of aircraft types becoming available, as well as comments listed in the next post, as they may help/affect your story telling. This does not preclude you doing your history and own research !

    2014:
    May: Dave (flash) Entente - Jan16
    Jun: Pete (Teaticket) Central Powers - Feb16
    Jul: Paul (Tikkifriend) Entente - Mar16
    Aug: Ryan (rkwright) Central Powers - Apr16
    Sep: Rob (FOKyte) Entente - May16
    Oct: Anthony (Tusekine) Central Powers - Jun16
    Nov: Barry (Gullyraker) Entente - Jul16
    Dec: There will be leave this Christmas !
    2015:
    Jan: Neil (Skafloc) Central Powers - Aug16.
    Feb: Pete (Teaticket) Central Powers - Sep16
    Mar: Dave (flash) Entente Entente - Oct16
    Apr: Si (Twisted_terrain) Central Powers - Nov16
    May: Brian (Archidamus) Entente - Dec16
    Jun: James (FarEast) Central Powers - Jan17
    Jul: Barry (Gullyraker) Entente - Feb17
    Aug: Neil (Skafloc) Central Powers - Mar17
    Sep: John (Johnbiggles) Entente - Apr17
    Oct: Trev (Brambo) Central Powers - May17
    Nov: Shawn (diceslinger) Entente - Jun17
    Dec: There will be leave this Christmas !
    2016
    Jan: Peter (Teaticket) Central Powers - Jul17
    Feb: Skafloc (Central Powers) - Aug17
    Mar: Baz (Gully_raker) Entente - Sep17
    Apr: Rob (F.O.Kyte) Entente - Oct17

    Standby:

    Combatants

    Dave (flash) Entente
    Rob (Kyte) Entente
    John (Johnbiggles) Entente
    Brian (Archidamus) Entente
    Paul (Tikkifriend) Entente
    Barry (Gullyraker) Entente
    Shawn (diceslinger) Entente

    Neil (Skafloc) Central Powers
    Pete (Teaticket) Central Powers
    Eric (7eat59) Central Powers
    Pete (Stumptonian) Central Powers
    Chris (Fast.git) Central Powers
    James (FarEast) Central Powers

    Withdrawn:
    John (jbmacek) Central Powers
    Eric (7eat51) Entente
    Rob (Moonsylver) Central Powers
    Andrzej (Nightbomber) Central Powers
    Chuck (WW1flyingace) Entente
    Ryan (rkwright) Central Powers
    Si (Twisted_terrain) Central Powers
    Anthony (Tusekine) Central Powers
    Trev (Brambo) Central Powers - retired injured !
    Last edited by flash; 11-30-2015 at 07:15. Reason: UPDATE SCENARIO SCHEDULE

  6. #6

    Default

    Aircraft types for campaign period:

    Dates are operational dates sourced from Wiki (Cross ref with Unofficial Stats sheet, Osprey books, the aerodrome, other online & book sources...) & given in relation to the campaign: Western Front Jan16 - Oct17.
    Nexus/Ares models marked *

    1916:

    In Service:

    Albatros C.I: In Service -until 17 - two-seater - mainly in a reconnaissance and observation role

    AGO C.I In service - German two-seater - recon - Until Sep16 ?

    Aviatik C.I: In service - until 17 - two-seater - recon/observation

    Bristol Scout: In service until Aug16

    *Fokker E.III: In service until Jan17

    Morane Saulnier Type L In Service - two-seater parasol - recon - Dec17 ? (Apparently was also a single seat fighter)

    Morane Saulnier BB In Service - two-seater - recon - Jan17 (Apparently was also a single seat fighter)

    *Morane Saulnier N: In service - Sep16

    Nieuport 10 (RNAS) In service

    RAF BE2c: In service until 17 - two seater - reconnaissance and light bomber, variants of the type were also used as night fighters

    RAF FE.2b: In service to Apr17 - two-seater - Fighter, subsequent day and night bomber

    Rumpler C.I: In service - until 18 - two-seater - recon & light bomber

    Vickers FB.5 'Gunbus': In service until May16 - two seater - fighter (first aircraft purpose-built for air-to-air combat to see service)


    January: Fokkers now set off on missions with the sole aim of destroying enemy machines.

    Nieuport 11: Jan16 French - Mar/Apr16? (RFC Mar16)

    February: Entente respond by attaching one or two machines to escort their recon machines

    *Airco DH2: Feb16 - Jun17

    *Nieuport 16: French: Feb16 - Mar/Apr16? (RFC May16 - Nov16?)

    March: This led in turn to the formation of dedicated German flights to oppose them. KeK formed - each up to 4 Fokkers.

    Nieuport 11: Mar16 RFC - ?.

    *Nieuport 17: French: Mar16 - Jul17?.

    *Roland C.II: Mar16 - two-seater - Recon & fighter escort role

    Albatros C.III: Mar16 - two-seater - observation, photo-reconnaissance, light bombing and bomber escort

    April:

    Sopwith 1½ Strutter: 2 seat bomber/escort, also 1 seater bomber - RNAS Apr16, RFC Jul16

    May:

    *Nieuport 16: RFC: May16 - Nov16?.

    June:

    Fokker E.IV: Jun16 - Jan17

    July:

    RAF FE.2d: - two-seater - Fighter, subsequent day and night bomber. A 3rd gun fitted sometime (Sept?) after arrival

    *Nieuport 17: RFC Jul16 - Jul17?.

    Fokker D.I: Jul16 - Nov16.

    Halberstadt D.II: Jul16

    August: 10 Aug 1916, the first German Jasta were formed - British reorganised their squadrons also

    Fokker D.II: Aug16-Oct16.

    *Spad VII: French: Aug16 - (RFC:Oct16 - Jan18)

    RAF FE.8: Aug16 until Jul17

    *Halberstadt D.III: Aug16

    September:

    Albatros D.I: Sep16

    October:

    *Spad VII: RFC: Oct16 - Jan18

    *Albatros D.II: Oct16

    Sopwith Pup: RNAS Oct16 - Apr17; RFC Dec16 until Dec17

    November:

    *RAF RE.8: Nov16 - two-seater - reconnaissance and bomber

    *Caproni Ca3: Heavy bomber. Intro dates vary from late 16 to early 17 for duration ?!

    December:

    *Albatros D.III: Dec16 (Feb17 out of service Halb D.II & Alb D.II stand in)

    *Sopwith Triplane: RNAS Dec16 until Nov17




    1917:

    January:

    Armstrong Whitworth F.K.8: two-seater - reconnaissance, observation, ground-attack, day and night bombing.

    February:

    Roland D.II: Feb17 - Jun17 ?

    March:

    *Airco DH.4: Mar17

    *Rumpler C.IV: Mar17 ?

    April:

    RAF SE5: Apr17 onward

    *Breguet Br14: Apr17 - two-seater - reconnaissance & bomber

    Bristol Fighter F2A: Apr17 - two-seater - fighter, reconnaissance & light bomber (NB pre Ares model)

    May:

    *Spad XIII: French May17 onward, (RFC Jun17 19 Sqn had 1 at least, 23 sqn Dec17 until Apr18)

    Albatros D.V: May17

    Airco DH.5: May 17 - Jan 18

    June:

    *Spad XIII: RFC Jun17 19 Sqn had at least 1 !

    *RAF SE5a: Jun 17 onward

    *Sopwith Camel: RNAS Jun17 - RFC Jul17

    *Bristol Fighter F2B: Jun17 - two-seater - fighter, reconnaissance & light bomber Mid June onward

    August:

    *Halberstadt CL.II: Aug17

    *Hanriot HD.1: Aug17 (Bel)

    *Pfalz D.III: Aug17 (D.IIIa Nov17)

    October:

    *Fokker Dr1: Oct17

    *Albatros D.Va: Oct17

    to be cont'd....
    Let me know if you'd like other types added to the list
    Last edited by flash; 09-28-2014 at 03:17.

  7. #7

    Default

    Useful Links:

    The Squadron/KEK/Jasta Spreadsheet

    (Select Bulldogs or Eagles - Early OTT 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)

    Unofficial Stats Committee Spreadsheet files

    WW1 Aces listings

    Bombing diagram here.

    Blind spot diagram

    Critical Hits Deck

    Ace Abilities Cards

    Tyneside Wargames Club for Richard Bradleys original solo charts & X-ABCD Chart

    Advanced Solo Charts That we will use for the AI manoeuvres:

    Note: There are no T, V (J*), G*, R or U deck charts & the A/B/S chart doesn't properly cater for a B deck (it has 3 side slips). However, they can be covered by existing charts that have the same manoeuvres:
    A/B/S chart can be used for the T, V (J*) decks; the D chart can be used for the U deck; The K+H chart can be used for G* and the J chart can be used for R and the B deck too (Rather than A/B/S).
    There is no advanced X chart but as they are ponderous beasties the original Richard Bradley chart will suffice (see above) though Teaticket has created a 2nd gen style chart for them & they are in the same files location as the rest.

    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

    Listing of Shapeways Aircraft by Teaticket

    Observation Balloon Info
    Last edited by flash; 08-08-2014 at 00:37.

  8. #8

    Default

    Rules Useful - Solo Players - For The Use Of !

    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

    AAA & AAMG RANGES

    For those of you that wish to step outside the AAA range imposed by the official rules I've found this info:
    The optimal operating altitude for balloons varied between 3,000 and 5,000 feet (1,000 and 1,500 metres).
    The Ordnance QF 13 pounder Mk III anti-aircraft gun, also known as 13 pounder 6 cwt, as seen mounted on trucks, has the lowest firing altitude of the British guns of 17,000 feet (5,200 m). I haven't seen the specs for Hun guns but I'd imagine the Krupp 77mm would out perform this. Bottom line being the balloons and aircraft will be well within range of dear old Archie !
    As for AAMG - effective range of a Vickers is 6500 feet (2000m), indirect fire is double that so they too will be well within range. It has been suggested that perhaps you should draw 2 damage cards & apply the lowest for targets at such altitude.


    RANDOM BOMBER MOVEMENT:

    For each plane that will be randomly flown, take the manoeuvre deck and remove the following cards: the climb, the dive, one stall, one turn to the left and one turn to the right. Only the other eight manoeuvre cards are used: three straights, one stall, and two turns to each side. Shuffle them well.
    Don’t plan any moves for the bombers. Each time one of those planes has to execute a manoeuvre, take the first card from its deck. Used manoeuvre cards are put in a discard pile for each plane, beside its manoeuvre deck.
    Each time the discard pile contains one turn to the right and one to the left, shuffle them back into the manoeuvre deck together with any straights or stalls. If there is a third turn in the discard pile, leave it in the discard pile.

    NB: Rules taken from Flight of Giants & adjusted slightly to make them clearer.



    SIMPLE ALTITUDE HOUSE RULES:
    Optional Solo Altitude Rules Flash is using in his scenario:

    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


    Balloon Colours: lifted from the aerodrome:

    "The German Parsevals-Sigsfeld Drachen (Dragons) were yellow as were the French copy of the Drachen. The British copy were camouflaged in greens and browns.
    The French Caquot Typ.M and Typ. R were yellow. The British Type M and Type R were camouflaged in olive green. The American made were camouflaged in Olive Green. The German AE was camouflaged olive-brownish green. Late production had light blue bellies.
    The balloon fabric was very fine woven cotton fabric coated with liquid rubber by the Allies and an ersatz rubber liquid then colored in the final rubber coating. It was referred to Balloon Fabric and still is today. ( At least to 1988 when I retired. Today it is used for sails on ship models.)
    Germany, Belgium Drachens at the beginning of the war flew their National Flags for identification on the Balloon Cable Bridle. Around October 1914 Germany painted a straight sided cross on both sides of the envelope. About May-June 1915 France painted the French Cockade on the sides of the envelope. The RFC/RAF never marked their balloons. The USA painted the red, blue white cockade on the sides of the envelope.
    Part I of Gasbags,Dragons and Elephants will be in Issue No.204, and Part II will be in No 205 of WW1 Aero. There are photos and color illustrations in booth issues."
    Dan-San 2010

    More on balloons here: http://www.westernfrontassociation.c...-bal-west.html

    Bombs & Bombers:

    Aircraft Max Bomb Load (Kg/lb)

    Breguet BR.14 B2 - 256 / 564
    Bristol F.2 Fighter - 108 / 238
    Caproni Ca.3 - 800 / 1.764
    Caproni Ca.4 - 1438 / 3.170
    Curtiss H.16 - 105 / 231.5
    De Havilland/AIRCO D.H.4 - 209 / 460
    De Havilland DH.9 - 209 / 460
    Felixstowe F.2A - 209 / 460
    Handley Page O/400 - 1655 / 3649
    R.E.8 - 112 / 247
    S.E.5a - 45 / 99
    Saml S.2 - 40 / 88
    Camel - 36 / 80
    Snipe - 36 / 80
    Sopwith 1½ Strutter - 60 / 130 (260 single seat)
    Albatros C.III - 90 / 200
    Rumpler C.IV - 100 / 220
    LFG Roland C.II - 50 / 110
    Halberstadt Cl.II - 50 / 110
    Phönix C.I - 50 / 110
    Pomilio PC - 150 / 330
    Ufag C.I - 150 / 330
    Friedrichshafen G.III - 1000 / 2205
    Gotha G.V - 500 / 1102
    Zeppelin Staaken R.VI - 2000 / 4410

    The German P.u.W. bombs were:

    12.5kg (27.5Lbs); 50kg (110lbs.) 100kg (220lbs), 300 kg (660 lbs) and 1000 kg, (2200 lbs.).
    The 12.5kg bombs were internally stowed horizontally in bomb racks in most "C" types and "G"types.
    The 50 & 100kg bombs were externally stowed in bomb racks under the fuselage on some "C" types.
    300kg bombs were fuselage stowed under the fuselage of the AEG G.IV, Fdh G.III and Gotha G.II - G.V with the 50 & 100kg bombs stowed under the fuselage or wings.
    The 1000 kg. bombs were stowed under the fuselage of the Fdh. G.IIIa, Fdh. G.IV and Fdh.G.IVa.
    The Staaken "R" bomber could carry all the P.u.W. type bombs in internal racks except the 1000 kg bomb.

    Info on British Bombs:

    RFC used three types of bomb:
    High Explosive (ranging from the 1914 16-lb RL bomb with 7-lb of TNT to the 1918 3,300-lb SN with 1,500-lb of Amatol),
    Incendiary (from the 1914 Bomb Petrol Small with 6 pints of petrol, up to the 1918 Incendiary 6.5oz containing 2.5oz of Cendite in an Aluminium tube)
    and a single Anti-Personnel bomb, the 180-lb RL (AP) containing 21-lb of Amatol.

    HE type bombs: 10, 16 & 20lb (4.5kg, 7.25kg, 9kg) Hale & Cooper bombs could be strapped on scouts, 65lb (29.5kg), 100lb (45kg), 112lb (50kg) & 230lb [from 1917] (104kg) used against structures by FE2b's, DH4's, DH9's; 520lb (236kg) Anti sub used by RNAS, 1650lb (750kg) used by HP 0/400.

    Bomb Values:

    Divide the weight (kg) of the bomb by 10 & multiply that by two to give a value to the bomb damage. eg:

    RFC:
    10lb - 4.5kg/10 = .45, x2 = 0.9 call it 1
    16lb - 7.25kg/10 = .725, x 2= 1.45 call it 1.5
    20lb - 9kg/10 = .9, x2 = 1.8 call it 2
    65lb - 29.5kg/10 = 2.95, x2 = 5.9 call it 6
    100lb - 45kg/10 = 4.5, x2 = 9
    112lb - 50kg/10 = 5, x2 = 10
    230lb - 104kg/10 = 10.4, x 2 = 20.8 call it 21
    1650lb - 750kg/10 = 75, x 2 = 150

    RNAS:
    520lb - 236kg/10 = 23.6, x 2 = 47.2 call it 47 (Anti Sub)

    German:
    12.5kg/10 = 1.25, x 2 = 2.5
    50kg/10 = 5, x 2 = 10,
    100kg /10 = 10, x 2 = 20,
    300kg/10 = 30, x 2 = 60,
    1000kg/10 = 100, x 2= 200

    Of course you will then need to assign appropriate values to targets,...
    a trench/AAMG/AA have a value of 5 for strafing purposes so not a bad place to start - a couple of German 12.5kg bombs would deal with that, or maybe a handful of RFC 10 pounders (4.5kg/10 = .45, x2 = .9 but call it 1) or, a load of 16lbs (7.25kg/10 = .725, x 2= 1.45 say 1.5, or even 20lbs (9kg/10 = .9, x2 = 1.8 call it 2)

    Near misses count has half value of bombs dropped.
    Last edited by flash; 01-06-2016 at 00:22.



Similar Missions

  1. 6,5,4 and 3 days to go.
    By Lt. S.Kafloc in forum Officer's Club
    Replies: 8
    Last Post: 01-01-2014, 11:16
  2. Replies: 14
    Last Post: 05-12-2013, 02:05
  3. Naval Aviation in the early days
    By wargamer in forum Polls
    Replies: 8
    Last Post: 01-07-2013, 14:00
  4. new altitude rules in Rules and Accessories Pack?
    By Gallo Rojo in forum WGF: General Discussions
    Replies: 17
    Last Post: 08-09-2012, 15:12

Bookmarks

Posting Permissions

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