Ares Games
Results 1 to 27 of 27

Thread: All the OTT 16-17 Early Doors Campaign Scenarios

  1. #1

    Default All the OTT 16-17 Early Doors Campaign Scenarios

    You will find here a compilation of all the 'Early Doors' solo campaign scenarios created by 'pilots' engaged in the campaign namely:
    Dave (flash), Rob (F.O.Kyte), Trev (Brambo), Neil (Skafloc), John (Johnbiggles), Shawn (diceslinger), Brian (Archidamus), Ryan (rkwright), Paul (Tikkifriend), Chris (Fast.git), Pete (Teaticket), Si (Twisted_terrain), Chuck (WW1flyingace), Anthony (Tusekine), Barry (Gullyraker), Andrzej (Nightbomber).

    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; 05-15-2014 at 08:59.

    "He is wise who watches"

  2. #2

    Default

    "Before there were Fighters" December 1915 --- An Early Doors WW1 Prequel Scenario #1 by Gullyraker

    OVERVIEW

    A British 2 seat reconnaissance Aircraft is approaching the Front Lines on a standard recon mission when the crew observes a German 2 seater near our lines directing artillery fire on our trenches by the simple but cunning method of flying in the direction they wish the shells to be redirected & decide to intervene & stop this activity. (no Morse or radio available at this time of the war!)


    Both Aircraft are only fitted with a "B" firing machine gun operated by the Observer on a swivel mount.
    The British pilot tries to manoeuvre his Aircraft so his Observer can shoot down the Enemy machine or kill the crew. Naturally the German crew decide to do the same so they can continue their mission.

    The winner of the duel will go on to complete their mission provided they still have 20% of their damage points (rounded down) remaining. The game will be a draw if the Victor cannot complete the mission unless the opposing Aircraft has been shot down.

    Set Up:

    The Aircraft will meet over the trenches in the middle of the gaming mat 4 Ruler lengths apart.

    Play will end when one machine has been shot down or driven off.

    Should the Observer of either machine be killed then that machine must immediately try to return to their home base.

    If an Observer is wounded then the "Wounded Observer" Optional rule will be applied as follows:

    1) He is knocked down for the remainder of the turn in which he is hit

    2) He remains down for the whole of the next turn

    3) He returns to action on the next turn with the following penalties:
    4 moves required to unjamb his gun, can only shoot at short range & not after a steep manoeuvre.
    If he receives a second wound he is killed

    All the normal WoG & OTT rules will apply & Altitude is optional!

    Good Luck.

    Here is the Original Thread

    Here are the AAR:

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

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

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...uel-Scenario-1

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...-December-1915

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...quel-Scenario1

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...-fighters-quot

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

    WW1flyingace (Entente):
    http://www.wingsofwar.org/forums/sho...ngace-Entente) [No pictures any longer]
    Last edited by flash; 09-02-2014 at 22:46.

  3. #3

    Default

    OTT Early Doors Prequel #2 - Let the Hunt Begin ! - December 31st 1915 by Flash

    The Germans have found that the best use of their now infamous Fokker Eindecker is in an offensive role rather than a defensive one, times are changing and it's felt amongst the scout pilots that it's time to let their war hounds off the leash; the powers that be agree with them.

    Situation:
    Having a new type borrowed from the French for testing a lone British pilot flying a Morane Saulnier is making his way back to his lines having been separated from his fellows in a brief skirmish earlier in the morning - as usual he's seen neither hide nor hair of them since.
    He flies parallel to the front as he looks for his landmark to show him where to best cross the lines, as he does so he notices another monoplane flying towards him on an intercept course away from the lines...
    "Must be one of those French chaps on his way out " thinks the pilot as he sideslips his kite towards his new companion in the void with the intent to close the gap and give him a cheery hello....

    He will not be getting the same in return as the approaching aircraft is a German Eindecker that has been skirting the lines looking for just such an opportunity; the pilot glances over his shoulder & smiles in satisfaction as he glimpses his wingman in the distance....


    Image is box art from an Eduard 1/48 kit artist unknown

    Ground:
    Two mat size table should be plenty (4'x3' or 120x90cm).
    One 120cm side will be designated as 'The Lines' and will be the base line from where all measurements will be made.

    Mission:
    Central Powers:- Down the Tommi
    Entente:- Fight and/or Flight !

    Method:

    To ensure interception, and show the young Tommi the error of his ways:
    The MS will start on the left side of the mat at 60cm from the lines & facing parallel to them - it will fly a straight & two right sideslips in the first game turn in any order. It is then deemed that the enemy has been correctly identified and free action can then be taken !
    The Eindecker will start on the mat at 45cm from the left end of 'the lines' and fly an intercept course towards the MS of 2 straights & one left sideslip in any order after which free action may be taken.
    His wingman will start on the mat at the right hand edge ie the side furthest from the MS about 1/2 a range stick in, and flying parallel to, the lines. He will fly straights and only turn towards the fight once the shooting starts - which, if this has been done properly, will be at the end of turn one !
    If you are the Hun, I suggest you let the Tommy run for home once he gets to half damage or when best for him to do so.

    Victory:
    Eindecker shoots down the MS on his side of the lines - Major German Victory
    Eindecker shoots down the MS but he gets over the lines ie off the table - Marginal German Victory
    Eindecker shoots down the MS but the MS shoots down an Eindecker - Draw
    MS escapes across the lines - Marginal British Victory
    MS shoots down an Eindecker and escapes intact(ish) - Major British Victory

    Options:
    You can swap the MS for another suitable scout aircraft.
    You may make use of clouds if you wish
    You may use altitude if you wish
    You may drop the Eindeckers wingman (white feather will be in the post !)

    If you think this is tough on the Tommy - it's meant to be ! Your time will come
    Good luck Tommy you'll need it - Happy hunting Fritz !!

    Here is the Original Thread

    Here are the AAR:

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...damus-Entente)

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

    flash (Entente):
    http://www.wingsofwar.org/forums/sho...hlight=prequel

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...is-hunting-who

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...the-hunt-begin

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...unt-begin-quot

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

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...he-Hunt-Begin-!

    FarEast (Central Powers):
    http://www.wingsofwar.org/forums/sho...the-hunt-begin

    WW1flyingace (Entente):
    http://www.wingsofwar.org/forums/sho...uel-Scenario 2 [No pictures any longer]
    Last edited by flash; 09-02-2014 at 22:46.

  4. #4

    Default

    OTT Early Doors Mission 1 - Fish in a Barrel ? - 15th January 1916 - by Flash

    Two weeks into the new year and the Bosche tactics are paying dividends as their fighting scouts clear the skies and much valuable materiel & personnel are lost to the Entente cause. The Tommies are not going to sit on their hands forever though so they had best to take advantage while they can.



    Situation:
    A British two-seater is making its way home from a photographic mission behind the German lines. It had been an uneventful mission until they completed their final run when they were spotted by a gaggle of Fokkers. A couple of them had moved towards them but the observer fended them off by firing at them to make them keep their distance until the two-seater managed to slip away into some clouds with its precious intel. The aircraft is in good shape but the observer indicates he is on his last drum of ammo. A little later a lone British scout catches up to them and falls into formation, clearly determined to shepherd them home. They're glad of its company and they're going to need it.

    Mission:
    Tommi: Get the two-seater over your lines
    Bosche: Knock down the two-seater; take the escort if he gets in the way.

    Ground:
    Two mats size will do this, ie 120cm x 90cm or 4' x 3' in old money, playing long ways ie start at a 90cm side - the far 90cm side is Tommis exit

    Forces:
    1 x Two-seater Entente, X deck driven, 1 functioning rear mg with limited ammo of 3 bursts
    1 x Single or two seat Entente Scout, 1 functioning mg but full ammo
    2 x Fokker E.III

    Method:
    Roll a D12 to decide where the escorting scout will be in relation to its charge.
    Place the two-seater on the table in the middle of the entry side and the scout within half a ruler distance of him. If the escort is behind the two-seater (ie at the 4-8 o'clock) place it so the back edge of its base is on the board edge and place the two-seater appropriately.
    Attachment 131441
    (My tables a little longer than 4' so I measured it to the back of the base of the MS)

    Then, and only then, roll a D6 to decide which side the pair of Eindeckers appear. 1-3 Left, 4-6 Right.
    Place the first on the table so it is centred at a point 30cm down range from the baseline, the second within half a rulers length beside it but further down range.
    Attachment 131443

    Using this method the escorting scout may not be in the ideal position when the Eindeckers arrive but then again it might be !!

    Execution:
    Whichever side you are on fly one aircraft, fly all the others as AI.

    Special Rules:
    1. Allow the gunner in the two-seater to hold fire & engage at close range for maximum affect
    2. Wounded gunner optional rule in affect

    Victory:
    Bosche: Kill the two-seater
    Tommi: Two-seater escapes

    Options:
    If you don't have a X rated two-seater then use one with a different deck but you must play it move/stall/move/stall/move/stall....to replicate the X-decks speed; 1 functioning mg with limited ammo of 3 bursts still applies.
    If you don't have any two-seaters then play a suitable scout as a 'lame duck' being escorted home with same limitations as the two-seaters.
    In either option ignore the first engine damage on that lame duck aircraft as it's already limping.
    Adjust your story accordingly.
    If you have the time and the models add an extra scout to both sides.
    Use altitude if you wish.

    Hope you have better luck than this poor chap.



    Here's the Original Thread

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

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...damus-Entente)

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...h-January-1916

    Twisted_terrain (Central Powers):
    http://www.wingsofwar.org/forums/sho...h-January-1916

    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...by-gully_raker

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...Jan-1916-52-sq

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...916-by-skafloc

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...-Jan-15th-1916

    rkwright (Central Powers):
    http://www.wingsofwar.org/forums/sho...sh-in-a-Barrel

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...-February-1916

    Nightbomber (Central Powers):
    http://www.wingsofwar.org/forums/sho...e-of-the-Proud

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...arrel&p=291643

    Diceslinger (Entente):
    http://www.wingsofwar.org/forums/sho...el-Diceslinger

    FarEast (Central Powers):
    http://www.wingsofwar.org/forums/sho...sh-in-a-Barrel

    WWIflyingace (Entente);
    http://www.wingsofwar.org/forums/sho...ngace-Entente) [No pictures any longer]
    Last edited by flash; 07-29-2015 at 11:15.

    "He is wise who watches"

  5. #5

    Default

    OTT Early Doors Mision 2 - Change of Tactics - Early February 1916 - by Teaticket

    The days of German domination of the air are waning. The Fokker Scourge is not yet over, but the Entente have tactics that are evolving to challenge the skies.
    The Germans had been racking up the score of Entente planes trying to slip across the lines but the hunters are no longer having easy kills as the Entente begin to escort their missions with fighting scouts.
    At the moment the Fokkers were still the best aircraft aloft but better Allied aircraft were in the works. Not many had reached the front yet so some of the older planes would have to do the work until the new models arrived.

    The Situation:
    A British photographic mission is returning from behind the German lines. Just after taking photographs of a German rail yard and strategically important rail bridge the flight was attacked by a pair of Fokkers. The Germans did not press home the attack but in the running battle a good part of the ammunition was used. The German duo broke off and the flight continued towards home.
    With the lines just coming into sight another pair of Fokker monoplanes approached, getting in between the flight and home.

    The Mission:
    Germans: Stop the two seater from crossing back over the lines. (getting off the west board edge)
    Taking out any of the escort will be frosting on the cake if the two seater is downed.
    British: Get the two seater back acros the lines safely.

    The Ground Below:
    A two mat playing surface will do, ~ 130cm x 100 cm or whatever you have close to these dimensions.

    The Forces:

    Germans: 2 x Fokker EIII



    British: 1 x BE2C two seater with one camera and one forward machine gun





    2 x Vickers F.B.5 Gunbus



    Setup:
    When playing the German side,
    Place the BE2c one range stick in from the center of the east (short) edge. The BE2c rear base edge touching the ruler.
    To the rear and on each side, plane one Gunbus. The Gunbus front base edge even with the BE2c rear base edge, one base width to the side.

    The German Eindeckers will be placed two rulers down from the BE2c from the front corner, one ruler over to the center of the first Eindecker base, another half ruler to the 2nd Eindecker front corner.

    Attachment 134311

    When playing the British side,
    Place the British planes as above in relation to each other and to the center of the short edge, but have the Gunbus rear base edges along the east mat edge.
    The Germans are placed in relation to the British as above.

    In either setup, the Germans can come in from north or south. Your choice or make it random.

    Execution:
    Whichever side you play, fly one fighter scout, all other aircraft are AI flown.

    AI Gunbus will aim to attack the German most threatening to the BE2c. If If Eindeckers are not near the BE2c the Gunbus will move toward the BE2c. If the BE2c is shot down, remaining Gunbus will fly for home if either crew are wounded or the plane has any damage.

    AI Eindeckers will attack the BE2c until it is shot down. Turn 1 AI Eindeckers will use nose or 12/1 heading depending on which AI charts you use.

    AIBE2c will move as follows:
    From it's XC deck remove climb, dive, one stall, one turn in each direction, leaving 8 cards. Place the two removed turn cards nearby for possible use. Shuffle the remaining 8 cards. When it is time for the BE2c to move, draw the top card from the deck. After 6 movement cards are drawn, reshuffle the original 8 cards back together.
    The BE2c will never turn more than one turn card off of a west heading. Any 2nd turn card drawn away from west will be plotted using the set aside turn card in the opposite direction so to head back west.

    Example: turn 1, 1st card drawn is a right turn, plot it. The BE2c will be heading NW. 2nd card drawn is a straight, plot it. 3rd card drawn is a right turn, use the removed left turn to plot the BE2c back to a west heading. Place the left turn back to the side, place the right turn card not used in the BE2c used pile.
    Do not shuffle the removed turn cards in the movement deck, keep them aside and use as necessary.

    When playing the German side,
    When playing the German side the BE2c will only shoot at close range due to ammo shortage. F.B.5s and Eindeckers will fire normally.

    When playing the British side,
    When playing the British side, all British planes will only fire at close range due to ammo shortage, Eindeckers fire normally.

    Special rules:
    Wounded gunner optional rule in effect.

    BE2c has 3 firing arcs, right forward, left forward and rear. the gun will start in the forward position facing the Germans. To change the firing arc, choose the position you will move the gun to, place 3 jam markers and remove them as a jam. If you change your mind as to where to place the gun in the middle of a change, reset the jam markers to 3.

    Gunbus has a firing arc that is quite wide. Use a 2 seater base with a normal rear arc. (not the Roland CII) Use the front side of the arc, roughly 200*.

    From Guntrucks Albums here:



    Consider the gunbus' 2 climb markers above the BE2c.

    The planes:
    If you don't have a BE2c use any 2 seater you have, but use the XC deck for its movement ad described above and use the BE2c stats below.

    If you don't have 2 Gunbus', (a DH2 looks close!) use any scout you want but use the XB deck deck for movement and the Gunbus stats below.

    I have scanned the XB, XC and T (Eindeker) movement decks. So if you need them please email me and I'll send them to you.
    Plane, Maneuver deck, Damage type, Damage points, Max altitude, Climb rate, crew

    BE2c XC B* 10 8 6 2
    F.B.5 XB B 11 7 6 2
    Fokker EIII T B 11 9 6 1

    Victory:
    German, Shoot down the BE2c
    British, get the BE2c off the board over friendly lines (west edge)



    Here's the Original Thread

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

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...-February-1916

    Archidaus (Entente):
    http://www.wingsofwar.org/forums/sho...damus-Entente)

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...-February-1916

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...-February-1916

    Gullyraker (Entente):
    http://www.wingsofwar.org/forums/sho...Early-Feb-1916

    FO Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...nge-of-tactics

    Tusekine (Central Powers):
    http://www.wingsofwar.org/forums/sho...nge-in-Tactics

    rkwright (Central Powers):
    http://www.wingsofwar.org/forums/sho...147#post296147

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...-February-1916

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...nge-of-Tactics

    FarEast (Central Powers):
    http://www.wingsofwar.org/forums/sho...nge-of-Tactics

    Twistedterrain (Central Powers):
    http://www.wingsofwar.org/forums/sho...-February-1916

    WWIflyingace (Entente):
    http://www.wingsofwar.org/forums/sho...(WWIflyingace) [No pictures any longer]
    Last edited by flash; 09-02-2014 at 22:47.

  6. #6

    Default

    OTT Early Doors Mission 3 - Pricking the Sausage - 15th March 1916 by Tikkifriend

    Click image for larger version. 

Name:	080.jpg 
Views:	909 
Size:	159.6 KB 
ID:	136284
    http://www.britishpathe.com/video/observation-balloon

    The front line has suddenly sprouted a collection of observation balloons. One in particular has become most troublesome. Its spotters are managing to direct both artillery and troop movements with great accuracy and as a consequence of this the order has been given to shoot that Blimp down.

    Set up

    The defenders.

    The Blimp is centred on the centre line of 2 maps. As of move 1 there are no AA batteries present , however on a roll of 4 or 5 every other turn a B firing AAMG becomes active. On a roll of 6 an AA artillery piece becomes active. These can be placed within 1 1/2 rulers of the centre of the Blimp.

    The defenders of the Blimp also have a scout of your choice patrolling 2 1/2 rulers from the balloon.

    When fired upon the balloon will descend from its level 7 by 1 level every 2 Turns (man driven winches I'm afraid !) until it reaches level 1 and is deemed to be safe.


    The Attackers

    You will have 2 planes preferably scouts, You must destroy the balloon before it gets to level 1.

    For the RFC a Nieuport, if you have one, must be used . For the Germans a E III would seem a good choice.



    Here's the Original Thread.

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

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...5th-March-1916

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...nte-Archidamus)

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...5th-March-1916

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...ng-the-Sausage

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...5th-March-1916

    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...16-gully_raker

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...ng-the-sausage

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

    Tusekine (Central Powers):
    http://www.wingsofwar.org/forums/sho...ng-the-Sausage

    rkwright (Central Powers):
    http://www.wingsofwar.org/forums/sho...ng-the-sausage

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...ng-the-sausage

    FarEast (Central Powers):
    http://www.wingsofwar.org/forums/sho...ng-the-Sausage

    Twisted_terrain (Entente):
    http://www.wingsofwar.org/forums/sho...the-knockwurst

    WW1flyingace (Entente):
    http://www.wingsofwar.org/forums/sho...h-1916-(Chuck) [No pictures any longer]
    Last edited by flash; 09-15-2014 at 00:13.

  7. #7

    Default

    OTT The Early Doors Mission 4 - Verdun - 21st April 1916 - by rkwright


    Despite endless artillery barrages and mounting casualties, HQ is ordering another push. This one will be supported from the air - but we'll see what good it does.


    This mission is a recon mission, with lots of other "events" taking place. I hope to capture a little of the chaos of battle.

    Set Up
    The Attackers
    1 Recon plane, probably better to use one using something faster than an X deck, also preferably a two seater.
    2 Scouts.

    You can pilot any of the three.

    Also 1 other scout, from a different squadron, AI flown.

    The Defenders
    2 Scouts, and 1 X deck two seater that arrives later.

    The Battlefield
    Attackers will start 1 and 1/2 rulers away from the defending trench line. 4 trench cards, running parallel make up the trench complex. Approximately 1/2 ruler behind them, 3 defensive balloons; 1 north, 1 south, and 1 in the center. 1 ruler behind that, 3 possible HQ target cards; 1 ruler north, 1 center, and 1 ruler south. 1 ruler behind that, 2 artillery cards; each just under 1 ruler apart, 1 to the north, 1 to the south.

    The AI Friendly scout will start on the south end between the trench line and the southern balloon. The Enemy Flight will start 1/2 ruler behind the center balloon and approximately 1/2 ruler north.

    Confused yet? Good! A picture to help out.


    The Objective
    Photo Reconnaissance of the HQ target and 1 artillery battery. Return to base by turn 10 before the ground offensive starts. To recon the target, play a stall over the target.

    Order of Battle
    The mission begins with fog covering the battle field. When you set off, you are unsure of where the enemy HQ actually is. Reports place it in the area, but its possible that it lies slightly to the north or south of your position. You'll have to wait for the fog to clear to be able to spot it and continue the mission.

    Before your flight has arrived, a friendly aircraft has been assigned to attack the balloons in the area. He has already made one pass at the balloons. During the game he will fly a northernly course until he leaves the battle. He will only make one pass and exit the battlefield to the north. He should generally fly straights, but of course if you have to substitute for damage or to avoid collisions, help him out a bit. Since he has already made one pass at the balloons, calculate the damage to the balloons as follows:
    For the North balloon and South balloon, roll 1d6. Multiply the result by 3 to get the damage. For the Center balloon, roll 1d6, and multiply the damage by 4. After that, roll 1d6 to determine which balloon is on fire. 1-2 the Northern balloon; 3-4 the Center balloon; 5-6 the Southern balloon.

    All events below occur at the beginning of the turn.
    Turn 1: Fog covers the ground, only air to air combat, no trench or AA firing.
    Turn 2: Fog covers the ground, only air to air combat.
    Turn 3: Fog has lifted. Roll 1d6 to determine where the enemy HQ lies. 1-2 to the north; 3-4 in the center; 5-6 in the south. You may remove the other cards which are not the enemy HQ.
    Turn 4: Trenches become active, can fire per the rules.
    Turn 5: AA counters are placed, fire after maneuver #2. See below for special rules on this. Also enemy two seater enters the battle field from the point where you started. The enemy two seater is returning from its own mission and will fly a course to get home. It will fight if needed, but its main goal is to get home.
    Turn 6: Nothing.
    Turn 7: AA counters are placed, fire after maneuver #2.
    Turn 8: Nothing.
    Turn 9: AA counters are placed, fire after maneuver #2.
    Turn 10: Nothing.

    At the end of turn 10, the ground offensive begins.

    Special Instructions for AA fire
    I have always been a little unhappy with the solo rules for the AA fire. So these are the ones I created. Find 6 counters that are identical on one side, but only 3 match on the other side. You will have 2 sets of 3 counters, but flip them over and you can't tell which is which since they all have the same back. So 6 counters for example, on one side they have a steep symbol, but on the other they have a straight or an Immelmann symbol. Or the old style climb counters have a climb symbol on one side and a number on the other; pick 3 that have one number and 3 that have another. A picture...


    Decide which type of symbol will be a hit and which a miss (for example all counters with an Immelmann symbol, or all counters with the number 4 on them). Then on the turns listed above, after the aircraft maneuvers have been planned, shuffle the counters, and without looking at them place the counters in the area between the balloons and artillery targets. Try to place them where you expect aircraft to be but also in a general pattern. Keep them about 1/2 ruler apart. An example:


    After maneuver #2, turn the counters over. If any aircraft is touching a hit counter, draw a C damage card.

    Victory Conditions
    Recon the HQ target, and 1 artillery battery, and return to base with the photos before the end of turn 10.

    Bonus points: Stop the enemy recon plane from making it home!


    Here's the Original Thread

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

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...damus-Entente)

    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...17-gully_raker

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

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...1st-April-1916

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...1st-April-1916

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...1st-April-1916

    Teaticket (Central Powers);
    http://www.wingsofwar.org/forums/sho...n-9-April-1916

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...-done!(Verdun)

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...ssion-4-Verdun

    WWIflyingace (Entente):
    http://www.wingsofwar.org/forums/sho...l-1916-(Chuck)

    FarEast (Central Powers):
    http://www.wingsofwar.org/forums/sho...=Doors+Mission

    Twistedterrain (central Powers);
    http://www.wingsofwar.org/forums/sho...done-in-Verdun
    Last edited by flash; 01-05-2015 at 07:08.

  8. #8

    Default

    Early doors Mission 5 "The bigger they come.........." May 2nd/3rd 1916 by F.O.Kyte




    Historical background.


    On May 2nd 1916 Kapitänleutnant Otto von Schubert, commanding the Zeppelin L23 attacked the Ironworks at Skinninggrove Yorkshire. His dozen bombs dropped about 10 PM. only caused superficial damage to several buildings, but on his way home devices dropped on Easington, as L23 headed out to sea, demolished a house and injured a child. Also out that night were L17, L21 raiding York, Also targeted was the Forth Bridge and Aberdeenshire. On the return journey L20 encountering severe headwinds came down in the sea just short of making the coast.
    It is on this series of events that this scenario is based.
    For this escapade if you do not possess a Zeppelin model you will require the following download from the files.

    http://www.wingsofwar.org/forums/dow...do=file&id=144 Zepp card


    The scenario.




    A Zeppelin is returning to base from a raid on the North of England. It is badly damaged by enemy action and the weather. To identify the damage throw six dice. Allocate the dice to each of the ships gasbag compartments according to the number shown on the dice. ie a number three indicates cell number three damaged. If a five or six come up no damage is incurred by these dice, but for each dice one to four two cells are destroyed. This could result in up to 50% or so damage.





    This is your damage record card.





    Two Allied aircraft have been scrambled to intercept the leviathan. One of these may be armed with rockets or incendiary ammunition.
    You should use your best pilot in the aircraft supporting the Rocket or Incendiary armed one.

    Rob's game notes:
    Destroy all remaining gas cells to down the leviathan
    For this game only, an explosion takes out a whole set of four cells or those remaining in the area that the strike is made.
    It takes four points of normal damage to destroy a single gas cell.
    Fires burn for three turns as in the normal rules if not attended by an engineer.
    Movement of Crew:
    1. Crew can move between gondolas. Takes the same time as unjamming a gun.
    2. Gunners can move between gun positions. As in the normal bomber rules, unless they have to move through the body of the Zep then use the same rule as above.

    The Zep commander has alerted his base of the situation by Morse code and requested assistance. Two Eindeckers are on route to support their countrymen, but are not sure of the landfall point because of the fluctuating winds. One will spot the Zeppelin as it makes landfall, but the other will only arrive if, a. a six is rolled at the end of each move. b, the first Eindecker is shot down, or c. it reaches three hit points or less and has to leave.

    The guns of the Zep are B firing and cover the whole envelope to a range of one ruler from the base or card edge.
    If altitude rules are being used the two peg height rule prevails.
    Only one of the Zeps guns may target an aircraft at a time. No cross fire is possible.
    (I never envisage using a +1 from a Zep. Just assume that all round fire is coming in from one or other position all the time my plane is in range. Rob)





    The Objective:-

    Get the Zeppelin home safely by exiting the opposite side of the table, or in the case of the Allies, shoot it down and anything else that happens to get in your way. People get gongs for Zeps, so the Germans should get one for saving it as well.





    There is a town half way into the last playing mat with three AA guns positioned to protect it. They will fire at any German machine that comes within range, but because the action is at a quite high altitude, you must be within one ruler length, not the usual two for AA.




    Rob.

    N.b.
    Most of the diagrams are curtsey of Clipper (Who else) from his play rules accompanying the superb models that he makes.



    Here's the Original Thread

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

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...te-Archidamus)

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...e-May-3rd-1916

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

    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...qd-gully_raker

    Tusekine (Central Powers): As a multi-player game
    http://www.wingsofwar.org/forums/sho...tore-8-Sept-14

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...gger-They-Come

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

    FarEast (Central Powers):
    http://www.wingsofwar.org/forums/sho...e-May-3rd-1916

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...y-2nd-3rd-1916

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...they-come-quot
    Last edited by flash; 01-14-2015 at 09:37.

  9. #9

    Default

    Early Doors Mission 6: "Oh Canada"-- the Battle of Mount Sorrel -- 8th June 1916 by Tusekine


    It is June 1916. The meat grinder that is Verdun is beginning to get steadily consume the young men of Germany and France. The Battle of Jutland just took place and while it ended up in a draw, it essentially neutralizes the German High Seas fleet for the rest of the war. In the east, General Brusilov’s Russians have started an offensive against the Austrians and are pushing them back at a rate of miles per day, which will soon require the German high command to move troops from the Western Front to support the collapsing Austrians.

    But German high command has a plan. In the Ypres salient, the Entente’s line are held by Canadian troops. German positions overlook the Canadian positions known as Mont Sorrel and Tor Top, and they prepared an assault to carry the Canadian lines. In preparation, the Germans prepared practice trenches resembling some of the Canadian positions, to rehearse the assault well behind their own lines. Some RFC observers actually noted these trenches, which curiously seemed to look very much like the Canadian positions. They also noted some sap trenches, so the Canadians had an inkling what was coming. However, Lieutenant-General Julian Byng, who had recently been appointed as Inspector General of Canadian Forces in England, had inspected the Canadian Corps positions and noted that the Canadian troops were overlooked by German positions and under constant danger of enemy fire. He ordered the commander of the 3rd Canadian Division to draw up a plan to overrun the more dangerous German positions in a local attack.

    (All of this information comes from the wiki page at en.wikipedia.org/wiki/Battle_of_Mont_Sorrel)


    However, while the Canadians are making their preparations, the XIII (Royal Wurttemberg) Corps began its attack on June 2 in an early-morning massive artillery bombardment of heavy caliber shells against the Canadian positions. Nine-tenths of the Canadian forward reconnaissance battalion became casualties during the bombardment. The commander of the 3rd Canadian Division, Major-General Malcolm Mercer, the commander of the 8th Canadian Brigade, Brigadier-General Arthur Victor Seymour Williams had been conducting an inspection of the front line on 3 June when the shelling began. Mercer was wounded three times and died; Williams was wounded in the face and head and taken prisoner. For several critical hours both the 3rd Canadian Division and the 8th Canadian Brigade were leaderless, and their level of defence suffered accordingly. Brigadier-General Edward Spencer Hoare Nairne, of the Lahore Divisional Artillery eventually assumed temporary command of the 3rd Canadian Division. However, German forces were still able to capture Mont Sorrel and Hill 61. After advancing up to 1,200 yards, the XIII Corps dug in. Although the road to Ypres was open and undefended, no German officer took the initiative to exceed instructions and capitalize on the success experienced by the German forces.


    Lieutenant-General Byng assembled a hastily organized counter-attack in the early hours of 3 June with four battalions thrown together. Owing to the heavy losses from the previous day, distances involved and unsettled leadership resulting from the losses of Mercer and Williams, the counter-attack did not succeed in regaining the lost territory, but managed to close a 600 yards (550m) gap in the line and advance the Canadian front about 1,000 yards (910 m) from the positions it had retreated to after the German assault. A second German surprise attack led by exploding four large mines under trenches of the 2nd Canadian Division covering the spur at the eastern outskirts of the ruins of Hooge wiped out company of the Canadian 28th (North West) Battalion. Though the Canadians managed to hold their position and prevent the Germans from reaching their support line, General Byng ultimately decided to leave the Hooge trenches in German hands and to concentrate on regaining Mont Sorrel and Tor Top.

    The Canadians are making plans to regain the positions of Mount Sorrel and Tor Top, but the Entente high command is preparing for the Somme offensive, so no new troops are available to the Canadian commanders. To make up for the lack of infantry, the Canadian command will use more artillery barrages to soften up the German positions. In order to do that, large supplies of shells are stocked in a number of central depots in the rear. These depots have been spotted by German reconnaissance, and the general opinion is that destroying even one of these depots could significantly change the outcome of what is to come…

    Mission:

    Germans: destroy the munitions depot, which will require two bomb hits.

    British: prevent destruction of munitions depot, shoot down German planes.

    Set Up:
    The set up is an area the size of two standard WoW maps, creating a large rectangle. One of the long sides of the rectangle is north. The munitions depot is placed right in the center of the western map, that is, in the middle of the WoW map that comprises the western half of the playing area. [Note that this is a change from the original scenario, in which the depot was in the middle of the playing area. I moved it to the middle of the western map (i.e., 3/4 of the playing area to the west) to make the Germans fly a bit further and make it more even--the original scenario was too slanted to the German side.]
    It is guarded by four MG installations, each one ruler away from the depot. All of them face to the German side of the map, i.e., east. There are no MG installations pointing towards the rear (i.e., west) but it is permissible to put an MG installation on the western side of the depot but facing east. If you don’t like the Germans, you can add a trench line, but no anti-aircraft guns will be available.

    The depot is very large, so it is the size of two WoW target cards put down so they touch each other on the long side of the card. Because of the explosive nature of the target, as long as the bomb card touches any part of the target card, it is a hit (i.e., the bomb does not need to cover the red dot on the card).

    Germans enter on the east edge,
    Entente are positioned on the western half of the map, one ruler east of the depot.

    German planes:

    There are two options to play this scenario, the “historical” one and the “fictional” one.

    Historical:

    The Germans have pressed into service an Albatross C.I to act as bomber (the Roland C.II was ruled out since the observer had limited visibility below). It has four bombs, released by hand by the observer. This means that the observer cannot fire for three cards when bombing: the card before a bomb is released, the card when the bomb is released, and the card after a bomb is released. Only one bomb can be released at a time. It takes two hits to destroy a depot, meaning that the Albatross needs to hit the target at least twice.

    I don’t assume anyone has an Alb. C.I, but you can use any two seater model in its stead. It has no front gun but a rear gun in the standard arc.

    The Alb. C.I stats are as follows: XD, -/B, 13 hit points, ceiling 8, climb rate 7.

    If you are flying the C.I on AI, when in bombing range, take over the plane to enable bombing.

    As escort, the C.I has one German scout (choose any that are available but I suggest an Eindecker).

    Fictional:

    One of the first of the German “Riesen” (giant) aircraft was the Siemens Schuckert R.I. It never saw service on the Western front, and never really became operational in the East either because of technical issues, but that’s why this is called “fictional”. It was however available in June 1916, so that part works.

    Scenario is same as above, except that since there are three crew members, the plane can fire one of the arcs (either front and rear) and drop bombs at the same time, but it cannot fire in both arcs and drop bombs at the same time. There is no German escort.

    The SSR.I stats are XC, B/B, 24 hits, ceiling 8, climb 8. You should use a large base such as the Gotha or Caproni models or a medium base from Flights of the Giants (as opposed to a large one like the one for a Zeppelin Staaken).

    If you are as crazy as me and want to have a model on the table, Kampfflieger has a paper model available at http://www.wargamevault.com/product/...nsSchuckert-RI.

    British planes:

    Historical scenario:

    One good or two weak scouts. I leave it up to your conscience what you choose.

    Fictional scenario:
    Two scouts.


    Here's the Original Thread

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

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...-8th-June-1916

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

    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...el-gully_raker

    Tikkifriend (Entente): (sans pics)
    http://www.wingsofwar.org/forums/sho...on-6-Oh-Canada

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...e-(Archidamus)

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...-8th-June-1916

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...-8th-June-1916

    FarEast (Central Powers):
    http://www.wingsofwar.org/forums/sho...-8th-June-1916

    Tusekine (Central Powers):
    http://www.wingsofwar.org/forums/sho...on-6-Oh-Canada!

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...-8th-June-1916

    Brambo (Central Powers):
    http://www.wingsofwar.org/forums/sho...Oh-Canada-quot
    Last edited by flash; 02-03-2015 at 00:27.

  10. #10

    Default

    Early Doors Mission 7 July '16--"New Wings over the Trenches" by gully_raker.

    Background

    It is now mid July 1916. During Oswald Bolcke's final days at the Western Front in June 1916 prior to his Tour of the Turkish Front he had long discussions with Feldflugchef Lieth-Thomsen & staff establishing basic principals of Scout flying & its future. They made preparations for the development & structure of the new fighter units which would become the Jagdstaffeln or Jastas from the official date of 10th August 1916.

    In the meantime in July 1916 both the British & German air units would start to receive new aircraft to replace the obsolete & obsolescent planes they were currently flying.
    The British Squadrons would receive the French built Nieuport N17 whilst the Germans would receive the Halberstadt D.II & Fokker D.I & D.II.

    The Scenario:

    Your Squadron or Staffle has received its first N 17's or Halberstadt D.II's.








    Your Unit Commander has ordered the best two available Pilots to take the new aircraft on a Scouting Patrol over the front lines to try out the new aircraft.

    The Set Up

    You will need 2 WoW or WoG Mats or a gaming surface approx 5ft X 3 ft.

    Near to the centre of the area set up two lots of opposing trenches one ruler length apart. There should be two trench cards on each side (British & German) one & a half ruler lengths apart. These represent the front lines.

    Your two lots of aircraft will start two & a half ruler lengths behind your own trench line coming from the short edge of the games surface.

    The two groups decide to see how the capabilities of their new planes compare. In other words engage in a Dogfight.

    However the Infantry on both sides do not recognise these new planes & anyway don't much like aircraft so if any aircraft approaches within one ruler length, friend or foe, they will fire on all aircraft until a Dogfight is joined.

    Thereafter they will only fire at enemy aircraft which are further than one ruler length away from a friendly aircraft to avoid the chance of hitting their own planes.

    Fire from the trenches will only be allowed at one ruler length range due to the altitude of the aircraft. I.E. all shooting from the ground is considered to be long range & as per the Rules only Special Damage applies not damage points from the A deck.

    Victory is achieved if all enemy aircraft are destroyed or forced to return to their own aerodrome due to damage points or wounded pilot as per Over the Trenches Campaign rules.

    The Halberstadt D.II uses all the stats for the Ares D.III except it only fires B damage as it has only one gun.
    The N.17 also is a one gun Lewis armed aircraft so will need to change drums after 3 rounds of shooting.

    Here's the Original Thread

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

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...e-(Archidamus)

    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...gs-gully_raker

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...-July-7th-1916

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...-July-7th-1916

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...333#post323333

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...-Trenches-quot

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

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...-Trenches-quot

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

    FarEast (Central Powers):
    http://www.wingsofwar.org/forums/sho...July-16th-1916
    Last edited by flash; 09-10-2015 at 00:01.

  11. #11

    Default

    OTT Early Doors Mission 8: The Battle of the Somme - 15th August 1916 - by Skafloc

    The 1916 Battle of the Somme
    In 1916, the French and the British decided to launch an offensive in the Somme in order to relieve the pressure on Verdun and break the German front.
    On 1 July 1916, their armies, relying in part on their colonial troops, launched the largest battle of the Great War in terms of the number of nationalities involved and number of casualties: one million persons wounded, dead or missing.

    The specific feature of the Somme, as opposed to the Franco-German duel at Verdun the same year, is that it was the symbol of an international war. Three million soldiers confronted each other along a 40-km front. Allied plans for a massive attack in the Somme had been thwarted by the German offensive at Verdun which immobilized a large part of the French army. The British nonetheless continued to nurture the hope of a decisive breakthrough: this battle was to be the first large-scale engagement of what was known as ‘Kitchener’s Volunteer Army’.

    After a week of non-stop bombardments, the Allied infantrymen ventured out of their trenches on 1 July 1916 to advance towards the German trenches in a landscape disfigured by 1,500,000 shells.But the German machine guns mowed down the attackers. This was the bloodiest day in the entire history of the British army: 20,000 soldiers were killed and 40,000 others were wounded or missing. French successes in the south of the Somme could not be exploited.
    In spite of the Allies’ repeated efforts and the use of new weapons such as the first tanks, the battle dragged on.

    Ernst von Hoeppner wrote that German air units were overwhelmed by the number and aggression of Anglo-French air crews, who gained air supremacy and reduced Die Fliegertruppen "to a state of impotence".For the RFC, air supremacy over the Somme was truly realized on 18 June 1916. On that day the German Air Service lost its premier fighter pilot, Leutnant Max Immelman, “the Eagle of Lille,” credited with 15 victories in the air.

    Who will win the Battle of the Somme?

    General Rules:

    1. Each side will have a choice of 3 missions to fly.

    2. The side with the most points will win the Battle of the Somme.

    3. A player can only choose 1 of the 3 missions to fly. (You may fly more but the first one published is the one that counts).

    4. Choose your missions wisely.


    Entente Mission 1: What if……Max Immelman hadn't been shot down on June 18th ?

    Place 2 mats together with long edges touching. Or a 4x3 playing area.

    Designate 1 mat outer long edge as west and the opposite one as east.

    Entente: 4 scouts with any of your named pilots flying (you may use any in date Entente scout). Start mid-point of the west edge.

    Central Powers: 1 Eindecker (flown by Max Immelman). Include a second Eindecker flown by one of your named pilots. (see special rule 3). Start mid-point east edge.

    Special Rules:
    Max Immelman ace skills (Acrobatic Pilot I+II, Deadly Aim).
    Take 1 C deck explosion card and place into the damage deck you are using for Max Immelman. If the C Deck card is drawn when Immelman fires then he has shot his own propeller off. This covers the theory that he may have shot himself down.
    Each Entente scout may respawn once. This covers the 4:1 superiority in aircraft that the RFC had during the Somme Offensive.
    Aircraft will follow the campaign rules for leaving the combat area. (Wounded pilot and damage etc).

    The game finishes when no opposing aircraft are left in the playing area.

    Victory Points:
    +25 points for shooting down Max Immelman
    +5 for every enemy aircraft shot down (other than Max Immelman).
    +2 for every enemy aircraft that leaves the combat area.
    -1 for every friendly aircraft that leaves the combat area
    -5 for every friendly aircraft shot down.

    Central Powers Mission 1: What if……Max Immelman hadn’t been shot down June 18th ?

    Place 2 mats together with long edges touching. Or a 4x3 playing area.

    Designate 1 mat outer long edge as west and the opposite one as east.

    Entente: 4 scouts (you may use any in date Entente scout). Start mid-point of the west edge.

    Central Powers: 1 Eindecker (flown by Max Immelman). Include a second Eindecker flown by one of your named pilots. (see special rule 3). Start mid-point east edge.

    Special Rules:
    Max Immelman ace skills (Acrobatic Pilot I+II, Deadly Aim).
    Take 1 C deck explosion card and place into the damage deck you are using for Max Immelman. If the C Deck card is drawn when Immelman fires then he has shot his own propeller off. This covers the theory that He may have shot himself down
    Each Entente scout may respawn once. This covers the 4:1 superiority in aircraft that the RFC had during the Somme Offensive. (Start on Entente mat edge).
    Aircraft will follow the campaign rules for leaving the combat area. (Wounded pilot and damage etc).
    The game finishes when no opposing aircraft are left in the playing area.

    Victory Points:
    +25 points if Max Immelman is not shot down by end of game.
    -25 points if Max Immelman is shot down.
    +5 for every enemy aircraft shot down
    +2 for every enemy aircraft that leaves the combat area.
    -1 for every friendly aircraft that leaves the combat area
    -5 for every friendly aircraft shot down (other than Max Immelman).

    Entente Mission 2: Supporting the big push.

    “Our balloons and reconnaissance aircraft are doing wonders spotting enemy artillery and reinforcement movement. Without them we cannot maintain the initiative”.

    Place 2 mats together with long edges touching. Or a 4x3 playing area.
    Designate 1 mat outer long edge as west and the opposite one as east.

    Entente:
    2 Observation Balloons placed in the middle of the west mat equal distance from the mid point join, each side and the west edge.
    1 x 360 firing AA MG. (A damage) placed between both balloons &
    1 x 2 seater placed between both balloons facing east.

    Central Powers:
    Roll a D6:
    1 = 1 2-seater + 1 Halb DIII
    2 = 1 2-seater + 1 Eindecker
    3/4 = 2 Eindecker
    5 = 1 Eindecker + 1 Halb DIII
    6 = 1 2-seater + 1 Halb DIII

    Start mid-point east edge.

    Special Rules:
    If you decide to wind down the balloon or balloons then they gain no victory points. To gain victory points they must remain aloft.
    Once the 2-seater is shot down or leaves the combat area then no more victory points can be counted for the 2 seater.
    If all enemy aircraft are shot down or leave the combat area then stop counting victory points.

    Victory Points:
    +1 Point every turn (3 cards) each balloon remains up
    +1 Point every turn (3 cards) 2 Seater remains in the combat area.
    +10 Ponts for every enemy plane shot down
    +5 points for every enemy aircraft that leaves the combat area.
    -25 Points each balloon shot down.
    -15 Point if 2-seater is shot down.
    -5 points if 2-seater leaves the combat area

    Central Powers Mission 2: Stopping the big push.

    “If we don’t stop the British balloons and spotting aircraft we will lose the battle of the Somme”.

    Place 2 mats together with long edges touching. Or a 4x3 playing area.

    Designate 1 mat outer long edge as west and the opposite one as east.

    Entente:
    2 Observation Balloons placed in the middle of the west mat equal distance from the mid point join, each other, each side and the west edge.
    360 firing AA MG. (A damage) placed between both balloons
    1 x 2 seater placed between both balloons facing east.

    Central Powers:
    Roll a D6:
    1 = 1 2-seater + 1 Halb DIII
    2 = 1 2-seater + 1 Eindecker
    3/4 = 2 Eindecker
    5 = 2 2-seaters
    6 = 1 2-seater + 2 Halb DIII

    Use any of your named pilots. Start mid-point east edge.

    Special Rules:

    After turn 5 roll 1d6 for each balloon (Balloon starts at height of 12.):

    Turn 6 = 6 Balloon starts to descend. Balloon descends 1 level/3 card turn.
    Turn 7 = 5, 6. As above.
    Turn 8 = 4, 5, and 6. As above.
    Turn 9 = 3,4,5,6. As above.
    Turn 10 = 2, 3,4,5,6. As above
    Turn 11 = automatically starts to descend.

    If the balloons descend and /or the 2-seater is shot down or leaves the combat area then no more victory points will be counted in respect to each case.
    If the balloon is engaged on the ground place 1 B damage AA MG in front of each Balloon card. These fire 360 degrees.

    Victory Points:
    -1 Point every turn (3 cards) each balloon remains up
    -1 Point every turn (3 cards) 2 Seater remains in the combat area.
    -5 Points for every friendly aircraft shot down or leaving the combat area.
    +25 Points each balloon shot down/destroyed on ground.
    +15 Point if 2-seater is shot down.
    +5 points if 2-seater leaves the combat area

    Entente Mission 3: St Quentin.

    “The enemy are using the rail head at St Quentin to move reinforcements into this sector. It must, I repeat, must, be bombed. If it is not then our push must surely fail.”

    Place 2 mats together with short edges touching. Or a 6x2 playing area.
    Designate 1 mat outer short edge as west and the opposite one as east.

    Entente:
    3 x 2-seaters (or as many as you have to a max of 3. Other aircraft may be scouts (max 2) but only two-seater's carry bombs)
    Use any of your named pilots. Start mid-point east edge.

    Central Powers:
    At the east end of the area place the target card (It is large).

    Special Rules:

    Before the first card of every round is played roll a d6.

    1, 2 = Place an AA Gun card directly in front and within 1 ruler of the lead aircraft.
    3, 4 = Place a B damage AA MG card directly in front and within 1 ruler of the lead aircraft.
    5, 6 = Place an A damage AA MG card directly in front and within 1 ruler of the lead aircraft.

    All AA MG’s are 360 degree firing.
    Once no aircraft are within 1 ruler of an AA Gun or MG card remove the card.
    There can be no more than 1 AA Gun/MG card per aircraft in play at the same time.
    Use the campaign rules for AA Guns.
    No altitude limit on AA MG’s. Use Short/Long range as per aircraft to aircraft firing.
    If all 3 2-seaters are shot down or leave the combat area (mat) without bombing the target re-spawn another flight of 3 and continue until target is bombed.
    If all of your named pilots are shot down or return without bombing then further pilots/crews will all be rookies.
    Rookies:

    +1 card to reload/unjam.
    Fire after all other aircraft
    No bonus for continuous firing.
    Any engine/fire damage will leave combat area.

    If any Ace is piloting an aircraft then add the skill Evade.

    11. You may fly above the ‘archie’ corridor: If you do follow the following rules:

    Do not deploy any AA Guns or AA MG’s.
    All your aircraft (max 3) who survive climb above the ‘Archie Corridor’. Decide which of the following you will carry out:

    a. Bash on regardless: Dice for each aircraft in flight: Roll 1d6.
    1-6 As you climb higher you enter the scout v scout combat zone. You realise that your scout escorts have been keeping the Hun’s off your back. Now you have climbed into this deadly zone you realise the folly of your decision as your aircraft plummets to the ground on fire.
    b. Turn for home: Dice for each aircraft in flight: Roll 1d6.
    1-3 Aircraft shot down.
    4-6 Aircraft returns to base. (Replay scenario).
    c. Dive back down out of this deadly combat zone: Dice for each aircraft in flight: Roll 1d6.
    1 Aircraft shot down.
    2-5 Aircraft returns to ‘archie corridor’. Return aircraft to previous position. (use special rules 1 to 6).
    6 Aircraft damaged or crew wounded. Returns to base. (read rule 7).
    12. Once target is bombed the game ends there. All surviving entente aircraft are deemed to have made it home safely.

    Victory Points:

    +500 points for bombing the target.
    +5 points for every AA Gun/MG destroyed.
    -2 points for every 2-seater shot down.
    -10 points if any 2-seater leaves the combat area without bombing target.

    Note: If using scouts (max 2) then the priority for archie engaging will be:
    a. 2 seater if in range.
    b. Any other aircraft in range.
    c. Any aircraft firing at AA GUN/MG.


    Target Pic:


    Central Powers Mission 3: Jasta v Squadron.

    “Boelckes idea of massing our aircraft and attacking the enemy in strength must be a winner. We too shall try these methods and with the promise of new aircraft we shall wrest control of the skies from the enemy.”

    Place 2 mats together with long edges touching. Or a 4x3 playing area.
    Designate 1 mat outer long edge as west and the opposite one as east.

    Entente:
    3 in date aircraft of your choice
    Start mid-point east edge.

    Central Powers:
    3 Halb DIII or any in date single seat non-Eindecker at the east edge. You may use any of your named pilots.

    Special Rules:
    1. Use campaign rules for wounded pilots, damage causing aircraft to leave the combat area..

    Victory Points:
    +100 points for every enemy aircraft shot down.
    +50 points for every enemy aircraft that leaves the combat area
    -25 points for every friendly aircraft shot down or that leaves the combat area.


    Once every game has been played and the results published then the outcome of the Battle of the Somme will be published.

    Here's is the Original Thread

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

    Teaticket (Central Powers - part 3 +125 points):
    http://www.wingsofwar.org/forums/sho...th-August-1916

    Flash (Entente - part 2 - victory +26pts):
    http://www.wingsofwar.org/forums/sho...-Aug-15th-1916

    Gully_raker (Entente - part 1 - victory +25pts ):
    http://www.wingsofwar.org/forums/sho...al-Superiority!

    F.O.Kyte (Entente - part 2 - victory +17pts ):
    http://www.wingsofwar.org/forums/sho...RFC-(Bulldogs)

    Tikkifriend (Entente - part 2 - Victory +65pts):
    http://www.wingsofwar.org/forums/sho...rting-the-push

    Skafloc (Central Powers - part 2 - Victory +48pts):
    http://www.wingsofwar.org/forums/sho...g-the-big-push

    7eat51 (Central Powers - part 3 - Victory +300pts):
    http://www.wingsofwar.org/forums/sho...augural-flight!!!

    Archidamus (Entente - part 3 - Victory +510pts):
    http://www.wingsofwar.org/forums/sho...te-Archidamus)

    Brambo (Central Powers - part 3 - Victory +? pts):
    http://www.wingsofwar.org/forums/sho...e-of-the-Somme

    Johnbiggles (Entente - part 3 - Victory +505 ? pts):
    http://www.wingsofwar.org/forums/sho...n-8-St-Quentin

    FarEast (Central Powers - part 2 - Victory)
    http://www.wingsofwar.org/forums/sho...16-(Mission-2)
    Last edited by flash; 09-14-2015 at 23:56.

  12. #12

    Default

    OTT Early Doors Mission 9 - The Last Gasp of the Somme - 15th September 1916 - by Teaticket

    The battle at Flers Courcelette
    On July 1st 1916 a massive bombardment signaled the beginning of the Battle of the Somme. The planned breakthrough did not happen. After a disastrous 1st day, plans were quickly changed. (60,000 British casualties, 20,000 dead and 40,000 missing and wounded) Numerous smaller attacks followed from July to September, but little ground was gained.

    Thinking that a breakthrough was possible before the autumn rains set in General Douglas Haig, Commander of the British Expeditionary Force, ordered an attack using the Entente’s secret weapon, tanks. Only 49 were available. His staff and the French wanted to wait until the spring when hundreds would be available to overwhelm the Germans. Haig’s persistence won out and tanks would be used in the year’s last effort to breakthrough.
    The 15th of September began the last phase of the Battle of the Somme.





    Only 36 of the 49 tanks made it to the start line. Of these only 18 participated successfully in the attack many breaking down or getting mired early on the battlefield.



    Even with the few that made the attack the Germans were surprised, but not panicked. Some of the objectives and 2500 yards were gained but the breakthrough did not happen.



    The tanks were unreliable and how to use them effectively was not yet known. Many think Haig wasted the surprise with the small number used but others think what was learned was well worth showing their hand.

    The scenario:

    The German front line trenches have been breached! The objective of the attack is to also breach the second trench line, breaking the German line and ending the stalemate in the west. Reserves were at the ready to exploit the gap when the German line ruptured.

    On the British side:
    Early morning, 15 September, 1916. A morning attack with surprise for the Germans, tanks! An attack with secret weapons even we don’t know we have! The squadron is to fly an air control mission over the battlefield. Stop any Germans from interfering with the ground attack.

    On the Germans side:
    Early morning, 15 September, 1916. The aerodrome is abuzz. Frantic messages of lumbering giants attacking from the west. All available planes are to take to the air. Other squadrons are assigned to occupy the British flyers, your squadron is to do anything and everything possible to disrupt the attack of the giants. What are they we don’t know but they are pushing back our front line infantry.

    Entente forces:
    6 tanks spaced evenly across the front with ˝ measure stick between them.
    3 Nieuport 17s (B firing) one stand space behind the tanks.

    Central Powers forces:
    spaced evenly across front,
    3 Halberstade DIIIs (B firing)
    2 Albatross DIs (A firing) You can use DIIs as the stats are the same.

    Set up:
    2 mats with long sides in contact.
    German trench line 2 measure rulers from the western map edge.
    British tanks set up adjacent to the trench line, spaced evenly across the front with ˝ measure stick between them.
    British scouts set one base space to the rear of the tanks.
    German scouts 3 ˝ measure sticks from the tanks, spaced evenly across the front.






    British tank rules:
    The tanks will rumble along across the German trenches and beyond in an easterly direction.
    Tanks use the XA deck. Just pull out one straight, one right and one left turn.
    At the beginning of a turn, after all planes (player and AI) have chosen their turns 3 maneuver cards, roll one d6 for each tank, 1-2 turn right, 3-4 straight, 5-6 turn left.
    A tank will never turn twice towards the same direction. Whenever it tries to, turn it back to the east heading. (ie turn one = left, turn tank left. Turn 2 = left, turn tank right)
    So, at the beginning of a turn, the tanks will move one XA card. That is their move for the entire turn.
    Tanks will not overlap. If more than one tank wants to occupy the same place, randomly chose the order of movement holding back any that can’t advance.
    Tanks and planes will not move off of the playing surface. Keep them on board however you see fit.

    I have made tank cards with 2 sides, one with infantry and one without. Once the infantry has been removed flip it to the tank only side. The cards don’t have to be exactly the same size as all the WGF cards. They are just slow moving targets.
    For the cards, go to the Files section, House Rules, 6 Tanks front and back.
    http://www.wingsofwar.org/forums/dow...o=file&id=2082 & http://www.wingsofwar.org/forums/dow...o=file&id=2081
    (If anyone needs the XA cards email me. XC could also be used)

    British special firing rule:
    For each Nieuport’s first shot at a German plane, give it a +1 damage. This is to simulate them bouncing the Germans as they are concentrating on their ground targets.

    Special Rules for the Germans:
    When the AI Germans have a choice to fire, fire at the closest range band with a target.
    When firing at a tank card, roll a d6, 1-3 fire at the tank, 4-6 fire at the accompanying infantry. (if no infantry present, fire at the tank)
    If there is a tank card and Nieuport in the same range band, 1-2 fire at the Nieuport, 3-4 tank, 5-6 infantry.
    +1 for consecutive shots at infantry are possible, not for elevation.

    Example below:
    The Halberstadt has two targets in the long range band. Roll a die, on a 1-2 it will fire on the Nieuport, 3-4 it will fire on the tanks, 5-6 it will fire on the infantry. (with 2 previous hit points) If the tank/infantry card was at close range and the Nieuport was at long range, just roll for targeting on the tank/infantry card.


    When firing at a tank, draw from the A or B deck normally. Tanks are immobilized (removed) on explosion, fire and engine damage. (This is more to its own breakdown and German artillery, not being destroyed from the air) Only the special damage listed has any effect. Any damage points are ignored.
    Whenever an explosion, fire or engine damage is drawn if using single decks, reshuffle all cards back into the appropriate deck. (note plane’s damage)
    When firing at infantry, only the damage points are counted. Airplane guns will jam normally.
    Flip the tank cards to the no infantry side when it has accumulated 6 hits. An explosion card drawn when firing at infantry will eliminate the infantry.

    The trenches will not fire at any airplanes. The lines have been breached and the infantry are in retreat.
    The infantry accompanying the tanks will not fire at any airplanes. They are busy advancing through the shell holes, ducking any German MG fire and following the tanks.

    Victory Conditions:

    Game length is 9 turns.

    Entente victory is achieved by having 3 surviving tank cards with infantry support, or any 4 tank cards total still on the board.

    German victory is achieved by avoiding the Entente victory condition.


    Here's is the Original Thread

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

    Teaticket (Central Powers): German Victory
    http://www.wingsofwar.org/forums/sho...September-1916

    Gully_raker (Entente): British Victory
    http://www.wingsofwar.org/forums/sho...qd-gully_raker

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

    Flash (Entente): British Victory
    http://www.wingsofwar.org/forums/sho...September-1916

    Archidamus (Entente): German Victory
    http://www.wingsofwar.org/forums/sho...damus-Entente)

    Tikkifriend (Entente): German Victory
    http://www.wingsofwar.org/forums/sho...p-at-the-Somme

    Skafloc (Central Powers): German Victory
    http://www.wingsofwar.org/forums/sho...September-1916

    Brambo (Central Powers): German Victory
    http://www.wingsofwar.org/forums/sho...September-1916

    Diceslinger (Entente): British Victory
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Johnbiggles (Entente): British Victory
    http://www.wingsofwar.org/forums/sho...September-1916

    FarEast (Central Powers): British Victory
    http://www.wingsofwar.org/forums/sho...916-by-FarEast
    Last edited by flash; 10-07-2015 at 00:39.

  13. #13

    Default

    OTT ED Mission 10 - Three Bridges to Victory - 19th October 1916 - by flash

    Situation:
    There is a salient into the lines formed from what was initially a bridgehead over the river Ancre. It is the desire of the General Officers commanding that this salient be eradicated and the line straightened out to the river line and that area to be subsequently used as a springboard for an offensive on the enemy's flank. To that end we have been aiming our efforts into this exact action but so far it seems that no matter what we throw at them the enemy resists all our exertions. This is frustrating to say the least but more importantly there is a danger that it will begin draining our resources that are desperately needed for the successive operations.
    This resistance has thus far been somewhat of a mystery as shortly after the bridgehead was established we destroyed the three bridges that crossed the river effectively cutting off the bridgehead, whilst we accept there is a chance of supplies being ferried across the river there should not be such a flow as to support and replenish the troops there let alone supply the replacements that seem to appear in the area.
    Information has been received from the Intelligence Corps (http://www.army.mod.uk/documents/gen...ence_corps.pdf) that might just explain what has been going on. A well placed and trusted source (subsequently identified as the renowned female spy Fatamari aka Fifi la Fan) has identified that the enemy has built an underwater bridge alongside one of the three destroyed bridges over which many men and supplies are moved during the hours of darkness - an underwater bridge is just that, a bridge built underwater ie the deck is just below the surface of the water so as not to be visible - this explains why our frequent reconnaissance has not seen any movement or bridging structures. The enemy has also been very cunning by not drawing attention to the area with the siting of anti aircraft weapons around the bridges concerned or being overly protective of the airspace above them. The only thing we don't know now is which one is the bridge concerned; it is therefore proposed that you will bomb all three downed bridges to ensure we get the job done.
    The enemy are used to seeing reconnaissance flights at high levels and so it is proposed that the bombing will be conducted at that high level.

    Mission:
    Bomb the three bridges again !

    Click image for larger version. 

Name:	the-bridge-over-the-river-aisne.jpg 
Views:	605 
Size:	80.7 KB 
ID:	158567

    Ground:
    Two mats size will do this, ie 120cm x 90cm or 4' x 3' in old money, or bigger for those that have the room and extra mat - don't own any mats but there may be suitable rivers to hold the target cards which should be evenly spaced along the length of the river or board you are using, playing across the width of the table if possible

    Method :
    Bomber(s) masquerading as recce at high level with escorting fighters will launch attacks on all three bridges

    Targets:
    Broken bridge target cards

    Execution:
    Players fly one aircraft, fly all the others as AI (though put the I into AI for bombers if needed))

    Friendly forces:
    At least 1 two-seater with bombs & 1 Escorting scout

    Enemy forces:
    At least two fighting scouts.

    Forces Option:
    You can make this game as big as you like with as many planes and types as you can handle on each side so long as it's reasonably balanced sides !

    Victory:
    Direct hits on all three bridge targets, or, if only one or two bridges hit a direct hit on the underwater bridge.
    Partial: Hits, but not all direct hits on all three bridges, or underwater bridge.
    After the game roll a D6: on a 1,2 the first bridge bombed was the underwater bridge, 3,4 the second and 5,6 the third. Where only one or two bridges are hit if the corresponding bridge received a direct hit then victory is yours !!

    Click image for larger version. 

Name:	ww1b-029b1.jpg 
Views:	604 
Size:	38.8 KB 
ID:	158566

    Special rules:
    High level bombing -
    Dropped on a 'long' card: Once released bombs will fall 2 x Straight + 1 x Stall.
    Dropped on a 'stall' card: Once released bombs will fall 2 x Stall + 1 card length

    This is to reflect the parabolic of the falling bomb from greater height.

    Bombs can be dropped in part or in whole loads and how the carriage of bombs affects your aircrafts performance I will leave up to you pilots....

    Guns and Ammo:

    It's October 1916 - The Bulldogs have just been supplied with 97rnd pans for their Lewis machine guns - one of the first so supplied from the production run.
    For those that use the restricted ammo rule this will give Lewis equipped aircraft 6 phases, or 2 GT, of firing !

    German rear gunners - mostly equipped with the Parabellum MG14 - have an ammo restriction of 9 phases of firing, or 3 GT, before having to reload.

    Allow the gunner in a two-seater to hold fire & engage at close range for maximum affect

    Wounded gunner optional rule in affect for this mission:

    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.

    Game Notes:
    This game has been written for both sides of the campaign to play as the attacking force - well one side can't have all the fun !

    October also sees the introduction of the Spad VII to the RFC and & the Albatros D.II to the Jasta's so expect some brisk opposition !

    I wish you all luck

    Here's is the Original Thread

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

    Gully_raker (Entente): Mission Fail
    http://www.wingsofwar.org/forums/sho...qd-gully_raker

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

    Archidamus (Entente): Mission Fail
    http://www.wingsofwar.org/forums/sho...te-Archidamus)

    Skafloc (Central Powers): Mission Success
    http://www.wingsofwar.org/forums/sho...h-October-1916

    Flash (Entente): Mission Success
    http://www.wingsofwar.org/forums/sho...h-October-1916

    Diceslinger (Entente): Mission Success
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Teaticket (Central Powers): Mission Fail
    http://www.wingsofwar.org/forums/sho...h-October-1916

    Tikkifriend (Entente): Mission Fail
    http://www.wingsofwar.org/forums/sho...loyd-and-Beau)

    Johnbiggles (Entente): Mission Fail
    http://www.wingsofwar.org/forums/sho...h-October-1916

    Fast.git (Central Powers): Not on mission
    http://www.wingsofwar.org/forums/sho...916-(fast-git)
    Last edited by flash; 09-14-2015 at 01:05.

  14. #14

    Default

    OTT ED Mission 11 - Live To Fight Another Day - November 15th 1916 by Flash

    Situation:
    With all their later model of aircraft either damaged or grounded due to technical issues the Bulldogs have had to fall back onto the old and reliable DH2 -


    It wasn't going to be pretty but it was necessary that they at least put something in the air to stem the resurgent tide of what was now called the Deutsche Luftstreitkräfte.
    So far the patrol had gone well and they had seen off a couple of German recon machines just by turning up and looking a little threatening but they were in no position to chase them or bring them down and so they pressed on deeper into German territory.
    Suddenly they were there - mere specks in the distance that rapidly grew in size - a bit of manoeuvring and posturing was carried out by both sides but the Bulldogs knew that if they got caught too deep by the superior German aircraft and numbers they could be in serious trouble - discretion being the better part of valour it was high time to head home. Even as the flight leader signalled his intent the Germans pounced, it was now a race back to the lines and the devil take the hindmost !

    Ground:
    Two mats should do it - play longwise - nominate one end as German (east), the other British (west) is the lines.

    Mission:
    British: Get your flight home across the lines
    German: Stop the British getting home !
    Click image for larger version. 

Name:	bad_landing.jpg 
Views:	17 
Size:	78.4 KB 
ID:	317148

    Method:
    Start your German scouts with the back of their bases touching on the east edge facing West, start your British scouts two rulers away from the German scouts facing East.
    British first move must be three turns or Immel ie turning back the way you came !

    British scouts:
    Ideally DH2 but anything of similar speed or less will do the job - Nieuport 16s, 11's, Morane Saulnier N, Gunbus' (good luck with that!) (Those that use E,G,P,R,T or X decks). Max 3 in number.

    German Scouts:
    Ideally Albatros D.I/II backed up by the slightly slower Halberstadt D.II/III (Those that use J, V, I, P decks ie as fast but mostly faster than the Brits), Max number - should outnumber the Brits at least 2 to 1.

    Intent:
    There will be a rolling brawl created as the British try to escape - whenever the Brits have a chance they will head for the lines; to make this work you will have to be the I in AI !

    Options:
    Start the three DH2 at different distances - 1.5; 2 & 3 Ruler from enemy to give a staggered formation, or, you could randomly dice to see at which distance the formation of 3 DH2's are when the skipper gives the signal to turn.

    If you have a lot of Germans you could stagger their entry too, bring on so many on move 1, add the next on move 2 etc so they all get on in turn one but not all in one line.

    Germans can play scenario in role reversal and fly Eindeckers or Halbs against A gunned N.17 - if they're hard enough !

    Victory
    Total British Victory: All Tommy's escape & have downed 1 or more Germans
    British Victory: All Tommy's escape or Most Tommy's escape & have downed 1 or more Germans
    Partial British Victory: Most Tommy's escape but no Germans downed
    Total German Victory: All Tommy's downed without loss.
    German Victory: All Tommy's downed but have downed 1 or more Germans
    Partial German Victory: Most Tommy's downed without loss


    Here's is the Original Thread

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

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

    Flash (Entente): Total British Victory
    http://www.wingsofwar.org/forums/sho...mber-15th-1916

    Gully_raker (Entente): Partial British Victory
    http://www.wingsofwar.org/forums/sho...gs-gully_raker

    Teaticket (Central Powers): off brief
    http://www.wingsofwar.org/forums/sho...mber-15th-1916

    Archidamus (Entente): British Victory
    http://www.wingsofwar.org/forums/sho...damus-Entente)

    Tikkifriend (Entente): Total British Victory
    http://www.wingsofwar.org/forums/sho...ht-Another-Day

    Diceslinger (Entente): Partial German Victory
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Skafloc (Central Powers): British Victory
    http://www.wingsofwar.org/forums/sho...mber-15th-1916

    Johnbiggles (Entente): German Victory
    http://www.wingsofwar.org/forums/sho...mber-15th-1916

    Stumptonian (Central Powers): Total German Victory
    http://www.wingsofwar.org/forums/sho...mber-15th-1916
    Last edited by flash; 07-17-2022 at 10:34.

  15. #15

    Default

    OTT ED Mission 12 - French assault at Verdun 15th December 1916 - by Archidamus

    The French army is preparing for a major assault on the German lines around Verdun.



    Six days ago over 800 French artillery pieces began a massive bombardment and have already fired nearly one million shells, directed by observation aircraft of the Aéronautique Militaire. They have suffered heavy losses to enemy aircraft, and there are too few aircraft left to provide observation for all the batteries on this final morning.

    The Bulldogs have been tasked to support the final, massive, artillery bombardment scheduled to start at dawn (approximately 8.30am). This must silence the priority targets of enemy redoubts and underground bunker entrances before the assault by four French divisions, which will commence at 10am.

    Two observation aircraft are to spot for the batteries tasked with destroying two key German redoubts, and two scouts are to provide escort to ensure that they can complete their mission.

    Scenario Set-Up and Rules

    Playing area:
    2 mats wide joined on long edge of mats. One edge is East and behind the German lines, the other is West and No-Man's Land in front of the German lines.
    Place a trench line 2 rulers in from the Western edge of the map to represent the German trench lines, with two target cards placed one ruler in from either end of that line.

    Set Up:

    Entente / Bulldogs:
    Two Observation aircraft. These can be RE8s or another B/B gunned two-seater such as a Strutter if you wish. They should be placed parallel to the trench line one half ruler towards the Western table edge and opposite each of the targets.

    Escorting Scout planes - any two B gunned (Spad VII, Nieuport 17, Sopwith Pup or even Sopwith Triplane - the Bulldogs have a few on loan for evaluation after all) placed over the trench line facing into German territory positioned next to the two target cards.



    Central Powers / Eagles:
    Any four A gunned (Albatros DII, DIII) placed on the Eastern edge of the board spaced 1 ruler apart and centred on the middle of the map.

    Scenario Special Rules:

    1. Observation planes fly a continuous circle (your choice which direction) to circle over the target. They will continue to fly this pattern until the batteries are zeroed in, then they will break for home, assuming they haven't been forced to break off beforehand (this is to represent the commitment of such crews to completing the mission regardless of enemy attacks).
    • In reality the patterns flown were often more complex - feel free to experiment if you wish, I chose simple circling as reducing the complexity of the scenario.
    • Some decks don't fly a perfect circle (V, for instance) so you'll need to play an odd stall card to adjust for "drift"
    • If a two-seater suffers a rudder jam in the direction of their turn then play it that the rudder stayed jammed in that direction i.e. they could do nothing BUT turn in that direction for the whole of the next turn

    2. Observers will only fire their Lewis guns if an enemy plane is in short range and in arc

    3. For Observation planes the reasons to break off the action are expanded to include "If observer takes a second wound".

    4. Optional rules for wounded observers are in effect i.e. knocked down for the rest of the turn they are wounded, and the whole of the following turn.

    5. Central Powers aircraft treat the Observation planes as priority targets for the AI where appropriate.

    6. At the end of each turn (three cards), for each observation plane do the following:
    • If the Observer has fired his Lewis, or has been wounded this or last turn - do nothing
    • If the Observer is wounded, and/or the plane has been attacked - draw 1 "B" card
    • If the Observer is not wounded and the plane has not been attacked - draw 1 "A" card
    Count only the points damage or Explosion special damage. Apply damage to respective target card, and if the total
    equals or exceeds 10 the batteries are zeroed in. An Explosion special damage equals instant zeroing in.
    This is a variation of Steve Lange's observation rules

    Scenario Result:

    If both targets have batteries zeroed in - complete Entente success - French offensive breaks through

    If neither target has batteries zeroed in - complete Central Powers success - French offensive stalls

    If one target has batteries zeroed in - roll 1d6:
    • 1-3 Partial Entente success - French offensive pushes Germans back
    • 4-6 Partial Central Powers success - French offensive slowed



    Here's is the Original Thread

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

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...-December-1916

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

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...te-Archidamus)

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...ault-at-Verdun

    Diceslinger (Entente):
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...ault-at-Verdun

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...-December-1916

    Stumptonian (Central Powers):
    http://www.wingsofwar.org/forums/sho...r-1916-Central
    Last edited by flash; 10-27-2015 at 08:07.

    "He is wise who watches"

  16. #16

    Default

    OTTED Mission 13: The Hunter in the Skies! - Jan 15th 1917 - Originally by Blackronin

    This is scenario 3 of the original OTT campaign created by Joaquim that I have slightly adjusted and rewritten for use in Early Doors. Enjoy !


    Background:
    As more and more planes meet each other over the trenches in violent dogfights, some pilots stand out - they fly better, they fight better - they become known to other pilots, their deeds achieve the status of legend - some are even turned into myths.
    Many of these pilots hunt the skies alone, looking for a challenge or an easy prey. But being an ace also makes them a prized target. Can you bring down a seasoned ace?

    Mission:
    Bring down the enemy ace.

    Friendly:
    Your flight consists of one of your pilots in a scout of your choosing !

    Enemy:
    Enemy flight consists of one scout flown by the ace in the most advanced scout available to you.
    This ace can be a famous historical ace or a fictional ace as you like.

    Set Up:
    You will need 2 Mats or a gaming surface approx 5ft x 3 ft.
    Nominate one long side as friendly for escape purposes - you are over enemy territory.
    Your aircraft starts at the centre of the map - the enemy ace starts more than one ruler and less than 2 rulers behind you - the back of his base level at 1.5 rulers from scoring a hit range.
    The Ace will attack you mercilessly until he is forced to leave the table under the usual campaign rules or he is shot down.

    Enemy Ace's Abilities:
    The enemy pilot has the following ace abilities:

    Dedicated Ground Crew I - This aircraft will ignore Green 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
    Acrobatic Pilot I - Pilot can perform Immelmann w/o playing a straight after it - once every two turns
    Evasive Manoeuvres I - Pilot cannot be tailed unless tailing pilot is also an ace

    The player must randomly select one of the following enhanced abilities to give to the ace:

    Dedicated Ground Crew II - This aircraft will ignore all jammed special damage.
    Lucky Git II - Pilot can ignore damage from a single Attack - Once per sortie
    Evasive Manoeuvres II - When shot at in consecutive turns Pilot ignores the +1 rule
    Note: The enhanced rule selected replaces the base rule.

    Optional Rules:
    Those who wish to play with altitude may add that dimension to their game if they to wish using whatever altitude rules they prefer.
    Reloading for Lewis gun armed kites ! (6 phases of shooting)

    Victory:
    Draw - Both pilots are forced to leave the table
    Partial Victory - The Ace is forced to leave the table by damage - probable victory may be claimed !
    Victory - The Ace is downed either on or off the table - flamers count !
    Total Victory - The Ace is KIA.

    AI Guidance:
    Using some ace abilities for AI driven ace - Use the following guidelines:
    Lucky Git - Ignore whichever is the first of the following damage cards
    Wounded Special Damage;
    Engine Special Damage;
    Fire Special Damage;
    The damage that will reduce the hit points to 3 or less.
    Acrobatic Pilot:
    Using the advanced solo charts that Blackronin devised, you'll see that there are a lot of Immelmanns as the last card in a turn, so any card can be played after that, or if in mid move then simply select whatever card would give best advantage for the ace to get on target.

    Campaign Note: I think this has potential for being a very hairy mission - to the victor the spoils - so if you win I will consider bestowing one of the downed aces skills upon your pilot as a just reward depending on how well he does !

    Good Luck - I think we'll need it !


    Here is The Original Thread

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

    Flash (Entente): Partial Victory
    http://www.wingsofwar.org/forums/sho...h-January-1917

    Gully_raker (Entente): Loss (POW)
    http://www.wingsofwar.org/forums/sho...es-gully_raker

    Archidamus (Entente): Draw
    http://www.wingsofwar.org/forums/sho...damus-Entente)

    Teaticket (Central Powers): Loss (KIA)
    http://www.wingsofwar.org/forums/sho...-Jan-15th-1917

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

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

    Diceslinger (Entente): Victory !
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Johnbiggles (Entente): victory !
    http://www.wingsofwar.org/forums/sho...-Jan-15th-1917

    Skafloc (Central Powers): Victory !
    http://www.wingsofwar.org/forums/sho...-Jan-15th-1917

    Stumptonian (Central Powers):
    http://www.wingsofwar.org/forums/sho...uary-15th-1917
    Last edited by flash; 11-21-2015 at 00:17.

    "He is wise who watches"

  17. #17

    Default

    OTTED Mission 14 - February 14th 1917 - Retrieve the Spy ! - By Gullyraker

    Historical Background

    British & French HQ's have been made aware via Recon photos of great German activity some miles behind the current front lines.
    There are indications of new strong points, bunkers etc being built but there is no indication of the purpose of this activity which in time will become known as the Hindenburg Line!

    The Mission

    The French have sent a spy to discover more about this activity & if possible the purpose & if Allied forces need to take early action.
    A message has been received that the Spy is ready to be extracted but is waiting in a Village behind the German Lines but in the British sector. Therefore the Bulldogs have been tasked to send a 2 seater to pick up the spy from the village. The mission must be accomplished as soon as possible after dawn.

    The Set Up

    Ideally the two original Nexus Games Mats as there is a village in the right third of the East map.
    If you do not have access to these mats then either use the new Ares mats with a suitable road in the appropiate section of the Country Mat.
    Otherwise a 5ft X 4ft area will suffice with a road as described.

    The Scenario is designed around Zoe Brain's Simplified Altitude rules where a Dive card looses 2 Altitude pegs & a climb card gains one peg. All Aircraft start at Altitude Level 4!

    The Allied forces will be a suitable 2 seater such as RE 8 or 1 1/2 Strutter accompanied by two B firing scouts available in Feb 17

    The German defenders will be 3 x Albatross D.III's or a mix of D.II's & III's

    The British 2 seater will fly to the pick up point with only the pilot & will start the Mission at 1/2 rulers length from the halfway point of the gaming surface in the centre of the area. The two scouts will start one half ruler length behind the 2 seater & one ruler length apart.
    (see diagram)



    Two of the German Aircraft will set up on the edge of the mat as shown below.



    The third German Aircraft will set up at the far corner of the Eastern (German side ) mat furthest from the village & road.

    You will need to fly the 2 seater to enable it to land & take off from the village road. Once back at level 4 you will then use AI to return to the safety of British Lines. One British Scout may also be flown by yourself. All other Aircraft are to be flown by AI
    To land the 2 seater you must use the cards as shown below. You will already have dived to level 2 by this time.



    Once on the ground the spy & villagers will turn the Aircraft ready for takeoff.



    You will then play the cards shown below to take off & reach level One. Continue to climb until you reach level 4!



    The Pilot will not be able to fire the front gun on the 2 seater whilst attempting to land or take off.
    He will not be able to fire it until he reaches Level 2 after takeoff. The spy cannot fire the rear gun until level one is reached.

    The German Aircraft can shoot at the 2 seater during landing, on the ground or take off but must be at no higher altitude than level two & can only shoot as if at long range.

    Achieving Victory

    The British forces achieve Victory if the Spy returns to base or survives a crash landing in British territory which is 1/3 of the distance from the British edge of the mats.

    A German Victory is achieved if the Aircraft is shot down in German Territory or the Spy is killed in the Air (two wound cards required)

    Please ask if you have any queries regarding the mission!

    Here is the Original Thread

    Here are the AAR:

    Tikkifriend (Entente): Spy retrieved
    http://www.wingsofwar.org/forums/sho...trieve-the-spy

    flash (Entente): Spy Retrieved
    http://www.wingsofwar.org/forums/sho...-February-1917

    Gully_raker (Entente): Spy Retrieved
    http://www.wingsofwar.org/forums/sho...py-gully_raker

    Teaticket (Central Powers): Spy Shot down
    http://www.wingsofwar.org/forums/sho...rieve-the-Spy-!

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

    Archidamus (Entente): Spy Retrieved
    http://www.wingsofwar.org/forums/sho...amus-(Entente)

    Diceslinger (Entente): Spy Retrieved
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Skafloc (Central Powers): Spy Shot Down & KIA
    http://www.wingsofwar.org/forums/sho...rieve-the-Spy-!

    Stumptonian (Central Powers): Spy Retrieved
    http://www.wingsofwar.org/forums/sho...uary-14th-1917

    Johnbiggles (Entente): Spy Retrieved
    http://www.wingsofwar.org/forums/sho...uary-14th-1917
    Last edited by flash; 01-26-2016 at 02:47.

    "He is wise who watches"

  18. #18

    Default

    Early Doors Mission 15: March 1917. ‘Beware the Hun in the Sun’ by Skafloc.



    14th March
    German forces withdraw from the Somme sector to the Hindenburg Line

    31st March
    The Emperor of Austria makes secret proposal, conveyed in a letter to prince Sixte of Bourbon, to the French President (M. Poincaré) to open conversations with a view to peace (see April 11th, 1918).

    With the German forces withdrawing to the Hindenburg line the Emperor of Austria had decided that they had had enough of the war and wanted to start peace negotiations with the Entente. After weeks of talks it was agreed that a representative of the Austrian Emperor, carrying the secret dispatch, would be picked up by a Caproni and flown to France. Bad weather forced the Caproni crew to change their original flight plan and instead headed further north than they intended. The Caproni was escorted by 3 Spad VII’s as they crossed the Alps.
    However 4 Albatros DIII’s on patrol have spotted the bomber and its escort and are swooping in for the attack.

    Set up: 2 mats joined by long edge.
    4 randomly placed cloud formations (not too large) 2 on each mat.

    Right hand edge is German territory Left hand edge is Entente territory.

    Entente Player/AI set up:
    1 Caproni bomber 1.5 rulers in from middle of right hand edge. Either side 1 Entente scout. 3rd Spad (roll 1d6) either to front (odds) or rear (evens).

    Mission:
    To exit the left hand edge of the playing area.

    Central Powers Player/AI set up:
    4 Albatros DIII scouts enter on right hand mat edge. Roll1d6:
    1-2 Enter in top right corner
    3-4 Enter directly behind Entente aircraft
    5-6 Enter in bottom right corner

    Mission:
    Shoot down the Caproni bomber.

    Victory Points:
    Shooting down a CP scout 1 point.
    Shooting down an Entente scout 2 points
    Shooting down the Caproni 5 points.
    Caproni exits left hand edge 5 points

    Special Rules:
    1. If any CP aircraft can draw an imaginary line from the right mat edge, through its rear base edge, out of its front edge and to the left mat edge with any Entente aircraft within its gun arc then the CP aircraft can add +1 to firing at short and long range.

    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...st-<br /> 1917

    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...un-gully_raker

    Archidamus (Entente):
    http://www.wingsofwar.org/forums/sho...damus-Entente)

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

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...Hun-in-the-sun!

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...-in-the-Sun%92

    Diceslinger (Entente):
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...-in-the-Sun%92

    Stumptonian (Central Powers):
    http://www.wingsofwar.org/forums/sho...Hun-in-the-Sun

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...Hun-in-the-Sun
    Last edited by flash; 03-03-2016 at 22:37.

    "He is wise who watches"

  19. #19

    Default

    OTT ED Mission 16 - Prelude to Arras - April 8th 1917 by Johnbiggles

    Bloody April is the name given to the (largely successful) British air support operations during the Battle of Arras,[2] during which particularly heavy casualties were suffered by the Royal Flying Corps at the hands of the German Luftstreitkräfte.
    The tactical, technological and training differences between the two sides ensured the British suffered a casualty rate nearly four times as great as their opponents. The losses were so disastrous that it threatened to undermine the morale of entire squadrons.

    In April 1917 the British Army began an offensive at Arras. The Royal Flying Corps (RFC) supported British operations by offering close air support, aerial reconnaissance and strategic bombing of German targets. The RFC's commanding officer, Hugh Trenchard believed in the offensive use of air power and pushed for operations over German-controlled territory. It was expected the large numbers of aircraft assembled over the frontlines in the spring of 1917 would fulfil this purpose. However, the aircraft were, for the most part, inferior to German fighter aircraft.
    Crucially, British pilot training was not only poorly organised and inconsistent, it had to be drastically abbreviated in order to keep squadrons suffering heavy casualties up to strength. This was self-perpetuating, as it resulted in most new pilots lacking sufficient practical flight experience before reaching the war zone.

    "...the worst carnage was amongst the new pilots – many of whom lasted just a day or two..."

    Mission:
    Your orders are to intercept the Eagles before they can attack our reconnaissance planes.

    Unfortunately, losses have been high. You are accompanied by two Rookie pilots, and you just want to keep them alive if possible. Your orders to the Rookies are: “When we are attacked, run.” Will they obey you??? (your choice)

    As you venture further into enemy territory you are attacked by 6 Albatri, DIIIs and DIIs.*
    (Or whatever mix you have, if you have 6 DIII, use them all).


    Set Up: Two mats placed Short edges together (roughly2ftx6ft). NML is between middle edge and half way across second mat


    Eagles:
    Place the Albatri in two Vs, the rear planes bases touching the rear edge of the gaming area, the front planes base rear edge level with the front edge of the rear planes base, one ruler width apart to the side.

    Each V half a ruler from the centre line.


    All the Albatri in a V will make the same manoeuvre as their leader until firing commences for that V.
    The first three manoeuvres for both Vs will be Stall, Straight, Straight to simulate a diving attack, and the first damage given will be plus one for the same reason.

    Bulldogs:
    You may fly whichever B gun scouts you favour except Tripes. Only your Leader may have one as they were very rare in the RFC.
    I set this up using Pups, as they are my favourites, Nieuports are less manoeuvrable, Spads are faster and can take more damage.
    The Bulldogs are also in a V formation, leading edge to rear edge, but are one card width apart as the Rookies cannot manage close formation flying.

    The leader’s plane is two rulers plus a width from the enemy end of the gaming area, and flying towards it.

    The first three manoeuvres are normal rate turns either left or right.
    (Special rules for Pups. The leader can use the D+ deck, i.e. add a 90˚ left turn card to his deck. Rookies use a standard D deck, but cannot play the two 90˚right turn cards consecutively, either in a single turn or as the last and first cards of consecutive turns.
    Penalty: 1D6; 4,5,or 6 aircraft spins out of control and crashes 1,2 or 3 aircraft does not move for three manoeuvres ( cannot be shot at) then continues with next card in hand)

    Rookies
    Use the Rookie rules from RAP,
    A Rookie cannot fire immediately after a steep manoeuvre, an Immelmann, a Split-S or a climb.
    A Rookie un-jams a machine gun more slowly, add one extra counter (4) for normal circumstances, and a second (5) if he is wounded.
    When a Rookie fires, he is slower than the others. All other shooting is resolved before that of a Rookie.
    If the Rookie is shot down he does not get to return or give fire.
    For this game, if a Rookie is wounded he does not get to return or give fire after the manoeuvre that led to his wound.

    If aircraft 50% or more damage, over FT Rookie tries to land
    If aircraft 50% or more damage and wounded or on fire, over ET Rookie tries to land
    If aircraft 25% or more damage and wounded or on fire, over FT Rookie tries to land
    If aircraft 25% or more damage and wounded and on fire, over ET Rookie tries to land
    If aircraft 0%damage and wounded and on fire, over FT Rookie tries to land
    Landing rules, Dive (or whatever your favoured system allows), Straight , Stall.
    2D6: 50% damage, ET Evens you land, Odd you crash; FT any Even number shows on a dice, or total is Even, you land OK
    Wounded or on fire: ET 2-5= Fatal Crash, 6-9= Crash, 10-12 you Land. FT 2-4 Fatal Crash, 5-7 Crash, 8-12 you Land

    All other results as normal

    Victory:
    Entente Total Victory, all planes RTB or land FT OK
    Partial Victory, two pilots survive and return home.

    CP Total Victory, No Entente planes or pilots get home
    Partial Victory, two Entente pilots KIA or prisoner

    *If you do not have sufficient aircraft or the time to fly 6v3, fly any 2:1 combination.
    I do not have enough Albatros DIIIs myself, and will be subbing a couple of DVs, and utilising a J deck for two planes. (place your three cards from the B deck on your cockpit as normal, but use the J cards to do the move)


    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...April-8th-1917

    Gully_raker (Entente):
    http://www.wingsofwar.org/forums/sho...17-gully_raker

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...elude-to-Arras

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...April-8th-1917

    Diceslinger (Entente):
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...April-8th-1917

    F.O.Kyte (Entente):
    http://www.wingsofwar.org/forums/sho...7-The-Bulldogs

    Stumptonian (Central Powers):
    http://www.wingsofwar.org/forums/sho...elude-to-Arras

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...elude-to-Arras
    Last edited by flash; 04-13-2016 at 07:31.

    "He is wise who watches"

  20. #20

    Default

    OTTED Mission 17 : “GAS, GAS, GAS” – 15 May 1917 by Brambo



    "We had a new man at the periscope, on this afternoon in question; I was sitting on the fire step, cleaning my rifle, when he called out to me: 'There's a sort of greenish, yellow cloud rolling along the ground out in front, it's coming ---'




    But I waited for no more, grabbing my bayonet, which was detached from the rifle, I gave the alarm by banging an empty shell case, which was hanging near the periscope. At the same instant, gongs started ringing down the trench, the signal for Tommy to don his respirator, or smoke helmet, as we call it.
    Gas travels quietly, so you must not lose any time; you generally have about eighteen or twenty seconds in which to adjust your gas helmet.




    A gas helmet is made of cloth, treated with chemicals. There are two windows, or glass eyes, in it, through which you can see. Inside there is a rubber-covered tube, which goes in the mouth. You breathe through your nose; the gas, passing through the cloth helmet, is neutralized by the action of the chemicals. The foul air is exhaled through the tube in the mouth, this tube being so constructed that it prevents the inhaling of the outside air or gas. One helmet is good for five hours of the strongest gas. Each Tommy carries two of them slung around his shoulder in a waterproof canvas bag. He must wear this bag at all times, even while sleeping. To change a defective helmet, you take out the new one, hold your breath, pull the old one off, placing the new one over your head, tucking in the loose ends under the collar of your tunic.

    The Mission
    Gentlemen we have had an urgent request from HQ. As you know, we are expecting a big push from the enemy any day now and HQ has found out after the initial bombardment it will be followed by a gas attack. Our spies have found out there is a large convoy of gas drums heading to the front today. They couldn’t find out the route but one thing they did find out is that the convoy will pass through this town at 2100.

    That’s where you come in, you will takeoff this afternoon and plan to be at that town at the same time as the convoy leaves. I know its a long way behind enemy lines so you only be able to take four bomb each. At the moment we only have two aicraft ready, we are working on the others and they will follow as soon as they are servicble.

    Your job is to identify the gas convoy, destroy it and then confirm it has been destroyed and return. You will take this route in and back, if you meet any reinforcements on the way back, wave a green flag if successful and a red one if not. That will let them know if they have to continue to target.

    Good luck gentlemen, our troops are relying on you.

    Setup

    Game length = 12 turns
    2 x mats, long side butted together.

    Friendly Forces
    2 x two-seaters, each carrying 4 bombs. If one gets shot down or has left the map another will appear.

    Enemy forces
    1 x single-seat fighter. If it gets shot down or leaves the map, another will appear.
    1 x anti-aircraft battery
    6 x Convoy’s

    The trucks were in the file section but I can’t find them now, so here is the one I have. Its the same size as an aircraft card.
    (Trucks, Tanks etc are here http://www.wingsofwar.org/forums/dow...p?do=cat&id=19 )




    A = Friendly entry edge
    B = Enemy entry edge
    C = Convoy’s set into a circle
    D = Anti-aircraft gun (1 Ruler West of Centre)

    SPECIAL RULES

    SPOTTING

    An aircraft cannot spot and bomb in the same phase.
    To spot you must be within half a ruler of the target. Use the table below to see if you are successful.
    The fading light will have the following effects.
    TURN 1-6 you need a 3,4,5 or 6 on a D6
    TURN 7-9 you need a 4,5, or 6 on a D6
    TURN 10-12 you need a 5 or 6 on a D6
    If you are successful you may look at the underside of the truck to determine its load.

    BOMBING

    To destroy a target the bomb dot must be over any part of the target. If part of the bomb card is over the target but the dot isn’t then the target may not move next turn.
    Remember you don’t have to spot before you bomb, the choice is yours. If you destroy a target without spotting, mark it but don’t look at it until you spot it or until the end of the game.

    CONVOY



    Before you start mark the back of each convoy with one of the following:
    GAS +50pts
    Troops +25 pts
    Troops +25 pts
    Ammo +25 pts
    POW -50pts
    Hospital -50pts

    Then shuffle them and place as per map above.
    1. In the planning turn take any X Deck (XA,B,C or D) shuffle and place one card by each truck. Finish the planning for every aircraft.
    2. In Phase 1 only, turn the X cards over. If it is a Climb or Dive the truck doesn’t move that turn, any other card move the truck. If at any time any part of the truck leaves the map, remove the truck from play, it got away.

    ANTI-AIRCRAFT BATTERY

    The Anti-aircraft battery is manned by inexperienced soldiers.
    Whenever an aircraft comes into range and the gun is loaded (two rulers) the soldiers will try and identify it.
    TURN 1-6 you need a 4,5 or 6 to correctly identify.
    TURN 7-9 you need a 5 or 6 to correctly identify.
    TURN 10-12 you need a 6 to correctly identify.
    If at any time you throw a 1 the soldiers will fire anyway, friend or foe.

    To Clarify:
    Correctly identified as friend or foe - if identified as friend then no fire, if identified as foe then let him have it.
    Not correctly identified it as friend or foe - if not correctly identified as friend then it is a foe and they fire - if not correctly identified as foe then it is a friend and they hold fire.
    If they roll a 1 they fire regardless.

    Mission Result

    At the end of the 12th turn add the scores up for the convoys that have been destroyed, then ajust as follows:
    +25 enemy aircraft shot down
    -25 Fiendly aircraft shot down

    To win you must have identified the Gas Convoy as destroyed and your score must be positive.

    Good Luck

    Questions answered:
    Both pilot & observer are capable of spotting, nominally it's the observer, but only one throw per movement, not two.
    The spotter can shoot the card before & after spotting.
    The pilot drops the bombs - least ways if the gunner goes down he can press on with the mission.
    The observer can shoot on the card before/after dropping a bomb, the pilot can't as he's going to toggle bombs etc

    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...-15th-May-1917

    Gullyraker (Entente):
    http://www.wingsofwar.org/forums/sho...as-gully_raker

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

    Diceslinger (Entente):
    http://www.wingsofwar.org/forums/sho...-(diceslinger)

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...17-Gas-Gas-Gas

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...s!-15-May-1917

    Stumptonian (Central Powers):
    http://www.wingsofwar.org/forums/sho...as-May-15-1917

    Johnbiggles (Entente):
    http://www.wingsofwar.org/forums/sho...as-May-15-1917

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...as-May-15-1917
    Last edited by flash; 05-10-2016 at 00:13.

    "He is wise who watches"

  21. #21

    Default

    OTTED Mission 18 - Intercept the Gothas! - 13th June 1917 - by Diceslinger

    Overview
    A new German bomber has been developed, the Gotha.

    Its first bombing raid was against English soil on 25 May, attacking a town in the south east of England during broad daylight. The Times headline reads DAYLIGHT AIR RAID - 76 KILLED AND 74 INJURED - 17 ENEMY AEROPLANES.

    Now, the alarm has been sounded. Another flight of twenty two Gothas has been spotted, and all squadrons in the area are being scrambled to intercept these giant bombers as the fly over Entente territory on their way to England. Your mission is to catch up to the Gothas and bring them down.

    Setup

    The Ground
    Set up two land mats side by side joined by the long side. Designate the East and West sides (they will be the long sides). The Gothas start on the eastern mat in the middle of the mat side by side. They are being escorted part of the way by two German two-seaters.



    When the Gothas get to the far west side of the western mat, you will remove all of the planes on the eastern mat (they are too far behind to catch up) and remove it from the table. You will then slide the western mat to where the eastern mat previously was and put the removed mat (or another if you choose) in its place. You are in effect making a scrolling battlefield. You will do this twice as the Entente tries to down the Gothas and the Germans try to fend off the interceptors and protect the bombers.

    So, Remove the eastern mat and slide the western mat to become the eastern mat:


    Then lay down a new mat as the new western mat:


    I suggest the coastline mat for the last one if you have it. The bombers are free to cross the channel to England if they get this far.


    The Attackers
    Three planes, up to two may be two-seaters.
    Any time an Entente plane goes out of action a new one takes its place at the start of the next turn.
    Fast planes are recommended, Spad VIIs, XIIIs or SE5s are suggested. Bristol Fighter F2Bs are excellent choices for two-seater's.
    Attackers start on a random edge of the eastern mat as they scramble. Roll a D6 for each plane to determine where on the eastern mat the start in.
    1 – Northwest corner, 2 – Northeast corner, 3 - Center of the eastern mat in front of the Gothas, 4 – Center of the eastern edge (behind the gothas), 5 – South west corner of the mat, 6 – South east corner of the mat.
    Any Entente plane that flies off of the game mat is considered to RTB after fire damage cards are accounted for as per standard campaign rules.
    This fight takes place over Entente territory, so flying off of the edge of the mat is an acceptable way to RTB.
    New planes coming on as replacements come on in the same fashion on the western mat.
    Illustration of random attacker placement:



    The Defenders
    Two Gothas escorted by two two-seaters. The escort planes will start one card width from the bombers on the outside of the bomber formation. The bombers and two-seat escorts are not replaced if they are shot down like the Entente planes are.

    Members of Kaghohl 3 in front of a Gotha, 1917.


    Bomber Movement
    To make your manoeuver deck for each Gotha, take two stalls, two straights, and one turn each way from the Gotha’s movement deck. Discard the remaining cards from the regular manoeuver deck. For each Gotha, take these six cards and shuffle them. This will be your manoeuver deck for the Gotha. Deal out the top three cards as the movement planning for the Gotha. If it is an illegal manoeuver draw a replacement. The bombers can’t fly off the mat, play the necessary cards to keep them from flying off of the edge. Note, do not let the Gotha’s turn more than one turn either way. This keeps the bombers flying across the boards instead of flying in circles. For example, on Turn 1 the dealt moves are straight, straight, left turn. Then on turn two you reshuffle the cards and deal left turn, stall, straight. You would discard the left turn on turn two and draw a different card.
    (Random Bomber Movement rules are in the campaign rules sticky if you prefer)


    Victory Conditions
    The game ends when the Gothas all get off the edge of the 4th mat (so they fly across 4 mats total including the one it started on), or, are shot down.
    Each fighter destroyed is worth one point, each two seater destroyed is worth two points. Destroyed Gothas are worth 4 points, however each Gotha that makes it off the far edge of the last mat is worth 4 points to the defenders.
    Add up the point totals for each side and whichever side has more points wins!

    Those playing the German side of the campaign, substitute Caproni's for the Defending bombers, and defend against a bombing raid into the heart of Germany.

    The 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...13th-June-1917

    Gullyraker (Entente):
    http://www.wingsofwar.org/forums/sho...as-gully-raker

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...-18-Mien-Gotha!!

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

    Diceslinger (Entente):
    http://www.wingsofwar.org/forums/sho...by-Diceslinger

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...13th-June-1917

    Stumptonian (Central Powers):
    http://www.wingsofwar.org/forums/sho...June-13th-1917

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...June-13th-1917
    Last edited by flash; 05-10-2016 at 00:14.

    "He is wise who watches"

  22. #22

    Default

    OTTED - Caught With Their Pants Down - July 2nd 1917 - by Flash

    An Optional Extra

    Your Christmas Turkey Shoot !

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

    Mission: Destroy as many aircraft as possible



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

    Friendly forces:
    Attackers are all scout aircraft - as many as you are happy to handle, but I recommend 2 as the best number. They may all be controlled by you or by you & AI, whichever suits you best. ( I found controlling them best for me); if you are feeling particularly brave you may fly just one attacker - Billy Bishop style as claimed !

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

    Scenario:
    Airfield strafing attack

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


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

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

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

    2. Roll a dice appropriate to the number of aircraft - if the result falls 1 to middle that is the number of pilots available. If result is middle to high subtract that number from the Die max to get the numbers of pilots available.
    (eg: I had 10 aircraft so used a D10 – if I rolled a 3 it equals 3 pilots; roll a 6 it equals 4 pilots. If you were using 6 aircraft Rolling a D6 a 3 = 3; rolling a 5 = 1 pilot)
    This will ensure no more than half the pilots will try to get airborne at one time.

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

    Those that can fly will be started & taxi for one full turn. They will take off on the next turn. Once they are at 3 pegs high the AI can fly them.

    On the next time the enemy turn in to attack you roll again for the remaining pilots - if one remained from the first group because his aircraft was destroyed/damaged from the first pass he will take the next available aircraft beside his, this may mean the owner of that aircraft from the second group turns up to see his kite taxiing off down the runway !
    Those pilots not selected are either absent from the field for some reason or have become casualties.

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

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

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

    AAMG:
    After the 'free pass' availability of AAMG can be diced for also using a D8 – 1,2 = 1 gun, 3,4 = 2 etc and if you wish you can dice for which trench has the AAMGs. ie You can put out 8 (or more) trench cards and dice for which has an AAMG. In this way you cannot know where the AAMG are until they open up !

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

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

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

    Special Rules:
    Take all zeros from A damage decks except those cards with special damage - this is why I don't recommend A Deck AAMG ! (unless you use a separate deck ) - this represents the sitting duck nature of the attack.


    Other Stuff:
    ˇ Aircraft damaged by ground attack obviously carry damage into battle.
    ˇ Defenders - should any get off the ground - are handled by you until at 3 pegs high & then are AI controlled.
    ˇ Attacking aircraft taking special damage may break off the attack & head for home as per usual rules– full fire damage will be drawn even if aircraft left the table to see if aircraft make it back to their lines. Attackers downed are considered downed in Enemy Territory.
    ˇ Have a decided take off direction for the airfield - makes things much easier.
    ˇ You, as I did in the playtest, may have the attack come in from a randomly diced direction to replicate the difficulty of low level navigation. I came in at the one o'clock (D12) in my game which was lucky !


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

    The original OTT thread is here

    The Original OTTED Thread is here


    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...-2nd-July-1917

    CarlBrisgamer (Central Powers): As warm up for BE campaign
    http://www.wingsofwar.org/forums/sho...Carl-Brisgamer

    Roland19 (Entente): As warm up for BE campaign
    http://www.wingsofwar.org/forums/sho...-2nd-July-1917

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...-2nd-July-1917

    Mikeemagus (Entente): As warm up for BE campaign
    http://www.wingsofwar.org/forums/sho...a-late-arrival
    Last edited by flash; 05-31-2016 at 00:42.

    "He is wise who watches"

  23. #23

    Default

    OTT Early Doors Mission 19 - Escorting Trouble - July 17th 1917 by Teaticket

    Somewhere out in the North Sea a submarine has had a mechanical failure. It can no longer dive making it easy prey for any enemy that can find it.


    An escort of two gunboats are bringing her home,


    but alas, an enemy observation plane made contact and headed home, trouble will be on its way soon.

    Radio messages were sent to arrange for air support to join the escorting gunboats.

    The situation:
    Your squadron has just received the information about the location of the stricken enemy submarine. Three 2 seat bombers and escorting scouts are sent out to attempt to sink the submarine.

    Air forces involved:

    Attacking forces consist of three 2 seat bombers each with a scout escort.

    Defending aircraft consist of three scouts and two 2 seaters.

    All 2 seaters are ‘B’ gun armed.

    Gaming surface:

    The gaming area takes the same space as two ARES game matts joined along the long edges.

    Starting forces placement:

    1st place the submarine with it’s bow at the center of the board facing towards the far long edge center. (in photo sub is facing bow to the right)


    The two escort gunboats are placed as follows, one behind the submarine facing the same direction as the submarine(to right), one measure stick behind and 1-1/2 measure sticks to a side randomly determined. The 2nd gunboat is placed on the opposite side of the submarine 1-1/2 measure sticks away and a half stick back, facing the opposite direction of the submarine(to the left).


    Attacking forces start turn one with 1 bomber and scout on board.


    Randomly decide where along the long edge (1-6) the bomber will start. Aim it towards the submarine or as you wish, with it’s escort scout half a stick in front.

    Defending arriving aircraft set up as follows:
    Randomly choose three defenders from the five planes available.
    Randomly place them on their side of the submarine.
    First randomly chosen plane is one card back from the submarine bow along a line of 6 sectors across the front.
    Second plane is 3 cards back in another random sector.
    Lastly the third plane is in another random section, 5 cards back.
    Point these planes towards the starting enemy bomber.


    In the above photo the first random plane was a SPAD, die roll 3. As I designated the 6 sectors as 1 on the bottom to 6 on the top, the SPAD is positioned in the center of sector 3, 1 card length back. 2nd plane up is a Triplane, die roll 5, so it is placed in the center of sector 5, 3 cards back.......

    Submarine and ship movement:



    These are the submarine and gunboats to use for OTT Early Doors Mission 19.
    Submarine dimensions approximately 10.4 cm long by 3.5 cm wide.
    Gunboat dimensions should be 11.7 cm long by 3.2 cm wide.


    The submarine will move on every other card starting with the second played.
    ie. 1st turn card 2, 2nd turn cards 1 and 3, third turn card 2......

    The gunboats will move every card but with the second card of each turn will be at the half/damaged speed.


    (Above has been uploaded into the WWI files under campaigns as ‘Ship movement compass’)

    To determine how the sub and boats move use an X deck for each. Which X doesn’t matter as they all have 13 cards with same maneuvers.
    Shuffle each deck separately. For the sub and trailing gunboat at the beginning of each maneuver phase turn the top card and move as the chart above.

    For the gunboat facing towards the enemy, it will move like the others but it will only turn in the direction of the submarine. When a turn in the opposite direction is drawn, turn towards the submarine, but only one once per 3 card turn. If a second opposite turn is drawn move the gunboat straight. This should have the gunboat turn in the correct direction but not so fast as to hit the submarine. When you run through a deck reshuffle and start again.
    (Move all ships so that they will not collide. It shouldn’t happen.)

    Surface vessel damage and fire power:

    The submarine has a damage level of 34 points of bomb damage. Bomb cards covering the red dot do full damage, half damage if just touching the submarine card. If you are a dead-eye bomber and the bomb icon (not just the bomb red dot) is touching the submarine red dot and the BOOM card is drawn, the submarine is destroyed outright. A BOOM card is otherwise worth 10 points damage at full strength. The only special damage card besides BOOM to have effect is Engine Damage.
    Airplane machine guns have no effect on the submarine.
    The submarine has no defensive firepower.

    Gunboats damage levels are 22 points of bomb damage and are effected by bombs normally.

    Defensive fire is one AA gun firing 360 degrees, 2 measure sticks from the red dot. Follow normal solo AA gun rules.
    If the first plane in range is a scout, roll a d6, it will hold fire on a 1-4, waiting for a bomber..

    Also, gunboats can fire one ‘B’ card AAMG at the closest plane within one measure stick. This AAMG can be taken out by airplane machine guns with 10 points of damage.
    Airplanes firing at the gunboat can only inflict one ‘B’ card as well. Other than damage points only BOOM and pilot wound special damage take out the ‘B’ AAMG.

    Flying:

    Players will fly all the bombers until they drop their bombs. Then they convert to AI and become fighters with the player keeping control of whatever plane you wish.
    Bombers have 4 bombs each. Each bomb is a 'C' damage card. Use a double 'C' damage deck for the game.

    Turn one set up described above has one attacking bomber and scout, defenders start with 3 planes.

    At the beginning of turn 2 randomly place a 2nd attacking bomber as the turn 1 bomber. Place it’s escort scout 1/2 measure stick to either side, both planes rear base touching the board edge. Planes can be aimed as desired.
    Also place the next random defending plane on its base edge aimed towards the submarine.

    At the beginning of turn 3 do the same as turn 2. All planes are now in the game.

    The game will last 9 turns maximum.

    Victory is to sink the submarine.


    The Original OTTED Thread is here

    And if you want to see how it's done:

    Flash (Entente): Sub survived
    http://www.wingsofwar.org/forums/sho...July-17th-1917

    Diceslinger (Entente): Sub survived
    http://www.wingsofwar.org/forums/sho...17-Diceslinger

    F.O.Kyte (Entente): Sub survived but got beasted later !!
    http://www.wingsofwar.org/forums/sho...(The-bulldogs)

    Tikkifriend (Entente): Sub survived
    http://www.wingsofwar.org/forums/sho...orting-trouble

    Gullyraker (Entente): Sub Survived
    http://www.wingsofwar.org/forums/sho...le-gully_raker

    Teaticket (Central Powers): Sub survived
    http://www.wingsofwar.org/forums/sho...uble-teaticket

    Stumptonian (Central Powers): Sub survived
    http://www.wingsofwar.org/forums/sho...July-17th-1917

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...July-17th-1917
    Last edited by flash; 05-10-2016 at 00:16.

    "He is wise who watches"

  24. #24

    Default

    OTTED Scenario 20: Unexpected Returns - 14th August 1917 - by Skafloc

    Ground:
    2 mats, or equivalent area long side to long side.

    Scenario:
    2 pilots/crewmen thought to be dead are very much alive.
    Suffering from amnesia after a bad crash their captors could not ascertain their identities. After a failed enemy attack had temporarily been thwarted what was left of their uniforms, muddied, torn and burned beyond recognition, looked much like ordinary infantry uniforms.
    However, after two long months convalescing they managed to escape, make it to any enemy airfield and steal a two-seater.


    Mission:
    Get back to your lines !

    Set up:
    Select an enemy two-seater that uses a K deck, or, use a K deck with whatever aircraft is selected - whichever is easiest.
    The two-seater starts 2 rulers onto the mat within 2 rulers of one corner of the mat/playing area and you must exit off at the opposite corner ie you will fly diagonally across the mat to exit the other long side edge within 2 rulers of the corner.

    AI: 3 friendly scouts have spotted the sitting duck - your two-seater - and pounce for an easy kill.
    Use the clock method to set up the three scouts around your two-seater; then roll a d6: if you roll a 1 place the aircraft 2 rulers distant from the two-seater, if you roll a 5 or 6 place the aircraft 1 ruler distant from the two-seater; anything else place the aircraft 1.5 rulers distant from the two-seater.

    But wait. What's this ? A single enemy scout has seen you being bounced and is coming to your aid !
    At the start of the second turn an enemy scout appears on the table - use the same method as above to bounce the 'friendly' scout nearest your two-seater.

    Your dilemma, do you shoot your own aircraft down to escape or not ?

    For your 2 escapees pick any of your crew previously shot down and killed or captured....Dave will sort the mess out later !

    The idea of using a K deck is that it's average speed and has no Immelmann, hopefully that will give the scouts a chance to catch them or at least keep pace with them and represent the use of an unfamiliar type if it should be a better performer. If you're up to a challenge you can use slower decks if you wish minus their Immelmann if they have one !
    If no K deck a V deck minus Immelmann will do, or, strip another deck of the same speed to the same moves.

    If you think you can signal your comrades in arms - think again - think 'secret signal' in Team America'... !

    Optional:
    Wounded observer rules may be used.
    Phase in the arrival of your attackers or randomise them in some way but make sure the 'friendly kite' gets in in time to do something !

    Total Victory - You both escape without having shot down a friendly.
    Victory - Only one of you escapes.
    Pyrrhic Victory - You escape but shot down a friendly to do so.






    The original thread is here

    And if you want to see how it's done:[/FONT]

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...th-August-1917

    Gullyraker (Entente):
    http://www.wingsofwar.org/forums/sho...ns-gully_raker

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...urns-teaticket

    Tikkifriend (Entente):
    http://www.wingsofwar.org/forums/sho...th-August-1917

    Diceslinger (Entente):
    http://www.wingsofwar.org/forums/sho...17-Diceslinger

    Stumptonian (Central Powers):
    http://www.wingsofwar.org/forums/sho...gust-14th-1917

    Skafloc (Central Powers):
    http://www.wingsofwar.org/forums/sho...gust-14th-1917
    Last edited by flash; 11-17-2023 at 10:42.

    "He is wise who watches"

  25. #25

    Default

    OTTED Mission 21 - Strafe the Trenches - 15th September 1917 - by gully_raker

    Historical Background

    The Third battle of Ypres had been grinding on since 31st July 1917 & British High Command decided to make a concentrated push down the Menin Road on 20th September.



    There were a number of German Strong points which needed to be eliminated before good progress could be made.
    The Anzac Corps were tasked in clearing Polygon Wood & the RFC were asked to Strafe a strong Trench Line between Glencourse & Sanctuary Woods.
    The Bulldogs have been given this task!
    At this stage of the War the Allies have achieved a numerical superiority of Four to Three in Aircraft numbers & this will be reflected in the Aircraft allocated for the mission

    Set Up:

    Two WoW/WoG mats joined on the long edge or equivalent sized mat.

    5 x "B" firing Trench cards (sans Infantry fire) set up approx equidistant from each other along the centre join as shown.

    4 x Allied Aircraft will start 1˝ Rulers from the Trenches roughly in the centre of the games mat.

    Two Aircraft will fly top cover at Level 5 & the two aircraft designated to attack the trenches will commence at Level 4 but must dive to level 2 for the Strafing Run.
    You may choose 2 x SE 5a's or Sopwith Camels for the Top Cover but the Strafing Aircraft must be Camels which is historically accurate.

    The 3 x German defenders will start 2 rulers back from the trenches & one ruler apart at Level 4.
    You may choose a mix of Albatross D. III's &/or Pfalz D.III's (NOT D.IIIa)


    Game notes:
    The British top cover will score +1 on their first attack on the German Defenders who will also enjoy this advantage when they dive on the strafing Camels.

    The Trenches have a 360 degree firing arc not just the Arc printed on the cards & will fire One Shot at One ruler distance only.
    Trenches are not affected by any special damage except the Explosion Card & the Smoke card which latter will stop the Trench firing for 3 cards due to no vision until smoke clears. Trench Fire never Jams! Trenches will not fire until the attack commences. i.e. when the attacking Camels dive to Level 2.
    You may use any simplified altitude rules or just dive as required.

    Victory:
    Each Trench is worth 10 Victory Points for its destruction to the Allies & 10 points for the Germans if not destroyed by Turn 10 of the Game. Each Aircraft shot down or forced to retire is also worth 5 points.

    The Winner will be the side with the most Victory points.

    The original thread is here

    And if you want to see how it's done:

    Flash (Entente): Bulldog (pyrrhic) victory.
    http://www.wingsofwar.org/forums/sho...September-1917

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

    Gully_raker (Entente): Bulldog victory.
    http://www.wingsofwar.org/forums/sho...es-gully_raker

    Diceslinger (Entente): Eagle Victory
    http://www.wingsofwar.org/forums/sho...17-Diceslinger

    Tikkifriend (Entente): Eagle victory
    http://www.wingsofwar.org/forums/sho...e-the-Trenches

    Teaticket (Central Powers): Eagle victory
    http://www.wingsofwar.org/forums/sho...ches-teaticket

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

    Stumptonian (Central Powers): Bulldog victory
    http://www.wingsofwar.org/forums/sho...e-the-Trenches
    Last edited by flash; 05-20-2016 at 10:45.

    "He is wise who watches"

  26. #26

    Default

    OTTED Mission 22 - The Last Waltz - 17th October 1917 by F.O.Kyte

    or, The Kaiser's reveng...

    Early October 1917 and FO Kyte and several of the Bulldogs are about to be sent on leave. They have been told not to embark on any more patrols, but with the chances of maybe scoring that one more important victory before they go who is going to pay any attention to GHQ. They will be in Blighty long before anyone finds out.
    On the day before departure, your pilot who has the best chance of scoring an important kill to boost his tally, waltz's off at dawn intent on a solo victory.




    Now the Kaiser's revenge bit.

    The German Chief of staff is incensed that the British have been tweaking the noses of his airmen with impunity. First the incident of absconding pilots stealing aircraft. Then the Bulldogs raid on an airfield, plus wanton destruction of trenches.
    In order to gain revenge a trap is set, One which has a touch of irony involved in it. For once again it revolves around a British captured two seater. This will be the decoy. Fleeing towards the British lines with an Albatros apparently attacking it to draw in the Foolish Englanders. Like knights in armour they will come to its aid for sure. Then the two aircraft hiding in the clouds will drop on the poor unsuspecting fool and destroy him. The job of revenging the Fartherland and honour of the Jastas, is given to the Kaiser's Eagles.




    Set Up.
    Two mats. West end of table is NML. Three large clouds placed at random. In any cloud two Albatrii or Triplanes (your choice). Below this cloud a British two seater attacked by a third Albatross.
    West end of mat a British Scout two pegs above the two seater and Albatros, but below the ambushers' height in the cloud.
    The Scout must attempt to save the two seater under attack.




    The trigger point for action is when the Scout fires on the Albatros.
    The two seater will simply make off at best speed. The ambushers will spring their trap, and a dice will be thrown.
    On a six, the Cavalry will arrive in the shape of two Camels from a different Squadron who just happened to be passing.




    Re throw the dice at the end of each game turn. 5 or 6 second turn. 4,5 or 6 on the third turn, 3,4,5 or six on turn 4 etc. The aircraft will appear from the cloud nearest to the action, heading towards it and two pegs above.
    The winners! Whoever annihilates the enemy first.
    Happy hunting.



    Kyte.

    The original thread is here

    And if you want to see how it's done:

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

    Flash (Entente):
    http://www.wingsofwar.org/forums/sho...h-October-1917

    *Carl_Brisgamer (Central Powers):
    http://www.wingsofwar.org/forums/sho...Carl_Brisgamer

    Gully_Raker (Entente):
    http://www.wingsofwar.org/forums/sho...gs-gully_raker

    *BB401 (Central Powers):
    http://www.wingsofwar.org/forums/sho...rs-17-Oct-1917

    Diceslinger (Entente):
    http://www.wingsofwar.org/forums/sho...17-Diceslinger

    Teaticket (Central Powers):
    http://www.wingsofwar.org/forums/sho...1917-teaticket

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

    Stumptonian (Central Powers):
    http://www.wingsofwar.org/forums/sho...The-Last-Waltz



    *Warming up for next campaign !
    Last edited by flash; 05-24-2016 at 22:35.

    "He is wise who watches"

  27. #27

    Default

    End of Campaign

    Bulldogs tale of the tape:
    Flash - 25 missions - 20 victories - 6 KIA - 1 POW (Eagles: 11 Victories, 6KIA, 1 POW)
    F.O.Kyte - 24 missions - 38 victories - 7 KIA - 1 POW
    Gully_raker - 22 missions - 18 victories - 4 KIA - 2 POW (Eagles: 12 victories, 7 KIA)
    Diceslinger - 15 missions - 31 victories - 2 KIA - 2 POW + 1 Deserter (Eagles: 6 victories, 8 KIA, 1 POW)

    Eagles tale of the tape:
    Teaticket - 24 missions - 38 victories - 8 KIA (Bulldogs: 17 victories, 9 KIA, 2 POW)
    Skafloc - 25 Missions - 36 victories - 1 KIA (Bulldogs: 11 victories, 6 KIA, 6 POW)
    Stumptonian - 12 Missions - 19 victories - 3 KIA - 2 POW (Bulldogs: 6 victories, 5 KIA, 3 POW)

    Thanks to all who played and contributed to this sub-forum even those with just comments and the lurkers who just had a look - I hope you have all enjoyed your time with us over the trenches and look forward to seeing you again in the next campaign.
    Here's to the Bitter End..

    Cheers Dave
    Last edited by flash; 05-25-2016 at 22:20.

    "He is wise who watches"



Similar Missions

  1. All the 'Fire in the Skies' Campaign ETO Scenarios
    By flash in forum Fire in the Skies
    Replies: 17
    Last Post: 03-25-2016, 12:15
  2. All the 'Fire in the Skies' Campaign PTO Scenarios
    By flash in forum Fire in the Skies
    Replies: 14
    Last Post: 01-14-2016, 15:57
  3. All The 'Final Months' OTT Campaign Scenarios
    By flash in forum Over the Trenches
    Replies: 16
    Last Post: 07-24-2014, 07:21
  4. BRF "Before there were Fighters"---An Early Doors WW1 Prequel Scenario #1
    By gully_raker in forum Over the Trenches
    Replies: 25
    Last Post: 04-03-2014, 07:34
  5. OTT 16-17 Early Doors Campaign Rules
    By flash in forum Over the Trenches
    Replies: 7
    Last Post: 03-04-2014, 09:01

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
  •