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!
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