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Thread: OTT Early Doors Mission 8: The Battle of the Somme

  1. #1

    Default OTT Early Doors Mission 8: The Battle of the Somme

    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.
    4. C
    hoose your missions wisely.

    Missions will be posted next week
    Last edited by flash; 01-01-2015 at 08:54.
    See you on the Dark Side......

  2. #2

    Thumbs up


    Now that sounds a great way to end the Christmas Truce.

    Will be looking forward to playing one of these in mid Jan when I get back home.

  3. #3

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    You haven't seen the missions yet!

    Quote Originally Posted by gully_raker View Post

    Now that sounds a great way to end the Christmas Truce.

    Will be looking forward to playing one of these in mid Jan when I get back home.
    See you on the Dark Side......

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    Any chance of a list of Aircraft that will be used please as it will enable me to shuffle the current job list on my work bench so I can play Mission 7 and then 8 over the Christmas holidays.

    Many thanks and looking forward to this.

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    Looking forward to the options Neil

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    Quote Originally Posted by FarEast View Post
    Any chance of a list of Aircraft that will be used please as it will enable me to shuffle the current job list on my work bench so I can play Mission 7 and then 8 over the Christmas holidays.
    Mission 8 should not be posted until January.
    The period of the mission is August 1916 - on the 10th the first Jastas were formed & the new aircraft for that month of the campaign are listed as:
    Fokker D.II: Aug16-Oct16. *Halberstadt D.III: Aug16. *Spad VII: French: Aug16 - (RFC:Oct16 - Jan18), the RAF FE.8: Aug16 until Jul17

    Sapiens qui vigilat... "He is wise who watches"

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    Looking forward to this one Neil.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

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    Oh, you'll get a chance to fly all of those and more. It will be nice to see who plays it safe and who goes for broke.
    See you on the Dark Side......

  9. #9

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    First mission is The Toon Army to beat the Cats

    No seriously sounds like a canny bash.


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

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    But remember Central Power players, RFC were still flying Fokker Fodder very few units got the good stuff it was the RNAS that got the new toys

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    Fortunately 52 sqn is one of the few units

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    Blasted Tommy!!!

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    Quote Originally Posted by flash View Post
    Fortunately 52 sqn is one of the few units
    Yipee ki yay!
    Kyte.
    "Courage is the art of being the only one who knows you're scared to death."

  15. #15

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    Quote Originally Posted by FarEast View Post
    But remember Central Power players, RFC were still flying Fokker Fodder very few units got the good stuff it was the RNAS that got the new toys

    Don't you believe it. The Luftsreitkraft were blown out of the skies. Hence the free reign of terror the Entente had and the Germans in the trenches fired at any aircraft overhead as they thought they were all Entente, whether they were or not.
    Trenchards reforms paid dividends. It wasn't until end of August/September that Germany had enough new aircraft to tip the balance back in favour of them.

    So a little more heads up as the missions will reflect this.
    See you on the Dark Side......

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    This looks VERY interesting; I look forward to gaming it. I may even try it out in my multi-player game once I see the specifics...

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    OTT Early Doors Mission 8: The Battle of the Somme

    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.


    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:

    1. Max Immelman ace skills (Acrobatic Pilot I+II, Deadly Aim).
    2. 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.
    3. Each Entente scout may respawn once. This covers the 4:1 superiority in aircraft that the RFC had during the Somme Offensive.
    4. Aircraft will follow the campaign rules for leaving the combat area. (Wounded pilot and damage etc).
    5. 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.


    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:

    1. Max Immelman ace skills (Acrobatic Pilot I+II, Deadly Aim).
    2. 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
    3. 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).
    4. Aircraft will follow the campaign rules for leaving the combat area. (Wounded pilot and damage etc).
    5. 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 2 seater placed between both balloons facing east. Place 1 A firing 360 degree AA MG in the centre between both balloons.

    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:

    1. If you decide to wind down the balloon or balloons then they gain no victory points. To gain victory points they must remain aloft.
    2. Once the 2-seater is shot down or leaves the combat area then no more victory points can be counted for the 2 seater.
    3. 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. 1 2 seater placed between both balloons facing east. Place 1 A firing 360 degree AA MG in the centre between both balloons.

    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:

    1. 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.


    1. 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.
    2. 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 2-seaters (or as many as you have to a max of 3. Other aircraft may be scouts (max 2) but only 2 seaters 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:

    1. 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.


    1. All AA MG’s are 360 degree firing.
    2. Once no aircraft are within 1 ruler of an AA Gun or MG card remove the card.
    3. There can be no more than 1 AA Gun/MG card per aircraft in play at the same time.
    4. Use the campaign rules for AA Guns.
    5. No altitude limit on AA MG’s. Use Short/Long range as per aircraft to aircraft firing.
    6. 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.
    7. If all of your named pilots are shot down or return without bombing then further pilots/crews will all be rookies.
    8. Rookies:

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

    1. 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:

      1. Do not deploy any AA Guns or AA MG’s.
      2. 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.

    (See next post for target pic).

    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.




    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.
    Last edited by Lt. S.Kafloc; 01-13-2015 at 22:54.
    See you on the Dark Side......

  18. #18

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    Target pic for St Quentin: (Should be about A4 size, and yes all the red dots are targets only one needs to be hit).

    Click image for larger version. 

Name:	St Quentin.jpg 
Views:	765 
Size:	133.8 KB 
ID:	153704
    See you on the Dark Side......

  19. #19

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    For a sick man you sure can turn it out.
    Must be Geordie Flu. Better get down to St James's Park and give them a dose before the end of the season.


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  20. #20

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    Seriously great looking set of scenarios Neil. I will choose one when the wine goggles de mist on Friday.


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

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    Looks like a good killing ground over St Quentin, but then I never have much luck attacking balloons either.
    Maybe the best bet of catching on fire and then dashing into a balloon went out the window when young Kyte copped his Blighty.
    What to do for the best? Oh what to do? I have until Friday to decide.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

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    Good news is you're defending the balloons Rob - bad news is that's a no win mission unless you can knock off all opposition without losing a balloon !
    I'd do St Quentin too but I don't have the three two-seater's required - it looks a pretty tough nut to crack with guns appearing every turn So I'm left with putting Max in a box by the looks of it.

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    We could reduce the 2 Seaters to fit. But only they would carry a bomb and would be a priority target for the Archie.
    See you on the Dark Side......

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    Guys whats the ruling on Central Powers and Incendiary Bullets for mission 2?

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    Can't see why not as we've used them before but that's Neil's call.
    If allowed though they should only be used against the balloons and not against other aircraft - in line with the St. Petersburg Declaration.

  26. #26

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    Quote Originally Posted by flash View Post
    Can't see why not as we've used them before but that's Neil's call.
    If allowed though they should only be used against the balloons and not against other aircraft - in line with the St. Petersburg Declaration.
    Would that not preclude your firing at other aircraft when being attacked by them, if you were balloon strafing?
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

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    That's about the size of it Rob ... and exactly what I've done in the other games, although with a Lewis gun you can change your load out as you go which is what I did.
    In the scenario there is plenty of opportunity for the Hun to have a two-seater - the rear gunner of which could have a drum of incendiary to switch in or out as he desires.

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    Errrrrm didn't Germany throw the book out the window in regards to the St. Petersburg and Hague Declaranations in the use of chemical weapons??

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    Incendiary Ammo: I'm sure the dates have been mentioned before. If the Hun used it by Aug 1916 then you can. However there is a fault with scenario 2. I missed out a 360 firing AA MG. (A damage) placed between both balloons. Apologies.
    See you on the Dark Side......

  30. #30

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    Quote Originally Posted by FarEast View Post
    Errrrrm didn't Germany throw the book out the window in regards to the St. Petersburg and Hague Declaranations in the use of chemical weapons??
    Well didn't we all - and yet we didn't use incendiaries on other aircraft just on Zeps and Balloons and on the envelope not the crew !
    Saint Petersburg Declaration of 1868 or in full: Declaration Renouncing the Use, in Time of War, of Explosive Projectiles Under 400 Grammes Weight seems to pertain specifically to small calibre ammo that is either explosive or charged with fulminating or inflammable substances.
    If they hadn't maintained this would we not be loading incendiary every mission ?

  31. #31

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    Quote Originally Posted by Skafloc View Post
    ... there is a fault with scenario 2. I missed out a 360 firing AA MG. (A damage) placed between both balloons. Apologies.
    Adjusted in the sticky

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    Mission 2 has been amended and I think covers most if not all points raised so far.

    As an end note:

    If any scenario/mission is not flown by any side then full points will be awarded to the opposing side.
    See you on the Dark Side......

  33. #33

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    Quote Originally Posted by Skafloc View Post
    As an end note: If any scenario/mission is not flown by any side then full points will be awarded to the opposing side.
    Are you going to set a cut off date for this Neil ? Just asking as some chaps are so far behind we might be lucky to ever get a result !!

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    I'll go with whatever you decide Dave. You are administering the results.
    See you on the Dark Side......

  35. #35

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    Quote Originally Posted by Skafloc View Post
    Incendiary Ammo: I'm sure the dates have been mentioned before. If the Hun used it by Aug 1916 then you can. However there is a fault with scenario 2. I missed out a 360 firing AA MG. (A damage) placed between both balloons. Apologies.
    Here is an answer to Baz asking that question on the aerodrome site in 2009.

    The Buckingham round was the invention of J F Buckingham who used phosphorus as the basis of his bullet’s incendiary composition. It was first used by the RNAS in December 1915 and by the RFC in April 1916; in July 1916 Buckingham improved his round which in the Mark VII form, and later with a flattened nose, was employed throughout the remainder of the war.

    I think that covers it.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

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    Great news Rob, what about the German use of incendiary ammo?
    See you on the Dark Side......

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    Tough choices there Neil. Looking forward to playing these out.

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    Quote Originally Posted by Flying Officer Kyte View Post
    Here is an answer to Baz asking that question on the aerodrome site in 2009.

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    Quote Originally Posted by Skafloc View Post
    Great news Rob, what about the German use of incendiary ammo?
    Can't find anything except a vague remark about the Austrians providing Germany with Dum-dum ammo. No date stated.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

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    Ok, we will take it that both sides have access to incendiary ammo from this point, unless anyone has info to stop the Germans following th entrants lead.
    See you on the Dark Side......

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    Quote Originally Posted by Skafloc View Post
    I'll go with whatever you decide Dave. You are administering the results.
    I'll let it run for three months - about coincides with the end of the real battle & we'll see if our efforts had any affect on the end result !

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    Bl***y H**l!!!
    I need to get my finger out!!
    I also need a lot of two seaters for the RFC by the look of this, might need to lengthen the gaming table too, St Quentin looks suitably evil, but may have a second baloon soon....choices choices

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    Not a lot of 2 seater bombers to pick from, Fees, BE2c, a couple of Moranes.

  44. #44

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    Quote Originally Posted by Teaticket View Post
    Not a lot of 2 seater bombers to pick from, Fees, BE2c, a couple of Moranes.
    The 1 1/2 Strutter was available by this time. Borrow one from the RNAS for the mission.

  45. #45

    Question A couple of Mission questions for Neil!


    1) How do you suggest we use the Aerobatic Pilot skills in conjunction with the AI Charts?
    2) Are we all supposed to fly all 3 scenarios? (querying this due to your comment "if a particular mission is not flown full points to the opposing side")

    Thanks for your advice Neil!

  46. #46

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    Quote Originally Posted by gully_raker View Post
    The 1 1/2 Strutter was available by this time. Borrow one from the RNAS for the mission.
    1 1/2 Strutter bomber was a one seater. Didn't have the power to lift 2 men and bombs so they went with a single seat bomber. At least thats what I have read.

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    You're right about the Strutter bomber Peter, as it happens I do have enogh Fees to do the job, and a fourth in the to do box.
    one option might be to swap a bomber for the Sopwith two seat fighter to run interference with the AA but I think in the end I will try St Quentin as written.
    If I get time, I might have a bash at mission two for the "fun" of it.

    Perhaps the RNAS might like to defend a baloon company

  48. #48

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    Quote Originally Posted by gully_raker View Post

    1) How do you suggest we use the Aerobatic Pilot skills in conjunction with the AI Charts?
    Nice one Barry. I suppose in a sequence of 3 roll a d6 on a 6 that card is an immelman play all others as they are shown. If an immelman is shown then play any card (draw blind) before and after. Would that work?
    2) Are we all supposed to fly all 3 scenarios? (querying this due to your comment "if a particular mission is not flown full points to the opposing side")
    No, each player can only play 1 scenario that counts. I added this bit in to try and get players communicating between themselves. But if say everyone played mission 1 only then the other side would get full points for missions 2 and 3. (If each mission is played at least once by each side then this does not count).
    Thanks for your advice Neil!
    See you on the Dark Side......

  49. #49

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    Quote Originally Posted by Teaticket View Post
    1 1/2 Strutter bomber was a one seater. Didn't have the power to lift 2 men and bombs so they went with a single seat bomber. At least thats what I have read.
    Incorrect - both types could carry bombs - and did so - the single seater could just carry more and internally !
    The RFC had their own Strutters in the Somme battle, blagged off of the Navy as their's were running late and wouldn't be delivered in time. 70 sqn were so equipped.
    So yes they can be used as a fighter/escort or bomber in these scenario.

  50. #50

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    Quote Originally Posted by gully_raker View Post
    ...How do you suggest we use the Aerobatic Pilot skills in conjunction with the AI Charts?
    As Max will be up against it I'd suggest that whenever the said move comes up as an option you play the skill to his best advantage by not playing straights before or after the Immel card if that would be better for him - some AI moves end on an immel so the skill could negate starting with a straight in the next turn which may help him out too. Should work but until someone tries it out we won't know for sure.

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