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 !
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
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
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