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Thread: OTT ED Mission 12 - French assault at Verdun 15th December 1916

  1. #1

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

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

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    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.

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    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).
    o 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.
    o 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"
    o 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. If a two-seater suffers a rudder jam in the direction of their turn then the rudder stays jammed in that direction i.e. they can do nothing BUT turn in that direction for the whole of the next turn

    7. At the end of each turn (three cards), for each observation plane do the following:
    o If the Observer has fired his Lewis, or has been wounded this or last turn - do nothing
    o If the Observer is wounded, and/or the plane has been attacked - draw 1 "B" card
    o If the Observer is not wounded and the plane has not been attacked - draw 1 "A" card

    o 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.
    o 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
    Last edited by flash; 05-03-2015 at 02:03. Reason: Added special rule from Brian

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    Hope that all makes sense - this is my first attempt at such a complex scenario.

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    Looks interesting. What does it take, 3-4 turns before the observation planes are engaged by the scouts?

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    Looking good Brian - a little previous but it'll give the chaps some run up time - AAR's from May 1st onward please !
    3-4 turns should be about it Peter depending on what aircraft you're using and where the Observers are in their turn.

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    I'll be flying Alb DIIs. Buttner has a new plane he's itching to try.

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    Looks good Brian.
    A first chance to use those stunted Triplanes.
    Brief downloaded and ready to go.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  7. #7

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    Quote Originally Posted by flash View Post
    Looking good Brian - a little previous but it'll give the chaps some run up time
    Sorry about that - just aware that next week is looking a little "busy" (two family birthdays and some other commitments) so didn't want to risk running late on the posting

    Quote Originally Posted by flash View Post
    3-4 turns should be about it Peter depending on what aircraft you're using and where the Observers are in their turn.
    Flying Eagles AI it is generally late card 3 or even early turn 4 (sort of depends on how effective the escorts are at diverting them) - flying one Eagle non-AI tends to ensure one contact at least during turn 3.

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    I don't mind Brian. Might give me time to do some surgery on those Tripehounds.
    Don't want to upset Chris too much.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  9. #9

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    Looks good Brian. Can't wait to give it a run. Lots of new planes in the mix!

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    Thanks for posting the mission Brian - it looks good and I'm looking forward to giving it a try.

    However, it looks like you ran out of steam right at the end - roll a die to see who won if one target zeroed in? Seems rather anticlimactic. How about putting in something about airplane casualties determining victory in that case?

  11. #11

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    Looks a good & interesting one Brian but if you will excuse me being a bit "picky" Its just a tad early for Albatross D.III's & Sopwith Tripes.

  12. #12

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    Quote Originally Posted by gully_raker View Post
    Looks a good & interesting one Brian but if you will excuse me being a bit "picky" Its just a tad early for Albatross D.III's & Sopwith Tripes.
    Baz,

    Not according to Dave's list in the Early Doors campaign rules - both the DIII and Tripe turn up in December 1916 in his list (admittedly, the Tripe is only RNAS, but I was assuming the Bulldogs could sneak a few for evaluation purposes )

    But I guess it's very early in the DIII's deployment, and as long as the Eagles fly twin MG planes it doesn't matter which mark they fly.

  13. #13

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    Quote Originally Posted by spindoc View Post
    Thanks for posting the mission Brian - it looks good and I'm looking forward to giving it a try.

    However, it looks like you ran out of steam right at the end - roll a die to see who won if one target zeroed in? Seems rather anticlimactic. How about putting in something about airplane casualties determining victory in that case?
    My thought was that the success or failure of the ground assault was the important thing to both sides - whatever casualties their respective squadrons suffered was irrelevant as long as they fulfilled their missions (in real life, the French flew repeated artillery observation missions through the six plus days of the pre-assault artillery bombardment regardless of the horrendous losses they suffered). So rather than declare one zeroed in and one not a draw I settled for random chance to give a result.

    However, I see your point in game terms - if anyone prefers a casualty-calculation for the "drawn" result, I suggest the Bulldogs get 1 point for every Eagle downed or driven off, and the Eagles get 1/2 point for each Bulldog scout and 1 1/2 points for each two-seater downed or driven off. More than a point's difference equals victory to the side with the highest total - otherwise it's a draw.

  14. #14

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    Quote Originally Posted by Archidamus View Post
    My thought was that the success or failure of the ground assault was the important thing to both sides - whatever casualties their respective squadrons suffered was irrelevant as long as they fulfilled their missions (in real life, the French flew repeated artillery observation missions through the six plus days of the pre-assault artillery bombardment regardless of the horrendous losses they suffered). So rather than declare one zeroed in and one not a draw I settled for random chance to give a result.

    However, I see your point in game terms - if anyone prefers a casualty-calculation for the "drawn" result, I suggest the Bulldogs get 1 point for every Eagle downed or driven off, and the Eagles get 1/2 point for each Bulldog scout and 1 1/2 points for each two-seater downed or driven off. More than a point's difference equals victory to the side with the highest total - otherwise it's a draw.
    I am happy with rolling a D6 for the result if only one target is destroyed as originally written.
    We used a D6 for the 3 Bridges Scenario & it reflects the vagaries of War.

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    That wasn't to determine victory so much as to make you buggers bomb all three bridges Baz !
    In this case the victory conditions are clearly stated - the dice roll only determines a game in the balance & what happened in the air should have have no bearing on that result whatsoever so I'm happy with the scenario as far as the campaign is concerned - just spurs me on to get the job done !

  16. #16

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    Quote Originally Posted by gully_raker View Post
    I am happy with rolling a D6 for the result if only one target is destroyed as originally written.
    We used a D6 for the 3 Bridges Scenario & it reflects the vagaries of War.
    That's what I'd prefer for the official OT ED AARs Baz - leave it to chance and we'll total up the wins and losses at the end of June (same sort of cut off as we've used before for AARs) to declare an overall OT ED result

  17. #17

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    As Kyte is back this month I thought I'd give him a tripe to evaluate, and run Spads and DIIs for the other Scouts.
    My Harry Tates can get an outing as the Bullet magnets. Should be able to fly it on Thursday all being well.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  18. #18

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    Quote Originally Posted by gully_raker View Post
    ...if you will excuse me being a bit "picky" Its just a tad early for Albatross D.III's & Sopwith Tripes.
    Not really Baz - The D.III entered squadron service in December 1916 so I have no problem with this; There were 13 in service by end of Jan17, MvR cracked a wing spar on his on the 27th & they were temporarily withdrawn in Feb17 while the spar issue was fixed, by end of March there were 327 in service. There may not have been many in Dec but they were there and if they were then they are available to the Eagles as a premier unit.
    No. 1 Naval Squadron became fully operational with the Triplane by December 1916 so I have no problem with the Bulldogs having access to this for evaluation purposes either ! If someone wants to fly Tripes regularly we will have to have to bend history further, or, assign Navy pilots on some sort of secondment !
    Flying either or any type is not compulsory in any way so if anyone is not comfortable with the dates given they don't have to use them, remembering that some may not even have Alb D.III a mix of Alb D.II & Halb D.III may still be their best option !

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    Got to catch up on the last scenario but with 4 Bank holidays in May I reckon I can do it . Brian this looks to be a real goody . Well done


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

  20. #20

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    Had some time so I had a go at this and arsed it up slightly - because I don't have the mats I confused myself and played it through the longer side ie through what would be the two short ends of the mats. Should have known as I did pull the target cards half ruler further in from the table edge to give a little more wriggle room which you can't do when playing it the other (proper) way.
    Anyway, it still worked - blood and chaos abounded and although I am playing it again the right way round I will post the original as it was a better looking game with the cards that were pulled.
    If there are any other brave souls out there who want to try it I think the differences are that the Scouts clash on the first turn rather than the second, the Huns have a little more room to play in and the Observers don't get a two turn cushion of A card spotting before the scouts rip into them & they have to make some hard decisions on firing or spotting.
    All in all a good mission - thanks Brian !

  21. #21

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    Sounds an interesting idea Dave, and if I ever manage to catch up with Malta, I may give it a whirl.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  22. #22

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    Quote Originally Posted by flash View Post
    If there are any other brave souls out there who want to try it I think the differences are that the Scouts clash on the first turn rather than the second, the Huns have a little more room to play in and the Observers don't get a two turn cushion of A card spotting before the scouts rip into them & they have to make some hard decisions on firing or spotting.
    You can also make it more difficult for the spotters in the set-up as written - make them start on the German side of the lines, so that on turn 2 they circle back towards the oncoming Eagles rather than away from them

    On that note I should also add to the special rules that if a two-seater suffers a rudder jam in the direction of their turn then I played 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 (in one of the tests this happened at the wrong moment for a spotter - it was trying to break off because of battle damage, and had to continue to circle for a turn, during which it was brought down in flames)

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    Special rule added

    "He is wise who watches"

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    I think I'll roll a d12 to see what clock position each spotter plane is at the start.

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    Quote Originally Posted by Teaticket View Post
    I think I'll roll a d12 to see what clock position each spotter plane is at the start.
    Good thinking Peter


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

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    Won't be able to fly this until after June 7th. Is this ok?
    See you on the Dark Side......

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    Can't see a problem with that Neil - real life trumps OT ED any day. I thought we'd be a bit like your scenario, and I'd total up the scores at the end of June to give people a chance to post the AARs

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    Well I've flown my "official" mission now - no booms for a change, and very little flame - I wonder whether Rob has used all the flames up in his AAR

  29. #29

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    Quote Originally Posted by Archidamus View Post
    Well I've flown my "official" mission now - no booms for a change, and very little flame - I wonder whether Rob has used all the flames up in his AAR
    Most of them Brian.
    You can read it now.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."



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