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).
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
Bookmarks