Right Oh chaps,
I'm off on a spot of jolly old leave don't you know, so rather than leave you all gagging for your next operational briefing, read on.....
Bloody April is the name given to the (largely successful) British air support operations during the Battle of Arras,[2] during which particularly heavy casualties were suffered by the Royal Flying Corps at the hands of the German Luftstreitkräfte.
The tactical, technological and training differences between the two sides ensured the British suffered a casualty rate nearly four times as great as their opponents. The losses were so disastrous that it threatened to undermine the morale of entire squadrons.
In April 1917 the British Army began an offensive at Arras. The Royal Flying Corps (RFC) supported British operations by offering close air support, aerial reconnaissance and strategic bombing of German targets. The RFC's commanding officer, Hugh Trenchard believed in the offensive use of air power and pushed for operations over German-controlled territory. It was expected the large numbers of aircraft assembled over the frontlines in the spring of 1917 would fulfil this purpose. However, the aircraft were, for the most part, inferior to German fighter aircraft.
Crucially, British pilot training was not only poorly organised and inconsistent, it had to be drastically abbreviated in order to keep squadrons suffering heavy casualties up to strength. This was self-perpetuating, as it resulted in most new pilots lacking sufficient practical flight experience before reaching the war zone.
"...the worst carnage was amongst the new pilots – many of whom lasted just a day or two..."
Mission:
Your orders are to intercept the Eagles before they can attack our reconnaissance planes.
Unfortunately, losses have been high. You are accompanied by two Rookie pilots, and you just want to keep them alive if possible. Your orders to the Rookies are: “When we are attacked, run.” Will they obey you??? (your choice)
As you venture further into enemy territory you are attacked by 6 Albatri, DIIIs and DIIs.*
(Or whatever mix you have, if you have 6 DIII, use them all).
Set Up: Two mats placed Short edges together (roughly2ftx6ft). NML is between middle edge and half way across second mat
Eagles:
Place the Albatri in two Vs, the rear planes bases touching the rear edge of the gaming area, the front planes base rear edge level with the front edge of the rear planes base, one ruler width apart to the side.
Each V half a ruler from the centre line.
All the Albatri in a V will make the same manoeuvre as their leader until firing commences for that V.
The first three manoeuvres for both Vs will be Stall, Straight, Straight to simulate a diving attack, and the first damage given will be plus one for the same reason.
Bulldogs:
You may fly whichever B gun scouts you favour except Tripes. Only your Leader may have one as they were very rare in the RFC.
I set this up using Pups, as they are my favourites, Nieuports are less manoeuvrable, Spads are faster and can take more damage.
The Bulldogs are also in a V formation, leading edge to rear edge, but are one card width apart as the Rookies cannot manage close formation flying.
The leader’s plane is two rulers plus a width from the enemy end of the gaming area, and flying towards it.
The first three manoeuvres are normal rate turns either left or right.
(Special rules for Pups. The leader can use the D+ deck, i.e. add a 90˚ left turn card to his deck. Rookies use a standard D deck, but cannot play the two 90˚right turn cards consecutively, either in a single turn or as the last and first cards of consecutive turns.
Penalty: 1D6; 4,5,or 6 aircraft spins out of control and crashes 1,2 or 3 aircraft does not move for three manoeuvres ( cannot be shot at) then continues with next card in hand)
Rookies
Use the Rookie rules from RAP,
A Rookie cannot fire immediately after a steep manoeuvre, an Immelmann, a Split-S or a climb.
A Rookie un-jams a machine gun more slowly, add one extra counter (4) for normal circumstances, and a second (5) if he is wounded.
When a Rookie fires, he is slower than the others. All other shooting is resolved before that of a Rookie.
If the Rookie is shot down he does not get to return or give fire.
For this game, if a Rookie is wounded he does not get to return or give fire after the manoeuvre that led to his wound.
If aircraft 50% or more damage, over FT Rookie tries to land
If aircraft 50% or more damage and wounded or on fire, over ET Rookie tries to land
If aircraft 25% or more damage and wounded or on fire, over FT Rookie tries to land
If aircraft 25% or more damage and wounded and on fire, over ET Rookie tries to land
If aircraft 0%damage and wounded and on fire, over FT Rookie tries to land
Landing rules, Dive (or whatever your favoured system allows), Straight , Stall.
2D6: 50% damage, ET Evens you land, Odd you crash; FT any Even number shows on a dice, or total is Even, you land OK
Wounded or on fire: ET 2-5= Fatal Crash, 6-9= Crash, 10-12 you Land. FT 2-4 Fatal Crash, 5-7 Crash, 8-12 you Land
All other results as normal
Victory:
Entente Total Victory, all planes RTB or land FT OK
Partial Victory, two pilots survive and return home.
CP Total Victory, No Entente planes or pilots get home
Partial Victory, two Entente pilots KIA or prisoner
*If you do not have sufficient aircraft or the time to fly 6v3, fly any 2:1 combination.
I do not have enough Albatros DIIIs myself, and will be subbing a couple of DVs, and utilising a J deck for two planes. (place your three cards from the B deck on your cockpit as normal, but use the J cards to do the move)
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