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Thread: OTT 17-18 Bitter End Campaign Rules.

  1. #1

    Default OTT 17-18 Bitter End Campaign Rules.

    Welcome all to the ongoing saga that is the Over The Trenches solo campaigns !

    Wanna play ?
    If you want to join in the fun and post an AAR in the OTT sub-forum, be it a one off mission that takes your fancy, or to play occasionally, or, you want to grasp the stick firmly in hand and join the campaign full time, then PM Dave aka flash and he will tell you how you can do just that but before you do that take a moment while you're here to browse the rules and general craziness that make OTT what it is.
    For those new to OTT please note that some scenarios can take several hours to play and the same again to present in AAR form.

    General Rules:

    This is not a historical recreation of the WW1 air war - it is a game, played along general historical lines.
    There will be at least two squadrons, a British and a German on the Western Front, The British Bulldogs and The Kaisers Eagles but we have opened it up for players to be whatever nationality Bulldog, or, Eagle they wish on whichever front against their local opposition.
    Players will enlist in their chosen side naming their pilots and crews and using aeroplanes from their collection. Each pilot will be given a roster of opposition pilots to fly against and feature in their stories, unless they opt out.
    The start of the Campaign is November 1917, the intent is to run to November 1918 with two scenarios per campaign month so a collection of late war types will be helpful.

    Each month a mission is posted by one of the players, prefix BRF. Players use their pilots to complete the mission, sometimes with & always against AI pilots, using whatever aircraft they like that were possibly available by that date (see post #6). They then write an AAR with photos and post it in the sub-forum with the prefix AAR.
    All that is asked is that you play the scenario set; within the rules & write the AAR using the title & date of the scenario (makes it easier to compile the collection).The reports should be written with "WW1 flavour" so that the story of your squadron members grows as the missions pile up over time and the scenarios should be played with sincerity, an eye for drama and fluff !

    Wings of Glory rules will apply along with some OTT Campaign house rules (below), Richard Bradleys Advanced 'solo' charts developed by Blackronin will be used for AI aircraft. (Those feeling the need may use the 2nd Gen charts, or, the universal diceless system if they wish, or even someone's D8 charts...)

    If you fail to post for three consecutive months it is presumed you have withdrawn from the campaign unless you advise otherwise and your roster will be so marked. Your pilots & stats will be left untouched in case you return but your opposition pilots may be used to replace the fallen.

    The idea is to have fun & tell your new mates about it in tales of your pilots derring-do and images. The campaign rules are the baseline arrived at following three lengthy campaigns, experience tells that we will all do it slightly differently but at least we'll all start in the same place, use the same ace abilities, roll on the same result tables !


    The OTT House Rules:

    Pilot management: We use the OTT spreadsheet for personnel and opponents. Click on: Entente or Central Powers
    Dave (flash) will be the only gamer allowed to make entries/changes - any issues PM him !

    Pilot usage:
    It is usual, unless stated otherwise in the scenario, that you only fly as one of your pilots in a mission, everything else is handled by the AI. Of course, you may need to take over another pilot if yours is downed during a mission (that happens to me a lot !), or, to handle something specific for a few moves like bombing that the AI can't always cope with. You can chop and change between which pilot you want to fly from mission to mission as you like.
    The reason is to represent the lack of comms in the air & to counter the God like overview a player has of a battle field.
    You will have enemy pilots assigned to you lower down your sides roster that you can assign to enemy aircraft as you wish - but - please use scouts for scouts and crews for the two-seater's - as their medals are tallied differently. If you think you don't have enough pilots/crew PM flash and more will be assigned.
    At the end of a game you work out the tally for all the pilots, both yours and your enemy, & flash will check the result before adding it to the roster.

    Butchers Tally: All will use the Butchers Tally format for all pilots involved at the end of your AAR (regardless of photos) in this format:

    Pilots name / what happened to them & where / injuries / Victories

    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill (ie Lt Stan Deasey, shot down in enemy territory, wounded in action, 1 kill)

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    NML - No Mans Land
    BEL - Behind Enemy Lines
    SEA - Sea, or, other water landing. (well someone's bound to !)

    Failure to do so will result in your roster not being updated, kills credited or your AAR being posted in the OTT sticky.
    Continued failure will have further consequences. You have been warned.

    All tallies will be checked & kills confirmed on the roster by my alter ego "Uncle" or "Onkel" or "Zio" depending which side you are on !
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    Victories: There will be no shared kills in OTT campaigns. (If in doubt who got the kill, ie two or more aircraft could have finished the target aircraft in the same phase then the nearest aircraft is adjudged to have fired first & gets the kill).

    This also applies to two-seater crew. Only the shooter is credited. Whilst not historically accurate their actual kill count will be !

    Ace Abilities: We use the amended Ace Abilities as shown in the post below. Abilities will be earned with victories, no 'gimmes'. Fifth time's a charm !

    Explosion Card: Explosion cards are expected to be played. The pilots and crews survival, or not, will be determined by rolling dice using the Resolution Crashes/Wounds table in post 2 of this thread !
    The Critical Hits Deck (available in the files section) may be used for 'colour'.

    Special Damage: Unlike it's stated in RB's rules in OTT for the AI all special damage applies - if it suffers rudder damage then either turn it the other way or sub in a straight or other card ie do whatever is best for that aircraft at that time. Same with engine damage - just sub one move with a stall; same with fire, do whatever you think is best.

    Morale:
    All aircraft will actively engage until they are:
    a. Within 3 of destruction, or,
    b. Within 5 of destruction if on fire, or,
    c. The pilot’s wounded (on A deck 5 or B deck 3) or,
    d. The engine is damaged,
    They will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !

    Wounded pilots: Wounded pilots bugging out - Rather than they just go we use the damage number to dictate the result ie the severity of the wound. So on a Wounded Pilot A deck hit of 5 or B deck hit of 3 the pilots head for home but on a Wounded Pilot A deck 3 or B deck 1 they will stay in the fight. This means your pilots may fight on in spite of a wound, or, equally, may push off home. The cards will decide.
    Two pilot wounds – if your pilot receives a second wound, he is not immediately killed. He is, however, shot down and the appropriate post game results applied to combat die rolls ie 2WIA (+ appropriate EXP/FLM/SD)

    Collisions: If models are at the same level and a base cannot be placed because it overlaps central peg of the other aircraft a collision occurs: 1 C damage card to each aircraft involved. NB: Other than the Explosion card Special Damage is ignored.
    Option: Those who wish to use the resolve collision cards may do so.

    Altitude: Scenario will be written without altitude in mind - those who wish to play with altitude may add that dimension to their game if they to wish using whatever altitude rules they prefer.

    2nd AAR: if you post a second (or more) AAR from the same scenario your pilots are still at risk and any results from enemy action stand but any kills you score are counted as probables i.e. Unconfirmed kills. So make sure the first one you post is the one you want counted.


    Optional Rules:

    Parachutes are in from April 1918 (Hun only I'm afraid) with the following rules:

    Do not roll for a crash result instead roll 1D6 and match to situation:
    Shot Down: 3-6 lands OK - On a 3 bruised - skip 1 scenario; 1 or 2 KIA
    Flamer/Collision: 4-6 lands OK - On a 4 bruised - skip 2 scenario; 1-3 KIA
    Explosion: 5-6 lands OK - On a 5 bruised - skip 3 scenario; 1-4 KIA

    Not forgetting that if your pilot/crew was wounded in action before hitting the silk they will still have to roll on the crash/wound chart as well.
    These parachute rules have been tried and tested in the Final Months campaign and survival rate is about right historically .

    Lewis Gun Restrictions: Lewis guns had 47 round drum mags until Nov 1916 when the 97 Round drum mag was introduced to all squadrons. RoF is 500-600 Rpm; or 8-10 Rps - that's 5-6 sec of ammo in a 47 drum; 10-12 sec in a 97 drum. In the game that's 3 rounds of shooting for the 47 drum, 6 for the 97 before you have to reload. (At close range that's 6 or 12 cards of damage with +1s where appropriate)
    For those with a fixed over-wing weapon eg N.11, N.16, it takes 3 moves (1 GT) to reload the Lewis Gun - as that entails a pilot standing up in the cockpit to replace the drum it may only fly straights whilst this is done.
    For cockpit mounted weapons, or, over-wing models with Foster mounts (eg RFC N.17, SE5s) it takes 3 moves (1 GT) to reload the Lewis Gun but they are only restricted to non steep moves to do so.

    Parabellum MG14 Restriction:
    Parabelllum MG had 200 round drum mags, RoF is 700rpm, or, 11.6 rps - that's (very roughly) 18 sec of ammo per drum. In the game that's 9 phases of shooting per drum before you have to reload. (At close range that's 18 cards of damage with +1s where appropriate, or, nearly half a B deck !

    Rudder Jams: – Play the Rudder Jam damage as normal, ie no move in that direction for 1 game turn, then remove one L or R turn as appropriate from the manoeuvre deck for the rest of the game (and a one appropriate sharp turn if aircraft has one); damage is cumulative. This is a house rule but it adds a permanence to the damage and is representing reduced rudder efficiency.
    Clarification: Sideslips are not counted as turns for removal in this rule; Only 1 turn card removed per damage unless the aircraft has an appropriate sharp turn then it is 2 turn cards, one long, one sharp.

    Wounded Pilot: In addition to the usual rules a pilot taking a wound will, in his whole next turn, fly the same manoeuvre that he was flying when he took the hit (eg if he was turning left he will play 3 left turns) and will be unable to shoot.
    He will begin the next turn with a straight and again will not be able to shoot but after that card he can play whatever card he likes & shoot as current restrictions allow. If he was wounded whilst playing a card that would make an illegal move when played three at a time then it is considered he has spun away from the battle out of control & come to in time to save his aircraft & get home. This is a house rule, it reflects the impact of taking a wound & getting it back together.

    Wounded Observer: option for obs/recon/bomb missions:
    a. You knock him down for the remainder of the turn he is hit in
    b. He stays down the whole next turn
    c. He returns to action at the beginning of the next turn with these penalties applied.
    ie 4 move gun jam, can only fire at short range & not after steep moves.
    d. A second hit and observer is killed.

    Gun Jams: Optional rule for twin mounted guns.
    At any range one gun is jammed on any gun jam card except a 0 Red GJ or a 0 Green GJ in which case BOTH guns are jammed.
    Both guns are jammed if two gun jam cards are received in a single phase.
    After each manoeuvre a player can decide to clear the jammed gun, or, fire the remaining gun.
    If they choose to clear, they discard a jam token; if they choose to fire they use the B deck.
    It is allowed to stop clearing a gun to fire with the other weapon in any phase, but the jammed counters are immediately restored to three.
    If both weapons are jammed, they are cleared at the same time after three consecutive manoeuvres. No separate account of clearing each weapon is necessary.

    Altitude for AI: Should you want to play a scenario using official altitude rules then this simple mechanic can be employed for the AI pilots (by you playing the I) to get them on terms with their adversary. :
    AI pilots can react to the upward or downward movement of another aircraft by using the next straight it draws to substitute a dive card, or, the next straight or steep drawn to substitute a climb card; unless they have engine damage, in which case only straights may be converted into climb cards. The AI can climb until they're an altitude level above its target if so wished to gain advantage.


    Bomb Loads: Option for bombing missions being trialed rather than using cards, ensure your target has a sensible value given.

    Machine ------------- Payload Kg / lb ------------- Damage full load / half load
    Breguet BR.14 B2 - 256 / 564 ------------------------------------------ 28pts / 14pts
    Bristol F.2 Fighter - 108 / 238 ------------------------------------------ 12pts / 6pts
    Caproni Ca.3 - 800 / 1764 ----------------------------------------------- 88pts / 44pts
    Caproni Ca.4 - 1438 / 3170 ----------------------------------------------- 158pts / 78pts
    Curtiss H.16 - 105 / 231.5 ------------------------------------------------- 12pts / 6pts
    De Havilland/AIRCO D.H.4 - 209 / 460 ------------------------------- 23pts / 11pts
    De Havilland DH.9 - 209 / 460 -------------------------------------------- 23pts / 11pts
    Felixstowe F.2A - 209 / 460 ------------------------------------------------ 23pts / 11pts
    Handley Page O/400 - 1655 / 3649 ----------------------------------- 182pts / 91pts
    R.E.8 - 112 / 247 ----------------------------------------------------------- 12pts / 6pts
    S.E.5a - 45 / 99 ------------------------------------------------------------- 5pts / 2pts
    Saml S.2 - 40 / 88 ------------------------------------------------------------ 5pts /2pts
    Camel - 36 / 80 -------------------------------------------------------------- 5pts / 2pts
    Snipe - 36 / 80 --------------------------------------------------------------- 5pts / 2pts
    Sopwith 1½ Strutter Two Seat - 60 / 130 --------------------------- 6pts / 3pts
    Sopwith 1½ Strutter Single Seat - 120 /260 ----------------------- 13pts / 6pts
    Albatros C.III - 90 / 200 ------------------------------------------------- 10pts / 5pts
    Rumpler C.IV - 100 / 220 ------------------------------------------------- 11pts / 5pts
    LFG Roland C.II - 50 / 110 ----------------------------------------------- 6pts / 3pts
    Halberstadt Cl.II - 50 / 110 ---------------------------------------------- 6pts / 3pts
    Phönix C.I - 50 / 110 -------------------------------------------------------- 6pts / 3pts
    Pomilio PC - 150 / 330 ------------------------------------------------------ 16pts / 8 pts
    Ufag C.I - 150 / 330 -------------------------------------------------------- 16pts / 8 pts
    Friedrichshafen G.III - 1000 / 2205 --------------------------------------- 110pts / 55pts
    Gotha G.V - 500 / 1102 ---------------------------------------------------- 55pts / 27pts
    Zeppelin Staaken R.VI - 2000 / 4410 ---------------------------------- 220pts / 110pts - maybe option to split load down further ?

    Near Miss is counted as half the damage rounded down.

    How To Bomb !


    Not an option:

    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:

    Pilots name / what happened to them & where / injuries / Victories or not
    eg: Lt Stan Deasey / SD ET / WIA / 0 Kills

    Use this to help calculate what happens to them & write it out eg:
    Crash: Rolled 9 -1SD -1WIA = 7 Injured - Skip 1D3 Scenarios. Rolled 3 = Skip 2
    E&E: Rolled 12 -1BEL -1WIA -1WIC = 9 Didn't even see me! Total Skips 2

    Doing this will help me out greatly as the calculation can be quickly checked and corrected if required

    RTB- Returned to base
    FRTB - Forced return to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded in Action (ie shot)
    WIC - Wounded in Crash
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    NML - No Mans Land
    BEL - Behind Enemy Lines
    SEA - Sea, or, other water landing. (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed
    Last edited by flash; 10-02-2018 at 07:16. Reason: Gun Jam option added

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

  2. #2

    Default

    Resolution of Crashes/Wounds etc

    This is how we resolve what happens when a pilot is shot down, crashes, or, is wounded:

    Crash & Wounds:

    Roll 2D6, apply modifiers & check result table

    Modifiers to Crash dice roll:
    Ace: +1 -----------------------------------------Your pilot's determination helps his landing
    Flying Ace: +1----------------------------------In addition if your pilots skill is Acrobatic/Evasive/Daredevil/Lucky Git
    Exploded: -3 -----------------------------------Boom card drawn for any reason - overrides flamer/collision
    Flamer: -2 --------------------------------------Downed by fire, or, downed whilst burning
    Collision: -2 -------------------------------------Downed due to Collision (Not cumulative with the above)
    Shot Down -1 -----------------------------------Just shot to bits! (Not cumulative with the above)
    Wounded: -1 per wound ----------------------Receive 2 wounds & you're shot down but you may survive !
    Landed safely in Aerodrome: +3 ------------Made it !
    Crash landed in No Mans Land or Sea -1 ---Not the safest or smoothest place to land
    Crashing in darkness -1 ---------------------Sorry - Didn't see that !

    Crashing and Wounded Effects Result Table:
    2 or less - Dead!
    3-4 - Injured - Skip 1D6 Scenarios
    5-6 - Injured - Skip 1D3 Scenarios (1-2=1; 3-4=2; 5-6=3)
    7-8 - Injured - Skip 1D2 Scenario (1-3=1; 4-6=2)
    9+ - All well when you land well !

    Escape & Evasion:

    Roll 2D6, apply modifiers & check result table

    Modifiers to the EE dice roll:
    Boom/Flamer: -1------------------ Smoke of your aircraft's funeral pyre draws unwanted attention
    Wounded: -1 per wound--------- Includes wound sustained from crash ie a crash result between 3 or 8 = -1WIC
    No Man's Land: +1--------------- Not far to go now !
    Behind enemy lines: -1---------- Dodge the patrols and find a friendly local
    In Sea: -1 ------------------------- Cumulative with above


    Escaping Enemy Territory Result Table:
    2 or less - Captured! The war ended for this pilot...
    3-4 - Captured and escaped! - Skip 1D3 Scenarios (1-2=1; 3-4=2; 5-6=3)
    5-6 - In hiding! - Skip 1D2 Scenarios (1-3 = 1; 4-6 = 2 )
    7-8 - Landed almost home! - Skip 1 Scenario
    9+ - They didn't even see me!

    You will notice landing in NML is penalised but is still rewarded for escape purposes, whereas, landing behind the lines is penalised. A sea landing is penalised in both and is cumulative with being Behind enemy lines for E&E calculation.

    German Parachutes:

    Roll D6

    Shot Down: 3-6 lands OK - On a 3 bruised - skip 1 scenario
    Flamer/Collision: 4-6 lands OK - On a 4 bruised - skip 2 scenario
    Explosion: 5-6 lands OK - On a 5 bruised - skip 3 scenario
    Not forgetting that if your pilot/crew was wounded in action before hitting the silk they will still have to roll on the crash/wound chart as well.


    To Clarify:
    You need only roll on aircraft that crash for any reason or wounded pilots in any circumstance or a combination of both.
    Planes that get off the table are presumed RTB unless they are on fire with cards still to draw, in which case those cards are drawn and result applied, if they survive they are RTB if not they are flamers and kill can be awarded.

    Concurrent Penalties:
    Crash & E&E results will be counted as being concurrent so whichever is highest result is the total skipped.
    eg. Crash results in a skip 3 & E&E results in skip 2 you will only skip total of 3. (appears as R R W on roster).
    Or, crash results in a skip 2 & E&E results in skip 3 you will only skip total of 3.(appears as W W R on roster).
    If tied result then it will likely just show as W's on the roster.


    Butchers Tally Example:

    Pilots name / what happened to them & where / injuries / Victories

    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    Use this to help calculate what happens to them & write it out eg:

    Crash: Rolled 9 -1SD -1WIA = 7 Injured - Skip 1D3 Scenarios. Rolled 3 = Skip 2
    E&E: Rolled 12 -1BEL -1WIA -1WIC = 9 Didn't even see me ! Total Skips 2

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded in Action (ie shot)
    WIC - Wounded in Crash
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    NML - No Mans Land
    BEL - Behind Enemy Lines
    SEA - Sea, or, other water landing. (well someone's bound to !)

    A note to all from Uncle- please don't combine the final crash results into the first bit of the Tally. That should just show what happened to the plane and pilot in the air or when it fell out of it ! ie: did it get shot down, how, where, was the pilot shot, did he get a victory etc, and it's from this the final crash result is then calculated. If you can conform to this it makes it soo much easier for me to check the maths.
    Last edited by flash; 08-02-2017 at 23:39.

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

  3. #3

    Default

    Medals and Awards

    This is a campaign award system to add a little 'colour' to proceedings and in no way meant to represent any real award system.
    Notations in parentheses show how the award will appear in the spreadsheet under 'Awards'. (Apologies to the German pilots, I know EK is the Iron Cross but not how the other medals would be shown).
    Those pilots who partook in the OTT ED Campaign will have their medals added & carried forward, where appropriate, to the Bitter End Campaign.


    English pilot/observer awards

    Kills---------------Ranks---------------------Award------------------------Promotion
    5----------Enlisted-------------------Military Medal (MM)-----------------------1 in 6
    5----------WO’s----------------------MM or MC--------------------------------1 in 6
    5----------Officers Capt & below------Military Cross (MC)-----------------------1 in 6
    10---------Enlisted--------------------Bar to MM-------------------------------3 in 6
    10---------WO's----------------------Bar to MM/MC----------------------------1 in 6
    10---------Officers Capt & below -----Bar to MCs--------------------------------5 in 6
    10---------Officers Other -------------Distinguished Service Order (DSO)---------5 in 6
    15---------Enlisted--------------------Distinguished Conduct Medal (DCM)--------3 in 6
    15---------WO's----------------------DCM--------------------------------------5 in 6
    15---------Officers Capt & below------2nd Bar to MC or DSO (50/50)--------------5 in 6
    20---------Enlisted--------------------Bar to DCM-------------------------------5 in 6
    20---------WO's----------------------Bar to DCM--------------------------------5 in 6
    20---------Officers Capt and below----DSO or Bar to DSO-------------------------5 in 6
    20---------Other Officer---------------Bar to DSO--------------------------------5 in 6
    25---------Enlisted--------------------Victoria Cross (VC)-----------------------Promoted
    25---------Officers--------------------Victoria Cross (VC)-----------------------Promoted

    Note: After June in the game DFC & DFM will be awarded in place of MC & MM.

    To make up for lack of gongage the Entente airmen have a chance to be 'Mentioned in Despatches'.
    To be “Mentioned in Despatches” is when an individual is mentioned by name and commended for having carried out an noteworthy act of gallantry or service. A Despatch is an official report written by the senior commander of an army in the field.

    In addition French awards may also be awarded:

    Légion d'Honneur (LdH): the highest decoration in France and is divided into five degrees: Chevalier (Knight), Officier (Officer), Commandeur (Commander), Grand Officier (Grand Officer) and Grand Croix (Grand Cross).
    Médaille Militaire (MMf): second highest award ranking immediately after the Légion d'Honneur for members of the military other than commissioned officers
    Croix de Guerre(CdG): For subsequent acts of bravery the recipient was awarded a bronze palm leaf for army citations; a silver gilt star for corps citations; a silver star for division citations; or a bronze star for Brigade & Regimental citations)
    Medaille d'Honneur avec Glaives (MdH): for bravery and dedication ranked after the Croix de Guerre in gold silver-gilt (Vermeil), silver (Argent) and bronze (Bronze).

    German pilot/observer awards:

    Kills--------------------Ranks------------------------------Award-----------------------------Promotion
    Wounded once or twice----all------------------------Black Wound Badge (WBb)-------------------None
    Wounded 3 or 4 times------all------------------------Silver Wound Badge (WBs)-------------------1 in 10
    Wounded 5 plus times------all------------------------Gold Wound Badge (WBg)--------------------2 in 10
    1----------------Officers & Enlisted------Silver Pilots Badge (PB) or Air Gunner Badge (AGB)----None
    2----------------Officers & Enlisted------------------Iron Cross 2nd Class (EKII)---------------------1 in 10
    5----------------Officers & Enlisted------------------Iron Cross 1st Class (EKI)----------------------1 in 6
    10-----------------Officers Only-------------------Order of the House of Hohenzollern (OHH)---------3 in 6
    15-----------------Officers Only-----------------Knights Cross - Military Order of St Henry (KC)-------2 in 6
    20----------------- Enlisted Only ----------------- Medal of the Red Eagle (MRE) ---------------------None
    20-----------------Officers Only ---------------- Order of the Red Eagle (ORE ) -----------------------None
    25-----------------Enlisted Only----------------------Military Merit Cross (MMC)--------------------Promoted
    25-----------------Officers Only--------------------Order Pour le Merite (Blue Max)-----------------Promoted

    Military Merit Cross (Bavaria) (Militär-Verdienstkreuz) "to reward extraordinary merit by non-commissioned officers, soldiers, and lower-ranking officials." 3 classes can be awarded with and without swords and with and without a royal crown.
    The War Merit Cross (Lippe) (WMC(L)) for distinction in wartime awarded to combatants and to non-combatants for significant contributions to the war effort.
    Order of the Red Eagle (ORE) - an order of chivalry of the Kingdom of Prussia awarded to military personnel to recognise valour in combat, excellence in military leadership, long and faithful service to the kingdom, or other achievements.

    Two-seater Crews:
    As well as their kills all two seater crews will be eligible for their medals after flying 5, 10, 15, missions as per awards for kills; ie their kills will be added to their mission tally. Their ace skills still come with 5 kills. This is because two seater crews get less opportunity than scout pilots in the campaign.
    Pilot, Observer & Air Gunner badges will be awarded on a similar basis to further 'bling' the crews !


    Italian Medals:
    The Military Order of Italy (Italian: Ordine Militare d'Italia): is the highest military order of the Italians awarded in five degrees for distinguished wartime conduct of units of the armed forces or individual personnel that has "proven expertise, a sense of responsibility and valour." Knight,Officer,Commander,Grand Officer,Knight Grand Cross
    The Gold Medal of Military Valour (Italian: Medaglia d'oro al Valore Militare): is an Italian medal for gallantry "for deeds of outstanding gallantry in war by junior officers and soldiers"
    The Silver Medal of Military Valor (Italian: Medaglia d'Argento al Valore Militare): is an Italian medal for gallantry. During World War I, the medal was awarded to military personnel, units above the level of company and civilians for exceptional valour in the face of the enemy.
    The Bronze Medal of Military Valor (Italian: Medaglia di bronzo al Valore Militare): is an Italian medal for gallantry.
    "To distinguish and publicly honor the authors of heroic military acts"

    The Italian War Merit Cross (Italian: Croce al Merito di Guerra): was awarded to members of the armed forces with a minimum of one year's service in contact with an enemy who received the Medal of the Wounded, or to those who, when mentioned for war merit, received a promotion. Also, if an act of valour was deemed insufficient for the Medal of Military Valour, the War Merit Cross could be awarded instead;


    Austro-Hungarian medals:
    The Military Order of Maria Theresa (Militär-Maria-Theresien-Orden in German): "successful military acts of essential impact to a campaign that were undertaken on [the officer's] own initiative, and might have been omitted by an honorable officer without reproach."It is considered to be the highest honor for a soldier in the Austrian armed services.
    The Military Merit Cross: awarded to officers who had performed especially praiseworthy service before the enemy in wartime, 3 classes
    The Medal for Bravery (German: Tapferkeitsmedaille): awarded for courage in combat gold,silver 1 & 2, bronze classes.
    The Wound Medal: awarded to servicemembers of the Austro-Hungarian armed forces and to persons attached to the Austro-Hungarian armed forces who were wounded as a result of combat operations.
    Last edited by flash; 08-22-2017 at 07:29.

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

  4. #4

    Default

    OTT Ace Abilities:

    Pilots take on a Level I ace ability when they first make ace - on subsequent achievement they may take a level II of the ability previously selected, or, select a second level I ability.

    Acrobatic Pilot I: Pilot can perform Immelmann w/o playing a straight after it - once every two turns

    Acrobatic Pilot II: Pilot can perform Immelmann w/o playing a straight before or after it - once every two turns

    Daredevil Pilot I: Pilot can perform 2 steep moves in a row - once every two turns

    Daredevil Pilot II: Pilot can perform 3 steep moves in a row - once every two turns

    Deadly Aim I: Pilot can add +1 aim bonus even if he didn't shoot at plane in previous phase (This is only to the first damage card drawn). - Once per turn

    Deadly Aim II: If at close range pilot can add +1 aim bonus even if he didn't shoot at plane in previous phase, this is in addition to Deadly Aim I (This is to the damage of every card drawn). - Once per turn.

    Dedicated Ground Crew I: This aircraft will ignore GREEN jammed special damage.

    Dedicated Ground Crew II: This aircraft will ignore ALL jammed special damage.

    Evasive Manoeuvres I: Pilot cannot be tailed unless tailing pilot is also an ace

    Evasive Manoeuvres II: When shot at in consecutive turns Pilot ignores the +1 rule

    Lucky Git I: Pilot can ignore damage from a single card except the explosion card - Once per sortie

    Lucky Git II: Pilot can ignore damage from a single Attack - Once per sortie

    Marksman I: When the Ace fires at an enemy aircraft he draws 2 cards & determines which 1 is given, at close range he draws 3 cards & determines which 2 are given - can use every two turns - The other cards reshuffled in the deck. (If the ace is an AI pilot, the order of damage done is: Explosion, then the higher damage. If there is a draw, special damage with the following line: Fire/pilot Wounded/jam/smoke/rudder jam.)

    Marksman II: When the Ace fires at an enemy aircraft he draws 3 cards & determines which 1 is given, at close range he draws 4 cards & determines which 2 are given - can use every two turns - The other cards reshuffled in the deck. (If the ace is an AI pilot, the order of damage done is: Explosion, then the higher damage. If there is a draw, special damage with the following line: Fire/pilot Wounded/jam/smoke/rudder jam.)

    Quick Shot I: Pilot fires & resolves damage before pilots without Quick Shot ability - aircraft shot down do not get to shoot.

    Quick Shot II: Pilot resolves fire before manoeuvres in a phase are executed but cannot fire again after manoeuvring that phase. Aircraft destroyed do not move or fire. Once every two turns. Added for Final Months Campaign.

    Custom Ace Cards can be found here in the files section

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

  5. #5

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    Scenario Running Order.

    Authors should aim to post their scenario by the 1st of the month or just before. Take note of aircraft types becoming available, as well as comments listed in the next post, as they may help/affect your story telling. This does not preclude you doing your history and own research !
    The dates given below are a guide only, basically we want a game in the first and second half of a month so if something historically can be made to fit into your game then by all means change the dates.
    If you can't do any particular month or want to swap then contact Dave (flash) and we'll see what we can work out.

    2016:
    June: Peter (Teaticket) 5Nov17
    Jul: Chris (Fastgit) 21Nov17
    Aug: Carl (Brisgamer) 7Dec17
    Sep: Paul (Tikkifriend)25Dec17
    Oct: Peter (Teaticket) 5Jan18
    Nov: Dale (Setarius) 21Jan18
    Dec: There will be leave this Christmas !
    2017:
    Jan: Bob (BB401) 7Feb18
    Feb: Barry (Gullyraker) 21Feb18
    Mar: Pete (Stumptonian) 7Mar18
    Apr: Mike (Mikeemagnus) 21Mar18
    May: Rob (Kyte) 5Apr18 - Just after 'Birth of the RAF'
    Jun: Carl (Brisgamer) 23Apr18
    Jul: Paul (Tikkifriend) 5May18
    Aug: Peter (Teaticket) 21May18
    Sep: Dale (Setarius) 6 Jun18
    Oct: Bob (BB401) 21 Jun18
    Nov: Dave (flash) 9 Jul18
    Dec: There will be leave this Christmas !
    2018:
    Jan: Mike (Mikeemagnus) 25Jul18
    Feb: Pete (Stumptonian) 7Aug18
    Mar: Dale (Setarius) 21Aug18
    Apr: Squadrons sent to rest area
    May: Peter (Teaticket) 05Sep18
    Jun: Barry (Gullyraker) 23Sep18
    Jul: Paul (Tikkifriend) 9Oct18
    Aug: Peter (Teaticket) 21Oct18
    Sep: Carl (Brisgamer) 5Nov18
    Oct: Rob (Kyte) 11Nov18
    There will be Peace this Christmas !


    Combatants

    Barry (Gullyraker) Entente
    Rob (Kyte) Entente
    Dave (flash) Entente
    Dale (Setarius) Entente
    Mike (Mikeemagnus) Entente

    Peter (Teaticket) Central Powers
    Paul (Tikkifriend) Central Powers
    Pete (Stumptonian) Central Powers
    Bob (BB401) Central Powers
    Carl (Brisgamer) Central Powers


    Withdrawn:
    Joe (Roland19) Entente
    Shawn (diceslinger) Entente
    Michael (Kinsale) Entente
    Brian (Archidamus) Entente
    Chris (Fast.git) Central Powers
    William (Willi) Central Powers
    Chris (Fast.git) Central Powers
    Eric (7eat51) Central Powers
    Last edited by flash; 04-06-2018 at 06:54.

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

  6. #6

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    Aircraft types for campaign period:

    Dates are operational dates sourced from Wiki (Cross ref with Unofficial Stats sheet, Osprey books, the aerodrome, other online & book sources...) & given in relation to the campaign: Western Front Jan16 - Oct17.
    Nexus/Ares models marked *

    1916:

    In Service:

    Albatros C.I: In Service -until 17 - two-seater - mainly in a reconnaissance and observation role

    AGO C.I In service - German two-seater - recon - Until Sep16 ?

    Aviatik C.I: In service - until 17 - two-seater - recon/observation

    Bristol Scout: In service until Aug16

    *Fokker E.III: In service until Jan17

    Morane Saulnier Type L In Service - two-seater parasol - recon - Dec17 ? (Apparently was also a single seat fighter)

    Morane Saulnier BB In Service - two-seater - recon - Jan17 (Apparently was also a single seat fighter)

    *Morane Saulnier N: In service - Sep16

    Nieuport 10 (RNAS) In service

    RAF BE2c: In service until 17 - two seater - reconnaissance and light bomber, variants of the type were also used as night fighters

    RAF FE.2b: In service to Apr17 - two-seater - Fighter, subsequent day and night bomber

    Rumpler C.I: In service - until 18 - two-seater - recon & light bomber

    Vickers FB.5 'Gunbus': In service until May16 - two seater - fighter (first aircraft purpose-built for air-to-air combat to see service)


    January: Fokkers now set off on missions with the sole aim of destroying enemy machines.

    Nieuport 11: Jan16 French - Mar/Apr16? (RFC Mar16)

    February: Entente respond by attaching one or two machines to escort their recon machines

    *Airco DH2: Feb16 - Jun17

    *Nieuport 16: French: Feb16 - Mar/Apr16? (RFC May16 - Nov16?)

    March: This led in turn to the formation of dedicated German flights to oppose them. KeK formed - each up to 4 Fokkers.

    *Nieuport 11: Mar16 RFC - ?.

    *Nieuport 17: French: Mar16 - Jul17?.

    *Roland C.II: Mar16 - two-seater - Recon & fighter escort role

    *Albatros C.III: Mar16 - two-seater - observation, photo-reconnaissance, light bombing and bomber escort

    April:

    *Sopwith 1½ Strutter: 2 seat bomber/escort, also 1 seater bomber - RNAS Apr16, RFC Jul16

    May:

    *Nieuport 16: RFC: May16 - Nov16?.

    June:

    Fokker E.IV: Jun16 - Jan17

    July:

    RAF FE.2d: - two-seater - Fighter, subsequent day and night bomber. A 3rd gun fitted sometime (Sept?) after arrival

    *Nieuport 17: RFC Jul16 - Jul17?.

    Fokker D.I: Jul16 - Nov16.

    Halberstadt D.II: Jul16

    August: 10 Aug 1916, the first German Jasta were formed - British reorganised their squadrons also

    Fokker D.II: Aug16-Oct16.

    *Spad VII: French: Aug16 - (RFC:Oct16 - Jan18)

    RAF FE.8: Aug16 until Jul17

    *Halberstadt D.III: Aug16

    September:

    Albatros D.I: Sep16

    October:

    *Spad VII: RFC: Oct16 - Jan18

    *Albatros D.II: Oct16

    Sopwith Pup: RNAS Oct16 - Apr17; RFC Dec16 until Dec17

    November:

    *RAF RE.8: Nov16 - two-seater - reconnaissance and bomber

    *Caproni Ca3: Heavy bomber. Intro dates vary from late 16 to early 17 for duration ?!

    December:

    *Albatros D.III: Dec16 (Feb17 out of service Halb D.II & Alb D.II stand in)

    *Sopwith Triplane: RNAS Dec16 until Nov17




    1917:

    January:

    Armstrong Whitworth F.K.8: two-seater - reconnaissance, observation, ground-attack, day and night bombing.

    February:

    Roland D.II: Feb17 - Jun17 ?

    March:

    *Airco DH.4: Mar17

    *Rumpler C.IV: Mar17 ?

    April:

    RAF SE5: Apr17 onward

    *Breguet Br14: Apr17 - two-seater - reconnaissance & bomber

    Bristol Fighter F2A: Apr17 - two-seater - fighter, reconnaissance & light bomber (NB pre Ares model)

    May:

    *Spad XIII: French May17 onward, (RFC Jun17 19 Sqn had 1 at least, 23 sqn Dec17 until Apr18)

    Albatros D.V: May17

    Airco DH.5: May 17 - Jan 18

    June:

    *Spad XIII: RFC Jun17 19 Sqn had at least 1 !

    *RAF SE5a: Jun 17 onward

    *Sopwith Camel: RNAS Jun17 - RFC Jul17

    *Bristol Fighter F2B: Jun17 - two-seater - fighter, reconnaissance & light bomber Mid June onward

    August:

    *Halberstadt CL.II: Aug17

    *Hanriot HD.1: Aug17 (Bel)

    *Pfalz D.III: Aug17 (D.IIIa Nov17)

    October:

    *Fokker Dr1: Oct17 >>GROUNDED for NOV17<<

    *Albatros D.Va: Oct17

    November:

    *Pfalz D.IIIa: Nov17

    *Aviatik D.I: Entered AH service last quarter 1917

    December:

    *Fokker Dr1: Cleared for duty

    *Phönix D.I: Entered AH service December 1917

    1918:

    January:

    *Siemens Schuckert D.III:Jan18 (Late Jan - May then withdrawn, returning July18)

    February:

    Sopwith Dolphin: Feb18 to end

    March:

    *Hannover CL.III & CL.IIIa Started to arrive at Schlastas Mar18

    Airco DH.9: first went into combat over France in Mar18.

    April:

    *UFAG C.I Entered A-H service Apr18 - end of war

    May:

    *Fokker D.VII: May18 to end

    Roland D.VI: May18 to end

    July:

    *Fokker E.V: Jul18 (Late July to Late August only)

    Pfalz D.XII: Jul18 to end

    *Siemens Schuckert D.III: Jul18 to end (Returns)

    August:

    Siemens Schuckert D.IV: Aug18 to end

    September:

    *Sopwith Snipe: Sep18 to end

    October:

    Fokker D.VIII Oct18 (24th October onwards)

    to be cont'd....
    Let me know if you'd like other types added to the list
    Last edited by flash; 10-16-2017 at 10:04.

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

  7. #7

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    Some Useful Links:

    I have to specify that just because these items are listed here does not mean that they should be, or, indeed, have to be, used in the OTT games... if you're not sure then drop me a line.
    Having said that, they are really useful links to things that previous players have posted throughout the campaigns that may help in a scenario, game, or, something you might just want to take a look at.
    The idea being to make it easier to find them than trawling through the files, or, saving a link that would otherwise have been lost amongst the thousands of posts/threads we have created.

    The Squadron/Jasta Spreadsheet

    (Select Bulldogs or Eagles - Late OTT sheet to find your pilots & their stats; for your enemy pilots scroll to the bottom of your sheet where you will find the pilots assigned to you)

    Unofficial Stats Committee Spreadsheet files

    WW1 Aces listings

    Bombing diagram here.

    Blind spot diagram

    Critical Hits Deck

    Ace Abilities Cards

    Tyneside Wargames Club for Richard Bradleys original solo charts & X-ABCD Chart

    Advanced Solo Charts That we will use for the AI manoeuvres:

    Note: There are no T, V (J*), G*, R or U deck charts & the A/B/S chart doesn't properly cater for a B deck (it has 3 side slips). However, they can be covered by existing charts that have the same manoeuvres:
    A/B/S chart can be used for the T, V (J*) decks; the D chart can be used for the U deck; The K+H chart can be used for G* and the J chart can be used for R and the B deck too (Rather than A/B/S).
    There is no advanced X chart but as they are ponderous beasties the original Richard Bradley chart will suffice (see above) though Teaticket has created a 2nd gen style chart for them & they are in the same files location as the rest.

    Collision Cards jpg

    Collision Cards pdf

    3" Target Markers 1

    3" Target Markers 2

    WW1 Mission Cards Page - Tanks/Guns/bombs etc

    WW2 Mission cards page

    Skaflocs explosion card result expansion Not for use in OTT.
    & card backs

    Random Placement Diagram

    Litko Markers - Flak markers

    WW1 Air Wars Timeline by MoonSylver

    Planes of the Western Front & their uses by MoonSylver

    Flashes Simple Altitude Rules

    Flash Moves Too - manoeuvres for aircraft

    Listing of Shapeways Aircraft by Teaticket

    Observation Balloon Info

    Night Fighting Rules by Teaticket (Peter)
    Last edited by flash; 11-26-2017 at 03:06.

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

  8. #8

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    Info Useful - Solo Players - For The Use Of !

    SOLITAIRE SCENARIOS AND ANTI-AIRCRAFT GUNS

    When playing a solitaire scenario, use the following rules for enemy anti-aircraft guns:

    Don’t place the 'shell' counter as per the multi-player rules but shoot as soon as any part of an enemy aircraft's base is within range of the gun (two rulers of distance).
    Draw an A damage card to see if the aim of the AA battery is correct.
    If there's no special damage on the card, the aim is wrong and the shot misses.
    If there's any type of special damage (including jammed guns) then a hit has been scored, ignore the result on the A card and draw a C damage card as the damage caused to the aircraft.
    Do not fire the gun as soon as it is reloaded, as per the multi-player rules. Instead, wait one phase, then shoot at any targets in range.
    (To clarify - a gun takes 3 phases to reload, it can then fire on the next ie the 4th phase)
    Don’t fire at a target if any point of the targets base is within a half-ruler of distance from a friendly balloon or aircraft base.
    If more than one target could be shot at by the AA gun, choose one randomly to be shot at, unless the scenario you are playing provides a specific rule stating which aircraft are more important. (For example, two-seaters may be seen as more important for artillery to shoot at than fighters.)

    NB: Rules taken from Burning Drachens & adjusted slightly to make them clearer

    AAA & AAMG RANGES

    For those of you that wish to step outside the AAA range imposed by the official rules I've found this info:
    The optimal operating altitude for balloons varied between 3,000 and 5,000 feet (1,000 and 1,500 metres).
    The Ordnance QF 13 pounder Mk III anti-aircraft gun, also known as 13 pounder 6 cwt, as seen mounted on trucks, has the lowest firing altitude of the British guns of 17,000 feet (5,200 m). I haven't seen the specs for Hun guns but I'd imagine the Krupp 77mm would out perform this. Bottom line being the balloons and aircraft will be well within range of dear old Archie !
    As for AAMG - effective range of a Vickers is 6500 feet (2000m), indirect fire is double that so they too will be well within range. It has been suggested that perhaps you should draw 2 damage cards & apply the lowest for targets at such altitude.


    RANDOM BOMBER MOVEMENT:

    For each plane that will be randomly flown, take the manoeuvre deck and remove the following cards: the climb, the dive, one stall, one turn to the left and one turn to the right. Only the other eight manoeuvre cards are used: three straights, one stall, and two turns to each side. Shuffle them well.
    Don’t plan any moves for the bombers. Each time one of those planes has to execute a manoeuvre, take the first card from its deck. Used manoeuvre cards are put in a discard pile for each plane, beside its manoeuvre deck.
    Each time the discard pile contains one turn to the right and one to the left, shuffle them back into the manoeuvre deck together with any straights or stalls. If there is a third turn in the discard pile, leave it in the discard pile.

    NB: Rules taken from Flight of Giants & adjusted slightly to make them clearer.



    SIMPLE ALTITUDE HOUSE RULES:
    Optional Solo Altitude Rules Flash is using in his scenario:

    The idea behind these rules is to treat altitude as it occurs in a bubble of air combat - or skirmish ranges if you prefer - adjustments up and down to bring guns to bear, or, avoid attack. A 'level of altitude' is about 6 pegs.

    Gaining Altitude:
    Aircraft can gain 1 peg on any Straight, 'straight' stall card, or Turn card but not on any sideslip card.
    Using a climb card a scout will gain 3 pegs, a two seater will gain 2 pegs *
    After any climb manoeuvre, you can only fire at a target at or above your current altitude.

    Losing Altitude:
    Aircraft can lose 1 peg on any Straight, any sideslip card, or Turn card but not on the straight stall card.
    Using a dive card a scout will lose 4 pegs, a two seater will lose 3 pegs **
    After any dive manoeuvre, you can only fire at a target at or below your current altitude.

    Shooting:
    There is no range penalty when shooting at targets above or below
    If you are shooting upwards you must gain 1 peg altitude
    (unless: using an upward firing gun, eg: Foster mounted gun on SE5a, N.17)
    If you are shooting downwards you must lose 1 peg altitude
    (unless: using a downward firing gun eg observers)
    You cannot fire a top wing mounted gun upwards on a dive or climb card (ie the red ones)

    Special:
    At greater than 5 peg altitude difference, attacking aircraft must dive or climb to fire their fixed guns at a target due to the angle of attack. (unless: using an upward, or, a downward firing gun)
    They receive the +1 damage bonus in the first phase of firing of this attack against aircraft.
    During ‘special manoeuvres’ the Immelmann card is 3 pegs up or down.
    After any dive manoeuvre, you can only fire at a target at or below current altitude.
    After any climb manoeuvre, you can only fire at a target at or above current altitude.
    After a 'straight' stall manoeuvre you can fire at a target at, above or below current altitude.

    *Expanding on climb cards:
    Those aircraft with a climb rate of 1 or 2 will go up 4 pegs (eg Dr1, SE5a, D.VII, Spad XIII);
    a climb rate of 3 or 4 will go up 3 pegs (eg Camel, Albatros DIII/D.Va, Dolphin);
    a climb rates of 5 or more will only go up 2 pegs (eg RE8, 11/2 Strutter, Gotha).
    Remembering that they can all climb a couple of pegs on their manoeuvres as well as the climb card in a game turn.

    **Expanding on Dive cards:
    Aircraft may dive up to 4 pegs - recognised good divers (eg SPADs) may dive 5 pegs.
    Aircraft may over-dive and by so doing will lose an extra 2 pegs.
    Recognised weak divers (eg Alb D.III) can dive 4 pegs without trouble but they draw an B damage to represent potential for structural damage if they over-dive.

    Zoom Climbing:
    An aircraft which dives using over-dive may elect to ‘Zoom Climb’ the following movement turn.
    By using the‘Zoom Climb’ manoeuvre, the aircraft recovers all its previous altitude minus one peg providing only climb or straight manoeuvres are used that turn.



    Copy in the Files here

    Advice on usage:
    a. Move aircraft
    b. Check if they are in range to fire
    c. Check if they need to climb or dive to fire and climb/dive 1 peg if move card allows

    Suggested Tweaks & Mods:

    Trevs:
    1. No firing if difference is more than 5 pegs
    2. Normal firing at short/long range for same or 1 peg difference
    3. Short range for more than 1 peg difference




    Bombs & Bombers:

    Bombing ideas for use in OTT Campaign:

    Machine ------------- Payload Kg / lb ------------- Damage full load / half load
    Breguet BR.14 B2 - 256 / 564 ------------------------------------------ 28pts / 14pts
    Bristol F.2 Fighter - 108 / 238 ------------------------------------------ 12pts / 6pts
    Caproni Ca.3 - 800 / 1764 ----------------------------------------------- 88pts / 44pts
    Caproni Ca.4 - 1438 / 3170 ----------------------------------------------- 158pts / 78pts
    Curtiss H.16 - 105 / 231.5 ------------------------------------------------- 12pts / 6pts
    De Havilland/AIRCO D.H.4 - 209 / 460 ------------------------------- 23pts / 11pts
    De Havilland DH.9 - 209 / 460 -------------------------------------------- 23pts / 11pts
    Felixstowe F.2A - 209 / 460 ------------------------------------------------ 23pts / 11pts
    Handley Page O/400 - 1655 / 3649 ----------------------------------- 182pts / 91pts
    R.E.8 - 112 / 247 ----------------------------------------------------------- 12pts / 6pts
    S.E.5a - 45 / 99 ------------------------------------------------------------- 5pts / 2pts
    Saml S.2 - 40 / 88 ------------------------------------------------------------ 5pts /2pts
    Camel - 36 / 80 -------------------------------------------------------------- 5pts / 2pts
    Snipe - 36 / 80 --------------------------------------------------------------- 5pts / 2pts
    Sopwith 1½ Strutter Two Seat - 60 / 130 --------------------------- 6pts / 3pts
    Sopwith 1½ Strutter Single Seat - 120 /260 ----------------------- 13pts / 6pts
    Albatros C.III - 90 / 200 ------------------------------------------------- 10pts / 5pts
    Rumpler C.IV - 100 / 220 ------------------------------------------------- 11pts / 5pts
    LFG Roland C.II - 50 / 110 ----------------------------------------------- 6pts / 3pts
    Halberstadt Cl.II - 50 / 110 ---------------------------------------------- 6pts / 3pts
    Phönix C.I - 50 / 110 -------------------------------------------------------- 6pts / 3pts
    Pomilio PC - 150 / 330 ------------------------------------------------------ 16pts / 8 pts
    Ufag C.I - 150 / 330 -------------------------------------------------------- 16pts / 8 pts
    Friedrichshafen G.III - 1000 / 2205 --------------------------------------- 110pts / 55pts
    Gotha G.V - 500 / 1102 ---------------------------------------------------- 55pts / 27pts
    Zeppelin Staaken R.VI - 2000 / 4410 ---------------------------------- 220pts / 110pts - maybe option to split load down further ?

    Near misses count as half total drawn.


    Above drawn from info below by dividing the poundage of bombs carried by 20 - min of 5 as that destroys a trench.

    Aircraft Max Bomb Load (Kg/lb)

    Breguet BR.14 B2 - 256 / 564
    Bristol F.2 Fighter - 108 / 238
    Caproni Ca.3 - 800 / 1.764
    Caproni Ca.4 - 1438 / 3.170
    Curtiss H.16 - 105 / 231.5
    De Havilland/AIRCO D.H.4 - 209 / 460
    De Havilland DH.9 - 209 / 460
    Felixstowe F.2A - 209 / 460
    Handley Page O/400 - 1655 / 3649
    R.E.8 - 112 / 247
    S.E.5a - 45 / 99
    Saml S.2 - 40 / 88
    Camel - 36 / 80
    Snipe - 36 / 80
    Sopwith 1½ Strutter - 60 / 130 (260 single seat)
    Albatros C.III - 90 / 200
    Rumpler C.IV - 100 / 220
    LFG Roland C.II - 50 / 110
    Halberstadt Cl.II - 50 / 110
    Phönix C.I - 50 / 110
    Pomilio PC - 150 / 330
    Ufag C.I - 150 / 330
    Friedrichshafen G.III - 1000 / 2205
    Gotha G.V - 500 / 1102
    Zeppelin Staaken R.VI - 2000 / 4410

    The German P.u.W. bombs were:

    12.5kg (27.5Lbs); 50kg (110lbs.) 100kg (220lbs), 300 kg (660 lbs) and 1000 kg, (2200 lbs.).
    The 12.5kg bombs were internally stowed horizontally in bomb racks in most "C" types and "G"types.
    The 50 & 100kg bombs were externally stowed in bomb racks under the fuselage on some "C" types.
    300kg bombs were fuselage stowed under the fuselage of the AEG G.IV, Fdh G.III and Gotha G.II - G.V with the 50 & 100kg bombs stowed under the fuselage or wings.
    The 1000 kg. bombs were stowed under the fuselage of the Fdh. G.IIIa, Fdh. G.IV and Fdh.G.IVa.
    The Staaken "R" bomber could carry all the P.u.W. type bombs in internal racks except the 1000 kg bomb.

    Info on British Bombs:

    RFC used three types of bomb:
    High Explosive (ranging from the 1914 16-lb RL bomb with 7-lb of TNT to the 1918 3,300-lb SN with 1,500-lb of Amatol),
    Incendiary (from the 1914 Bomb Petrol Small with 6 pints of petrol, up to the 1918 Incendiary 6.5oz containing 2.5oz of Cendite in an Aluminium tube)
    and a single Anti-Personnel bomb, the 180-lb RL (AP) containing 21-lb of Amatol.

    HE type bombs: 10, 16 & 20lb (4.5kg, 7.25kg, 9kg) Hale & Cooper bombs could be strapped on scouts, 65lb (29.5kg), 100lb (45kg), 112lb (50kg) & 230lb [from 1917] (104kg) used against structures by FE2b's, DH4's, DH9's; 520lb (236kg) Anti sub used by RNAS, 1650lb (750kg) used by HP 0/400.

    Bomb Values:

    Divide the weight (kg) of the bomb by 10 & multiply that by two to give a value to the bomb damage. eg:

    RFC:
    10lb - 4.5kg/10 = .45, x2 = 0.9 call it 1
    16lb - 7.25kg/10 = .725, x 2= 1.45 call it 1.5
    20lb - 9kg/10 = .9, x2 = 1.8 call it 2
    65lb - 29.5kg/10 = 2.95, x2 = 5.9 call it 6
    100lb - 45kg/10 = 4.5, x2 = 9
    112lb - 50kg/10 = 5, x2 = 10
    230lb - 104kg/10 = 10.4, x 2 = 20.8 call it 21
    1650lb - 750kg/10 = 75, x 2 = 150

    RNAS:
    520lb - 236kg/10 = 23.6, x 2 = 47.2 call it 47 (Anti Sub)

    German:
    12.5kg/10 = 1.25, x 2 = 2.5
    50kg/10 = 5, x 2 = 10,
    100kg /10 = 10, x 2 = 20,
    300kg/10 = 30, x 2 = 60,
    1000kg/10 = 100, x 2= 200

    Of course you will then need to assign appropriate values to targets,...
    a trench/AAMG/AA have a value of 5 for strafing purposes so not a bad place to start - a couple of German 12.5kg bombs would deal with that, or maybe a handful of RFC 10 pounders (4.5kg/10 = .45, x2 = .9 but call it 1) or, a load of 16lbs (7.25kg/10 = .725, x 2= 1.45 say 1.5, or even 20lbs (9kg/10 = .9, x2 = 1.8 call it 2)

    Near misses count has half value of bombs dropped.

    How to Bomb:


    Execute the manoeuvre and, before weapon fire is resolved, put the bombs in play.
    If the last manoeuvre of the bomber was a stall, put a stall in front of the base, then put the bomb card so that the arrow on its rear matches the one at the rear of the card.
    If the last manoeuvre was not a stall, put a straight in front of the plane and do the same.
    A soon as they are placed on the table, the bombs hit the ground.
    If the red dot on a target card is totally covered by the bomb card, the target takes full damage (or the player scores full victory points). If the red dot is not totally covered but even a little part of the target card is, the damage (or the
    score) is halved (round down). If no part of any target card is covered, the bombs missed. In any of the three cases, remove the bomb’s card.
    You cannot take measurements to evaluate if your bombs will strike the target or not.
    Bombs cannot be dropped just after an Immelmann/Split S.

    Jasta Strength:
    The Feldflugchef Order 929/16 dated 31/08/16 lays down the establishment of a Jagdstaffel as:
    14 single seat fighter aircraft (later18)
    1 Staffelfuhrer
    1 Adjutant
    12 pilots (later 16)
    1 paymaster
    1 master technician
    1 Disciplinary Sergeant major
    1 Disciplinary Sergeant
    1 Medical NCO
    6 NCO's - duties various
    14 Engine fitters (later 18)
    28 Airframe riggers (later32)
    6 motor mechanics
    2 Electricians
    2 Joiners
    2 Steel cable workers
    1 Shoemaker
    2 Leather workers
    1 Tailor
    2 Clerks
    2 Telephone operators
    5 men for general duties
    2 Armourers
    2 motor cyclists
    15 soldiers for transport duties
    16 Drivers & assistants
    3 Automobiles
    4 heavy lorries
    1 Mobile workshop
    1 Water lorry
    1 Lorry with electric generator
    2 Trailers

    From Appx 1 - Osprey Airwar 13 - German Fighter Units 1914 - May 1917 by Alex Imrie

    This is the ideal of course, I have seen mention elsewhwere of more machines - 4 spares plus 3 more held at the Armee Flugpark, however, it's probably safe to say this was seldom met. Strength was more likely 12 on hand with 8 or 9 serviceable at any time due to maintenance, bad landings and combat damage. The pilot strength was probably an average of 11-12 and this was reduced by leaves and injuries to probably 8-9 at best.

    By early 1917 most Jagdstaffeln were operating at half strength due to problems in supply of aircraft and pilots. Realising this would prevent the formation of more Jagdstaffeln the Kogenluft issued an order to increase the establishment of Jagdstaffeln given above by a further four machines, pilots, four fitters and four riggers when the personnel & aircraft became available. Kogenluft 62015/17 dated 1st May 1917.

    From - Osprey Airwar 17 - German Fighter Units June 1917 - 1918 by Alex Imrie

    Most pilots were Leutnants or NCO pilots. Not unheard that Ltn were jasta leaders.


    Balloon Colours: lifted from the aerodrome:

    "The German Parsevals-Sigsfeld Drachen (Dragons) were yellow as were the French copy of the Drachen. The British copy were camouflaged in greens and browns.
    The French Caquot Typ.M and Typ. R were yellow. The British Type M and Type R were camouflaged in olive green. The American made were camouflaged in Olive Green. The German AE was camouflaged olive-brownish green. Late production had light blue bellies.
    The balloon fabric was very fine woven cotton fabric coated with liquid rubber by the Allies and an ersatz rubber liquid then colored in the final rubber coating. It was referred to Balloon Fabric and still is today. ( At least to 1988 when I retired. Today it is used for sails on ship models.)
    Germany, Belgium Drachens at the beginning of the war flew their National Flags for identification on the Balloon Cable Bridle. Around October 1914 Germany painted a straight sided cross on both sides of the envelope. About May-June 1915 France painted the French Cockade on the sides of the envelope. The RFC/RAF never marked their balloons. The USA painted the red, blue white cockade on the sides of the envelope.
    Part I of Gasbags,Dragons and Elephants will be in Issue No.204, and Part II will be in No 205 of WW1 Aero. There are photos and color illustrations in booth issues."
    Dan-San 2010

    More on balloons here: http://www.westernfrontassociation.c...-bal-west.html

    RFC OR (other ranks)
    The 1918-1919 NCO ranks were: Warrant Officer Class I, Warrant Officer Class II, Flight Sergeant, Sergeant, Corporal, Air Mechanic 1st Class. Air Mechanics 2nd and 3rd Class were the equivalents of Army Privates. In 1919, AM 3rd Class was abolished and a new rank of Leading Aircraftman was introduced above AM 1st Class.

    OTT TM - ideas
    3 month campaign. 4 games per campaign month or 6 months, 2 games per C/M = 12 months of gaming.
    Starting as rookie pilots for first month.
    Each pilot has an inherent ace ability - from selected ace skills - that can be used only once per game.
    Use the standard ace skills - create level II
    You fly one pilot. (maybe two - P & P2?) If lost select one of your NPC to carry on with.
    Review the saves.
    Review medals for RFC.
    Last edited by flash; 10-02-2018 at 07:24.

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



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