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 !
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
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