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Thread: All the OTT 17-18 Bitter End Campaign Scenarios

  1. #1

    Default All the OTT 17-18 Bitter End Campaign Scenarios

    You will find here a compilation of all the 'Bitter End' solo campaign scenarios created by 'pilots' engaged in the campaign namely:
    Dave (flash), Rob (F.O.Kyte), Neil (Skafloc), Paul (Tikkifriend), Pete (Teaticket), Barry (Gullyraker), Joe (Roland19), Bob (BB401), Pete (Stumptonian), Dale (Setarius), Carl (Brisgamer), Mike (mikeemagnus), William (Willi), Thomas (Thomas NH),Edward (Kustenjaeger), John (Vagabond)

    The original threads are still available if you want further reading but the bones of the originals have been put here for your convenience. We hope you enjoy them.

    If you get into the AAR's then please leave a comment for the author, if only a couple of words, the games can take hours to play and the AAR take hours to prepare for your viewing pleasure so your appreciation will be... appreciated !

    If you want to jump in and have a go then contact me via PM and we'll fit you in be it for one game or several.

    Cheers Dave - flash.
    Last edited by flash; 12-14-2018 at 00:53.

    "He is wise who watches"

  2. #2

    Default

    OTT Bitter End Mission 1 - The End At Passchendaele - 10th November 1917 - by Teaticket

    On the morning of November 6th the Canadian Corp finally reached the objective of Passchendaele. The Third Battle of Ypres was closing down. Four days later on the 10th they launched the final attack to gain the remaining high ground to the north of Passchendaele.


    Terrain where the Canadian Corp advanced through.


    Australians in Chateau Wood 29 october 1917.


    Passchendaele before and after.


    The Mission:
    Just after dawn on the 10th a photo recon was sent out to locate any important targets. HQ wanted no surprises from the Germans behind the heights. The eyes in the sky were to look for any artillery batteries, ammo dumps, troop concentrations. The following mission was to neutralize any targets found so the boys on the ground could take the high ground as easily as possible. Good photos with precise locations are needed to succeed.

    Forces:
    The British have 2 two seaters (Sopwith 1 1/2s, DH4s...whatever you have historically possible) They will both fire as B/B. In addition there will be 2 escorting scouts.

    British will only get reinforcements if a 2 seater is shot down before it takes a photo. If that happens a new 2 seater will enter as per starting positions.

    The Germans have 3 Albatros DVa scouts.

    The Germans can receive reinforcements but only if it will bring them up to 1 less active plane than the British.

    Examples, Germans start with 3 to the British 4. If an Albatros is taken out of the fight a new one will arrive randomly north or south at the German starting positions. (as soon as the German poses no threat check for reinforcement possibility)
    If the British are down to 3 planes before the Germans lose one, the Germans can operate their 3 normally. If the Germans then lose one they cannot get a reinforcement as they would be then one less than the British. It the Germans then lose another so they are down to 1 to the British 3, they can bring in a new Albatros making it 2 to 3.

    Set Up:

    Playing surface is to be two mats area joined along the long edges.
    3 German ground force cards are placed evenly across the mat ~1 inch back from the center edge, one B machine gun with infantry in the center and an infantry position on either side. These positions cannot be destroyed. (see photo for targets or British set up)

    Targets:

    10 targets cards are placed behind the German ground forces. They are to be set up so that they are not lined up in a straight line to other target cards. Use photo as a guide.

    British
    Set up first with the 2 two seaters in the center and flanked by the scouts.
    (If playing altitude, 2 seaters are at 3, scouts 4)



    Germans
    Set up 2nd with one Albatros on the north and one on the south. The third will be randomly selected for north or south. (this is also where any reinforcements will enter)
    (If using altitude, level 4)






    The Mission:

    A British player will fly both 2 seaters, the 2 scouts will be AI.
    The British try to score points by taking successful photographs and bringing them home. After taking 3 photographs a plane must return home. You can return sooner.
    Taking photographs... you must be flying straight or stall and end that movement with the plane’s base overlapping the target card.
    Photographs taken should be recorded, noting whether it was taken on a stall or a straight and if the base covered the red dot on the target card.
    (and note altitude if used) If using altitude the 2 seaters remain at level 2 if they descend there to take the photos. They will not waste time trying to climb, they will head home asap.
    Remove the target card once it has been photographed.
    When back home you get the results of your photography work.

    Don't forget about the observer not being able to shoot the movement card before and during the photo taking.

    Play will continue until both British 2 seaters return off their side of the board. If all 2 seaters are downed the British scouts will head home as their mission was to protect them.
    The Germans will keep on fighting until all British planes have crossed back to their side of the lines or have been shot down.

    In addition to the Butcher's Bill all players must list each photograph brought home with the conditions it was taken, ie. stall, covering dot, straight, altitude. Photographs can not get home in time if shot down behind enemy lines. If shot down in No Man's Land you cannot be delayed for photographs to be useful for next mission.

    If for some drastic events one does not return any good photos, fear not, there is a special next mission waiting for you.

    Chris (fastgit) will roll these out and give you your results.

    1 Nothing important
    2 New trenches
    3 Aerodrome
    4 Ammunition dump
    5 Troop concentration
    6 Artillery Battery

    Die roll modifiers:
    +1 if stall
    +1 if over red dot
    -1 straight
    -1 per level over 2
    (no photos at level 1)

    A German player will fly one Albatros but will also have to guide the British 2 seaters to targets.
    Plot you Albatros normally first, then starting with turn 3 randomly roll what target the 2 seater will fly for, checking the closest reasonable targets currently available and easiest to line up on. On turn cards you can reduce the turn to line up a photo run if the turn would fly your heading past the target.

    This is the first part of a two part mission. Part two will be presented by Chris (fastgit) next month. This is why you won’t know your results immediately. He will develop the photographs, study the findings and send you on your next mission of destruction! (or defense as a German)

    The Original BRF

    And if you want to see how it's done the AAR are here:

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...e-by-Teaticket

    Carlbrisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl_Brisgamer)

    Roland19 (Bulldog):
    http://www.wingsofwar.org/forums/sho...17-by-Roland19

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...-November-1917

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...-November-1917

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...le-10-Nov-1917

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...-November-1917

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...ak-gully_raker

    Tikkifriend (Eagle);
    http://www.wingsofwar.org/forums/sho...-November-1917

    F.O.Kyte (Italian Bulldog):
    http://www.wingsofwar.org/forums/sho...ian-Front-Kyte

    BB401 (Eagle):
    http://www.wingsofwar.org/forums/sho...Nov-1917-BB401

    Dragonfly (Eagle):
    http://www.wingsofwar.org/forums/sho...7-by-Dragonfly

    Willi (Bulldog):
    http://www.wingsofwar.org/forums/sho...-10-1917-Willi
    Last edited by flash; 08-20-2016 at 02:22.

    "He is wise who watches"

  3. #3

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    OTT BE - Mission 2 – Rain in the Forecast; Fire from the Sky - 10th November 1917 by fast.git




    Diary Entry from 10th November, 1917

    “It rained heavily all day. In the morning I went down to the canal bank to see the staff captain of the first division about our RE material, as they were shouting for it from the guns. This way of getting material proved almost as fruitless as putting in through brigade as they simply made a note of the stuff we want and that was all that was done about it. The first division had attacked early in the morning, trying to push obliquely along the ridge towards Rosebeeke and although they were successful in gaining their objectives they eventually had to retire to their old line as the mud was impossible. All their Lewis guns and rifles got jammed with mud and the Hun put down a very heavy barrage too. Our big guns 12’ and 9’ were blazing away hard as I went down to the canal and making a great noise.”

    -- Lt. Edward Walford Manifold MC, 48 Bty, 36 Brigade, RFA



    Background:

    The Battle of Passchendaele (31 July – 10 November 1917) – officially known as the Third Battle of Ypres and destined to become infamous not only for the scale of casualties (more than 500,000), but also for the mud – is mercifully coming to an end.

    Mud and Misery of the Passchendaele Battlefield



    "Canadian Gunners in the Mud" by Alfred Bastien


    The heaviest rains in 30 years had stalled the attacks of July and August in a quagmire of rifle-clogging and tank-immobilizing thick mud…eventually becoming so deep that it drowned men and horses. Improving weather, however, prompted a series of attacks in late September and early October, establishing British possession of the ridge east of Ypres by 4 October.

    Further attacks in October failed to make much progress, with British and Canadian forces eventually capturing what little remained of Passchendaele village by the evening of 6 November. Having weathered fierce enemy counterattacks for the last four days, this last phase of the battle will see the Canadian Corps attack and clear the Germans from the eastern edge of Passchendaele Ridge on the morning of 10 November.





    Mission:

    Allied: Early morning contact patrols have identified a number of targets threatening the Canadians’ assault along the ridge line east of Passchendaele. Storm clouds are massing and, as many of the RFA’s heavy guns are on the move and unavailable for action, it has fallen to the RFC to clear the way before the weather closes in and shuts down flight operations. Intel is spotty, however, and you are certain of neither the precise location, nor the nature of the targets.

    Crossing the lines over the advancing Canadians, your mission is to locate, engage, and destroy two targets (primary and secondary) identified by the dawn contact patrols.

    "Battle of Menin Road" by H. Septimus Power


    Central Powers: Allied aircraft have been active all along the front since shortly after dawn, interdicting supply and reinforcement columns, targeting defensive strongpoints, and harassing troops in the trenches defending the high ground to the east of Passchendaele. The weather is closing in, threatening to shut down flight operations and leave the defenders on the ground to fend for themselves…but you’ve just sighted a group of Allied two-seaters flying low over the battlefield.

    Drive off or destroy the Allied two-seaters before they can engage and destroy their targets.



    Forces Engaged:

    • Allied: a flight of 3 aircraft; must include at least a single two-seater
    • Central Powers: a kette of 3 scouts
    • Both Allied and Central Powers players will fly any single aircraft (it may be a two-seater), leaving the remainder to be controlled by the AI.
    • Any two-seaters will be B/B armed.
    • Allied aircraft may enter at Altitudes 2, 3, or 4. Central Powers aircraft will enter the map 1 altitude level higher than the highest Allied aircraft.
    • As the weather is rapidly worsening, neither side will receive any reinforcements.


    Special Rules (Weather):

    • The weather is closing in, and the opening showers of what will eventually be more than 10 cm (4”) of rain has begun to fall as the Allied aircraft cross the lines. As a result, ceiling begins at Altitude 6, and will drop as the weather rolls in…making this as much a race against time as it is against HA.
    • Ceiling will begin dropping at a rate of one level a turn (every 3 cards) beginning on the 7th card, plus a number of cards equal to the player’s “result” from the previous mission (ex. 14th card (7+7) for fast.git).
    • Engaging targets will no longer be possible once the ceiling drops to 2.
    • Should an aircraft climb through the clouds, they exit the battlefield and leave the scenario.
    • If not playing with altitude, visibility will be reduced to zero 3 turns (9 cards) after the ceiling begins to drop.


    Special Rules (Targets & Bombs):

    • Select three target cards (identified on the chart below as primary and secondary, plus a “dummy”) and place them face down on the eastern half of the board, no closer than a single range stick to any edge and no closer than two range sticks between them. Additionally, stagger the target cards so that they’re not all in a single line.
    • It is recommended (but not necessary) that any AI two-seaters use Richard Brantley’s advanced charts for H & K decks (specifically the columns regarding “Target” and “Home”). Link here
    • AI bombers will move to the closest target and engage it at least once, unless it is positively identified as a "dummy" target. After the first attack, the AI two-seater may move on to another target, regardless of result.
    • Targets may be flipped over and identified once an Allied aircraft moves within two range sticks.


    #1 #2 #3 #4 #5 #6 Total
    Mod
    Ceiling Drops Primary & Secondary Targets
    teaticket +1 -1 +1 3 (+1) 11th card Troop Concentration
    Artillery Battery
    Carl-Brisgamer +1 0 0 3 (+1) 11th card New Trenches
    Ammo Dump
    Roland19 -1 -1 -1 0 +1 5 (-2) 10th card Supply Column
    New Trenches
    Flash n/a 7th card Troop Concentration
    Artillery Battery
    Mikeemagnus +1 +2 +2 +1 -1 5 (+5) 17th card Supply Column
    Artillery Battery
    Stumptonian 0 0 0 -1 0 0 5 (-1) 11th card New Trenches
    Ammo Dump
    Gullyraker +2 +2 -1 +1 4 (+4) 15th card Troop Concentration
    Artillery Battery
    Setarius +1 0 -1 +1 -1 +1 6 (+1) 14th card Troop Concentration
    New Trenches
    Tikkifriend +1 -1 +1 0 +2 +1 6 (+4) 17th card Artillery Battery
    Troop Concentration
    fast.git 0 +2 0 +1 4 (+3) 14th card Troop Concentration
    New Trenches


    • To simplify matters somewhat, bomb loads will be abstracted. Rather than tracking individual bombs, each Allied two-seater will be loaded with enough bombs to drop on two targets (or double-up on a single target), with scouts able to drop once.
    • When carrying bombs, aircraft may not perform a reversal.
    • If a dropped bomb card covers the target’s red dot, the target will be destroyed by a single bomb. Otherwise, the target will be damaged/disrupted/suppressed by the near miss. Two such near misses will destroy the target.




    Setup:

    • 2 mats, or an area approximately 54”x40” (138cm x 102cm)
    • Allied two-seaters and their escort (if any) will enter from the western edge, within 1.5 range sticks of mat edge center point. At mission’s end, surviving Allied aircraft may exit at any point along the map’s western edge, or upwards through the clouds.
    • Defending scouts will enter from the opposite side, within 1.5 range sticks of mat edge center point.





    Optional Rules:

    • Treat landing at your home aerodrome as a “crash landing” per the OtT:BE rules, modifying the roll only for wounds (-1 each), engine damage (-1), rudder damage (-1), and pilot ability (Ace = +2).



    Victory Conditions:

    • Allied players receive 3 points for destroying their primary target, 2 points for destroying their secondary target, and/or 1 point for each damaged target.
    • CP players receive 2 points for each destroyed two-seater and 1 point for each destroyed scout.


    Road Sign used by the Imperial German Army

    Here is a link to a 'How to bomb diagram'

    Here is the Original BRF.

    And if you want to see how it is done:

    Carl_Brisgamer (Sea Eagles);
    http://www.wingsofwar.org/forums/sho...arl_Brisgamer)

    Stumptonian (Eagles):
    http://www.wingsofwar.org/forums/sho...e-from-the-Sky

    Mikeemagnus (Bulldogs):
    http://www.wingsofwar.org/forums/sho...e-from-the-Sky

    Setarius (Bulldogs):
    http://www.wingsofwar.org/forums/sho...ire-in-the-Sky

    Gully_raker (Bulldogs):
    http://www.wingsofwar.org/forums/sho...ky-gully_raker

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...m-the-Sky-quot

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...ire-in-the-sky

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...y%94-teaticket

    BB401 (Eagle):
    http://www.wingsofwar.org/forums/sho...-the-Sky-BB401

    F.O. Kyte (Bulldog):
    http://www.wingsofwar.org/forums/sho...rom-the-Sky%94
    Last edited by flash; 08-21-2016 at 02:47.

    "He is wise who watches"

  4. #4

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    OTT BE Mission 3 - Counter Attack At Cambrai - 3rd December 1917 by Carlbrisgamer.













    A PDF of the complete briefing document can be downloaded here:
    http://www.wingsofwar.org/forums/dow...o=file&id=2365

    MkIV Tank Cards and stat sheet can be downloaded here:
    http://www.wingsofwar.org/forums/dow...o=file&id=2286
    http://www.wingsofwar.org/forums/dow...o=file&id=2287


    Good luck and have fun!

    Here's is the original BRF

    And here is how it's done:

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl_Brisgamer)

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...ack-at-Cambrai

    Gully_Raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...ri-gully_raker

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...i-3rd-Dec-1917

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...ack-at-Cambrai

    BB401 (Eagle):
    http://www.wingsofwar.org/forums/sho...c-1917-(BB401)

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...-December-1917

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...17-Stumptonian

    F.O.Kyte (Bulldog):
    http://www.wingsofwar.org/forums/sho...-Italian-Front

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...-December-1917
    Last edited by flash; 09-06-2016 at 00:28.

    "He is wise who watches"

  5. #5

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    OTT BE Mission 4 - Santa's little Helpers - 24th December 1917 by Tikkifriend


    Christmas Eve 1917 .


    https://www.youtube.com/watch?v=uu-US5fIsww







    The war that would be over by Christmas was fast approaching its 4th anniversary. With the Front pounded by the Cambrai assault few roads were left intact to carry supplies other than shells for the artillery.




    Trains to the Front carried wounded to the rear



    and more PBI to the trenches for the next onslaught.

    There was no time or room to carry mail and Red Cross Parcels to the battle weary troops of either side.


    Moral was low and the Generals knew it.

    Then it struck them . What if they were to bypass the damaged roads and torn up railways and use their aircraft to drop supplies and mail to the forward positions?

    A couple of bombers for example , just to see if it worked, an escort or 2 , no great loss if it failed , but a tonic for the troops if it succeeded. Plans were put forward, supplies collected and a date and sector chosen.



    Santas little helpers

    Mission: Drop letters and food parcels to your troops on the Front




    Total of 4 Santa Sacks to drop in 2 waves if 2 planes chosen , 1 if large bomber used

    escort of 2 scouts total used as you wish in either or both waves.

    2nd wave sets off 2 turns (6 movement cards) after 1st Bomber

    Planes:

    You have 4 “bomber point” as follows The choice is yours how you spend them.

    Entente fly Hanley ages, Caproni .
    Central powers Straaken, Gothas.

    4pts Straaken




    4 pts Handley Page



    2pts Gotha



    2pts Caproni



    .... Or.... 1pt Large 2 seater of the period..


    You also have 2 scouts.to act as cover for you

    You have a total of 4 “Santas sacks” to deliver. How you distribute them is up to you as any of the planes can carry up to 4 sacks. For the parachutes to open you must drop them from a minimum of alt 4 pegs

    Your opposing force has 4 scouts and a 2 seater. The 2 seater comes into play when 50% of the scouts are downed or forced to leave the table.

    Set up:

    2 mats as usual. The trench cards (4) are placed randomly ˝ and 1 ruler from the edge of the east side of the mat and at least 1 ruler apart ie 2 at ˝ ruler from edge ,2 at 1 ruler with at least 1 ruler distance between them. These are your delivery points.

    Planes

    Santas start ˝ ruler distance anywhere on the western edge.

    The second wave , if you use 2 or more bombers , starts from the same position on turn 3 (6 movement cards) after the first.
    Escort scouts and Santas at alt 4

    Enemy aircraft over trenches are subject to Infantry fire as per rules.

    The enemy planes arrive on turn 2 using the random arrival from the East map edges as follows;

    1,2 North edge 3,4 East edge 5,6 South.edge ..

    The 2 seater arrives on the North side of where the 2 mats meet Alt 4 if it is called upon .

    Dice for the position of the flight leader. The rest of the flight are at the same position but behind him. All attacking Scouts are at alt 5 if using altitude rules.

    Scoring:

    Morale Points

    Parcels card covers 75% of target 4MP
    50% 3MP
    25% 2MP

    Miss or fail to drop -1 MP

    Every enemy scout shot down/forced to leave the table 1MP

    Every Santa shot down /forced to leave -3MP

    For every Santa that makes it back to the start point 2MP

    When everyone has played the scenario I will add all the scores for each side to decide a winner Central or Entente .





    You might need the following file.

    http://www.wingsofwar.org/forums/dow...o=file&id=1498 Parachutes



    Here's is the original BRF

    And here is how it's done:

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...-December-1917

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...Little-Helpers

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...rs-gully_raker

    BB401 (Eagle):
    http://www.wingsofwar.org/forums/sho...-December-1917


    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...-December-1917

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...-December-1917

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...rs-24-Dec-1917

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...mber-24th-1917

    F.O.Kyte (Bulldog):
    http://www.wingsofwar.org/forums/sho...-December-1917
    Last edited by flash; 10-24-2016 at 02:46.

    "He is wise who watches"

  6. #6

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    OTTBE - Mission 5 - The Gifts That Keep On Giving - 1st January 1918 by Teaticket

    The day after Christmas the weather closed down air operations. The winter weather was foul. The kind of weather even Santa could not fly in. When the weather front finally broke after New Years the skies were clear but very cold. Crystal clear, but the cold was extreme.
    Back on Christmas Eve some enemy planes had dropped packages on the troops in the trenches, and a few even made it to the Aerodrome. It was quickly realized that these packages were meant for enemy, some had mistakenly been dropped on our side of the lines. They were letters and gifts for the holidays. The troopers in the trenches did not hesitate and devoured any edible contents and kept whatever else was usable, thanking the enemy for their holiday wishes.
    The packages that were dropped on the Aerodrome were left unopened. A bit of respect for the opposing airmen, a camaraderie of enemies.
    It was briefly debated and the result was to return the mis-directed packages. A few additional items were added to the drop…





    or...





    It was agreed upon by all the pilots to return the items, but by who? Four were chosen at random, two scout pilots and one two seater crew. They would leave at 8am, return the packages and be home by 9:30. Hopefully this would be accomplished after all the enemy dawn patrols had returned to ground but before the mid morning scouts were sent up.


    Your side’s mission is to fly over the enemy aerodrome and drop the presents back to their rightful owners and return home, exiting off the friendly board edge.

    Forces
    Player’s side get 2 scouts and one two-seater. Player flies one plane of his choice.
    Enemy AI forces are 3 scouts with a possible 4th.

    Set up & possible reinforcements

    The enemy aerodrome is positioned one measure from the center of the enemy friendly base edge.
    (Landing strips can be found here in the files)

    Players will start the two seater one measure in towards the aerodrome from the board center. (see photo) Your scouts will be randomly placed ˝ measure away from the two seater, positioned 3 – 9 o’clock, facing in the same direction as the two seater.

    The enemy will start with one scout entering on each side edge of your friendly half. See photo for position.
    Turn two, a third scout will enter randomly at either of the start positions.
    When/if an enemy scout is downed or heads home out of the fight, a new enemy scout will enter at the center of your friendly base edge. This will happen only once.






    Special rules

    The Drop
    You get one two seater that will make the drop. The presents will take up a bit of room so the rear gunner will only have one reload of ammunition.
    The 2 seater must fly over the aerodrome and drop its packages before it can take any action against the enemy. (they don’t see them until they turn back after the drop)
    The scouts may turn to engage turn one, or wait until the drop has been made.

    Effect of the extreme cold
    As mentioned in the intro, it is extremely cold. So cold, the guns are more apt to jam.
    For fixed guns; an ‘A’ firing gun becomes a ‘B’ firing gun after the jam is cleared. A 2nd jam cannot be cleared.

    For rear gun jams:
    An ‘A’ rear gun; if 1st jam is green it will clear as a ‘B’ firing gun, if 1st jam is red the jam is permanent. A 2nd jam is permanent.

    For ‘B’ firing gun: if 1st jam is green it is a normal jam, if red it is permanent.
    A 2nd jam is permanent.

    If an enemy plane has a permanent jam it will leave the engagement and possibly trigger a reinforcement.
    If a player's plane other than the one you are flying has its guns seize up you can take control and fly it home.

    Victory points

    1 point per scout downed,
    2 points for downing the two seater,
    ˝ point for each plane forced home due to morale rules or wounded pilot.
    (planes leaving because of jammed guns don’t count for victory points)


    The Original Thread is here

    And here is how it's done:

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...nuary-1st-1918

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...t-January-1918

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...t-January-1918

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...nuary-1st-1918

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...t-January-1918

    BB401 (Eagle):
    http://www.wingsofwar.org/forums/sho...1-January-1918

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...1918-teaticket

    F.O.Kyte (Bulldog):
    http://www.wingsofwar.org/forums/sho...ing-Cano-Corso

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...ng-Gully_raker
    Last edited by flash; 11-03-2016 at 23:28.

    "He is wise who watches"

  7. #7

    Default

    OTT BE Mission 6---She'll be comin' Round the Mountain - January 21st 1918 - by Setarius

    With the collapse of the Russian army on the eastern front and both ruling parties in Russia negotiating a peace treaty with Germany. The German army is now free to reroute supplies to both the western and Italian fronts.

    Mother has been given intelligence that a train bound for the Cambrai area and Isonzo, loaded with food and ammo for the troops.


    Bulldogs you need to intercept the westbound train in the Ardennes Forest somewhere between La Roche and Bastogne. The Italian Bulldogs you need to intercept your train about 30km west of Ljubljana. Both locations are over 100km from your forward most base. Two reasons these locations were chosen, 1) This is very mountainous terrain, inaccessible by road. At best you will find travel through these areas mostly by horse or mule. And 2) The closer you get to the front the more planes the enemy can get airborne. Both trains will be in the area about 0700 local time.

    Eagles, FIFI, Friends in French Intelligence, have passed along information that your old nemesis the Bulldogs are going to try to intercept a supply train in the Ardennes Forest. Your job protect it.

    Equipment needed:

    2 maps fitted long edge together

    Entente:
    Start position--Southwest corner of map facing NE. Enter turn 1. Altitude 5-7.
    2 scouts your choice with approximately 250-300km range
    1 two seater w/2 25kg bombs draw 2C dmg per bomb
    1 Nieuport 17 w/2 bundles of La Prieur rockets dmg per RAP

    Central Powers:
    Start position--North edge where two maps meet facing South. Enter turn 3. Altitude 6-8
    3 scouts your choice with 250-300km range

    Train:
    1 Locomotive 10 dmg points
    2 Flat cars w/2 A firing AAMG; 5 dmg per AAMG; 5 dmg points for the car
    4 Boxcars 10 dmg points worth of cargo; Boxcar 5dmg points
    Start position--Just off board at the Center of east edge of map heading west.
    Movement will be your choice of the E,G,P,R,T,Y maneuver decks. All 6 are the same speed. You can only use the 3 straight, 1 right, 1 left, and 1 climb from the deck. Shuffle these 6 each turn and use the top 3 for that turn, repeat this process each turn.
    You are the I in the AI of the train. Keep it on the board in a westerly direction and keep its movement unpredictable, you are in the mountains.


    Any and all optional rules and advanced rules in RAP are available for use.

    Trains to print out here in the files.

    Special rules:

    Boom card on any train car will destroy the car and put 5 dmg points on the cars on either side of it.
    If you do 15 points of dmg to a Boxcar or draw a Boom card for that car, then the cars behind it will come to a stop.
    AAMG cannot fire to front or back, only to both sides and at the same time due to 2 per car.
    Boxcars must be off map for CP to get points for them. Any Boxcar left on the map are points for Entente.

    Sample train movement:
    Turn 1) straight, climb, left
    Turn 2) climb, straight, straight
    Turn 3) right, straight, left

    Victory points:

    Entente:
    5 points per Boxcar destroyed on or off map
    2 points per Boxcar dmg under 5 points left on table
    2 points per Boxcar dmg over 5 points
    2 points per enemy scout shot down

    Central Powers:
    5 points per Boxcar off map under 5 points dmg
    3 points per Boxcar off map over 5 points
    3 points per two seater shot down
    2 points per scout shot down




    C&W and E&E modifiers:
    C&W roll - if WIA before crash: Minus 1 shown as -1 NML (Narly Mountain Location)
    E&E roll - if uninjured before crash: Plus 1 shown as +1 NML (Narly Mountain Location)


    The Original Thread is here

    And if you want to see how it's done:

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...t-January-1918

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...-21st-Jan-1918

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...18-Stumptonian

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...18-gully_raker

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...d-the-Mountain

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...d-the-mountain

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...1918-teaticket

    F.O.Kyte (Bulldog):
    http://www.wingsofwar.org/forums/sho...918-Cane-Corso
    Last edited by flash; 01-26-2017 at 22:41.

    "He is wise who watches"

  8. #8

    Default

    OTT BE Mission 7 - Something Must Be Done - 7 Feb 1918 - by BB401

    (Note - the entire brief can be downloaded and printed as a pdf here: https://drive.google.com/drive/folde...VE?usp=sharing in the folder WGF)



    1. Prologue: “Eight times since this past September 1st! Something must be done!” Political pressure to Do Something was building.



    2. “We hit the Zeppelin base in Friedrichshafen when we needed to. The time to act is now! I say this is the threat we must counter. The people need to read about the steps we are taking to protect them, whatever the cost!” Lord Rothermere was adamant and he had taken his case to both Lords and Commons to pressure the newly, if unhappily appointed Trenchard to have a strike prepared.



    …………………………………………..
    “We must avoid contact early on, and maintain ambiguity about our target as long as possible.” They pored over the chart looking at routes to the target. “We will not fly direct, as it would expose us to too much chance of interception and counterstroke.” “But sir, that would stretch our fuel to the limit – there would be little available when we are intercepted – we must plan on defending if intercepted-“ “IF you are intercepted, there should be enough to defend and allow the bombers to reach their targets, here, just southwest of Ghent” he tapped his pencil repeatedly on the RFA 501 aerodrome on the map, “and then make a sprightly withdrawal.”
    “It must work like this. The bombers O-400s cross the English coast and head direct overwater due west until abreast of Dunkirk, where the shorter-ranged bombers and escorts from the continent will join up. They head ENE until abreast of the Scheldt Estuary. They will head up the estuary to Ternheuzen, then turn and follow the zeekanaal to Ghent, and then SE to the RFA 501 base in Sint-Denijs-Westrem. Bomb the place and reverse course home.” “But sir, that is a long way back….” “Long, yes, but the shorter rout takes you directly over or between far too many enemy airfields. No, this is the best option.” “Of course, sir….”



    The raid is a retaliation for Gotha / Staaken raids on London. Replicating the success in bringing the war to the Zeppelin sheds, the Entente will send its long range bombers on a mission to hit the Staakens on the ground in Sint-Denijs-Westrem. In order to achieve complete surprise and avoid overflight of hotly contested aerial zones along the front, the bombers will leave directly from England and be joined by a scout escort over water north of Dunkirk, proceed east over water to the Scheldt, dive down to just above sea level, and once you see the third island in the estuary begin your climb to altitude of 4 and turn south over the zeekanaal at Ternheuzen and follow it to Ghent.
    Over Ghent you will turn west and proceed to Sint-Denijs-Westrem where RFA 501a is based.



    This will stretch the combat range of your escorts, and those that stop to brush off any enemy scouts encountered along the way will not have the fuel reserve to make it to the target and back, so plan your assignments accordingly. Expect that the enemy will have Archie and AA MGs to defend his airfield, so descending to a lower altitude to increase the chance of hitting your target will increase your risks in returning. Your job is to get those bombers to the target and back. How you do that is up to you…..
    Weather enroute is expected to be fair. You will be fighting a light headwind out, but it will help speed you on your return. Adjust accordingly on your bomb run as it will add to your ground speed. Clouds enroute are 1000m scattered, and 2500m broken, and over the target the forecast is for 2000m scattered, with clouds increasing by mid-morning. You should be in and out before that, lads.



    This mission is built around the costs of player choices on a max range mission.
    3. Opposing Forces – The size of the Entente attacking force will determine the overall forces assembled as shown in the table below. As the commander of the mission, you choose the number of aircraft used in the mission - the defenses and objectives will scale accordingly. See Table 1.
    4. The Battlefield – The mission will be flown on two distinct map areas, the scout Intercept zone, and the Target Zone, as showing in the diagram below.
    Setup: Two standard size Mats are used for playing area, along with a Pre-game staging area and an inter-game area as shown below:
    Pre-Game Staging– just big enough to hold your planes



    (During playtesting, I set up one area, fought it out, and then laid the target mat over the top, fought it out, removed it… )
    The purpose of the pre-game staging is to allow the Entente to arrange its flight as it enters the fighter intercept zone. Tan aircraft may not be intercepted until their center pegs are fully on the 1st Mat. The CP player may place its Scouts anywhere on the mat in any direction at any altitude but at least I ruler from the Pre-game staging area. The Entente planes can be fired upon until their center pegs have left the Fighter intercept mat. Pursuing CP planes may not leave the fighter intercept mat. If their center pegs leave it for more than a single maneuver phase, they are considered RTB until the Entente returns after bombing. CP planes may not move to the target zone as they will not risk their own AA guns.
    The inter-game zone functions like the pre-game zone – for lining up the formation. The Entente player may revise its formation prior to entering the Target Zone. There are no CP planes in the target zone. It will be defended solely by AA. The bombers will proceed directly to their targets and bomb, turn, reform, and exit. The scouts may maneuver freely but may not leave the Target Zone before the bombers. The “target” for the AI Scouts in the target zone will be one of their assigned bombers. Once their bomber has left the Target zone, you may use Human Intelligence to move their assigned scouts out of the target zone in the quickest manner possible.
    5. Special Rules:
    Special Rules: Fuel Limitations:
    Entente Scouts – you are at max effective range for this mission. Scouts that dogfight during the run-in to the target zone will not have enough fuel to get home and so will RTB or stay and fight until no scouts remain aloft after the bombers and other scouts head to the target (leave the Intercept Zone mat) (Normal campaign rules re: Morale remain in force as normal).
    Firing at a plane in your forward arc while in formation traversing the intercept zone does not count against you. Maneuvering for a shot or peeling off to engage and the penalty applies.
    Scouts that remain with the bombers and do not dogfight may defend the bombers on the return with no penalty.
    Special Rules: Size of forces. Forces engaged will be determined by you, the Human player. You may scale the forces to match both your available aircraft and the number of aircraft you want to manage during the scenario.



    Assemble your forces based on the below table, start with Entente planes, and adjust until you have the number and mix you want

    TABLE 1 – Size of Forces



    Example 1 – The player chooses an HP O-/400, a DH.4. and a pair of scouts as escort. The Central Powers would then have 6 Scouts, 4 targets, 4 AA MGs, and 3 AA guns.
    Example 2: The player wants to sneak in and out quickly, with 2 Bristols and 2 Camels. The CP in reply would have 4 Scouts, 2 targets, 2 AA guns, 2 AA MGs
    Example 3: Multirole – the player flies in with 3 Bristols, all with bombs. The CP would have 3 scouts, 3 targets, 3 AA guns, 3 AA MGs

    Special Rules: Giants/Bombers/2 Seaters used for bombing:
    - Will proceed to target by most direct route possible, drop, turn and return by most direct route possible.
    - They will travel in and remain in formation. Bombers will drop their salvo(s) on targets selected by the Entente player.
    - Central Powers will arrange targets and AA positions before Entente arranges aircraft in the holding area. Entente will assign targets to aircraft prior to restarting play.
    - Simplified Bomb Loads are as follows:



    Anti-aircraft and Altitude: If played without altitude rules, all AA guns are in range of the bombing aircraft and their escorts as if they were all with one level of the same altitude. If Altitude rules used, then AA gun range and bombing as per normal game rules.

    Victory Conditions:



    The point values have been assigned such that the total possible points remains equal between the opposing sides regardless of the number or mix of aircraft chosen. It is also biased towards emphasis on successful bombing. If the Entente player is accurate and hits all targets, it can afford heavy losses and still be victorious. The CP player must prevent, or prevent accurate, bombing of targets by any means necessary.

    Target Cards: I have posted some special Staaken Target Cards in the Files section here:
    http://www.wingsofwar.org/forums/alb...hmentid=213881

    Alternate sets here:
    German: http://www.wingsofwar.org/forums/dow...o=file&id=2194
    British: http://www.wingsofwar.org/forums/dow...o=file&id=2204

    Initial Setup / Play:
    After the forces have been determined, set up the Intercept Zone maps, place the Entente forces of map in the desired formation, then place the CP forces anywhere in the Intercept Zone maps at least one ruler from the edge where the Entente forces enter play. The Entente need not have all aircraft enter at once. Play continues until all Entente planes are downed, turned back, or leave the far edge of the Intercept Zone; or until all CP aircraft have been downed.
    Once all Entente planes’ center pegs have left the Intercept Zone, the table, if smaller, can be reset, with the Target Zone Map. The CP player then place the targets at least one ruler from any edge, and at least half ruler from each other, and defending AA Guns / MGs in whatever way seems advantageous.
    The entente player may then arrange its aircraft off map in any formation / position that seems advantageous. Assign targets to the bombers and begin play, moving aircraft onto the map. Remember, you may change Entente aircraft altitude between zones with no penalty. Again, no CP Scouts will be in the Target Zone. Movement / Bombing as per normal rules.
    Once all Entente aircraft have left the Target Zone, turned back, or been shot down, the play ends (unless using the optional rule, below).
    Playtesting Results / Example: (Note – early rules version used do not use this to calculate sides – use Table 1 only!)
    Entente: HP O/400 x 1; Bristol F2.b x 1; Sopwith Triplane x 2
    Central Powers: Alb D.Va x 7
    Targets: 3
    Playing time ~ 4 hours with two people (including lunch break….)
    Playing surface – the dining room table. Set up the Intercept zone, played it, laid the target zone on top, played, removed it, and flew the Return trip. If like me, you need to periodically yield your playing surface to others, the mission can easily be broken into two or three sittings.
    Results: All targets destroyed, Entente lost the HP and the triplanes; CP lost one Scout. A costly tactical result but a strategic victory for the Entente. The Bombers Must Get Through.

    Optional Rules: Return Trip
    For the full experience, your attacking Entente aircraft must again run the Central Powers Scout gauntlet on their return to base.
    Once all Entente aircraft have left the Target Zone, turned back, or been shot down, the play then reverts to the Intercept Zone, in the reverse direction, with the same initial position / setup rules as before. As before, the Entente player can change the altitude and formation between zones with no penalty.
    The Entente player may revise their formation once again between the Target Zone and passing back through the Intercept Zone.
    The Entente planes are in play again as their center pegs cross into the Intercept zone mat and remain in play until their center pegs leave the far edge of the mat.
    Play continues until all Entente planes are downed or leave the far edge of the Intercept Zone; or until all CP aircraft have been downed.

    Optional Rules: Engine Damage
    As they leave the Intercept zone on the return trip, but before the game is over, resolve any engine damage results as specified below:
    - If Engine damage is received as a result of combat action, that plane will:
    o If it occurs prior to reaching target zone, turn back and attempt RTB by shortest route to the point at which you entered the Intercept zone.
    o If it occurs at or after the Target zone, attempt RTB by shortest route to the point at which you entered the Intercept zone. Owning player will test for ability to RTB after it successfully leaves the fighter intercept zone.



    Best results achieved by drawing from a previously unused deck. The damage values are not applied to the aircraft – just the engine damage effect. Results are not cumulative. First “penalty” card drawn generates the effect, no further cards need be drawn.
    Results of off-airport landing follow normal campaign rules.

    Optional Rules: Role Reversal
    The sides may be switched, with Staakens leaving Belgium and bombing Dover or the like; or transplanted to the Austrian/Italian front or eastern front (Ilya Mourmometz, anyone?) as needed.

    The Original Thread is here

    And if you want to see how it's done:

    ..or not done !

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...-February-1918

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...8-by-teaticket

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...ne-gully_raker

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...ne-Stumptonian

    BB401 (Eagle):
    http://www.wingsofwar.org/forums/sho...e-Done-(BB401)

    F.O.Kyte (Bulldog):
    http://www.wingsofwar.org/forums/sho...918-Cano-Corso

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...-February-1918

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...-February-1918

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...e-7th-Feb-1918
    Last edited by flash; 03-22-2017 at 12:28.

    "He is wise who watches"

  9. #9

    Default

    OTTBE Mission 8 - Bag Big Bertha - 21st February 1918 by gully_raker

    The General Situation---Western Front--Late Feb 1918

    Both combatants were planning for a Spring Offensive.
    German & British Commanders looked to use heaver & heaver Artillery to pound away at the static Trenches.





    The Germans had secretly brought up new larger calibre Cannons.



    And were pounding the British lines from a great distance.



    The largest of these however became known as Big Bertha!



    The British had made several attempts to bomb the brute after recon had identified its location only to find when the Bombers arrived the Gun had disappeared!
    The Germans moved it by tractors as soon as they realised the British had discovered its position.
    British G.H.Q decided the only way to silence the gun was to send an artillery spotting aircraft to find the gun & range in the special unit of Siege artillery before the German army can relocate Bertha.



    The Mission

    Using 2 Wog/Wow games mats preferably the new No Mans Land & Industrial Complex mats you will position 3 possible locations for Bertha approx 2/3rd of a range ruler in on the Industrial mat in the bushy area. These will be donated by AA Gun cards with one being marked by a sticker or some other means to donate Bertha.



    You will turn these over & shuffle them around the mat until you do not know which card is Bertha. Then place them as per the following photograph, 1 ruler length apart & NOT in a straight line.



    Gun cards can be found here in the files

    British forces will consist of a RE 8 or 1 1/2 Strutter as the Spotter Aircraft to be accompanied by 2 British scouts of your choice. If you have neither 2 seater you can proxy but must use the manoeuvre deck & stats of one of the Aircraft listed.
    The British forces will start 1 1/2 rulers in on the No Mans Land mat from the join of the two mats.
    The accompanying Scouts will be placed as shown in the photograph.



    The opposing German aircraft will be 3 scouts from those available at this date (late February 1918) & you will roll a D6 to see where they enter the Game at the start of Turn 3. On a 1 or 2 from the Left Hand corner of the German end, on a 3 or 4 the Centre & on a 5 or 6 the Right hand corner viewed from the British lines.

    All Aircraft will commence at Altitude Level 4. The spotter aircraft should not descend below L3 or climb above L4!

    Victory will be achieved if Big Bertha is destroyed or the British are prevented from doing this.
    OPTION: If playing the Central Powers you can reverse the mission & try to destroy a British Artillery piece!

    To Destroy the Gun

    First the Observation Aircraft must fly over or within one ruler (measured across a gun card from its centre) to identify Bertha.
    Having done that the Aircraft must then commence to circle or perform a Figure 8 over/around the target & radio the co-ordinates to the Siege Artillery Officer. You cannot radio until you have completed the first circle or F8. Only then will you roll a D6 to see if the shot hits.
    If you roll a 6 then the Artillery has destroyed Bertha and your aircraft makes a final pass to confirm destruction of the target.
    If you don't roll a 6 the shot misses & you must again circle the target before you can roll again.
    You continue to do this until Bertha is destroyed or you are shot down.
    If attacked by a German Scout your observer cannot return fire & radio at the same time. It's your choice which he chooses to do!
    The friendly Scouts are there to protect your 2 seater so it can complete the mission.

    Good Luck & good shooting!

    I decided we all needed a reasonably simple Mission after those two really great but rather exhausting games.


    The Original Thread is here

    And if you want to see how it's done:

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Stumptonian (Eagle / Bulldog ?!):
    http://www.wingsofwar.org/forums/sho...ha-Stumptonian

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...-February-1918

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...1918-teaticket

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...18-gully_raker

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...-February-1918

    BB401 (Eagle):
    http://www.wingsofwar.org/forums/sho...Feb-1918-BB401

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...-Mission-8-AAR

    F.O. Kyte (Bulldog):
    http://www.wingsofwar.org/forums/sho...ano-Corso-quot

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...-21st-Feb-1918
    Last edited by flash; 04-12-2017 at 08:25.

    "He is wise who watches"

  10. #10

    Default

    OTTBE Mission 9 - We’re Poor Little Lambs Who Have Lost Our Way - March 7, 1918 by Stumptonian





















    German
    http://www.wingsofwar.org/forums/dow...do=file&id=482

    RFC
    http://www.wingsofwar.org/forums/dow...do=file&id=481

    Print 4 of your nationality’s field Target Card sized for placement on the map

    Print one full page sheet (10-3/4” x 7-3/4”) of your nation’s airfield.
    This will be placed on the board for steps two and three of the landing process.


    The Original Thread is here

    And if you want to see how it's done:

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...7th-March-1918

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...March-7th-1918.

    Stumptonian (Eagle ?!):
    http://www.wingsofwar.org/forums/sho...Director-s-Cut

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...e-Lost-Our-Way

    F.O.Kyte (Bulldog):
    http://www.wingsofwar.org/forums/sho...ano-corso-quot

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...bs-gully_raker

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...y-March-7-1918

    BB401 (Eagle):
    http://www.wingsofwar.org/forums/sho...-Lambs-(BB401)
    Last edited by flash; 05-01-2017 at 01:50.

    "He is wise who watches"

  11. #11

    Default

    OTT BE Mission 10 - Kaiserschlacht - 21st March 1918 - By Mikeemagnus

    Over The Trenches – The Bitter End
    Mission 10 : Kaiserschlacht – 21st March 1918
    Historical Background:

    Throughout the winter of 1917/18, the RFC worked on giving instruction in the techniques of co-operation between aircraft and other arms. This was given to the commanders of infantry brigades and battalions, divisional artillery and staff officers, and delivered by observers of No.6 Squadron



    RFC, at Bertangles, who were sent to other squadrons to give a series of four day courses, each for 24 officers at a time, from each arm. Officers participating did an hours flying as part of their experience, but not over the lines it must be said!


    “Now listen very carefully. I will say this only once!” “Don't understand a word he's saying, do you?”

    In a memorandum issued by GHQ, in January of 1918, concerning the employment of the RFC in defence, it was stated:
    “...the RFC is to interfere with ...preparations for an attack. The means available are: a) Co-operation with our artillery, the activity of which will probably increase at this stage; b) Extensive bombing attacks ….. ; c) an energetic offensive against the enemy's aviation.....



    When the Spring of 1918 arrived that attack came with it. The Central Powers launched Operation Michael, the first in a series of offensives. Knowing that the USA had entered the war and would bring with it overwhelming resources favouring the Entente; bolstered also by the withdrawal of
    Russia from the conflict, which released resources of their own; the German supreme headquarters (Oberste Heeresleitung or OHL for short), under Erich Ludendorff, saw the spring offensives, the Kaiserschlacht, as their last opportunity to knock Britain out of the war and tempt France into a negotiation for peace. The first of these offensives, on the Somme sector, took place between 21st March and 4th April.



    On the morning of the 21st March, a very heavy artillery bombardment, by the Germans, commenced at 4.45 a.m., all along the front of the 3rd and 5th British Armies and further north of Arras, at Messines and Ypres, and against the French at Rheims. There followed an attack which was made under cover of dense fog that not only caught the British infantry by surprise but made flying very difficult along most of the front.

    The exception was on the 3rd Army front, in the area of Lagnicourt, north east of Bapaume, where visibility was better, permitting pilots and observers of No.59 Squadron RFC (R.E.8) to report much of what was happening there. The British were being pushed back everywhere! Communications between the air and ground were very unreliable.



    Your Mission (Flown as either a Bulldog or an Eagle or an Italian – it works either way - I hope)
    This will commence at 6 p.m. on the evening of 21st March 1918.
    Operation Michael has been launched by General der Infanterie Erich Ludendorff, against British forces, right along the front of the 3rd and 5th armies. Made largely under the cover of heavy fog and mist and following a brief “hurricane” artillery bombardment, the attack has caught the British with ineffective ground defences. Machine guns and small arms have remained silent, until too late; artillery pieces have had no identified targets and aircraft pilots have either remained grounded, or if in the air, unable to report anything because of the fog. Communication lines have been knocked out by the artillery barrage and what other communication signals are sent are neither seen nor heard. The fog has had a devastating influence on the day. Everywhere, that is, except in the area of Lagnicourt, where our mission takes place. An RE8 / Rumpler (or other suitable two seater) squadron has been sending up lone artillery observation aircraft all day, with very varied and largely unsuccessful results. They have witnessed the British being pushed well back beyond their own trench lines and have been able to call down fire on enemy targets only infrequently. Now there is an opportunity for one more patrol, or possibly two, before both darkness and the fog closes in. It will be accompanied by two scouts with orders to prevent any interference with the work of the two seater.
    Also, during the mission, one friendly ground attack scout is present in the area. This lone scout is just one of many that have had orders to scour the area and take out heavy concentrations of enemy infantry wherever they have been identified as present.

    The events occur above a moving front line and will commence with a friendly two seater, escorted by two scouts, placed at position “A” (see diagram 1 below). The two seater will then attempt to fly, in a straight line (use, as far as possible, only the three “straight” manoeuver cards unless experiencing fire, when you may use side slips instead), to position “B”, turn about and fly back, in a straight line, to position “A” again. At which point in time it will leave the combat area. (This ending will not apply to scouts remaining in the air at that point of time. They will battle it out in the usual way before they head for the barn).

    Map at start (diagram 1)
    Place two game mats together, joined at the long edges.



    During the two seater's flight, at the end of each manoeuver, throw a D6. This will represent the observer's attempted report back to friendly artillery, stating where he wants shells to land in relation to spotted enemy targets (the nature of which you may decide for yourself - select from troop concentrations, transport, supply vehicles, artillery positions etc). Whilst the aircraft is travelling from “A” to ”B” the results will mean as follows:
    1. There is no response from the artillery. Targeting opportunity missed.
    2. There is no response from the artillery. Targeting opportunity missed.
    3. The shell lands wide. Target missed.
    4. The shell lands wide. Target missed.
    5. A direct hit. Target destroyed (worth 1 point)
    6. Archie (possibly friendly) hits, or comes very close to, the two seater. Take one “A” damage card. On any “special” damage – take a “C” damage card and apply the effects.

    Whilst the aircraft is travelling from “B” to “A” (i.e. on the return half of the mission) the D6 will again be thrown at the end of each manoeuver, but this time the results will mean as follows:
    1, 2, 3 - A miss / no response to request for artillery fire.
    4 or 5 - A direct hit. Target destroyed. (worth 1 point)
    6. Archie (possibly friendly) hits, or comes very close to, the two seater. Take one “A” damage card. On any “special” damage – take a “C” damage card and apply the effects.

    There should be approximately thirty target opportunities in all, for standard sized mats, depending upon the type and speed of two seater employed, but the actual number in your mission is not critical, so, whatever it takes!

    Normal OTT rules apply except for the following special conditions:-

    Special Conditions
    1. In the event that the two seater is destroyed, in any manner, or must leave the area (for a pilot wound for example), or if the observer is rendered incapable of performing his duties as an observer, you may replace the aircraft, once; and only after the first two seater has either crashed or is no longer in the combat area. The two escort scouts will remain and try to continue their escort duties for the second two seater. There shall be no further support for the replacement.
    If, at the moment of destruction, the first two seater was travelling from “A” to “B”, the replacement will start again from “A” and must complete both trips i.e. “A” to “B” followed by “B” to “A”.
    If, however, the first part of the mission has been completed and the point of destruction occurs when the aircraft is travelling from “B” to “A”, then the replacement will start again from “B” and needs only to complete the “B” to “A” trip. (Yes, artillery hits called from the first two seater will still count.)
    2. The two seater remains, throughout the mission, at altitude 4**. There is no extra ground fire on this aircraft.
    3. The pilot / observer may defend the aircraft with any mg they have, but in the event they do so, for that manoeuver, they may not report back to the artillery and the targeting opportunity is lost.
    4. Escorts for the two seater will commence at altitude 6** and must be within one long range measure of the two seater at the start of the mission. They are subject to ground fire from points “E”, but only at altitudes below 3.
    Enemy Scouts
    Meanwhile, three enemy scouts appear, from the beginning of the mission, with the leader being at point “D”. The wingmen are within a long distance range measure of the flight leader (taken from peg column to peg column) and within a close range measure of the edge of the mat to the front edge of the aircraft's base unit. The formation I leave to you. They enter at altitude 6** and are simply on an offensive patrol, the objective of which is to clear the skies of enemy aircraft.
    A friendly ground attack scout
    In addition to the two seater and its’ escorts, another scout does an infantry ground strike against 3 targets set in a “V” (Tops of the “V” in the corners of the enemy's area, bottom of the “V” in the centre (points “E” on the map) – the shape is supposed to represent the Central Power's ground attack success during the day). This scout is under strict orders to hit those targets only and not to get involved with any enemy aircraft, unless attacked by them. In the latter event it should fight off the attack then resume with its' orders. The ground attack scout starts at altitude level two and its' movement is AI, centred on those three targets, but in any order chosen by the player. Selection of altitude thereafter, one or two, is at your discretion**.
    So, at the same time, one friendly scout appears at position “C”. The pilot's orders are to seek out and destroy known ground targets. There are three of these, at points “E” on the map. Under no circumstances is the pilot to involve himself with enemy aircraft unless he is attacked by them; in which case he should attempt to see off the attack before resuming with his orders.
    To accomplish his part of the mission he will fly at altitude 2 or 1 throughout. He may climb higher than this only in response to an attack by other aircraft. His aircraft is armed in the usual way plus he has 3 x 25lb bombs. (Usual bombing rules apply – no bombing at altitude 1, effect immediate at altitude two; no Immelmann whilst carrying more than one bomb; must use at least two non-steep moves between steeps, again, whilst carrying more than 1 bomb).

    Enemy ground targets
    The three enemy ground targets will be represented by AA machine gun cards, all “B” rated, capable of both machine gun fire and rifle fire as per “Normal” rules i.e. no exchange of fire at altitudes greater than 2 and long range fire only possible at altitude level 1 etc **. MGs are facing the direction of their ground attack enemies i.e. towards point “C” on the map.

    Results:
    Score victory points as follows:

    Any aircraft destroyed – 5 points
    Any aircraft forced to quit the combat area – 2 points
    Ground target destroyed by friendly scout (red dot covered by bomb) - 5 points
    Ground target partially destroyed by friendly scout (bomb hits but red dot not covered+*) - 2 points
    +*This score may be increased to 5 points if the ground target is finished off by mg fire – needs another 3 points damage minimum.
    Any ground target destroyed by artillery, as directed by two seater - 1 point

    After calculating the scores, if your side has 20 + points more than the enemy – you win; 15 to 19 points more, it is a draw; less than 15 points more, you lose!



    “And so it's good bye from me” ........................................................... “and it's goodbye from him”.
    (“Well that's another fine mess you got us into!” “Don't blame me mate. You're the pilot!”)

    ** If you do not wish to use altitude rules, then all aircraft bar the ground attack scout, will be at altitude 4 throughout. The ground attack scout will remain at altitude 2 throughout. The “range” rule can therefore be simply applied with the range stick as normal, ignoring the effects of altitude except that there will be no ground fire between the ground targets and the aircraft at altitude 4.

    Finally – for the purposes of the Butcher’s Bill I have counted the territory as belonging to the enemy. So friendly pilots shot down are behind enemy lines.

    I hope you enjoy this

    Mike



    The Original Thread is here

    And if you want to see how it's done:

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...1st-March-1918

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...1st-March-1918

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...ht-Stumptonian

    Gully_Raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...ht-gully_raker

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...by-Tikkifriend

    Teaticket (Eagle);
    http://www.wingsofwar.org/forums/sho...1918-teaticket

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...18-by-Setarius

    BB401 (Eagle):
    https://www.wingsofwar.org/forums/sh...rch-1918-BB401
    Last edited by flash; 10-21-2017 at 03:44.

    "He is wise who watches"

  12. #12

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    OTT BE Mission 11 - Water ! Ship Down - 7th April 1918 - By F.O.Kyte

    Setting the scene.


    On all Fronts armies were preparing for the final breakthrough that would win them the war.
    The German Forces now re invigorated by troops released from the Eastern Front readied themselves for Operation Michael.





    The Allies consolidated their lines with the Arrival of American troops.




    On the Italian Front the arrival of French and British units gave fresh hope to the Italians awaiting the Austro-Hungarian assault as the Flooded rivers subsided with the onset of Spring.




    In all theatres one element was paramount, supplying these vast Armies with the munitions and rations to enable them to continue the struggle. Even Germany was especially more reliant on outside sources as the British blockade tightened its grip.




    Convoys were in constant attack by both Submarines and surface units.



    One of the jobs of the Air forces was to hunt down and harry these surface units before they could attack the convoys.

    The Brief.

    Two enemy surface units have been sighted creeping along the coast in the pre-dawn.

    Your Squadron is tasked with dealing with the problem.

    Deploy two Scouts and one two seater of your own choosing.

    The two seater may carry two bombs or one torpedo. A direct hit from a bomb will disable a ship, but it will take an additional 15 points of machine gun fire to knock it out completely. A direct torpedo hit will do the job on its own.

    The enemy will defend their ships with three Scouts.

    Each Ship will be defended with one AA gun, using standard rules, and two Machine guns deployed one on each side of the ship.

    The Setup.

    Ships will be deployed in the centre of the two mats, and aircraft will move in from opposite ends of the mats on move one.
    Use Neil's (Skafloc) manoeuvre template for ships movement and change of direction if you so wish.
    As the ships will be harried by your aircraft for as long as you can carry on there is no hiding place for them off mat. If they leave the mat they are deemed to have hit a sandbank or mine and sunk.

    If you seek more realism you may care to use Neil's rules for attacking ships as shown here.

    http://www.wingsofwar.org/forums/dow...o=file&id=1390

    In this case your two seater may be armed with a torpedo instead of two bombs as per Neil's instructions.

    Sink or Disable a ship is a win. Aircraft losses immaterial to this scenario except for the usual Ace scoring points

    Rob.



    The Original Thread is here:

    And if you want to see how it's done:

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...April-7th-1918

    Carl_Brigamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...-(Stumptonian)

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...eemagnus-Mike)

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...wn-gully_raker

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...by-Tikkifriend

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...1918-teaticket

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...n-7-April-1918
    Last edited by flash; 07-09-2017 at 00:02.

    "He is wise who watches"

  13. #13

    Default

    OTT BE Mission 12, 21 Apr 1918, Another Day over the Somme - By Carl_Brisgamer

    "All pilots and observers to the duty hut, mission briefing as follows....."













    You can download a PDF of this briefing here - https://www.wingsofwar.org/forums/do...o=file&id=2488

    Clearly written up for the wider forum community as it uses RAP ace skills rather than the OTT ones - there is no equivalent to 'Good at Escaping' but for those that use tailing the "veteran" Camel can tail the "ace" Fokker but no one else can - Here are the equivalent OTT ace skills applicable to the "ace" Fokker pilot:
    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
    Lucky Git I: Pilot can ignore damage from a single card except the explosion card - 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.)

    Here is the Original Thread

    And if you want to see how it's done:

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...1st-April-1918

    CarlBrisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Gullyraker (Bulldog):
    http://www.wingsofwar.org/forums/sho...me-gully_raker

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...by-Tikkifriend

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...me-Stumptonian

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...omme-teaticket

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...-21-April-1918

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...-12-April-1918
    Last edited by flash; 04-05-2020 at 11:49.

    "He is wise who watches"

  14. #14

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    OTT BE Mission 13, Unlucky for Somme - May 5th 1918 - by Tikkifriend

    Early May and the newest addition to the Fokker family arrived at the Adlers airfield.



    Lange took a slow walk round the D.VII . Its purple and yellow livery was his idea and the ground crew had worked all night to get the new Hauptmann's plane as he wanted it.

    The Jasta had already flown short patrols over NML without encountering any RAF planes. Now it was time to see what this new wonder could do in combat against the best the Entente could muster.


    Set Up.

    Bulldogs

    You have 6 aircraft of your choice

    Se5as


    Camels



    Or a combo of the 2 types



    Adlers

    You have 6 of the best ,or a mix of D.VII and Phönix D.1. If using the Phönix assume that all the pilots have ape length arms and can unjam the guns




    2 mats of your choice - The RAF will set up on the join of the 2 facing East.

    4 planes will be at Alt 4 & 2 at Alt 5

    The Central powers are placed 1.5 rulers from the outermost plane using the random placement diagram found here

    http://www.wingsofwar.org/forums/dow...do=file&id=197

    4 planes will be at Alt 5 & 2 at Alt 6

    Special rules

    The game will last 15 turns.

    Each side must play its Ace pilot or the pilot with the highest number of kills.

    You can play any 2 planes as PC, the Ace and 1 other, the rest being AI controlled.

    Lewis Gun Restrictions must be applied:
    In the game that's 6 rounds of shooting for the Lewis before you have to reload. (At close range that's 12 cards of damage with +1s where appropriate). For over-wing models with Foster mounts (ie SE5a's) it takes 3 moves (1 GT) to reload the Lewis Gun but they are restricted to non steep moves to do so. Same for clearing a jam.

    May the best Jasta/Squadron win !

    Here is the Original Thread

    And if you want to see how it's done:

    Gullyraker (Bulldog):
    http://www.wingsofwar.org/forums/sho...me-gully_raker

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...me-Stumptonian

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...!-May-5th-1918

    Tikkifriend (Eagle):
    http://www.wingsofwar.org/forums/sho...by-Tikkifriend

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...1918-teaticket

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...Mike-s-Mission

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...e-May-5th-1918
    Last edited by flash; 08-22-2017 at 02:26.

    "He is wise who watches"

  15. #15

    Default

    OTT BE Mission 14 - A Hard Day's Night - 21st May 1918 - by Teaticket


    Near the end of May of 1918 the enemy staged a night bombing raid deep behind your lines. By the time the bombers were returning home, local squadrons had been alerted, planes sent aloft to intercept along the reported home bound route. Your squadron has sent three planes aloft into the darkness to try to exact some revenge on the raiding force. Stragglers are found and you go in for the attack!

    Historically some night bombing activities in May were on the 19th, 38 Gothas and 3 Giants took off for London, on the 21st and 22nd Gothas bombed Paris. Entente night raids behind German lines took place on the 21st, 22nd, 28th, 29th, 30th and 31st of May. (I’m sure there were more.)

    The easy part, The Mission
    The bomber force’s task is to fly across three matts to reach safety. A bomber is considered safe when the peg is off the playing surface.
    Your mission is to not let the bombers return home.

    Forces
    The enemy AI will fly two bombers. Preferably one Caproni, Handley Page, Gotha or Staaken and one two seater of your choice. If the 2 seater is as fast as any of your scouts, remove one of the straights from it’s movement deck in addition to the cards mentioned below in the bomber movement rules.





    Your force will have three scouts. You will fly one, AI the other two. You can use any available scouts.

    Set Up

    The playing surface will be 3 matts joining along their long edges. If you don't have room for 3 matts you will have to remove the first after the planes have left the first matt and add in the third. Diceslinger does a nice job with photos showing the 'slide' in mission 18 of the Early Doors Campaign.

    The bombers will start ˝ a measure on either side off of the center along a matt’s long edge, one with it’s rear base edge abutted to the matt edge., the other will start 1 full measure from the map edge.



    Your force will start 1 ˝ measures from the lead bomber positioned randomly with a d6. Clockwise from the left are vectors 1-6.

    Position rolled is for the center scout. Keep scouts ˝ measure apart and 1 ˝ measure away from nearest bomber placing them parallel to the board edge.

    Facing for your AI planes is also random, 1-2 two card lengths to the front of the lead bomber, 3-4 one card length of the lead bomber, 5-6 directly at the center of the lead bomber.

    The plane you control can have any facing.




    In the set up example photo I rolled to see which bomber was in the lead and left or right of center. I then rolled for the interceptor force location(5), then facing(3). Albatros is controlled so can have any facing.


    Victory conditions

    To win you must shoot down both bombers.
    Knocking one down is a draw.
    If they both escape your superiors will be very irritated. (and you lose)

    Night bomber movement

    Whatever bombers you use, remove all but 1 turn in each direction, remove Immelmann card if available, remove the dive card. Place these in the removed pile. Put one of each turn at the top as you might need these.

    Shuffle the remaining deck and draw a card when needed to move the bomber. Place the used card in a discard pile that will be used again. When all cards have been used reshuffle the deck and go through it again, repeat as necessary.

    When drawing the climb card if not using altitude or not wanting to climb, treat it as a stall. If using altitude, use the stalls and straights for climbing and diving as you see fit.
    If the bomber moves multiple stalls in a row, so be it. It will not incur damage for an illegal maneuver. Write it off as to the difficulty of keeping visual contact during night flying.

    At any time the bomber is to move and is within 1 measure stick from a side edge, instead of drawing the top card from it’s shuffled deck, use one of the removed turns that will face the bomber away from that edge. After moving the bomber place this turn card back in the removed pile. Don’t let the bombers fly close to a side edge.

    If a bomber is not facing directly towards it’s exit edge and it’s next movement card would have it turn away further from it’s destination edge, place this turn card in the discard pile and play the next card.


    The not so easy part, Night Rules

    Night Rules for Wings of Glory WWI

    Before planes can fire at each other they first must spot the enemy.

    Spotting is done just before the firing phase on each maneuver card played. You do not have to have a plane in your firing arc to spot. You can attempt to spot any unspotted plane within close range.

    Attempts to spot a plane are done only at close range. For each spotting attempt, draw a ‘A’ card. On any non-special damage card, the plane is spotted. On any card with special damage or Boom, there might be a plane right in front of you but you just don’t see it! (reshuffle the Boom back into the deck!)

    If a plane spots another, place a spotted ‘eye#’ counter on the plane that ‘sees’ the other and a ‘Spotlight#’ counter on the plane that is seen, with matching #s to help keep track of who sees who. As long as close range is maintained, visual contact will be kept even if there is no firing. If close range is not maintained, visual contact will be lost and the ‘Eye’ and ‘Spotlight’ counters removed.

    When a plane is spotted, place a ‘Spotlight#’ counter on it. Any other planes at close range that spot it will receive a corresponding ‘Eye#’ counter.

    If any shots are taken by any plane, place a ‘Spotlight ALL’ on the planes that fired after all planes have fired. (Keep any other spotting/spotted counters that still apply.) It is now considered spotted by everyone for the next maneuver card. Any planes at close range when it fired will also acquire ‘eye’ and the firing plane ‘spotlight’ counters. (These are needed because if any ‘SpotlightALL’ plane does not fire and removes the ‘SpotlightALL’ counter, any plane that stays at close range will still see it.)

    At the end of a movement phase, any plane that has a ‘SpotlightALL’ counter on it and moves into close range will acquire a ‘Spotlight#’ while those that are now close to it get the ‘Eye#’.

    Firing on an enemy plane that was just spotted at close range without a ‘SpotlightALL’ already on it is treated as a long range shot. If you have visual contact on a plane without a ‘SpotlightALL’ for more than one maneuver card at close range, you will fire normally. (two damage cards at same altitude)

    Firing at planes that do not have a ‘Spotlight ALL’ counter on them can only be targeted at close range if they have been spotted.

    Firing at planes that have ‘SpotlightALL’ counters is done at normal full range and damage. As the enemy plane was seen to fire on the previous card this will negate the need for first fire at short range.

    When a plane does not fire in a fire phase, remove it’s ‘Spotlight ALL’ counter at the end of the firing phase.

    If an AI airplane has a shot at an enemy plane, it must be taken. Your controlled plane does not have to shoot.

    A plane on fire is spotted by everyone, place a ‘spotlight ALL’ counter on it.

    So in the normal sequence of the game one will after movement, check for any new spotting for planes coming into close range of planes without a 'SpotlightALL' counter. Also planes that moved out of close range and do not have a 'SpotlightALL' will lose any other 'Spotlight's on it. (with corresponding 'Eye's also removed)
    After the shooting phase, any plane that fires will acquire a 'SpotlightALL' counter. Any planes in close range to a plane that fired will acquire 'Eye' counters if they do not already have them, with the firing plane also receiving a corresponding 'Spotlight'.

    Blind Spot
    As this is night spotting, you are not allowed to sneak up and get into a blind spot behind the enemy with no ‘SpotlightALL’ that easy…you will have to achieve that after spotting. For first visual contact per plane, you are not considered to be in a blind spot. If first visual contact has you in the enemy’s blind spot, it can still shoot you if it spotted you, regardless of altitude. The blind spot is then treated normally if contact is kept. If a plane was spotted because it shot, (has a spotted ‘ALL’ counter) the blind spot is treated normally. Once visual contact has been lost, the spotting process will start over as well as the blind spot.

    Spotting Example +

    Turn X
    4 planes, HP = Handley Page bomber, 1, 2 and 3 = German scouts.
    After movement…
    1 is at close range and right behind and has the bomber in it’s firing arc.
    2 is at close range but to the left of the HP flying parallel, does not have the bomber in it’s gunsights.
    3 is just beyond long range but closing in.

    HP attempts to spot 1 drawing a 0 and succeeds. Place the ‘Eye1’ counter on the HP and a ‘Spotlight1’ counter on 1.
    1 attempts but draws a 5 pilot wound and does not spot the bomber.
    HP attempts to spot 2 drawing a 2 and spots 2. Place the ‘Eye2’ on the HP and the ‘Spotlight2’ on 2.
    2 attempts and draws a 0 gun jam and does not spot the bomber.
    3 is out of range so no attempt at spotting.
    Photo after moving and spotting.


    Even though 1 would normally be in the HP’s blind spot, the HP gets to shoot at 1 as this is first firing immediately after spotting. The HP draws a 2 damage on 1. As the HP fired, place a ‘Spotlight ALL’ counter on it. As 1 and 2 are at close range and the HP fired, place an ‘Eye3’ on 1 and 2 and ‘Spotlight’ 3 on the HP.
    At this point 1, 2 and 3 see the HP. The HP sees 1 and 2.
    PHOTO after shooting


    Turn X +1

    The HP moves forward. 1 moves forward staying behind the HP at close range. 2 side slips left and is now at long range, still parallel to the HP. Remove 2’s ‘Spotlight2’ and the Gotha removes it’s ‘Eye2’.
    3 closes in a bit and gets into long range with the HP in it’s arc.
    Photo after moving and spotting.


    The HP now cannot fire at 1 as it is in the blind spot. The HP does not see 2 and 3 as both are at long range and do not have ‘SpotlightALL’ counters on them. 2 removes it’s ‘Spotlight2’ and the HP removes it’s ‘Eye2’. 1 fires drawing 2 cards. 3 fires drawing 1 card. Both 1 and 3 place “SpotlightALL’ counters on them as they have fired. After all firing is done, the HP removes it’s ‘SpotlightALL’ counter as it did not fire this phase. 3 does not get an ‘Eye’ counter as it is at long range.
    At this point the HP sees 1 and 3, 2 and 3 do not see the HP while the HP does not see 2.
    PHOTO after shooting


    Turn X +2

    The HP stalls. 1 goes straight and overlaps the rear of the HP base. 2 turns right and gets to close range. Spotting attempt by the HP at 2 draws a 2 fire and it fails to spot 2. 2 draws a 0 and spots the HP, placing an ‘Eye3’ on 2. 3 stalls and stays at long range.
    Photo after moving


    1 cannot fire as it is overlapping. (If using altitude, the HP may be able to fire at 1. If using the optional collision rules there is a possible collision as the front corners of 1’s base are overlapping the HP’s base.) 2 fires with 1 card on the HP. The HP fires on 3 long range drawing 1 card. 3 cannot fire as it is at long range and had lost visual contact when the HP did not fire last firing phase.
    After all firing is done, 1 and 3 removes their ‘SpotlightALL’ counters as they did not fire. The HP and 2 get ‘SpotlightALL’ counters. The HP also gets an ‘Eye4’ and 2 a ’Spotlight4’.
    At this point the HP sees 1 and 2. 1, 2 and 3 see the HP.
    Photo after shooting.


    Night Rules Summary (I'm repeating myself here)

    Planes must be within close range to attempt to acquire visual contact on planes that have not fired previously. (i.e. no SpotlightALL) If spotting attempts are successful, place ‘Eye#’ and corresponding ’Spotlight#’ counters on the planes involved before the shooting phase.

    Planes within close range will keep their corresponding ‘Eye’ and ‘Spotlight’ counters even if neither has a ‘SpotlightALL’ counter on it. As long as you keep in close range of a spotted plane you will maintain visual contact.

    Before the firing phase, a plane with any ‘Spotlight#’ but no ‘SpotlightALL’ counters, that has moved out of close range, removes any ‘Spotlight#’ counters on it and corresponding ‘Eye#’ counters.

    At the end of the shooting phase in which a plane shoots it receives a “SpotlightALL’ counter and any other planes within close range receive the ‘Eye’ while this shooting plane gets corresponding ‘Spotlight’ counters. (if it doesn’t already have them)

    Any plane with a ‘SpotlightALL’ counter will remove it at the end of a shooting phase if it did not fire.

    Planes on fire always have a ‘SpotlightALL’ counter on it. (regardless of altitude difference)

    Planes cannot fire on a plane that does not have a ‘SpotlightALL’ or ‘Spotlight” counter that it does not have a corresponding ‘Eye#’ counter for.

    Visual contact rules ignore differences in altitude of 1 level. Spotting is always measured in the normal half and full measure stick distances. Planes that are 2 or more levels apart cannot attempt to spot but will see planes with “SpotlightALL’ counters on them.

    Here are the spotting markers you'll need. For this game you'll need to have four each of the Eyes 1-5 and their Spotlights 1-5, and 5 Spotlight 'ALL' markers. There are many more than you need but I am running a larger night battle at an upcoming show so put them all on one page. Maybe they'll come in handy for others.





    Optional rules


    Collisions

    Collisions at night can happen at a higher rate as visibility is restricted. Collisions between at least one unspotted plane and any other plane will happen when there is a peg / base overlap as usual, but also when 2 corners of a base on one of the planes involved overlaps the other’s base. It’s important to know where the enemy and friendly planes are to lessen the chances of a collision.
    Spotting for friendly planes must be done as well as enemy. Do this for both sides.


    Blinded by Muzzle Flash

    If a firing plane is not fitted with guns that are shielded from the firer, (i.e., comic, Lewis on upper wing...) it will lose visual contact if you fire and the enemy target plane did not fire in the same phase. ( i.e., if you fire and there is no shooting at all by the targeted enemy plane, you will have to remove your 'Eye#' and reacquire visual contact.)


    Bright Moon Light

    If your mission is under a bright moon and clear skies it will be easier to keep your eye on the planes around you once you have spotted them. (you can roll randomly for it or set the Moon phase and weather as you see fit.)

    Spotting is now attempted at long range instead of close.

    Visual contact is maintained out to long range instead of close range even if no firing is witnessed.

    Crash Modifier:
    For this mission - and any other in the dark:
    Crashing a cumulative -1

    Suggestion… I strongly suggest you fly 4-5 turns trying out the night rules before you fly the mission as a spotting exercise. Place 2-3 planes in close range with another 2 at or just beyond long range and closing in. Reading it sounds more difficult that it is. Ok, I have playtested the bejesus out of this so I think they are not difficult, but I have a lot of practice.
    I also suggest if you use altitude have the bombers fly across 4 matts as it will be more difficult to get a shot at them.

    I have read lots of comments about the lack of night rules and decided to give a shot at it. I think what I've come up with works out quite nicely. I hope you folks enjoy it.


    Here is the Original Thread

    And if you want to see how it's done:

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...-21st-May-1918

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...8-by-teaticket

    Carl_Brisgamer (Eagle):
    http://www.wingsofwar.org/forums/sho...arl-Brisgamer)

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...by-Stumptonian

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...-Mike-s-effort

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...-21st-May-1918

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...18-gully_raker
    Last edited by flash; 09-23-2017 at 00:12. Reason: Peters Updates Added

    "He is wise who watches"

  16. #16

    Default

    OTTBE Mission 15 - Belleau Woods - Semper Fi - 6 June 1918 by Setarius

    The Battle of Belleau Wood (1–26 June 1918) occurred during the German Spring Offensive in World War I, near the Marne River in France. The battle was fought between the U.S. 2nd (under the command of Major General Omar Bundy) and 3rd Divisions along with French and British forces against an assortment of German units including elements from the 237th, 10th, 197th, 87th, and 28th Divisions.[2] The battle has become a key component of the lore of the United States Marine Corps.
    On the evening of 1 June, German forces punched a hole in the French lines to the left of the Marines' position. In response, the U.S. reserve—consisting of the 23rd Infantry Regiment, the 1st Battalion, 5th Marines, and an element of the 6th Machine Gun Battalion—conducted a forced march over 10 kilometres (6.2 mi) to plug the gap in the line, which they achieved by dawn. By the night of 2 June, the U.S. forces held a 20 kilometres (12 mi) front line north of the Paris-Metz Highway running through grain fields and scattered woods, from Triangle Farm west to Lucy and then north to Hill 142. The German line opposite ran from Vaux to Bouresches to Belleau.[3](pp107–108)


    Map showing location of the battle of Belleau Wood (U.S. Military Academy)

    German advance halted at Belleau Wood.
    German commanders ordered an advance on Marigny and Lucy through Belleau Wood as part of a major offensive, in which other German troops would cross the Marne River. The commander of the Marine Brigade, Army General James Harbord, countermanding a French order to dig trenches further to the rear, ordered the Marines to "hold where they stand". With bayonets, the Marines dug shallow fighting positions from which they could fight from the prone position. In the afternoon of 3 June, German infantry attacked the Marine positions through the grain fields with bayonets fixed. The Marines waited until the Germans were within 100 yd (91 m) before opening deadly rifle fire which mowed down waves of German infantry and forced the survivors to retreat into the woods.[3](p108)

    Having suffered heavy casualties, the Germans dug in along a defensive line from Hill 204, just east of Vaux, to Le Thiolet on the Paris-Metz Highway and northward through Belleau Wood to Torcy.[3](p109) After Marines were repeatedly urged to turn back by retreating French forces, Marine Captain Lloyd W. Williams of the 2nd Battalion, 5th Marines uttered the now-famous retort "Retreat? Hell, we just got here".[4][5] Williams' battalion commander, Major Frederic Wise, later claimed to have said the famous words.[3](p109)

    On 4 June, Major General Bundy—commanding the 2nd Division—took command of the American sector of the front. Over the next two days, the Marines repelled the continuous German assaults. The 167th French Division arrived, giving Bundy a chance to consolidate his 2,000 yards (1,800 m) of front. Bundy's 3rd Brigade held the southern sector of the line, while the Marine brigade held the north of the line from Triangle

    Attack on Hill 142
    At 03:45 on 6 June, the Allies launched an attack on the German forces, who were preparing their own strike. The French 167th Division attacked to the left of the American line, while the Marines attacked Hill 142 to prevent flanking fire against the French. As part of the second phase, the 2nd Division were to capture the ridge overlooking Torcy and Belleau Wood, as well as occupying Belleau Wood. However, the Marines failed to scout the woods. As a consequence, they missed a regiment of German infantry dug in, with a network of machine gun nests and artillery.

    At dawn, 1st Battalion, 5th Marines—commanded by Major Julius Turrill—was to attack Hill 142, but only two companies were in position. The Marines advanced in waves with bayonets fixed across an open wheat field that was swept with German machine gun and artillery fire, and many Marines were cut down.[3](p110)[6] Captain Crowther commanding the 67th Company was killed almost immediately. Captain Hamilton and the 49th Company fought from wood to wood, fighting the entrenched Germans and overrunning their objective by 6 yards (5.5 m). At this point, Hamilton had lost all five junior officers, while the 67th had only one commissioned officer alive. Hamilton reorganized the two companies, establishing strong points and a defensive line.[3]



    Set Up:
    Bulldogs and Eagles
    You are to use 6 planes appropriate to June 1918.
    You will need 4 scouts and 2 two seaters
    You may only fly 3 planes, for each side, in any combination you choose, at the start.
    Example:
    3 scouts
    2 scouts 1 two seater
    1 scout 2 two seaters
    Your other three planes will wait off board until one of the following conditions occur, when all three will then enter play:
    A) one of your planes gets shot down
    B) one of your two seaters drops his bomb
    C) one of your planes is forced to exit due to ENG, PILOT WOUND, FIRE DMG

    You can use 3 maps if you have room for them or a 4ft x 6ft playing area.
    Belleau Woods needs to be close to center of the map turned so that a corner is 2 ruler lengths from each side. The Woods should be approximately 1 ruler wide by 2 rulers long.
    Position 3 "A" firing mg positions in the woods. These will take 8 points to destroy or a direct hit from a bomb.
    Opposite the woods 1 ruler width place 3 infantry positions.
    Your airplanes will come on the board from 1 of 3 positions at opposite ends of the board.
    Position 1--1 ruler from the right side, roll a 1 or 2
    Position 2--Center of your end of board, roll 3 or 4
    Position 3--1 ruler from the left side, roll 5 or 6
    Face any direction you choose.
    Two seaters get 2 bombs per plane, they can be dropped full load or 2 half loads


    Mission Objectives:

    Bulldogs you are to bomb and neutralize 2 of the 3 mg nests in the woods, failure to do so will mean a larger loss of life for your side. Mg positions need 8 pts of dmg or a direct hit to destroy.

    Eagles you are to bomb and neutralize 2 of the 3 infantry positions, failure to do so will result in the eventual taking of the woods by the Entente. Infantry positions will take 5 pts dmg or direct hit to destroy.

    Bombs falling long are considered misses if they do not cover the dot on the card.
    Bombs falling short have a good chance of hitting your own troops, even if they cover the enemy red dot.
    Bombs covering the dot on the card will be considered as destroying the target.

    Bombing diagram available here: http://www.wingsofwar.org/forums/dow...=354%20Bombing

    Ground units can only shoot while you overlap that particular card.

    The opposition force should be composed of purely scouts.
    They must meet the same starting conditions and reinforcement conditions as you do.
    If you choose to you can run both sides and see which one comes out ahead in VP.


    Victory Points:

    This ground is to be considered NO MANS LAND for purposes of C&W and E&E.
    Destroying enemy target: 5pts
    Shooting down Scout: 2pts per plane
    Shooting down 2 seater (Before dropping bomb): 4pts per plane
    Shooting down 2 seater (After dropping bomb): 2pts per plane
    Forcing plane to exit board early: 1pt per plane
    Bombing Friendly units: -5pts per unit

    SEMPER FI

    Stumptonian's map of Belleau Woods:



    Here is the Original Thread

    And if you want to see how it's done:

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...Fi-6-June-1918

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...18-Stumptonian

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...Fi-6-June-1918

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...18-gully_raker

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...ke-s-offering)

    Teaticket (Eagle):
    http://www.wingsofwar.org/forums/sho...1918-teaticket

    Carl-brisgamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 07-02-2018 at 10:56.

    "He is wise who watches"

  17. #17

    Default

    OTT BE Mission 16 – The Breaking Point – 21st June 1918 by BB401

    This mission is personal. These young men have faced death time and again, and seen comrades fall to their left and their right, in a war that seems endless. The unrelenting pressure of the enemy, of their own superiors, of their conscience, continues to wear on them. How much can a man stand? What does it do to them? How can they resolve the chaos that swirls around them and keep some sense of order, justice,purpose, self-worth?



    One of your pilots chooses his solution. Too many comrades gone, too many missions flown, he will rage against the enemy until he can rage no more.
    A single pilot for your Jasta / Squadron will take on the forces of the enemy until he is downed or forced from the field, running a gauntlet of opponents that will make him an Ace or a memory.
    Restrictions –no rookie pilots will be allowed. This should be an experienced, even if unsuccessful pilot.
    Mission bonus:The focus and fearlessness of this pilot will, for this mission only,give him ace-like abilities. Choose three complementary Ace skills from the Campaign
    OTT Ace Abilities >>Level 2<< to apply to this pilot for this mission only. Your flyer is “in the zone” at a temporary, almost superhuman peak of ability and efficiency.

    This mission maybe flown from the CP or Entente. Choose a single Scout aircraft and pilot from your side. He will fly against a series of opponents which arrive ~one at a time as shown in the table below. The first 6 are shown; you may have more or less depending on the success of your pilot.


    Opposing Forces – Your pilot will face a series of opponents, as shown below:

    Opponent
    Turn appearing
    Aircraft Table
    Conditions
    1 1 Table One. Roll D6 At your 12:00, 2 rulers in front, Same heading, one level below
    2 D6* Table One. Roll D6 At your 9:00 or 3:00 (depending on space available) 2 rulers away, heading toward you, one level below.
    3 D6* Table Three. Roll D6 At your 9:00 or 3:00 (depending on space available) 2 rulers away, heading toward you, Same level.
    4 D6* Table Two. Roll D6 At your 12:00, 2 rulers in front, Same heading, one level below
    5 D6* Table Three. Roll D6 At your 9:00 or 3:00 (depending on space available) 2 rulers away, heading toward you, Same level.
    6 D6* Table Two. Roll D6 At your 12:00, 2 rulers in front, Same heading, one level below



    • *Roll a D6 at the start of each turn before you Plan or Move. Another Opponent will enter on a six. Each turn add one to your die roll until an opponent appears, then reset the die roll adder to zero.
    • If there are two opponents on the board at once, stop rolling for additional opponents until one goes down or the game is over.
    • If you down your current opponent, a new one arrives at the start of the next turn regardless of die roll.
    • You may skip the roll for the turn immediately following an opponent’s arrival.
    • If you lack the opponent model rolled, re-roll until you get one you have!



    EXAMPLE:Central Powers pilot. Entente Opponent Tables
    Turn One: Rolls 4.Selects B.E.2c from table one. Game begins
    Turn Two: Rolls 4 for next opponent. Less than 6, no new opponent, Game continues
    Turn Three: Rolls 2, adds 1 for next opponent. Less than 6, no new opponent, Game continues.
    Turn Four: Rolls natural 6. Rolls for opponent 2 from Table One. Rolls a 3; a Sopwith 1 ˝ Strutter arrives at your 9:00 or 3:00 (depending on space available) 2 rulers away,heading toward you, one level below. The B.E.2c goes down in flames.
    Turn Five: No Die Roll due to a new opponent having just arrived in the prior turn.
    Turn Six: Rolls a natural 6 (again!)Rolls for opponent 3 from Table Three. Rolls a 2; a SPAD XIII arrives at your 9:00 or 3:00 (depending on space available) 2 rulers away,heading toward you, same level.
    Turn Seven: No die rolls until you are down to one opponent again, or the game ends.


    If you survive more than 6 opponents, continue to repeat the Table Three, Table Two, until the game is over.
    Entente Opponent Table One: Basic Two Seaters
    1 RAF B.E.2c
    2 RAF R.E.8
    3 Sopwith 1 ˝ Strutter
    4 RAF B.E.2c
    5 RAF R.E.8
    6 Sopwith 1 ˝ Strutter


    Entente Opponent Table Two: Advanced Two Seaters
    1 Bristol F2B
    2 AIRCO DH.4
    3 Breguet Br 14
    4 Bristol F2B
    5 AIRCO DH.4
    6 Breguet Br 14


    Entente Opponent Table Three: Scouts
    1 Sopwith Camel
    2 SPAD XIII
    3 Nieuport 28
    4 Hanriot HD.1
    5 RAF S.E.5a
    6 SPAD VII


    CP Opponent Table One: Basic Two Seaters
    1 Albatros C.III
    2 Roland C.II
    3 Albatros C.III
    4 Roland C.II
    5 Albatros C.III
    6 Roland C.II


    CP Opponent Table Two: Advanced Two Seaters
    1 Hannover Cl.III(a)
    2 Halberstadt Cl.II
    3 Rumpler C.IV
    4 Hannover Cl.III(a)
    5 Halberstadt Cl.II
    6 Rumpler C.IV


    CP Opponent Table Three: Scouts
    1 Fokker D.VII
    2 Siemens-Schuckert D.III (Not Available for June OTTBE)
    3 Fokker Dr.I
    4 Pfalz D.III
    5 Albatros D.Va
    6 Albatros D.Va


    NOTE:Players wishing to portray battles on the Eastern, Middle East, or Italian fronts may substitute equivalent aircraft appropriate to their Front.

    Setup:
    1. The Battlefield – Use two mats of your choice. All of the play area is considered Over Enemy Territory for game purposes, including post-combat die rolls.
    2. Your initial position is within half a rule of any edge of the play area at level 4. Your first opponent will be as dictated in Opposing Forcesabove.

    Special Rules additional.

    1. Your aircraft ignores any Explosion card drawn. If using a separate deck or decks for your aircraft, remove the explosion cards. If sharing a deck between sides, ignore the result, draw and apply the effects of the next card drawn, place the “boom” back in the remaining cards and re-shuffle them.

    2.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 [/COLOR]

    3. Cumulative Damage – the normal campaign Morale rules for human and AI pilots leaving the scene of battle apply. You may choose to stay and fight on if you wish, to the bitter end…

    It is recommended that the first opponent pilot and observer NOT be among the regular cadre of your adversary squadron, but a pair of hapless replacements....

    Victory Conditions:
    There are no points awarded. The Hero Pilot wins by surviving. The opponents win by forcing the Hero Pilot from the field before he downs his third plane. Should both occur, the game is a draw, as shown below:
    Planes downed by Hero Pilot before he is forced out of battle Pilot survives (after all die rolls) Pilot perishes (after all die rolls)
    1 Friendly Loss Friendly Loss
    2 Draw Friendly Loss
    3 Friendly Victory Draw
    4 Friendly Victory Friendly Victory
    5+ Friendly Victory Friendly Victory


    Here is the Original Thread

    And if you want to see how it's done:

    Setarius (Bulldog):
    http://www.wingsofwar.org/forums/sho...t-21-June-1918

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...18-Stumptonian

    Flash (Bulldog):
    http://www.wingsofwar.org/forums/sho...21st-June-1918

    Gully_raker (Bulldog):
    http://www.wingsofwar.org/forums/sho...18-gully_raker

    Mikeemagnus (Bulldog):
    http://www.wingsofwar.org/forums/sho...nt-Mike-s-Tale

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...oint-teaticket

    Carl_Brisgamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 07-16-2018 at 09:30.

    "He is wise who watches"

  18. #18

    Default

    OTTBE Mission 17: Hell Over Hamel - 4th July 1918 - by Flash

    A bit of history:
    The Battle of Hamel occurred in the early hours of 4th July 1918. It was a successful combined arms attack made by Australian and American infantry supported by British tanks on German positions in and around the town of Hamel located south of the River Somme, 3km north of Villers-Bretonneux in northern France.

    The German advance earlier in the year had created a "bulge" in the front line around the village, which had created a salient that exposed Allied troops in the sector to enfilading fire and enabled the Germans to observe Allied rear areas. Control of the village was vital if they wished to continue their offensive in the sector, and would enable them to continue to threaten Amiens, 11 miles (17 km) distant.



    Capturing the village would help set an "aggressive posture" for the allies and relieve pressure in the sector. The village also acted as an obstacle to the proposed eastward advance through the Somme planned for later in the year and its capture would facilitate future offensive operations in the sector. Lieutenant General John Monash commander of the Australian Corps was chosen to plan the attack.


    All the Allies' objectives were achieved in 93 minutes, just three minutes more than Monash's calculated battle time of 90 minutes. After taking the village, the Australians and Americans began rebuilding the shattered defences.
    Mopping up was completed in the Vaire and Hamel Woods by 06:00 and in Hamel by 07:00. Meanwhile, supplies were brought up on four carrier tanks.
    At 04:45, reconnaissance aircraft from No3 Sqn AFC (RE.8's) began photographing the new front line so that maps could be produced.
    At 06:00, No 9 Sqn RAF (RE.8's) began flying aerial re-supply sorties, employing a parachute delivery & rack system that had been developed by a team led by Australian Captain Lawrence Wackett (3 Sqn AFC).
    pic Wackett (Go look him up)
    Pressure was maintained on the Germans through air attacks behind the line by No 23 Sqn (Dolphins), No 41 sqn (SE5a) and 209 Sqn (Camels), although this was stopped around 09:30 when the Germans dispatched 30 fighter aircraft to the skies above Hamel to gain air superiority.

    While small in scale, the Battle of Hamel was to have far-reaching consequences as it provided a practical demonstration of tactics for attacking an entrenched enemy using combined arms tactics. The strategy employed at Hamel was then successful on a much larger scale in the Battle of Amiens and was a major factor in Allied successes later in the war.

    Two Australians, Thomas Axford & Henry Dalziel were awarded the Victoria Cross for their conduct during the battle. Fourteen Americans were also decorated by the British, including four Distinguished Conduct Medals, Four military Crosses and six Military medals.
    Thomas A Pope who had also rushed a German machine-gun during the German counter-attack on 5 July, was one of those who received the DCM, being awarded the medal personally by King George V on 12 August 1918. He would also later receive the medal of Honor. Pope and seven other doughboys were also awarded the US Army's Distinguished Service Cross for actions during the Battle of Hamel.
    Please do have a look and follow the links:
    https://en.wikipedia.org/wiki/Battle_of_Hamel



    The Game:
    The battle plan for Hamel involved re-supplying the engaged machine-gunners with ammunition dropped by aircraft. In the event No. 3 Squadron was assigned other tasks during the battle and the ammunition dropping was performed by No 9 Sqn RAF.
    Monash later wrote, "at least 100,000 rounds of ammunition were dropped during the battle with obvious economy in lives and wounds."

    So this game will be based upon that part of the mission before the Germans fill the air with machines and clear Tommy ground attack aircraft from the skies:

    Recon has been completed, the allies are flying in to drop ammo to the MG teams to arm them to repel a counter attack. The Eagles dawn patrol has stumbled into the action to find what appear to be bombers heading for their chaps and take the appropriate action. Bulldogs heading to or from covering ground attack missions intervene in an effort to protect their two seat colleagues.

    Mission:
    Drop ammo to all 3 gun sites

    Method:
    Alt: drop made from level 2 - parachute retarded stall - see special rules
    Drop card must cover the red dot to count full points see victory points for near miss.
    Drop card: http://www.wingsofwar.org/forums/dow...o=file&id=1498
    Bombing Diagram: http://www.wingsofwar.org/forums/dow...=354%20Bombing

    RAF Machines:
    2 x RE8, carrying 2 ammo drops each

    RAF friendly forces:
    2 x fighters - arrive after shooting starts - random from anywhere around the map

    German forces:
    4 x fighters in 2 pairs, 1 pair arrive game start; second arrive the turn after RAF fighters start shooting - both pairs arrive randomly on German mat - from long side sides or ends.


    Setup:
    Two mats, long sides together - designate mats Allied/German

    Place 3 x MG posts on German mat. Two facing the German long edge and one ruler from it (edge to edge) and about 1.5 rulers apart (dot to dot). Place the third behind them and a ruler apart (dot to dot) so as to form a triangle - these are targets for re-supply.
    Attachment 235816

    Start two RE.8 centre of Allied long edge, flying in mutual support of each other.

    Start formations of two Eagles on a randomly selected German mat edge.
    eg roll D6 Top 1/2, Bottom 3/4, long edge 5/6

    Enter Allied fighters in turn after shooting starts from any random mat edge inc German
    eg Roll D6: Top Allied 1, Top German 2, Bottom Allied 3, Bottom German 4, Allied long 5, German Long 6.

    Enter second formation of Eagles in turn after arrival of Bulldogs on a randomly selected German mat edge

    If using Altitude rules arriving models are at least one level above the unit that arrived previously.

    Special Rules:
    If a RE8 is lost before it gets off the Allied mat it is replaced by a newcomer from the long edge next turn.
    Wounded observer rule will be played.
    RE.8 rear gun has a 360 arc of fire on targets a level above it.
    RE.8's can be up-gunned to twin Lewis in back by Bulldogs if you wish... why wouldn't you ?!
    Eagle player's roll D6 for each RE8 when rear gun first to be used, 1 or 6 = B mount fitted, anything else it's an A mount - good luck !

    Wounded Observer:
    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 incapacitated.

    Retarded Parachute Drop:
    Whatever the speed of the drop the ammo will only move (drop) at stall speed, however, they will move a second stall card on next movement phase.
    ie if dropped off a straight or similar long move ammo will move a stall that phase rather than a straight, and then move another stall card the next phase.

    Options:
    If you want to introduce drift to your drop you may do so - I would suggest something simple like using the arrow of the stall card for distance - Roll D6: 5 short, 6 long, 1 left, 2 right, 3,4 on target

    It's July - the Siemens Schukert D.III are back in play and, if you are lucky enough to have any, the Pfalz D.XII is now available to the Eagles if you want to down grade from a Fok D.VII ! Why would you ?

    Victory:

    All guns supplied - 6 pts allies - 0 pts German
    2 guns supplied - 4pts allies - 1 pt German
    1 gun supplied - 2 pt Allies - 2pts Germans
    0 guns supplied - 0 pts Allies - 3 Pts German
    If drop card not over red dot some ammo is lost - give 1pt to the Germans !
    (eg 2 guns supplied but two drops near miss: 4pts Allies ; 1 +2 = 3pts Germans.

    Eagles - can either play the mission as written - so a simple air superiority game for you, or, if you prefer you can reverse the roles but make it a ground attack game on the allied guns, please use the bomb load values from the rules for damage.

    Good luck gentlemen !





    Here is the Original Thread

    And if you want to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-4th-July-1918

    Stumptonian (Eagle):
    http://www.wingsofwar.org/forums/sho...18-Stumptonian

    GullyRaker (Bulldog):
    https://www.wingsofwar.org/forums/sh...18-gully_raker

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...ke-s-offering)

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...-4th-July-1918

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1918-teaticket

    Tikkifriend (Eagle):
    https://www.wingsofwar.org/forums/sh...-4th-July-1918

    Carl_Brisgamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 07-30-2018 at 02:59.

    "He is wise who watches"

  19. #19

    Default

    OTT BE Mission 18 - “A Champagne Breakfast” - 25th July 1918 - by Mikeemagnus
    or “What Goes Up, Must Come Down”

    July 1918 was a period of transition. The German Spring Offensives were coming to an end and the French, with their American allies, were about to launch a counter offensive. This was to be the 2nd Battle of the Marne. A request was made, by the French, for RAF support, as a result of which a number of squadrons of IX Brigade moved from the British sector, back to the French front. On 14th July, through rain storms, nine of these flew south, from Flanders, to join the French in the Champagne district. The following happened a few days later.

    Your mission
    Equipment: You will need -
    1 - Two mats.
    2 - Three cards with “red dot” centres, representing pontoon bridges.
    3 - Two AA Gun cards.
    4 - One balloon.
    5 - Three Entente scouts.
    6 - Three Central Powers scouts.
    7 - One “special” deck of 24 damage cards (see below) plus the usual accessories.

    In the following photo diagrams, the attackers are the Entente and the defenders are the Central Powers. It may just as easily be the opposite way around if you prefer.

    The Attacker

    Diagram 1

    Diagram 2

    The attack, which is an “In and Out” affair, is by three scouts. Each is armed with “1” bomb; “1” belt of incendiary machine gun ammunition, sufficient for “2” rounds of fire only; and enough rounds of normal ammunition for the mission to be completed.

    The start position is as in Diagram 1, on one side of the river Marne. The flight leader is at the centre of his friendly map long edge, with wingmen either side at one “short range” measure taken from base edge to base edge (Diagram 2).

    Objectives:
    You are attempting to prevent enemy troops from crossing the river Marne.
    1. Destroy the pontoon bridges over the river Marne, by bombing them from altitude two. Only bomb cards covering the “red dot” on the bridge will be effective. All else fails. If under fire at the time of bomb release, make a D6 die roll. 1, 2, 3, 4 – the bomb deviates by one whole card left, right, forwards or backwards respectively (left or right the distance is the width of the card. Forwards or backwards, the distance is the length of the card). 5, 6 – no deviation from original trajectory.
    2. Destroy the enemy balloon.
    3. Return to base after incendiaries have been depleted.


    The River
    Two mats are used, separated, throughout their entire length, by the long edge distance of one playing card. This represents the river Marne (Diagram 3)


    Diagram 3

    In between are three “pontoon bridges”, placed as follows. One at the centre and one either side of this, at a “long range” distance, measured “red dot” to “red dot” on the cards. The bridges are undefended and simply there to facilitate the river crossing by infantry in single file (either advancing or retreating – your choice for the story line). This spacing should result in a measure of one and a half range sticks from the edge of the mat to the “red dot” of the bridge at either side.

    The Defender
    On the other side of the river is a balloon, placed by the defenders to give advance warning of activity around pontoon bridges that have been constructed across the river Marne to allow friendly troops to cross. It is placed central to the defender’s map and one “long range” measure from the long edge of their map to the base of the balloon. (Diagram 4).

    Diagram 4

    Diagram 5

    Also, at one “long range” measure, taken from the centre of the balloon's peg column to the “red dot” on their cards, are two AA guns, one either side of the balloon.
    The balloon. is also defended by three scouts (Diagram 5). These are placed, each according to their own random die throw – 1,2 centre of one side of the map; 3,4 centre of the opposite side; 5,6 centre of the long edge of their map. Diagram 5 shows the possible outcome if all three die throws
    are different. Equally, they might all start from the same position, in which event, separate them in the same way as you did the attackers.
    Objectives: Protect the pontoon bridges and the balloon. Destroy enemy aircraft.

    Altitude
    Playing the altitude rules is essential to this mission. The attackers will commence at 2 pegs. The defending scouts will be at 10 pegs (Diagram 6). The balloon. is at 8 pegs.
    You should use these house rules for altitude, which you may familiar with. But a brief reminder may help :-
    1. A red climb card may be used as a substitute for any “straight” or “stall” manoeuvre card = 3 pegs up (one per turn).
    2. A red dive card may be used as a substitute for any “straight” manoeuvre card = 4 pegs down (one per turn).
    3. Any card, other than these, may be used to either gain or lose one peg, on any manoeuvre, except : No climb on a side-slip; no dive on a stall.
    4. Firing is at short or long range, measured from the top of the peg columns of both attacker and target. Firing downwards requires losing at least one peg of altitude; firing upwards requires gaining at least one peg of altitude (see rules for exceptions). If the difference is more than five pegs, a climb or dive card must be used.

    Manoeuvres (using D6 or D8 charts)
    AI Attackers may consider their “nearest enemy” as either a pontoon bridge, or the balloon., or the nearest enemy aircraft – whichever seems most sensible, bearing in mind the objectives outlined above. Fly “straights” until within two “long range” measures of the first contact to be made.

    AI Defenders may choose a “contact” heading and may fly straight until either, the enemy is contacted, or the first deviation is needed to ensure this happens. However, they do not have to and in the event they choose not to, will continue on AI selection of manoeuvres for the remainder of the mission.

    Archie
    OTT house rules apply i.e. normal rules, but without the same altitude limitation on fire.

    Attacking the balloon. (special rules)
    1. Each attacking scout may fire just two separate rounds of incendiary bullets at the balloon.
    2. The range, either short or long, makes no difference.
    3. The balloon. will draw two damage cards per round of incendiaries fired, taking them from a specially prepared deck consisting of the following cards only: 16 x “0” damage (to include 4 gun jam cards); 6 x Smoke “special damage” cards; 2 x Fire “special damage” cards.
    (If you are lucky enough to possess two or more “A” damage decks, this should pose no problems. If you only have the one “A” damage deck then be prepared to make up a deck from any other source, using your ingenuity (e.g. From a normal 52 card deck - Two aces - “fire”, six picture cards - “smoke” and any sixteen of numbers 2 to 10 - worth “0” with, for example, four “2”s being “jam” cards). The important thing to remember is that damage values will mean nothing in this context. It is only necessary to be able to distinguish between “0” (some with gun jam), smoke and fire).
    4. Results for firing with incendiary bullets are as follows:
    a) Any “0” may have hit the balloon. but does no visible / apparent damage.
    b) Any “smoke” is the signal for the ground crew of the balloon. to begin immediate winching down. This continues for 8 manoeuvres at one peg per manoeuvre, unless the balloon. is destroyed during the process. If all goes well for them, after 8 manoeuvres, the balloon. is grounded and safe.
    c) Any “fire” starts an uncontrollable raging inferno. The balloon. will burn for three manoeuvres, exploding on the third. Any aircraft within short range during the explosion will also be destroyed, giving two points to the enemy.
    d) Treat gun jams in the normal way.

    Victory points

    Bridges: Each one destroyed – 5 points to the attacker.
    Each one left intact – 5 points to the defender.

    Balloon: Destroyed by fire – 10 points to the attacker.
    Hauled down due to smoke – 5 points to each side.
    Intact in original position – 10 points to the defender.

    Aircraft: Each one downed – 2 points to the enemy.
    Each one forced to retire – 1 point to the enemy.


    Diagram 6

    That’s it folks – enjoy!

    Here is the Original Thread

    And if you want to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...25th-July-1918

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...ike-s-offering

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...18-Stumptonian

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1918-teaticket

    Kustenjaeger (Bulldog):
    https://www.wingsofwar.org/forums/sh...6-kustenjaeger

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...t-25-July-1918

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...st-gully_raker

    Carl_Brisgamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 08-22-2018 at 10:27.

    "He is wise who watches"

  20. #20

    Default

    OTTBE Mission 19 - 'Amiens Brother..' 7th August 1918 by Stumptonian













































    Download Link for Random Placement Diagram

    Instructions for use:
    Roll 2 dice and consult the diagram for location and facing of attackers.
    Place the scouts 2 rulers away -
    That will negate the "travel straight until contact is made" because they will be within contact range immediately.
    If the initial roll would put your scouts off (or close to off) the mat, for example a roll of 5, roll again.



    Here is the Original Thread

    And if you want to see how it's done:

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...quot-teaticket

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...th-August-1918

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...ot-Stumptonian

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...uot-7-Aug-1918

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...th-August-1918

    Kustenjaeger (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-Kustenjaeger

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...er-gully_raker

    Tikkifriend (Eagle):
    https://www.wingsofwar.org/forums/sh...th-August-1918

    Carl_Brisgamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 09-11-2018 at 09:01.

    "He is wise who watches"

  21. #21

    Default

    OTTBE Mission 20 - Albert to Bapaume - 23rd August 1918 - by Setarius

    August 20, 1918 - The French 10th Army takes 8,000 prisoners at Noyon and captures the Aisne Heights.

    Battle of Albert (21–23 August 1918) was the third battle by that name fought during World War I, following the First Battle of Albert and the Second Battle of Albert, with each of the series of three being fought roughly two years apart.[1] This smaller third battle was significant in that it was the opening push that would lead to the Second Battle of the Somme and involved the Australian Corps. This attack opened the advance, with the main attack being launched by the Third Army along with support from the Fourth Army.[2] The Second Battle of Bapaume, from 25 August to 3 September, was a continuation of this battle.[3]

    The attacks developed into an advance, which pushed the German 2nd Army back along a 50-mile (80 km) front line. On 22 August, the 18th (Eastern) Division took Albert, with the British and Americans advancing on Arras.[2] On 29 August, during the Second Battle of Bapaume, the town of Bapaume fell into New Zealand hands. This resulted in an advance by the Australian Corps, who crossed the Somme River on 31 August and broke the German lines during the Battle of Mont St. Quentin.[2] The Westheer (German armies on the Western Front) was pushed back to the Hindenburg Line, from which they had launched their spring offensive.[citation needed]


    The second battle began on 21 August with the opening of the Second Battle of Bapaume to the north of the river itself. That developed into an advance which pushed the German Second Army back over a 55 kilometre front, from south of Douai to La Fčre, south of Saint-Quentin, Aisne. Albert was captured on 22 August. On 26 August, the British First Army widened the attack by another twelve kilometres, sometimes called the Second Battle of Arras.[2] Bapaume fell on 29 August. The Australian Corps crossed the Somme River on the night of 31 August, and broke the German lines at the Battle of Mont St. Quentin and the Battle of Péronne. The British Fourth Army's commander, General Henry Rawlinson, described the Australian advances of 31 August – 4 September as the greatest military achievement of the war.[3]

    The Bulldogs are tasked with providing fire support as the front advances.
    The Eagles are tasked with either providing counter battery fire on the advancing Entente, or they can fly as an attack wing.

    Bulldogs:
    4 Scouts
    1 Two Seater

    Eagles:
    Attack Wing:
    4 Scouts

    Counter Battery
    3 Scouts
    1 Two Seater

    As far as game length goes, you can either set a specified number of turns say, 15 or you can go for Air Superiority. The CP will be limited by the amount of ammo they have so they are going to have to leave when they run dry.

    Deployment

    Using the pictures below set your board up in the following manner.
    At least 2 mats or the area covered by two mats. Make a defined front about halfway across the mats, this will give you an idea of Friendly Territory or Enemy Territory.

    You need a deck of playing cards. Divide the Hearts, Clubs, Diamonds, and Spades. Using one suit for the Entente and one for the Central Powers start at the short side edge opposite your position and go around clockwise placing your cards either as example A or B.
    Then draw 3 cards for the Entente, 1 for each group of two scouts and 1 for the Two Seater.
    Draw 2 cards for each pair of Central Powers planes.
    These will be your starting positions.
    Decide which plane or groups of planes go with each card as you draw.
    All planes positioned on the long side of the board will face the enemy side. All planes positioned on the short side of the board will start facing the opposite side.

    In example C and D you can see examples of placement cards drawn.

    Example A


    Example B


    Example C


    Example D


    If by some chance you end up with opposing forces opposite each other to start move the Enemy position to the opposite side of the board.

    Special Notes

    Central Powers:
    Resources are dwindling.
    No more than 2 planes of any one type.
    Ammunition Limitation: 50 points to be divided between your planes. 1 shot from Long range or Close range equals 1 ammo point.
    Lubricants are in short supply, any Engine hit head home (standard OTT rule)

    Two Seaters
    Make a random deck from your planes maneuver deck with the following cards,
    2 Straight
    1 Stall
    1 Long Left and Long Right
    1 Short Left and Short Right*
    1 Left side slip and right side slip
    Mix your cards and draw 3 per turn.
    Your Artillery spotting can be done on Straights or Stalls. Roll a D6 to see if you hit. You need a 5 or 6 to hit what is below you.
    (*if you don't have a plane that meets these qualifications then substitute 2 other turn or sideslip cards so you have a total of 9 maneuver cards).

    Victory Points
    Entente
    1 point per artillery hit
    2 points per CP plane leaving early
    4 points per CP plane shot down

    Central Powers
    1 point per artillery hit
    2 points per Entente plane leaving early
    4 points per Entente plane shot down



    Here is the Original Thread

    And if you want to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...18-Stumptonian

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...23-August-1918

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...rd-August-1918

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...rd-August-1918

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1918-teaticket

    Kustenjaeger (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-Kustenjaeger

    Thomas NH (Bulldog):
    https://www.wingsofwar.org/forums/sh...1918-Thomas-NH

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...18-gully_raker

    Tikkifriend (Eagle):
    https://www.wingsofwar.org/forums/sh...rd-August-1918

    Carl_Brisgamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 09-29-2018 at 01:28.

    "He is wise who watches"

  22. #22

    Default

    OTT BE Mission 21 - Infantry Contact Patrol, 05 Sept. 1918 - by Teaticket

    One of the unheralded aviation missions of WWI was the contact patrol. An un-glamorous two-seater would dangerously fly very low over the unknown below looking for friendly infantry, trying to discern the location of the front for HQ. Ground fire by enemy infantry was often encountered to the dismay of the two-seater on the mission as well as being attacked by enemy aircraft. The correct location of the front found by these dangerous missions was highly valuable. Having precise positions of friendly and enemy forces was imperative for the artillery to do it’s job without hitting their own troops. A fluid front made their job impossible without location confirmation. With a fluid front knowing unit locations was also imperative for HQ to be able to give the ground troops further direction.

    Today’s mission is just this. A two-seater with an escort will be tasked with gaining valuable information requested by Headquarters.
    A two-seater will fly into the unknown, firing flares hoping to find friendly infantry below, identifying the location of the front. You will fly the contact patrol mission or the interception, your choice.

    Forces:

    Side A,
    A single two-seater with two escorting scouts.

    Side B,
    Two intercepting scouts.

    Reinforcements:
    Reinforcing planes come in when allowed in the next plotting phase.

    Side A,
    One replacement two-seater can be brought in after the original has either been shot down, forced from the battle or runs out of flares. ( A replacement is up to the player if playing the side with the two-seater. If AI side flies the two-seater, a reinforcement will enter if that side is behind in points at the moment of decision.)
    Randomly place reinforcing two-seater 2 rulers from a target card along it’s side of the front. It must also be 2 rulers from the nearest enemy scout.

    Side B,
    A reinforcement scout is brought in if it is the first plane shot down and/or when a second enemy two-seater is brought in and one intercepting scout is out of the battle. Place it randomly 1 1/2 rulers on it’s side of the front.

    Here are some infantry cards and flare gun markers. Infantry cards should be the same size as a normal target card. (of course you can use any markers you want instead)



    Set up:

    Gaming area – 2 ARES mats in size, preferably not trench mats, but use whatever you have!
    Line up the 2 mats with long sides in contact.

    Place the infantry cards face down and spread across the battlefield as shown in photo below.


    Place the two-seater centered on the mat, 2 rulers away from the nearest target card. Give your two-seater 6 flare gun markers. Place them to the side near their console. (if you use one)
    Place the escorts, one ˝ ruler on each side and just behind.


    Place the intercepting pair randomly in one of the shown positions flying to intercept the two-seater.


    If using altitude, the two-seater does it’s work at level 2. It starts the game at level 2, escort scouts at level 4, interceptors at level 3.

    Spotting the friendly infantry below:

    Before firing a flare, the Very Pistol must be readied. In the firing phase, instead of firing the observer’s machine gun, place a flare gun marker on the two-seater base. The flare gun may now be shot off in the next or later firing phase. A readied flare gun can be held at the ready indefinitely, but if the machine gun is fired, the flare gun marker is removed from the two-seater base and placed back with your unused flare supply. In this case the flare gun will have to be readied again.

    With a ready flare gun, the two-seater must fly within ˝ ruler of a target base. (measure from two-seater’s peg to any part of target card) The observer then fires off a flare in the firing phase. Move the flare gun marker from the two-seater base placing it on the target card.

    The plane must then fly 3 intervening movement cards. From the 4th card on, if the two-seater is within ˝ ruler to the target card, it can attempt to identify troops below. Draw a ‘B’ damage card and see the spotting results below. Remove the flare gun marker from the target card and retire it from play. When making an attempt to identify the ground troops the observer cannot fire the machine gun.

    Spotting results:

    Draw an A deck damage card:

    2 = No result

    3, 4, 5 & BOOM = Enemy infantry!

    0 & 1 = Success! Friendly infantry have placed recognition panels on the ground, you have found a unit on the front line!

    If there is no result, you are still short of the front. Move the target card ˝ ruler towards the enemy side long edge and leave it face down.

    If the result is enemy troops, take one card of infantry gunfire and move the target card ˝ ruler towards the friendly side long edge and leave it face down.

    If the result is success in finding friendly troops, flip the card to the infantry side face up. It is now left in place to be counted for victory at the end of the game. You can no longer target this card for spotting.

    You can target a card multiple times if unsuccessful. On each unsuccessful attempt, move the card as directed.

    Ending the game:

    The two-seater has to have fired at least 3 flares with 3 identification attempts before it can voluntarily leave the playing surface. It is the player’s choice if your side has the two-seater. AI will leave if ahead in points after the 3rd identification attempt. If behind in points after the 3rd attempt it will search on. After each following identification attempt, if ahead in points it will leave.

    Mission AI scouts will head for the barn when their two-seater does or they are ahead when it is downed.

    Interceptor scouts will head home once the mission forces have turned to leave and cannot be caught.

    Leaving the board must be along the friendly long edge.

    Victory points:

    Sides A & B receive 4 points for shooting down an enemy scout

    Sides A & B receive 1 point for forcing an enemy scout from the battle

    Side A receives 6 points total for finding friendly infantry (Once only - not per unit spotted)

    Side A receives 2 points for each enemy troop position spotted

    Side B receives 5 points for shooting down the two-seater

    Side B receives 2 points for forcing the two-seater from the mission

    Side B receives 2 points if no friendly infantry are spotted during the mission

    (VP amended 22/05)

    (Yes, there are a lot of extra infantry cards and flare gun markers. I made these markers for a convention game with 12 players. If you can use them, great!)


    Here is the Original Thread

    And if you want to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...18-Stumptonian

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...September-1918

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...t-1918-by-Mike

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...September-1918

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...8-by-teaticket

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...18-gully_raker

    Carl_Brisgamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)

    Thomas NH (Bulldog):
    https://www.wingsofwar.org/forums/sh...l-05-Sept-1918
    Last edited by flash; 10-29-2018 at 07:33.

    "He is wise who watches"

  23. #23

    Default

    OTTBE Mission 22 - Der Kaiser muss es wissen! (The Kaiser must know!) - 23rd September 1918 by Gully_raker

    Following the stunning success of the Allies offensives in August, especially that of General John Monash & the Australian Division the German Lines have been breached & they are falling back in disarray. A further defeat followed at Epehy on the 18th & 19th of September.



    This was closely followed by the capture of the German strong-point at Ascension Farm.The Germans must now rally behind the Hindenburg Line.



    With their forces being continually over run German High Command knew it was imperative to discover just how far the British & Commonwealth troops had penetrated behind their lines. A directive was issued that photographs of the area along & behind the last known German positions must be obtained "AT ALL COSTS"!
    The Allies have achieved Aerial Superiority & numbers; The Germans are suffering from supply & fuel problems.

    The Mission requires two German 2 seaters to patrol & photograph the area at & behind their last known trench positions.

    You will need 2 WoG mats joined at their long edges. Preferably one should be the No Mans Land mat & the other the Countryside or Industrial complex mat. The NML mat is the British area & the other mat the German area.
    If you do not have the No Mans Land one you will need to show two trench lines 1/2 ruler on the British side of the mat.
    At this point on the LHS edge of the mat 1/2 ruler in from the join you need to place a marker as shown in picture below.



    You will require the following Aircraft:

    German
    1 x Hannover Cl IIIa at Altitude 5 &
    1 x Rumpler C.IV at Altitude 4 plus
    1 x Rotary engined Scout - preferably a Fokker EV or D.VIII or a SSW D.III (if desperate you could use a Fokker Triplane) all at Altitude 4.
    If you do not have the nominated German 2 seaters replace with what you have.

    British
    Opposing will be
    2 x SE 5a's or Sopwith Dolphins &
    2 x the newly arrived Sopwith Snipes for evaluation.
    If you have no Snipes you could use 2 x Nieuport 28's or a pair of Camels - all at Altitude 4.

    THE SET UP

    Place the 2 German 2 seaters at the edge of the centre of the German mat 1/2 ruler apart & the scout a further 1/2 ruler away on their LHS. Angle the aircraft towards the Marker Point on the NML mat.





    The 2 SE 5a's will start from the Center of the edge of the NML mat 1 ruler apart.



    The Snipes will enter on Turn 3 from the middle of the RH edge of the NML mat 1/2 ruler apart.



    The Mission

    Using the reduced deck shown below the 2 German Photo planes will fly to the point marked & then after exiting the mat at that point will proceed to fly across the trench lines using the same 3 cards except exchanging the straight card for a stall. The cards should be shuffled after each turn & placed face down until placed on the game surface. Both aircraft will use these 3 cards from the Rumpler's deck & fly as a pair. The Scout will use its deck normally.
    Having flown across the mat & after exiting the other edge they will then return to the marker point & then after exiting will try to return to the German edge using all their normal manoeuvre cards as quickly as possible. You cannot shoot at the German Aircraft when they have exited the mat.



    Special Rules for this Mission

    The German 2 Seaters will not be forced to return early if they suffer a relevant Pilot Wound or Engine Damage due to their Orders to Succeed at All Costs.

    After the Scout reaches the Trench area every second turn it will roll a D6 to see if it suffers from an overheating engine caused by the ersatz oil replacement in its rotary engine. On a Roll of 1 the Aircraft must try to return to base ASAP.

    Victory Conditions

    The Germans will win a Major Victory if both 2 Seaters return to base.
    It will be a Draw if only one German 2 Seater makes it home
    It will be a British Victory if both German 2 seaters are shot down
    The German Scout will have no bearing on the Victory Conditions.

    Hope that is clear
    If you have any queries please reply & I will answer as quickly as possible.
    Good Luck & Good Hunting!


    Here is the Original Thread

    And if you want to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...18-Stumptonian

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-23rd-Sep-1918

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...23rd-Sept-1918

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...-1918-Vagabond

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...issen!-by-Mike

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...n!-gully_raker

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1918-teaticket

    Carl_Brisgamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 10-21-2018 at 11:00.

    "He is wise who watches"

  24. #24

    Default

    OTTBE Misssion 23 - Cambrai Revisited - 9th October 1918 - by Tikkifriend

    The Battle of Cambrai, 1918 (also known as the Second Battle of Cambrai) was a battle between troops of the British First, Third and Fourth Armies and German Empire forces during the Hundred Days Offensive of the First World War. The battle took place in and around the French city of Cambrai, between 8 and 10 October 1918. The battle incorporated many of the newer tactics of 1918, in particular tanks. The attack was an overwhelming success with light casualties in an extremely short amount of time.


    There were three German lines, spanning some 7,000 yd (6,400 m); held by the 20th Landwehr and the 54th Reserve divisions, supported by no more than 150 guns. The weak defense was due to the Allied general offensive across the Western Front, and specifically in this sector, the rapid approach of the Canadian Corps, who had overwhelmed much stronger defenses in the previous days. The German defenders were unprepared for the bombardment by 324 tanks, closely supported by infantry and aircraft

    On 8 October, the 2nd Canadian Division entered Cambrai and encountered sporadic and light resistance. However, they rapidly pressed northward, leaving the "mopping up" of the town to the 3rd Canadian Division following close behind. When the 3rd entered the town on 10 October, they found it deserted. Fewer than 20 casualties had been taken



    This is a "what if" scenario for the Central powers. If the tanks can be prevented from receiving their fuel supplies could the battle have swung their way?

    For the Allies it is a chance to use their aircraft to harass and destroy the line of trenches thus reducing the casualties for the PBI


    Mission Option A Entente players

    Mats NML and country

    The RAF are tasked with destroying the line of trenches across the main front by carpet bombing them and \or strafing.



    RAF planes

    1 Caproni, 4 scouts (Snipes if you have them). They start from the centre point of the country map.

    The Capri carries 4 bombs each of which can do 4 points of damage on a direct hit otherwise the trench receives 2 points of damage. Strafing as per rules

    Central Powers

    3 scouts. plus 1 two seater. They set up as per random random placement map https://www.wingsofwar.org/forums/do...do=file&id=197

    Set up

    The trenches (7 cards ) are placed 1 ruler from the NML edge that joins the other mat in NML. The cards run the length of the mat in a broken line each 1/2 ruler from the edge of the next card.
    Trenches have a HP of 5 and VP of 5 . The infantry fire from the trenches as per rules .


    Mission option B Central powers players.
    Mats countryside and industrial

    The Germans objective is to destroy the fuel dump behind the advancing tanks and if possible strafe the convoy of 6 trucks supplying the tanks at the front .
    Central Powers 1 Gotha, 3 scouts - 1 of which should be a Fokker D.VII

    Truck cards can be found here. https://www.wingsofwar.org/forums/do...do=file&id=403 They should be printed out at 1/4 size

    The depot is destroyed by by 2 direct hits from the Gotha which carries 6 bombs.You can choose to drop either 1 or 2 bombs on each pass but you must declare your choice the turn before you commence the run. Depot has a VP value of 11

    The depot target card is located on the industrial mat within 1\2 ruler of the railway bridge crossing.

    The trucks start at the road bridge and follow any road west at a movement rate of 1/2 ruler from the front of the card per turn .

    Trucks are tail to tail. should they reach half way across the country map they are considered safe and not targets for the purpose of points

    Trucks have a HP and VP value of 4

    RAF 3 scouts & a Bristol Fighter.

    The Central power planes set up on the mid point of the countryside mat, RAF enter using the random placement set up.


    Here is the Original Thread

    And if you want to see how it's done:

    Flash (Bulldog): 20VP
    https://www.wingsofwar.org/forums/sh...h-October-1918

    Stumptonian (Eagle): 35VP
    https://www.wingsofwar.org/forums/sh...8-(Stumptonian

    Vagabond (Bulldog): 10VP
    https://www.wingsofwar.org/forums/sh...918-(Vagabond)

    Setarius (Bulldog): 15VP
    https://www.wingsofwar.org/forums/sh...18-by-Setarius

    Mikeemagnus (Bulldog): 20VP
    https://www.wingsofwar.org/forums/sh...r-1918-by-Mike

    Gully_Raker (Bulldog): 15VP
    https://www.wingsofwar.org/forums/sh...18-gully_raker

    Teaticket (Eagle): 31VP
    https://www.wingsofwar.org/forums/sh...1918-teaticket

    Carl_Brisgamer (Eagle): 19VP
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 11-03-2018 at 07:39.

    "He is wise who watches"

  25. #25

    Default

    OTTBE Mission 24: The Cornered Beast Strikes Back - 21st October 1918 by Teaticket

    Bloody April is well remembered, but Black September? September 1918 made Bloody April look easy on the Entente pilots. More Entente aircraft and crew were lost in September making it the bloodiest month of the war in the air.

    During April 1917, the British lost 245 aircraft, 211 aircrew killed or missing and 108 as pow. The German Air Services recorded the loss of 66 aircraft during the same period. Entente loss rate of ~4:1 to the Germans.
    Worse than April ’17, according to Zuerl and Jentsch the Jastas shot down Entente planes in a relation of 10:1 in September 1918. (When I get the numbers I’ll add them in)

    The Entente could keep throwing up more and more planes and pilots even though they were barely trained. The Germans were a veteran force wreaking havoc on their enemy but without the ability to make up for their won losses. The few that did fly against the many took down record numbers but when one of their own fell it was dearly felt.

    Even with the disparity in losses the Entente still won the day as they were still able to do the most important mission in the air, observe. The Jastas were too busy fighting for their lives against the endless numbers of enemy scouts to interfere effectively with the important Entente missions.


    The mission:

    Even though the end of the war was near, the Jastas of the Imperial German Air Service still had a lot of fight left in them. Though far outnumbered the veterans of the Kaiser fought gallantly against the tide. More and more Entente planes crossed the front. Many of them were new, inexperienced pilots thrown into the fray to keep the pressure on the Hun fliers.
    September’s losses made the Entente HQ pause, but only for a moment. They pumped more fresh pilots into the sky knowing many would not come back, but air supremacy must be kept at all costs.
    This October mission is a confrontation of German veteran scout pilots vs a more numerous, miscellaneous collection of Entente talent.


    Forces:

    Bulldogs

    3 Sopwith Camels at start, reinforced by 3 Sopwith Snipes on turn 3 or 4. (Or what planes you have)

    Flying for the Bulldogs, only one of your pilots with ACE status can be flown in this mission, your choice.
    Flying for the Eagles, choose the best available pilot from your Bulldog roster to be the ACE.


    Eagles

    4 Fokker DVIIs

    Flying either side, choose the best 4 German available pilots from your roster.

    Set up

    Two mats, 1 trench, 1 any other. Trench long open edge and short sides behind own trenches are the Bulldog side for flying home, other 3 edges are Eagle friendly. Trench mat defines friendly, enemy ground and NML for downed pilots.


    1 Camel starts at the center of the mat junction, 1 base in facing away from the trench mat. The other 2 Camels start rear base on the mat join, ˝ measure to each side of the leader. (one measure stick should lay between the two.)



    The 4 Fokker DVIIs centered at 45* and 1 measure from the left rear Camel left rear corner. The DVIIs are 1 measure apart, outer wing tip to wing tip with two in the front and two 1 base length behind, in a box formation.


    Bulldog reinforcements

    If playing the Eagles, after plotting for turn 3 pick an A card, on a ‘0’, the Snipes enter immediately and are plotted. Anything other than a ‘0’ they enter turn 4.
    If flying Bulldogs, pick the ‘A’ card before plotting turn 3, then proceed as above.

    The Snipes enter in a random corner from their side of the trenches.
    They are placed as follows,
    The lead Snipe is placed 1 ˝ measures to back of base in at a 45* angle from corner. The 2 following Snipes are one ˝ measure back,(their front to leader’s back) and each one half measure to the side from the leader’s center to their center.



    Special rules:

    For the Bulldogs, 1 Camel pilot is a rookie and 1 Snipe pilot is a rookie. (see rookie rules in rule book) The Ace will lead the Snipes.
    1 Rookie is randomly placed in the rear position for the Camel flight after the Germans are set up. Snipe rookie placement determined when they enter.

    The Germans will fly with the ACE charts below.
    They do not have to fly straight before or after an Immelmann. Fly them as the cards are rolled. They could possibly fly an Immelmann on their 3rd card and another on the 1st of the next plot, or do 2 steeps in a row. These guys are good!





    The Snipe ACE can also use an ACE chart if desired. (if you don’t have a Snipe I can get you an ACE chart for whatever plane you do have, PM me. (ACE charts are in the files))





    If playing with altitude the Camels start at level 3, DVIIs level 4, Snipes enter at Level 4.


    Victory conditions:



    For the Eagles to win they must shoot down 4 Entente aircraft while having 3 or less of their own shot down, or down 3 Entente planes and drive off 2 while having 3 or less of their own shot down.


    Here is the Original Thread

    And if you want to see how it's done:

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...t-Strikes-Back

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-21st-Oct-1918

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...t-October-1918

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...18-Stumptonian

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...-Back-Vagabond

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...ck-gully_raker

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...k-by-teaticket

    Carl_Brigamer (Eagle):
    https://www.wingsofwar.org/forums/sh...arl-Brisgamer)
    Last edited by flash; 11-28-2018 at 06:57.

    "He is wise who watches"

  26. #26

    Default

    OTTBE Mission 25 - Last Gasps - 4th November 1918 by Carl Brisgamer


    BACKGROUND BRIEFING



    The first week of November 1918 sees the Germans in retreat along the entire length of the Western Front. Far from the powerful force that had so hard pressed the Allies a few months earlier, the German Army is becoming weaker by the day amid irreversible troop losses, declining discipline and battle-readiness due to exhaustion, illness, food shortages, desertions and drunkenness.



    On November 3, having lost 30,000 dead and 400,000 men taken prisoner in the fighting along the Piave River, Austria-Hungary signs an armistice with Italy, leaving Germany to continue the fight alone.



    The following day mutiny strikes the Kaiserliche Marine at the ports of Kiel and Wilhelmshaven as sailors of the High Seas Fleet refuse orders to put to sea to engage in a final colossal battle with the Royal Navy. Along with this, revolutionary fervour and Bolshevist-style uprisings erupt in German cities including Munich, Stuttgart and Berlin. The extent of the unrest stuns Germany’s political and military leadership, raising fears Germany might now succumb to a violent Bolshevist revolution in the manner of Russia.

    In the air however the Luftstreitkräfte and the Marinefliegerkorps continue to fight with the same skill and determination they had displayed throughout the conflict. Despite shortages of fuel, lubricants and replacement pilots, the veterans of the German Air Service and their Naval aviator brothers provide credible opposition to the masses of British, French, American and Belgian machines supporting the Allied ground offensive and even penetrating deep behind the lines to bomb German cities.



    In the south the pilots of the Richthofen Geschwader, still flying red nosed Fokkers, shoot down twelve enemy machines from 3-6 November. Soon after JG1 celebrates the award of the Pour le Merite to Jasta 6 Staffelführer Leutnant Ulrich Neckel, the last ‘Blue Max’ to be awarded to that famous formation.



    Over Flanders in the first few days of November the Marine Feld Jastas supported a rare German counterattack that checked the Allied advance at Somerghem, shooting down six RAF aircraft for no loss, and taking the life of No.204 Squadron ace Second Lieutenant John Lightbody.

    But these last victories could not alter the course of the war, proving to be the last gasp for Germany’s Knights of the Sky.


    THE MISSION

    Battle Area
    Two Wings of Glory maps joined at the long edge. Designate one as the Central Powers side and the other as the Entente side.

    Forces - Central Powers
    4 scouts - any types in service including but not limited to Fokker D.VII/D.VIII, Siemens Schuckert D.III/IV, Albatros D.Va, Pfalz D.IIIa, Phönix D.I (A-H), Albatros D.III (A-H);
    Three ground target cards.

    Forces – Entente
    4 scouts - any types in service including but not limited to RAF SE5a, Sopwith Camel, Sopwith Dolphin, SPAD S.VII, SPAD S.XIII, Hanriot HD.1 (Italy, Belgium);
    2 two seaters - any types in service including but not limited to Breguet BR.17, Airco DH.4, Airco DH.9, Bristol F.2B.

    Set Up - Central Powers Forces
    Place three target cards on the Central Powers side of the battle area at equidistant locations along the long side centre-line.
    Randomly deploy four scouts in formation facing the centre of the battle area within ˝ ruler of each other at the centre top short side edge of the map (1-2), centre long side edge (3-4) or centre bottom short side edge (5-6). If using altitude set at six (6) pegs.

    Set Up - Entente Forces
    Deploy both two-seaters facing the centre of the battle area at the centre long side edge of the Entente side map within ˝ ruler of each other. If using altitude set at five (5) pegs.
    Deploy two escorting scouts facing the centre of the battle area within ˝ ruler of each other and within one ruler of the two-seaters. If using altitude set at six (6) pegs.
    Two reinforcement scouts will enter randomly (d6 roll) on turn 2 (5-6), turn 3 (3-4) or turn 4 (1-2). They will deploy facing the centre of the map within ˝ ruler of each other at the centre top short side edge of the map (1-2), centre long side edge (3-4) or centre bottom short side edge (5-6). If using altitude set at six (6) pegs.

    Mission
    Central Powers Forces will prevent enemy two-seaters from attacking ground targets and destroy enemy aircraft.
    Entente Forces will bomb one of the three targets on the Central Powers map which will hinder the withdrawal of enemy ground troops and destroy enemy aircraft.

    Special Rules
    Entente two-seater target engagement – after playing the first turn roll a d6 to select the target for the Entente two-seaters, 1-2 top, 3-4 centre, 5-6 bottom. Each Entente two-seater must drop their bombs as one stick.


    VICTORY CONDITIONS

    Entente Forces receive victory points as follows:
    Direct hit by bomb stick on ground target = 4 points
    Partial hit by bomb stick on ground target = 2 points
    Shoot down enemy scout = 2 points
    Friendly aircraft forced to leave battle area due to damage or pilot wound = -1 point

    Central Powers receive victory points as follows:
    Shoot down enemy two-seater = 3 points
    Shoot down enemy scout = 2 points
    Friendly aircraft forced to leave battle area due to damage or pilot wound = -1 point

    Side scoring the most victory points wins the battle.


    Here is the Original Thread

    And if you want to see how it's done:

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1918

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1918

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...18-Stumptonian

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...18-by-Vagabond

    Gully_Raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...18-gully_raker

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...r-1918-by-Mike

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1918-teaticket
    Last edited by flash; 11-26-2018 at 07:44.

    "He is wise who watches"

  27. #27

    Default

    OTTBE Mission 26 - The War to end all wars! - 11th November 1918 by Flying Officer Kyte

    Or the end of the line.

    Kyte surveyed the airfield. It was more quiet than he had ever seen it before even on those still fog laden days of Spring 17. Things were indeed so very different now. After the hurly-burly of the end of hostilities in Italy with all its packing and transportation problems, it was hard to realise that in under a week the 'Canos' were back in Flanders. In an hour or so the last patrol would take off for what would be a ritual patrol over what had been the lines so recently.

    Now with only a couple of hours to go, somewhere in a forest near Compiegne a group of senior officers were about to sign an article which would put an end to over four years of carnage. The boys would be going home at last.




    At that moment the phone in the Office gave forth its strident demanding ring.

    The train carrying the coaches to the Armistice meeting had been compromised and a band of dissident pilot officers had rapidly formulated a plot to disrupt the proceedings.




    Stealing a bomber from a nearby airfield, they armed it and set off on a mission to prevent the ending of the war which to them was to be effected through a most dishonourable truce.
    The plot was discovered as soon as the aircraft started its run along the field to take off and a series of telephone calls alerted both sides as to an attempt on the meeting.
    The Eagles were scrambled from their 'drome just as the Bulldogs were leaving their own. In the panic nobody mentioned the fact that the only enemy was a lone bomber but both sides knew they must destroy it at all costs.

    The playing area.



    Two mats laid length ways.




    At one end in the woods the stationary train with covering aircraft emerging from the table edge.




    At the other end, the bomber starting its run with the following chasing aircraft just outside long range.


    As many aircraft as you care to scramble may take part in this mayhem as long as they are equally matched.. Prime objective by both sides is to bring down the bomber before it can destroy its target. The side who fires the last round to bring it down is the winner. If two aircraft or more fire take them in order from the nearest to settle the issue.

    Aircraft from opposing sides will not seek out each other for attack, but should they accidentally cross each other's line of fire they will assume that the other aircraft is a hostile escort for the bomber and open fire. Because of the sensitive situation re the Armistice, any aircraft shooting an opponent down will lose one point for their own side rather than the usual gaining of points.

    Any medium to large bomber may be used but will only get one run at the train. If it misses the Officers will scatter into the woods before it can turn back for a second run.
    Only a direct hit on the carriage will disrupt the conference completely.
    The Train itself is defended by two standard AA guns.
    Good luck and good flying.

    Just because you're paranoid does not mean they aren’t out to get you.


    For those players without a suitable 3D train here is a target card. Scale your printout to match the position of the terrain on your mat.



    Kyte.


    Here is the Original Thread

    And if you want to see how it's done:

    Mikeemagnus (Bullog):
    https://www.wingsofwar.org/forums/sh...v-1918-by-Mike

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1918

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...-1918-Vagabond

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...18-Stumptonian

    Setarius (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1918

    Gully_Raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...rs-gully_raker

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1918-teaticket
    Last edited by flash; 12-01-2018 at 02:07.

    "He is wise who watches"

  28. #28

    Default OTT Bitter End Butcher's Tally

    At the end of more than two years campaigning here is the final tally:

    Mike (Mikeemagnus): Bulldog - Played 26
    Bulldogs: 6 KIA: 2 POW; 4 Aces (2 double); 56 Victories
    Eagles: 9 KIA; 4 POW; 1 Ace; 16 Victories (18 Total)

    Dave (Flash): Bulldog - Played 26
    Bulldogs: 1 KIA: 1 POW; 6 Aces (1 double); 38 Victories (51 Total inc OTTED)
    Eagles: 7 KIA; 1 POW; 0 Ace; 18 Victories (27 Total)

    Dale (Setarius): Bulldog - Played 26
    Bulldogs: 1 KIA: 6 POW; 6 Aces (0 double); 53 Victories
    Eagles: 14 KIA; 3 POW; 0 Ace; 22 Victories (24 Total carry overs from re-issue pilots)

    Barry (Gully_raker): Bulldog - Played 26
    Bulldogs: 4 KIA: 1 POW; 4 Aces (1 double); 36 Victories (52 Total inc OTTED)
    Eagles: 11 KIA; 2 POW; 0 Ace; 6 Victories (12 Total)

    Rob (Kyte): Bulldog - Played 9
    Bulldogs: 3 KIA: 3 POW; 2 Aces (0 double); 21 Victories (Rob only carried over a few crew from OTTED to Italy)
    Eagles: 14 Victories (Rob doesn't have Hun's)

    John (Vagabond): Bulldog - Played last 5
    Bulldogs: 0 KIA: 0 POW; 0 Aces; 6 Victories (6 Total)
    Eagles: 2 KIA; 0 POW; 0 Aces; 3 Victories (3 Total)

    Edward (Kustenjaeger): Played 3
    Bulldogs: 0 KIA: 1 POW; 0 Aces; 5 Victories (5 Total)
    Eagles: 0 KIA; 0 POW; 0 Aces; 2 Victories (2 Total)

    William (Willi): Bulldog - played 2
    Bulldogs: 0 KIA: 0 POW; 0 Aces; 1 Victories
    Eagles: 2 KIA; 0 POW; 0 Aces; 0 Victories

    Thomas (Thomas NH): Eagle - Played 2
    Bulldogs: 0 KIA: 0 POW; 0 Aces; 4 Victories
    Eagles: 1 KIA; 0 POW; 0 Aces; 1 Victories

    Peter (Teaticket): Eagle - Played 26
    Eagles: 9 KIA; 2 POW; 7 aces (1 six time) 58 Victories (89 Total inc OTTED)
    Bulldogs: 16 KIA: 9 POW; 2 Aces; 36 Victories (50 Total inc OTTED)

    Pete (Stumptonian): Eagle - Played 26
    Eagles: 5 KIA; 0 POW; 6 aces (1 triple; 2 double) 60 Victories (77 Total inc OTTED) (+2 by mutineers)
    Bulldogs: 9 KIA: 10 POW; 2 Aces; 27 Victories (36 Total inc OTTED)

    Carl (Carl_Brisgamer): Sea-Eagle - Played 24
    Eagles: 3 KIA; 3 POW; 3 aces (1 single, 1 triple, 1 quintuple) 61 Victories (65 Total)
    Bulldogs: 16 KIA: 7 POW; 0 Aces; 12 Victories (14 Total)

    Paul (Tikkifriend): Eagle - Played 17
    Eagles: 1 KIA; 0 POW; 3 aces (1 double) 30 Victories (33 Total inc OTTED)
    Bulldogs: 2 KIA: 6 POW; 0 Aces; 9 Victories (11 Total inc OTTED)

    Bob (BB401): Eagle - Played 10
    Eagles: 1 KIA; 1 POW; 0 aces 10 Victories (12 total)
    Bulldogs: 3 KIA: 2 POW; 0 Aces; 6 Victories (7 total)






    Well done all and thank you for playing.
    Last edited by flash; 11-07-2022 at 10:37.

    "He is wise who watches"



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