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 10 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. The B mg will only fire one card of fire regardless the range. 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.
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 2 or 3 photos are returned from NML the best one will have been smashed in the crash.
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)
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