OTTBE, Mission 5, 1 Jan. 1918: The gifts that keeps on giving.
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 1 measure from the center of the enemy friendly base edge.
Players will start the two seater one measure in towards the aerodrome from the board center. (see photo) Your scouts will be randomly placed one 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 permenant. 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 permenant.
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,
½ 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)
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