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

  1. #1

    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)

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

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    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.

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    …………………………………………..
    “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….”

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    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.

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    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.

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    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

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    (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. Entente 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.

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    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

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    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:

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    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:

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    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.

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    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.
    Last edited by flash; 02-11-2017 at 00:27. Reason: Highlighted titles

  2. #2

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    Oh my Bob....words failing me....excitement building..... must go and set up straight away!!!

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    It is rather magnificent isn't it !
    I was thinking of throwing the kitchen sink at this with my 95 Sqn and Bulldog escorts... That's 2 HP, 2 Ca3, 2 F2B, 4 SE5a...
    which means 16 interceptors
    I may have to rethink this as I don't think I can fit them all on two mats, or, have enough damage decks !

    Bob, when you play tested did you use altitude, and if so what altitude did you bomb from ?
    And did you use the Solitaire AA Gun rules ?
    Last edited by flash; 01-01-2017 at 01:56.

    "He is wise who watches"

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    Re: Altitude during playtesting - we used the altitude, bombing, and AA rules as found in the Rules and Accessories Pack Rulebook page 13, page 37 , and page 33, respectively. So altitude=yes, but the simpler version.

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    [QUOTE=flash;431205]It is rather magnificent isn't it !
    I was thinking of throwing the kitchen sink at this with my 95 Sqn and Bulldog escorts... That's 2 HP, 2 Ca3, 2 F2B, 4 SE5a...
    which means 16 interceptors
    I may have to rethink this as I don't think I can fit them all on two mats, or, have enough damage decks !

    [QUOTE]

    Easy to say as I don't have to manage it, but that would look quite impressive in an AAR.....

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    [QUOTE=flash;431205]It is rather magnificent isn't it !
    I was thinking of throwing the kitchen sink at this with my 95 Sqn and Bulldog escorts... That's 2 HP, 2 Ca3, 2 F2B, 4 SE5a...
    which means 16 interceptors
    I may have to rethink this as I don't think I can fit them all on two mats, or, have enough damage decks ! [QUOTE]

    Now you mention it.....

    I was considering broadening the map (2 x 2) and fielding 2 x HP 0/400, 1 x DH.4, 2 x Sopwith Camels and 2 x SE.5as, which would employ all my available OPFOR RFC chaps. That force calls for 11 CP scouts. I have four Jagdflieger fit for duty and could draft in my two-seater pilots to fly scouts for a total of six. May I add another five new scout pilots for this mission, then put them to one side as replacements for my core pilots in the event they fall in the future?

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    Wow, this looks great. One question, if you play the option to fight on the return trip through the interception zone, do you use the remaining inteceptors from the first battle or recalculate the opposing inteceptors according to what remaining bombing force is flying home?

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    Quote Originally Posted by Teaticket View Post
    Wow, this looks great. One question, if you play the option to fight on the return trip through the interception zone, do you use the remaining inteceptors from the first battle or recalculate the opposing inteceptors according to what remaining bombing force is flying home?
    Use the remaining interceptors. Consider them refilled and rearmed but not repaired. Any intercepting aircraft forced down due to damage / morale stay down.

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    Great reactions Brother. I now must do my best to get to mission 7. Our little test game seems to be paying dividends See you on the 15th for more action!

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    Quote Originally Posted by BB401 View Post
    ...Easy to say as I don't have to manage it, but that would look quite impressive in an AAR.....
    It's busy, I'll say that much !

    "He is wise who watches"

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    Got to go big on this one!
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  12. #12

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    Quote Originally Posted by Flying Officer Kyte View Post
    Got to go big on this one!
    Rob.
    I agree. Start off the new year in a big way.

  13. #13

    Setarius's Avatar May you forever fly in blue skies
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    Wow, just wow! I guess my DH4s and RE8s are going to get a workout. Or will it be a workover?

  14. #14

    Question One clarification?

    G'day Bob that looks like a real "Doozey"!

    One Question. You mention Enemy Scouts (German in my case) set up 1 ruler in from the entry point of the Allied aircraft to the Interception Zone.
    So if I attract say 6 German Scouts do all 6 line up 1 ruler in & across the mat in a straight line or did I miss something in the BRF?

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    Wonderfully thought-out, in terms of play balance, set-up, etc.

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    Quote Originally Posted by gully_raker View Post
    G'day Bob that looks like a real "Doozey"!

    One Question. You mention Enemy Scouts (German in my case) set up 1 ruler in from the entry point of the Allied aircraft to the Interception Zone.
    So if I attract say 6 German Scouts do all 6 line up 1 ruler in & across the mat in a straight line or did I miss something in the BRF?
    Formation / arrangement is up to the player, as long as none of them are closer than 1 ruler from the entente formation.
    If the bombers and escorts arrive in line-abreast formation, and all cross the edge at the same time...easier to show than describe:

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    I have my game set up - for phase 1 I have four maps and 18 aircraft on the board!

    I think this will take me a couple of days to play out, not to mention the AAR

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    [QUOTE=Carl_Brisgamer;431220]... May I add another five new scout pilots for this mission, then put them to one side as replacements for my core pilots in the event they fall in the future?[QUOTE]

    Yep, they're not See Adler so I won't add them to the roster but keep a note of their names & performance as replacements.
    I only have my 3 available Eagles amongst my 16 Interceptors, not adding 13 to that roster but I may do the same; my Bulldogs are flying the escorts.
    If anyone needs pilots, and some might, then add them in the AAR but please make it fairly obvious so I can pick up on them easily.

    "He is wise who watches"

  19. #19

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    I think I need a bigger table !!!!! Quite the Monty this one Bob.


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

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    Might have a problem playing this mission Bob as I only have a Capri and no giants for the Entente and 2 Gothas / no Giants for the CP which is my side for this campaign.
    If its ok with you I could play the CP as the bombing side and have them attack Blighty if thatwould not mess you around to much.
    Paul


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  21. #21

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    Quote Originally Posted by tikkifriend View Post
    Might have a problem playing this mission Bob as I only have a Capri and no giants for the Entente and 2 Gothas / no Giants for the CP which is my side for this campaign.
    If its ok with you I could play the CP as the bombing side and have them attack Blighty if thatwould not mess you around to much.
    Paul
    Hi Paul, the briefing includes provision for role reversal, Bob suggests a raid on a British Channel port.

  22. #22

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    Quote Originally Posted by tikkifriend View Post
    Might have a problem playing this mission Bob as I only have a Capri and no giants for the Entente and 2 Gothas / no Giants for the CP which is my side for this campaign.
    If its ok with you I could play the CP as the bombing side and have them attack Blighty if thatwould not mess you around to much.
    Paul
    You may fly it with any mix of aircraft you deem suitable, from a single unescorted two seater to a table crowding mix of giants and bombers. Just use the table included to size the targets and defending forces accordingly.

  23. #23

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    Quote Originally Posted by BB401 View Post
    You may fly it with any mix of aircraft you deem suitable, from a single unescorted two seater to a table crowding mix of giants and bombers. Just use the table included to size the targets and defending forces accordingly.
    Like you, I have neither HPs nor Capronis, so I am considering either mooching aircraft from my brother, reversing sides (Staaken Rache!), or more likely flying in a mix of unescorted DH.4s and F2bs. We shall see....

  24. #24

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    Quote Originally Posted by Carl_Brisgamer View Post
    I have my game set up - for phase 1 I have four maps and 18 aircraft on the board!

    I think this will take me a couple of days to play out, not to mention the AAR
    I would love to see a couple of early "intel" photos of that conflagration.

  25. #25

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    Quote Originally Posted by BB401 View Post
    You may fly it with any mix of aircraft you deem suitable, from a single unescorted two seater to a table crowding mix of giants and bombers. Just use the table included to size the targets and defending forces accordingly.
    Righty ho Its a Capri plus a melange of 2 seaters then off to bomb the Krauts.


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  26. #26

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    Quote Originally Posted by BB401 View Post
    I would love to see a couple of early "intel" photos ...
    The birds of prey gather to meet the threat from Tommy !
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    These are the sixteen chosen to meet the attack - units from all over are ordered into the air and told to loiter near the coast where it's likely the Englanders will make landfall... The 3 Eagles available are top right in Alb D.Va.
    There are Dr1's, Pfalz D.IIIa's; Alb D.Va's & SS D.III's in the mix.

    +++Message from the front +++ To German High Command +++
    Enemy machines are seen to be trailing smoke +++ One of our triplanes has fallen +++ Another is on fire +++ the Emperor will be proud of his Eagles and their victory ! +++

    Or will he be lamenting their loss ?

    "He is wise who watches"

  27. #27

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    That's my boy. This is 1918 as it is intended to be Dave.
    One big push and!
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  28. #28

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    Quote Originally Posted by flash
    Yep, they're not See Adler so I won't add them to the roster but keep a note of their names & performance as replacements.
    I only have my 3 available Eagles amongst my 16 Interceptors, not adding 13 to that roster but I may do the same; my Bulldogs are flying the escorts.
    If anyone needs pilots, and some might, then add them in the AAR but please make it fairly obvious so I can pick up on them easily.
    Dave - would you prefer we use our available 2-seater pilots or just use new additions as later replacements for all ?

    Looks like I need will 12 fighter pilots all together


    -----------------------------------------------------------------------------
    After some thought I might have to reconsider and not be so extravagant ...
    I don't know how I will fit 20 aircraft consoles in the play area
    Last edited by Stumptonian; 01-02-2017 at 14:42. Reason: Coming to my senses

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    I figure I will use all my available scout pilots and if any more are needed they will be supplied by another Jasta joining the fight.

  30. #30

    Smile

    I think I might be a "chicken" & just field the Aircraft shown in Example 1:---H-P + DH-4 + 2 Scouts Vs 6 German scouts & the AA stuff.
    Think that should keep me busy enough.

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    This looks intriguing, but I have problems reading Table 1 (size of forces). Any help?

  32. #32

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    Quote Originally Posted by Nachtschwärmer
    This looks intriguing, but I have problems reading Table 1 (size of forces). Any help?
    Here is Example 1 filled in:

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    Fill in the number of the Type of aircraft then select the multiplier that corresponds with the white box in each category for Scouts / AA / AAMG and Targets

    Hope this helps, Dennis.

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    Yes, but why are there multiple different multipliers?

  34. #34

    Setarius's Avatar May you forever fly in blue skies
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    Here are some examples Dennis using chart #1

    A)
    Attacking force 9 planes
    1 HP 0/400
    2 Caproni
    2 DH4
    4 Scouts

    Defending Force 13 planes
    3 scouts per HP equals 3 scouts
    2 scouts per Caproni equals 4 scouts
    2 scouts per DH4 equals 2 scouts
    1 scout per scout equals 4 scouts
    Total 13 planes

    AA guns
    2 per HP equals 2 guns
    1 per Caproni equals 2 guns
    1 per 2 seater equals 2 guns
    0 per scout equals 0
    Total 6 AA Guns

    AAMG
    1 per HP equals 1
    1 per Caproni equals 2
    1 per DH4 equals 2
    1 per scout equals 4
    Total 9 AAMG

    Targets
    3 per HP equals 3
    2 per Caproni equals 4
    1 per DH4 equals 2
    0 per scout equals 0
    Total 9 targets

    Total planes involved in this.example 22.
    What a massive game this is going to be.

    I don't have any of the HPs to fly but I do have 2 Caproni and about 6 two seaters available plus a huge number of scouts if I wanted to use them. I will more than likely try to limit my flight to under 15 planes, we will see.

    Fewer planes can be used , you just plug in the number you want to use in column #1 and multiply it out and fill in the boxes. And it has been said the attacking force can be the Germans and you would use the same numbers.

  35. #35

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    Quote Originally Posted by Nachtschwärmer View Post
    Yes, but why are there multiple different multipliers?
    Each multiplier dictates a different enemy resource in the game Dennis - there are three multipliers for each aircraft type: the first gives scouts and targets, the second gives number of AA guns, the third gives numbers of AAMG. You input the numbers of aircraft you want to use in the first column and the multipliers give you what you will face.

    "He is wise who watches"

  36. #36

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    Quote Originally Posted by Stumptonian View Post
    Dave - would you prefer we use our available 2-seater pilots or just use new additions as later replacements for all ?

    Looks like I need will 12 fighter pilots all together


    -----------------------------------------------------------------------------
    After some thought I might have to reconsider and not be so extravagant ...
    I don't know how I will fit 20 aircraft consoles in the play area
    I prefer you keep your two seater pilots out of scouts Pete, simply from accounting for their medals perspective. If you want to name extra pilots, like Carl, that's fine but keep them as replacements, they are not yet Eagles.
    Personally I'm using what I have available - anything else is provided by other sqn/jasta - I have three Eagle pilots operational so they are in there. If another Hun pilot gets a kill I will name him & queue him up as a replacement.
    Hope that all makes sense ?!

    "He is wise who watches"

  37. #37

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    I will draft in Bomber crews and just use Cano's for the escort duty for my Italian job Dave.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  38. #38

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    Quote Originally Posted by flash View Post
    I prefer you keep your two seater pilots out of scouts Pete, simply from accounting for their medals perspective. If you want to name extra pilots, like Carl, that's fine but keep them as replacements, they are not yet Eagles.
    Personally I'm using what I have available - anything else is provided by other sqn/jasta - I have three Eagle pilots operational so they are in there. If another Hun pilot gets a kill I will name him & queue him up as a replacement.
    Hope that all makes sense ?!
    That's what I figured I would do, Dave.
    No sense tracking them all if they don't accomplish anything.

  39. #39

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    Do you qualify any of the 2 seaters as bombers or just the Caproni? If you do then what might qualify it as a bomber?

    The Giants I know, of course, as the Handley Page O/400

  40. #40

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    You may certainly use your two seaters to bomb. If you use them as escorts they may not carry bombs, and if they carry bombs, no dogfighting until after the drop.

  41. #41

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    Quote Originally Posted by BB401 View Post
    You may certainly use your two seaters to bomb. If you use them as escorts they may not carry bombs, and if they carry bombs, no dogfighting until after the drop.
    I meant in the chart was the Bombers row referring to the Handley Page and not 2-seaters.

  42. #42

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    Bombers = Gotha, Caproni &c.
    Giants = HP, Staaken.

  43. #43

    Setarius's Avatar May you forever fly in blue skies
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    Default

    On the defensive side, in my case the Eagles, can we throw in some 2 seaters or do we use scouts only?

  44. #44

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    Quote Originally Posted by Setarius View Post
    On the defensive side, in my case the Eagles, can we throw in some 2 seaters or do we use scouts only?
    If needed to provide the requisite number of Defending aircraft, I don't see why not. Get them all up! Defend the Fatherland!

  45. #45

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    I have finished fighting part one. After six hours time for a break before moving on to the part two - the airfield attack.

  46. #46

    Smile

    Quote Originally Posted by Carl_Brisgamer View Post
    I have finished fighting part one. After six hours time for a break before moving on to the part two - the airfield attack.
    Looking forward to seeing how it turns out Carl. Should be quite the old Furball.

  47. #47

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    Just seen this for the first time - reaction - OMG Brilliant!!!! - But it's going to take me a while to get my head around this one. Looking forward to one big enormous mess and a large number of wounded / dead pilots
    Great scenario Bob. Hope I can do it justice

  48. #48

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    Quote Originally Posted by mikeemagnus View Post
    Just seen this for the first time - reaction - OMG Brilliant!!!! - But it's going to take me a while to get my head around this one. Looking forward to one big enormous mess and a large number of wounded / dead pilots
    Great scenario Bob. Hope I can do it justice
    Keep in mind it is designed to scale - don't throw the kitchen sink at it - unless you really want to!

    That said, I do love the look of a table swarming with miniatures

    Have fun either way.

  49. #49

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    I have started the AAR, well the prologue anyway - http://www.wingsofwar.org/forums/sho...641#post431641

    The AAR is massive so I will be updating as the opportunity presents over the next day or so.

  50. #50

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    Sounds great Carl. This is going to be an epic mission. I also plan on flying the whole Eagle Jasta with possible outside help!

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