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 theaters 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 center of the two mats, and aircraft will move in from opposite ends of the mats on move one.
Use Neil's maneuver 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.
Rob.
For info of all from your Uncle:
SOLITAIRE SCENARIOS AND ANTI-AIRCRAFT GUNS
When playing a solitaire scenario, use the following rules for enemy anti-aircraft guns:
Don’t place the 'shell' counter as per the multi-player rules but shoot as soon as any part of an enemy aircraft's base is within range of the gun (two rulers of distance).
Draw an A damage card to see if the aim of the AA battery is correct.
If there's no special damage on the card, the aim is wrong and the shot misses.
If there's any type of special damage (including jammed guns) then a hit has been scored, ignore the result on the A card and draw a C damage card as the damage caused to the aircraft.
Do not fire the gun as soon as it is reloaded, as per the multi-player rules. Instead, wait one phase, then shoot at any targets in range.
(To clarify - a gun takes 3 phases to reload, it can then fire on the next ie the 4th phase)
Don’t fire at a target if any point of the targets base is within a half-ruler of distance from a friendly balloon or aircraft base.
If more than one target could be shot at by the AA gun, choose one randomly to be shot at, unless the scenario you are playing provides a specific rule stating which aircraft are more important. (For example, two-seaters may be seen as more important for artillery to shoot at than fighters.)
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