Nightbomber
10-01-2012, 15:12
The time has come for a kind of relaxing mission. Show the experience you have gained so far and try to teach the youngsters.
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As the war goes on, many seasoned pilots become aces, but even more of them reach a "heavenly" ace status quite often. The latter are replaced by cheerful rookies, eager to face the enemy and present their fighting skills. The old chaps' job is usually to take them to the skies and show these boys how to become men.
That means - to become killers.
You, a veteran pilot, are ordered to take such a newbie pilot over the front for a relatively easy mission in a sector where enemy two seaters have been recently flying unescorted and - above all - they have been piloted by fresh crews as well, for the scouts who had encountered them reported their flying abilities had been worse than moderate.
This way your pupil should be able to open his account easily.
However, you may never be sure how qualified the encountered enemy crew would be...
You start your mission flying one ruler behind two enemy two seaters (of the same type, if possible). You and your pupil have just zoomed on them out of the sun. Your wingman is a newly arrived, unknown pilot with no combat experience, a simple rookie, whom you really do not even know.
If he survives the mission and return to the drome, he will join your Jasta/Squadron and you will put down his name in your roster. He will then loose his rookie "ability".
It's up to you to decide if the youngster is controlled by you, or flies as an AI driven pilot.
Your rookie wingman: when shooting at the enemy, the enemy draws twice as much number of damage cards and keeps only one, the LOWER DAMAGE NUMBER card. The enemy can never keep the explosion card, except if he draws two explosion cards.
The enemy flight consists of 2 two seaters of the same (if possible) B firing types.
They (both) may have status (both pilot and the observer):
a) rookie (special rookie rule above),
b) regular (no special rules),
c) expert.
The enemy crews are UNKNOWN.
How you determine the enemy status?
The VERY FIRST B damage card that one of your pilots draws determines both enemy crews' status for the rest of the scenario.
If you draw 0 damage card - you have encoutered rookies.
If you draw ANY (but only) # damage card - you have encoutered regulars.
If you draw ANY special damage card (including explosion) - you have encountered experts.
EXPERTS:
Opposite to rookies. If they fire at you, you draw just one (just one) extra card and discard the LOWEST NUMBER card. The explosion may never be discarded."
THE DAMAGE CARDS YOU DISCARD (in any case) - are placed right under an appropriate damage deck and thus return to play.
ENEMY FLIGHT
you encounter it right over the no man's land, heading towards your side of the map. Place a token on the map ahead of them (you decide the distance), over it they make a turn to go back to their lines. They fly a kind of synchronized flight, that means you determine a set of 3 cards for them both, UNTIL:
at least one of them gets a smoke, fire or rudder jam card. From that moment on you determine their sets of cards separately.
The mission ends when one side is destroyed or the enemies cross their side of the map.
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Now you hear the engines roaring and shout to a newbie pilot standing by: "Let's score a kill, son. Stay close and watch the game. It's easier than you might think..."
---------------------------------------
As the war goes on, many seasoned pilots become aces, but even more of them reach a "heavenly" ace status quite often. The latter are replaced by cheerful rookies, eager to face the enemy and present their fighting skills. The old chaps' job is usually to take them to the skies and show these boys how to become men.
That means - to become killers.
You, a veteran pilot, are ordered to take such a newbie pilot over the front for a relatively easy mission in a sector where enemy two seaters have been recently flying unescorted and - above all - they have been piloted by fresh crews as well, for the scouts who had encountered them reported their flying abilities had been worse than moderate.
This way your pupil should be able to open his account easily.
However, you may never be sure how qualified the encountered enemy crew would be...
You start your mission flying one ruler behind two enemy two seaters (of the same type, if possible). You and your pupil have just zoomed on them out of the sun. Your wingman is a newly arrived, unknown pilot with no combat experience, a simple rookie, whom you really do not even know.
If he survives the mission and return to the drome, he will join your Jasta/Squadron and you will put down his name in your roster. He will then loose his rookie "ability".
It's up to you to decide if the youngster is controlled by you, or flies as an AI driven pilot.
Your rookie wingman: when shooting at the enemy, the enemy draws twice as much number of damage cards and keeps only one, the LOWER DAMAGE NUMBER card. The enemy can never keep the explosion card, except if he draws two explosion cards.
The enemy flight consists of 2 two seaters of the same (if possible) B firing types.
They (both) may have status (both pilot and the observer):
a) rookie (special rookie rule above),
b) regular (no special rules),
c) expert.
The enemy crews are UNKNOWN.
How you determine the enemy status?
The VERY FIRST B damage card that one of your pilots draws determines both enemy crews' status for the rest of the scenario.
If you draw 0 damage card - you have encoutered rookies.
If you draw ANY (but only) # damage card - you have encoutered regulars.
If you draw ANY special damage card (including explosion) - you have encountered experts.
EXPERTS:
Opposite to rookies. If they fire at you, you draw just one (just one) extra card and discard the LOWEST NUMBER card. The explosion may never be discarded."
THE DAMAGE CARDS YOU DISCARD (in any case) - are placed right under an appropriate damage deck and thus return to play.
ENEMY FLIGHT
you encounter it right over the no man's land, heading towards your side of the map. Place a token on the map ahead of them (you decide the distance), over it they make a turn to go back to their lines. They fly a kind of synchronized flight, that means you determine a set of 3 cards for them both, UNTIL:
at least one of them gets a smoke, fire or rudder jam card. From that moment on you determine their sets of cards separately.
The mission ends when one side is destroyed or the enemies cross their side of the map.
---------------------
Now you hear the engines roaring and shout to a newbie pilot standing by: "Let's score a kill, son. Stay close and watch the game. It's easier than you might think..."