macka321
12-12-2011, 20:55
Three Day “Island” Campaign
Situation
The island lies on an estuary and the guns of the island dominate the channel into an important neutral port. The Prussians with the help of a local warlord have secretly built up the defences of this island and have now closed the port to your shipping. Governor Bligh has ordered your forces to reopen the trade route for your merchants. The Prussian commander has played his hand too early and desperately needs the finishing touches for his defences. The Prussian ambassador has arranged an escort from the EoBS to get the vital supplies through. Can the defenders hold out?
This series of games is designed to use the three currently most popular game systems being used by our war games club.
Day One Air war (Wings of War)
Attacker, two aircraft carriers with 6 aircraft each. (3xBR14-B/A, 6xRE8-B/B and 3xSpad13's or SE5a’s) and a Felixstowe flyingboat.
Defender, one airfield with six aircraft. (1 Roland CII, 1DVa, 2DVII, 2Ufag) Five B mg’s on the island, one A mg at the aerodrome and one A at the harbour. A Staaken bomber can be used.
Missions, to photograph and bomb the islands defences. (12 sites, three beaches, Bunker, five coastal defences, harbour, and barracks). Continue until one side runs out of aircraft or all sites have been photographed and bombed.
1. Pilots will be cloned from their current WOW pilots and be recorded separately for the campaign.
2. “B” AA mg’s have half ruler range and the “A” AA mg has full ruler range.
3. Aircraft can be repaired and rearmed when on the ground or on a carrier. When landed for a full turn an aircraft has its ammo replaced and 1D2 of damage repaired on the first turn and 1D3 for each additional turn and engine special damage/wounded aircrew repaired on a 5 or 6 each turn. A turn is a full allocation of cards. Aircraft are allowed four turns of repair rolls in between missions.
4. Aircraft can be strafed while on the ground by other aircraft if within a half ruler range.
5. Players that have been shot down may launch another aircraft if available at the start of the second turn after being shot down.
6. The aircraft carriers must remain at least 32” away from the island and have one “A” mg each, full ruler range.
7. The Prussian players will determine the location of the coastal defences in secret before the start of the campaign.
8. Each two seater aircraft can bomb one objective or photograph two per sortie. Each sortie will last 90 minutes of game time. There will be a minimum of three sorties for day one.
9. Aircraft carrying bombs must play one straight card in each allocation.
10. Aircraft carriers can be bombed.
Air battle over the island.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=27211&d=1321841904
http://www.wingsofwar.org/forums/attachment.php?attachmentid=28934&d=1323750662
Mission one
Three objectives photographed and three Br14’s and a Spad 13 shot down for one Albatross Va. A slight Prussian victory for round one.
Mission Two
Two objectives photographed and three bombed for the loss of an SE5a and 3 RE8’s with a two Fokker VII’s and an Albatross Va lost for the defenders, leaving the Prussians with just the Blue Wasp in a Roland CIII and the Golden Arrow in a Ufag. Cunning use of the Felixstowe ensured a victory for the American navy for round two.
Mission Three
Two objectives bombed for the loss of a Spad 13 and four RE8’s leaving the American Navy with one RE8 left on the carriers. Both the Blue Wasp and the Golden Arrow were still flying and now both are aces with their latest kills. Round three was a Prussian major victory as the American Navy refused to come within range of the island after the first third of the mission.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=28937&d=1323750744
http://www.wingsofwar.org/forums/attachment.php?attachmentid=28935&d=1323750689
Worst mission: one B card damage to a RE8, this started a fire and the aircraft burnt out trying to regain the carrier.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=28936&d=1323750716
Best mission: SE5a two kills a Fokker VII and an Albatross Va in mission two. The down side, walked away from a crash landing on the island and joined the Prussian pilots for a drink in the Blue Wasps beer garden.
Day Two Sea War (Dystopian War)
Mission, primary to get the supply ships to the islands harbour and secondary to sink the enemy aircraft carriers and aircraft transports.
Day Three Island Assault
Mission, primary to capture the island, secondary to destroy the gun emplacements.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=27212&d=1321841915
I have only placed the non WOW details for reference as each day effects the next.
PS forgat my camera for the first two missions
Situation
The island lies on an estuary and the guns of the island dominate the channel into an important neutral port. The Prussians with the help of a local warlord have secretly built up the defences of this island and have now closed the port to your shipping. Governor Bligh has ordered your forces to reopen the trade route for your merchants. The Prussian commander has played his hand too early and desperately needs the finishing touches for his defences. The Prussian ambassador has arranged an escort from the EoBS to get the vital supplies through. Can the defenders hold out?
This series of games is designed to use the three currently most popular game systems being used by our war games club.
Day One Air war (Wings of War)
Attacker, two aircraft carriers with 6 aircraft each. (3xBR14-B/A, 6xRE8-B/B and 3xSpad13's or SE5a’s) and a Felixstowe flyingboat.
Defender, one airfield with six aircraft. (1 Roland CII, 1DVa, 2DVII, 2Ufag) Five B mg’s on the island, one A mg at the aerodrome and one A at the harbour. A Staaken bomber can be used.
Missions, to photograph and bomb the islands defences. (12 sites, three beaches, Bunker, five coastal defences, harbour, and barracks). Continue until one side runs out of aircraft or all sites have been photographed and bombed.
1. Pilots will be cloned from their current WOW pilots and be recorded separately for the campaign.
2. “B” AA mg’s have half ruler range and the “A” AA mg has full ruler range.
3. Aircraft can be repaired and rearmed when on the ground or on a carrier. When landed for a full turn an aircraft has its ammo replaced and 1D2 of damage repaired on the first turn and 1D3 for each additional turn and engine special damage/wounded aircrew repaired on a 5 or 6 each turn. A turn is a full allocation of cards. Aircraft are allowed four turns of repair rolls in between missions.
4. Aircraft can be strafed while on the ground by other aircraft if within a half ruler range.
5. Players that have been shot down may launch another aircraft if available at the start of the second turn after being shot down.
6. The aircraft carriers must remain at least 32” away from the island and have one “A” mg each, full ruler range.
7. The Prussian players will determine the location of the coastal defences in secret before the start of the campaign.
8. Each two seater aircraft can bomb one objective or photograph two per sortie. Each sortie will last 90 minutes of game time. There will be a minimum of three sorties for day one.
9. Aircraft carrying bombs must play one straight card in each allocation.
10. Aircraft carriers can be bombed.
Air battle over the island.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=27211&d=1321841904
http://www.wingsofwar.org/forums/attachment.php?attachmentid=28934&d=1323750662
Mission one
Three objectives photographed and three Br14’s and a Spad 13 shot down for one Albatross Va. A slight Prussian victory for round one.
Mission Two
Two objectives photographed and three bombed for the loss of an SE5a and 3 RE8’s with a two Fokker VII’s and an Albatross Va lost for the defenders, leaving the Prussians with just the Blue Wasp in a Roland CIII and the Golden Arrow in a Ufag. Cunning use of the Felixstowe ensured a victory for the American navy for round two.
Mission Three
Two objectives bombed for the loss of a Spad 13 and four RE8’s leaving the American Navy with one RE8 left on the carriers. Both the Blue Wasp and the Golden Arrow were still flying and now both are aces with their latest kills. Round three was a Prussian major victory as the American Navy refused to come within range of the island after the first third of the mission.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=28937&d=1323750744
http://www.wingsofwar.org/forums/attachment.php?attachmentid=28935&d=1323750689
Worst mission: one B card damage to a RE8, this started a fire and the aircraft burnt out trying to regain the carrier.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=28936&d=1323750716
Best mission: SE5a two kills a Fokker VII and an Albatross Va in mission two. The down side, walked away from a crash landing on the island and joined the Prussian pilots for a drink in the Blue Wasps beer garden.
Day Two Sea War (Dystopian War)
Mission, primary to get the supply ships to the islands harbour and secondary to sink the enemy aircraft carriers and aircraft transports.
Day Three Island Assault
Mission, primary to capture the island, secondary to destroy the gun emplacements.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=27212&d=1321841915
I have only placed the non WOW details for reference as each day effects the next.
PS forgat my camera for the first two missions