Belis4rius
01-17-2012, 04:34
I have completed my bombers now for both sides, so with that in view I have come up with a scenario. Unfortunately due to playing Wars of the Roses this month (I led a successful rebellion against Henry VII and slew him like a dog, oops, getting carried away there) I won't have a full crew again until 25th February. However this is the bones of the scenario I want to play:
The Raid.
Allies : 2 x Handley Page 0/400 bombers, 3 x SE5a Scouts as escort, 1 x Sopwith Snipe as Joker, optional 1 x R.E.8
Germans : Die Roll – 1/2 no interference,
3/4 4 x Albatros DVa
5/6 4 x late war Scouts i.e. SSW DIII, Fokker DVII
or DVIII or a mix.
Joker 1 x well armed two-seater i.e. Halberstadt CLII.
Bridge defences – Two AA guns and one machine gun pit.
The British are on their big push to win the war, a railway bridge vital to the German retreat needs to be bombed. I want this to be a larger game than normal so the bombers will fly two table lengths before they can get to the bridge, as they cross the lines and appear on the first length the Germans roll a die to see what aircraft will intercept the raiders, they can come at the formation from the sides or front. If a 1 or 2 is thrown the British continue their moves unmolested, the Germans throw again at the beginning of each turn until something turns up, only one group of interceptors is allowed to turn up during each length. Once the bombers reach the end of the table simply put everything back to the start, now place the bridge, AA guns and machine guns at the far end and make a die roll for the interceptors for the second half of the game. These will join the survivors from the first half if there are any. Now at any time during the game either during the first half or second each side can choose to play their Joker, a passing aircraft drawn towards the action, this will come in from one or other of the table sides. To win the Allies need to destroy the rail bridge. I designed this scenario for two players and upwards, however feel free to add more bombers, escorts or interceptors if you can recruit more pilots. The bombers themselves can be left on ‘autopilot’ until they make their bombing runs, the optional R.E.8 is there as an added interest to the game and its job is to photograph the damage once the bridge has been attacked, it will remain at the rear and follow the raid as it progresses. I think we can also presume that some of the pilots would have ACE skills at this point of the war.
This is a work in progress at the moment, any thoughts or comments?
The Raid.
Allies : 2 x Handley Page 0/400 bombers, 3 x SE5a Scouts as escort, 1 x Sopwith Snipe as Joker, optional 1 x R.E.8
Germans : Die Roll – 1/2 no interference,
3/4 4 x Albatros DVa
5/6 4 x late war Scouts i.e. SSW DIII, Fokker DVII
or DVIII or a mix.
Joker 1 x well armed two-seater i.e. Halberstadt CLII.
Bridge defences – Two AA guns and one machine gun pit.
The British are on their big push to win the war, a railway bridge vital to the German retreat needs to be bombed. I want this to be a larger game than normal so the bombers will fly two table lengths before they can get to the bridge, as they cross the lines and appear on the first length the Germans roll a die to see what aircraft will intercept the raiders, they can come at the formation from the sides or front. If a 1 or 2 is thrown the British continue their moves unmolested, the Germans throw again at the beginning of each turn until something turns up, only one group of interceptors is allowed to turn up during each length. Once the bombers reach the end of the table simply put everything back to the start, now place the bridge, AA guns and machine guns at the far end and make a die roll for the interceptors for the second half of the game. These will join the survivors from the first half if there are any. Now at any time during the game either during the first half or second each side can choose to play their Joker, a passing aircraft drawn towards the action, this will come in from one or other of the table sides. To win the Allies need to destroy the rail bridge. I designed this scenario for two players and upwards, however feel free to add more bombers, escorts or interceptors if you can recruit more pilots. The bombers themselves can be left on ‘autopilot’ until they make their bombing runs, the optional R.E.8 is there as an added interest to the game and its job is to photograph the damage once the bridge has been attacked, it will remain at the rear and follow the raid as it progresses. I think we can also presume that some of the pilots would have ACE skills at this point of the war.
This is a work in progress at the moment, any thoughts or comments?