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Thread: Slay the Leviathan - Solo Trial

  1. #1

    Default Slay the Leviathan - Solo Trial

    When you swarm a target, no matter how big, sooner or later...

    This was my attempt to test the cunning plan. Good thing I tested it, before having a bunch of people logged on and playing. As any good tactician knows, "No plan survives first contact with the enemy!" The Leviathan wasn't that tough. Not when you continue to throw planes at it in a never ending stream. It needs an escort.

    This is a before game shot, with my new-to-me Caproni CA3, and the array of scouts I planned to throw at this beast (L to R: S.E. 5a; 2 Nieuport 17s, 2 SPAD XIIIs, 3 Camels [Not shown are 2 more SPAD XIIIs, and 3 Albatros D.Va's, if I got crazy]).
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    I picked a path out that would have been flown by something this big, and decided that a land route would be best. The flight path was from Bitburg, Germany to Paris, France, and this would have taken it over the trenches just Northeast of Rheims. If I get really ambitious, I will put the rivers and towns onto the paper in scale to the flight path. But that is much later.

    How did it play out? Check this out:

    After a great shadow crossed over the trenches, the warning went out, and squadrons all over the area scrambled planes. First to arrive was a flight of Camels from the Northwest. Capt Jones signals to his wingers to press on to the target.
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    (What you can't tell from these pictures is that the paper on the table is moved back [from the bottom of the picture to the top] by half an inch each maneuver. The Camels are dragged across the table by that same half-inch. This is supposed to emulate the bomber moving a straight XB maneuver card each maneuver phase.)

    They headed straight for the lumbering monstrosity, not knowing what it could do, or would do to them. It didn't matter, it had to be taken down. In they go...
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    It seemed that the plane just kept getting bigger and bigger, but it was still out of range of the scouts' guns.
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    Finally, shots are exchanged, and Capt Jones can barely make out his target for the streams of tracer rounds coming back at him. He had such a big target, it was hard to miss, even so. Lt McNally also takes a shot, and his tracers light up the fuselage. The return fire was ineffective.
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    Closing in, Capt Jones has gotten in too close, and the following fire from two of the many guns tears up his plane. His shots are almost all misses, as his joy stick breaks off in his hands! It has been shot through, and he is spinning out of control. His plane tumbles and gyrates into the ground, but at the last possible moment, it pancakes lightly. The plane is wrecked, but Capt Jones is safe. And behind friendly lines! The other two members of his flight will just have to carry on without him, and hopefully avenge him. Lt McNally gets a rude shock, as a cannon shell bursts near him! No damage is taken from it, but the machine gun has managed to walk his aim onto the Camel and the fuselage shudders. Lt Farnsworth, finally brings his nose around and takes a shot at the bomber, but ducks and covers from the return fire! He sees his Flight Leader's plane careen out of control towards the ground, as bullets riddle it.
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    (Upper combat, Camels are using the WoG A Deck, and the Bomber is using the WoW A Deck. Top two zeros from Lt Farnsworth, 0 & 1 from Capt Jones.)

    Close-up of the Explosion Damage card and the many guns firing. Two A guns on each Camel... Oops! That should have been four A Damage cards each, not two, as they were in close range! Oh well. That's why we trial this stuff. And Capt Jones didn't need more damage, anyway.
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    As Capt Jones' Camel crashes to Earth, Lt's Farnsworth and McNally overlap the bomber. No shooting.
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    (From this point on, there is now a reference on the paper to show the movement. The burst marker showing Capt Jone's wreckage. It isn't much, at a half-inch a phase, but there is movement!)

    Start of Turn 3, and Fire is raging in the fuselage of the monster.
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    Both Camels are trying to get some distance from the beast, so they can shoot it. But it is soo big...
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    Still maneuvering...
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    Lt McNally heads for the tail, getting under it and to the rear, without any damage. Lt Farnsworth was not so lucky. He gets the surprise this time as a flak explosion bursts near his plane, and to add insult, a machine gun tears a few chucks out of his airframe.
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    More fire damage as the crew desperately try to extinguish the flames...
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    Lt McNally Immelmanns and gets a great shot into the tail. His lower position allows him to tip his nose up and he fires into the belly. A huge explosion erupts from the plane! He must have hit a bomb, or something. Smoke and debris rains from the belly of the bomber, and smoke belches forth. The explosion must have rattled the entire plane, as the front gunner misses Lt Farnsworth completely. Farnworth notices two more planes approaching from the Southeast at great speed, and hopes it is assistance. It is! Two SPADs are racing in.
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    (This is a monstrous plane. Rather than "explode" it, I chose to draw a C Damage card instead. It just happens that I drew a 'monster' damage card!)

    Lt McNally is too close to fire again on the tail, and Lt Farnsworth is now out of range of the machine guns of the bomber. The SPADs are not close enough, yet, to endanger the monster plane.
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    This doesn't last long, as the lead SPAD opens up with very accurate fire. Unfortunately, the front machine gunner is getting better at his job, and rounds slam into the engine of the SPAD. The winger of the SPAD flight turns to get in front of the bomber, and Lt Farnsworth continues his turn to bring his guns to bear, and the two planes madly dodge the SPAD Flight Leader and each other.
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    More fire, but the bomber crew manage to put out the flames. For now...
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    Dodging successful, all three planes in the front are bringing their guns into action, and the two SPADs unload at close range. Only the front-left machine gun on the bomber is within arc, and it seriously damages the lead SPAD. However, the SPAD Flight Leader takes his fair share of flesh. The SPAD winger also unloads, and does even more damage. Although both SPADs have gun jams, this is not a problem. The leviathan shakes and vibrates, and disintegrates in mid-air! huge pieces of wings and fuselage separate and fall, and the beast rains debris all over the French countryside.
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    The Butcher's Bill:
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    So, what I though would be a long tough fight, turned out to be not so difficult. Although a second Camel may have died close in earlier (with two more A Damage cards), I had two Nieuport 17s, an S.E. 5a, and two more SPADs, if the bomber was still flying. It was going down. It was just a matter of time.

    Anyone with suggestions or critiques, they are most welcome. This was actually my first big bomber experience, and I may have been doing things wrong.

    Mike

  2. #2

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    Nice AAR. What a monstrosity that is! Don't know if I have much to offer, other than maybe I wouldn't worry about AA on it, & I would make it "immune" to the Boom card. Those two things seem to have greatly contributed to its early demise?

    How many points can that thing take, just out of curiosity?

    It puts me in mind of the Steve Jackson game "Ogre", (a classic scenario of "many vs one" if there ever was one).

  3. #3

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    Fantastic AAR. Loved the way you handled the movement, great idea. I like your hint to add terrain detail to the moving carpet. I too would stay clear of the boom and AA. Where did you get that Leviathan from? Its fantastic.

    Neil

  4. #4

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    Great AAR, but I will stay clear of such large aircraft for a while

  5. #5

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    Well done Mike, what was the bombers armament?

  6. #6

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    All,
    This took a while to find, as it wasn't where I expected to find it. However, the plane card and management card are here:
    Guntruck's Amazing Plane Card.

    I used the A gun version that came with the model. I followed Flying Officer Kyte's suggestion for ranges (Shooting Giants.), but I mixed it up a bit. With the model to scale, the tail shots were to the model, the front shots to the card. Also, when Lt McNally was behind the bomber, I considered him overlapped when he was under the model, not on the card.

    I didn't use AA, as the path of the plane was not over established targets (perhaps nearer to Paris). And although I wasn't using altitude rules, I was considering this scenario to be "at altitude", and out of easy AA range (I didn't need anything else to track and confuse me). Oh, and I wasn't sure about the C guns on the front of the bomber, so I used a three-phase reload cycle. If there is an airborne auto-cannon that should be considered for this plane, the front would be nasty!

    The Explosion card could be removed from the Forssmann's deck, as a means of prolonging the suffering. I was lucky, as the C damage card I drew could easily have been a zero.

    The plane is one of Clipper1801's creations, I think it's origin was in this thread: There are Giants & then There are Really Big Giants!. I was granted custody of this awesome plane by the Northwest Historical Miniature Gaming Society, after my attendance at Enfilade 2013. If you can believe it, there were six of these made, and spread around the globe.

    Mike :-)
    Last edited by OldGuy59; 06-03-2013 at 07:08.

  7. #7

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    Quote Originally Posted by OldGuy59 View Post
    I didn't use AA, as the path of the plane was not over established targets (perhaps nearer to Paris). And although I wasn't using altitude rules, I was considering this scenario to be "at altitude", and out of easy AA range (I didn't need anything else to track and confuse me).
    Ah. I was confused, until I went back & saw where that 10 damage came from:

    (This is a monstrous plane. Rather than "explode" it, I chose to draw a C Damage card instead. It just happens that I drew a 'monster' damage card!)
    Now I get it.

  8. #8

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    First bomber experince with such a montrosity...

    Nice AAR, Mike.

    Good to see Clippers (German) Mega Bomber in action-

  9. #9

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    Mike, that was an amazing report. As I'm reading along it put me in mind of the Zeppelin raids against England, they went in without escort as well. If you wanted to factor in escorts, what if the bomber was escorted part way by German planes - depending on their range and operational endurance, either that or it's escorted by some gotha bombers.

  10. #10

    Default Using the Monster in Battle

    Repeated from: Gratitude in a Thread with Three Posts.

    OK,
    Now that I've flown this thing, I have a few questions:

    1. Is the C gun in front used the same way as AA guns (IE: Three phase reload), or is it an auto-cannon with rapid fire (IE: every maneuver card)?

    2. There were no crew hits in my trial, but as the fuselage is all one piece, the gunners should be able to move from any gun to any other gun. Thoughts? Perhaps the C gun crews could be specialists, and not interchangable with the A guns.

    3. The Management Card shows only 5 engines, but there are actually 10. Does it take 10 hits to start stalling, or just 5, and 10 to take it out of the air?

    Any advice would be welcome, and if something didn't happen in the scenario that might be worth considering (planning for), that too would be good to know.

    Thanks to Dave [Clipper1801] for the awesome plane, and Steve [Guntruck] for the cards!

    Also, to the NHMGS (Tony [Pflanzer] and Rod [Ritterton]) for letting me have custody of it for a few months.

    Mike

  11. #11

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    Fun AAR. Very innovative approach to the mission and its execution via the paper. Well done.

  12. #12

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    A true gargantuan-gigantic experience there Mike It was like hunting for a bear with a pack of dogs! Well done and written

  13. #13

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    I thought more like whale hunting with minnows!

  14. #14

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    Quote Originally Posted by OldGuy59 View Post
    OK,
    Now that I've flown this thing, I have a few questions:

    1. Is the C gun in front used the same way as AA guns (IE: Three phase reload), or is it an auto-cannon with rapid fire (IE: every maneuver card)?

    ...
    All I could find on German airborne auto-cannons is the "Flaming Onion" 37 mm, the Becker 20 mm, or the Sockelflak 37 mm. All appear to be "burst" firing weapons.

    The "Flaming Onion" fired 5 tracer rounds in a burst that I suspect would do more fire damage to scout planes (my suggestion would be to draw a C Damage card, and if there is any special damage on it, draw an A Damage card. Any special damage on the A Damage card would initiate a fire on the target. If the special damage on the C Damage card is also a fire, then the target takes two (2) Fire Damage for the next three turns, not just one. Just a suggestion.). This weapon would be a three-phase reload, if my research is accurate.

    The Becker was equipped with 10 or 15 round magazines, and should have been able to burst-fire up to 10 rounds in 6 seconds (one maneuver phase). A trained crew could restrict the burst to 5 rounds, and therefore fire up to three phases in a row with a 15 round magazine, with a three phase reload of another magazine. This would still result in a C Damage card being drawn for each shot, but not as dangerous for starting fires as the 37 mm cannon above.

    37mm Sockelflak AA Canon, with 10 round magazine, firing in a burst. This would be a three phase reload weapon, as well. However, if more than one or two rounds hit a scout, it would be worth more than a single C Damage card, I would think.

    Choices to be made, and being that this thing was never completed, pretty much our choice for what to put in the nose. I'm glad none of my planes drew more than zeros, but I may have shorted the draw, if the range was within one range-stick distance (which happened twice, now that I look. Double Darn! The bomber has Two cannons on the front! In the same firing arc. It should have been FOUR C Damage cards! OMG!).

    For devastation, I'd go with the Becker 20 mm, as that would allow following fire (Gack!) on the C Damage draws. Much nastier outcomes on frontal assaults. And at two range sticks for the cannons, getting close enough with a scout to shoot back would be suicidal.

    Heck, you could mount a few of these on the fuselage, if you really wanted carnage.

    Mike
    Last edited by OldGuy59; 06-04-2013 at 15:22. Reason: C Damge cards at close range = 4!

  15. #15

    Thumbs up

    Great AAR there Mike & a very interesting scenario.
    Look forward to more Gigantic Giant encounters.

  16. #16

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    This certainly breaks new ground Mike.
    I love the scrolling landscape idea.
    Using aircraft of such dimensions certainly poses new problems to solve.
    Rob.

  17. #17

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    I managed to arrange a game with this beast!

    AAR is here: SND - International Skype Game - Slay the Leviathan - 8/9 June 2013

    Awesome game, but five hours to down the bomber, with seven Entente fighters sacrificed.

    Mike

  18. #18

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    Found the whole idea fascinating Mike - thanks for all your work on the project !



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