Hello!
I am new to the forum and Wings of Glory, but as soon as I got my first sets of minis I started looking for solo campaigns. I was impressed by the amount of work put in each one, but in particular I really enjoyed playing through the first Over The Trenches campaign. Having scripted missions was much more fun to me than the roll a dice to determine the mission, roll a dice to determine the opposition, random missions.
I decided that I'd try writing some missions or creating my own “mini campaign”. I'm here to post my first attempt at a “mini campaign”. If they prove enjoyable for all, I may post more as I write more – or anyone else can for that matter. The general rules will be in this post and the following post will contain the missions.
The idea for the mini campaign is a set of 10 scripted missions. Preferably the campaign will follow one unit during a set period of time (1-2 months) or during one offensive of the war. It would be great if the missions could be based on some real dog fights as well – Voss v 6 SE5as? Or Fonck getting 6 kills in one day? There is a set scoring system that will allow you to post your results and compare to others based on points. The ultimate idea on this system is to keep it simple and fun. Add as much of the RPG elements as you wish (promotions, medals, etc.)
Have fun and post some AARs! Tell me what you think!
General Mini Campaign Rules
The following are the only “mandatory” rules, other as provided for by the scripted mission. In order to ensure fairness in scoring, these rules are critical. If you've played OTT these rules will seem very familiar, yet simplified – the idea is to get more flying time and have fun!
1.Each mini campaign will consist of 10 missions. Each player will create his flight (4 Pilots) and will track their progress through the campaign. If a pilot is killed, you can create a replacement. Track both your pilots and your squadron's points over the campaign.
2.Use the Updated Solo Rules from the Over The Trenches Campaign.
3.Enemy aircraft will engage until within 3 points of destruction or 5 points of destruction, then will turn and head to their respective lines. Enemy aircraft on a ground attack or observation mission will pursue their objective until within 3 points of destruction or 5 points of destruction if on fire.
4.If a pilot is shot down or draws an explosion card, roll a 1d6. If 1-2 your pilot is KIA, if 3-5 WIA and unable to fly the next mission, if 6 your pilot survived the crash unharmed.
5.Scoring. This is important if you want to see how you stack up against other pilots and their campaigns. At the end of a mission you will tally 2 scores: one for each pilot (pilot points); and one for the squadron's points.
Pilot Points are as follows: +4 Points for each enemy aircraft shot down; +1 Point for each mission survived with little damage (damage less than 10 points); 0 points for survival with heavy damage (10 points or more of damage); -2 Points for being shot down.
Squadron Points are as follows: +4 points for a Mission Victory; +1 Point for each enemy aircraft downed; -1 Point for each Allied plane lost; -2 for Mission Failure.
Example: Mission is a 2 v 2 dogfight. Allied Pilot 1 shoots down 1 enemy aircraft and sustains 11 damage points. Allied Pilot 2 is shot down. Enemy aircraft 1 is shot down, Enemy aircraft 2 returns to base. Allies win.
Score as follows: Allied Pilot 1 scores 4 points for 1 plane shot down, Scores 0 Points for surviving the mission but having over 10 points damage. Allied Pilot Scores -2 Points for being shot down and will roll a 1d6 to determine his fate. The Squadron scores 4 points for a mission victory, 1 point for an enemy shot down, and -1 point for losing 1 plane.
Optional Rules
Altitude Rules are optional. C Deck collisions are optional. Ace abilities are optional, but encouraged! See Ace Abilities from OTT. Clouds are optional, but also encouraged!
Optional Ranks and Medals
These are optional but give the game a bit more of an RPG elements. These are based on Pilot Points.
Ranks
Sub Flt. Lt. - Starting Rank
Flt. Lt. - 20 Points
Flt. Commander – 40 Points
Squadron Commander – 70 Points
Medals
Distinguished Service Cross – 3 Victories
Distinguished Service Cross Bar – 5 Victories
Distinguished Service Order – 10 Victories
Distinguished Service Order Bar – 20 Victories
Mini Campaign 1: The Spring Offensive
This campaign takes place during the Spring Offensive during late March 1918-April 1918. You fly as a member of 9N Squadron flying Sopwith Camels (or SE5a's if you wish – or if you don't have either, use what you got). Enemy aircraft should appropriate for this time Primarily: Alb. DVa's, Fokker Dr.1s, Maybe some Pfalz DIII or very limited SSW DIII's but use what you got! - Create your pilot and hope to survive the Kaiser's last push!
Mission 1 – One Stubborn Recon Plane
Maj. McBride walked briskly up and down the line of eager pilots. He could tell they were new and eager to get into the fight. He just hoped he could keep them alive long and being their planes back in one piece. “We've noticed an increase in reconnaissance activity near the town of Albert and Roye. HQ doesn't suspect much, but wants us to put a dent in their efforts. A flight will be patrolling the area today. Get some experience... but please bring my planes back...”
Allies: 3 Scouts
Enemy: 1 Two Seater, 2 Scouts
The enemy aircraft must stay airborne for 10 turns over allied territory. After turn 10 all enemy planes head for their lines. If recon plane is shot down, enemy scouts retreat.
Setup: Enemy Starts at mid map- over no mans land. Allies start on their edge of the map.
Victory Conditions: Allied victory if recon plane is shot down.
Max Squadron Points: 7
Max Pilot Points: 13
Mission 2 – Wakeup call
Early morning, cold and damp. The Major sat slowly sipping his coffee. He heard the low hum of engines. Strange he thought – a bit early for a patrol? Maybe it was 73 Sqd? He got up and looked outside only to hear the air raid warning. He had barely started to yell to the pilots but they were already out the door...
Allies: 2 Scouts
Enemy: 3 Scouts
The allied planes start parked at the aerodrome. To get airborne you must play three stalls, during which you cannot shoot.
The Enemy Scouts start 1 ruler away from the parked planes. Each enemy aircraft will fire twice at the planes on the ground during turn 1 (So allies will take a total of 6 cards by end of turn 1). During turn 2 the enemy should have passed over the aerodrome and is starting to turn around for another pass.
You have a choice to make: Run to your plane during turn 1 or wait till turn 2. If you run during turn 1, play the three stalls during turn 1. You can fly as normal during turn 2. However if you run during turn 1 and draw a pilot wound damage card, or draw an engine damage during turn 1, you don't make it off the ground at all. If you wait till turn 2, your pilot is safe (ignore the pilot wound or engine damage), however you do not move during turn 1. During turn 2 you play 3 stalls without shootings, and during turn 3 you can fly as normal.
Setup: Allies start parked somewhere in the middle of the map. Enemy start 1 ruler away from the parked planes. You can turn the plane during the first stall move if needed (ie the planes start facing each other and then turn 90 Degrees to simulate taxiing to the runway – or just start on the runway)
Victory: Clear the skies of the enemy
Max Squadron Points: 7
Max Pilot Points: 13
Mission 3 – Big Guns
Something big is coming the Major mumbled... First a stubborn recon plane then an airfield raid. Now the shelling has started...
Allies: 2 Scouts
Enemy: 2 2-seaters, 2 scouts
Place 3 trench cards on the allied side of the board. Each trench has 5 damage points. The enemy 2 seaters will attempt to fly over/near the target cards and direct artillery to those targets. After 2 consecutive moves where the enemy 2 seater is within 1 ruler of the target, the target is bracketed. On the 3rd consecutive move within 1 ruler of the target, and every consecutive move after that, roll a 1d6. 1-2 is a miss, 3-4 the artillery does 3 damage, 5 the artillery does 4 damage, and a roll of 6 destroys the target outright.
Setup: Enemies start on their side, allies on their side head to head. Trench cards on allied side.
Victory: Drive the 2 seaters away while keeping at least 1 trench target alive.
Max Squadron Points: 8
Max Pilot Points: 17
Mission 4 – Cut Off
“With the German offensive rolling over British lines, we've been assigned to help cover the retreat. There is a key bridge our units need to have intact or they will be hopelessly cut off. HQ says they need 1 hour to withdraw. Give them two!”
Allies: 3 Scouts
Enemy 2 two seater fighter/bombers, 2 scouts
Place 1 bridge/target card on the allied side with 10 damage points. The allies start at one end, the enemy at the other both facing each other. The two seaters will fly towards the bridge at all costs. When they flying over the bridge they will play one stall card while over the target bridge card. While playing the stall card roll a 1d6. 1-2 = 1 point of damage; 3-4 = 3 points of damage; 5-6 = 4 points of damage. Each two seaters will try 2 passes at the bridge (one for each set of bombs). These bombing rules are more simplified version than the standard ones – if you prefer to use the standard ones, use those (maneuver, place maneuver card in front, and bomb in front of that).
The two seaters must destroy the bridge before the end of turn 10.
Setup:1 bridge/target card on the allied side with 10 damage points. The allies start at one end, the enemy at the other both facing each other.
Victory: The bridge survives through turn 10.
Max Squadron Points: 8
Max Pilot Points: 17
Mission 5 – Making a name
Maj. McBride was not happy this morning. HQ wanted another patrol, but the squadron was already stretched thin. Someone was going to have to go it alone. The Major knew this was risky, but there wasn't time to muster a whole patrol. Maj. McBride grabbed his A flight leader and briefed him... “Just bring my plane back in one piece, and maybe I can put you in for something...”
Allies: 1 Scout
Enemy: 4 Scouts
Special Rules: Allies ignore all green jam cards.
Victory: Survive the dog fight and shoot down 2 enemy. Victoria Cross Awarded if you can take out 3 and survive.
Max Squadron Points: 8
Max Pilot Points: 17
Mission 6 – Flying Circus
“Good morning gentlemen. HQ in their infinite wisdom feels that we are tactically in the best position to retake the skies – despite my protests. Orders are Orders I suppose. Oh – and bring my planes back in one piece.”
Allies: 4 Scouts
Enemy: 4 Aircraft – any combination of scouts and two seaters.
Victory: Last plane alive on the battle field wins the battle.
Max Squadron Points: 8
Max Pilot Points: 17
Mission 7 – The Trenches
“Ah something different!” Maj. McBride pipped up. “HQ feels that we are so successful in the air that we can retake the ground! You'd think they'd give us some tanks. No, no, no – canvas works just as well.”
Allies: 1 Scout, 2 2-Seaters from a different squadron
Enemy: 2 Scouts
Place Two trench targets on the enemy side. Each trench card has 5 points. The Allied 2 seaters objective is to destroy the trench cards. Each 2 seater has 2 bombs and can make two bombing runs each. To drop the bombs play a stall over the target. Roll a 1d6. 1-2= 1 damage points. 3-4 = 3 damage points. 5= 4 damage points. 6= target destroyed. You pilot the scout and have one bomb and can make one bomb run as well.
Setup: Allies begin on the allied side, one ruler from no man's land. Enemy scouts arrive on turn two from the German lines. Roll 1d6 to determine which side of the German map: 1-2 the right side; 3-4 the back side (the side opposite the allied side); 5-6 the left side.
Victory: Destroy both the trench targets.
Max Squadron Points: 6
Max Pilot Points: 9
Mission 8 - A dubious claim
“B flight will be up this morning with their rookies. I need a volunteer to check up on them...Ah, always the lone hunter!”
Allies: 2 Scouts – 1 from your squadron, 1 rookie from another squadron
Enemy: 1 Scout (Preferably a Fokker Dr.1!)
Setup: The Allied Rookie starts on the far left side of your map, in no man’s land, heading into German territory. The Enemy Scout starts 1 ruler behind the rookie. Your scout starts on the far right side, on the allied side. You should be slightly behind the Dr.1 and at least 2.5 rulers to the right of the Dr. 1
Special Rules: The Enemy pilot is an Ace. When the Ace fires, discard any zeros drawn and draw another damage card. If the second card is also a zero, do not discard the second zero. The Enemy Ace ignores all jams. If fired upon by the rookie pilot, choose two cards and discard the higher one.
After turn 6, (beginning of turn 7) the rookie pilot heads back to Allied Lines and the Enemy pilot pursues him. When the Enemy pilot crosses from no mans land into allied territory he is shot down automatically the next move.
Victory: Both Allied planes survive, regardless of the enemy ace’s status.
Extra Points: If You shoot down the enemy ace before he crosses into allied lines, add 2 points to the Squadron Score and count as a kill in both the squadron points and your pilot’s points. If you are within one ruler of the enemy ace when he crosses over into allied territory and is shot down, and the enemy ace has at least 8 damage points already, add 1 point to the Squadron Score and count the victory as a kill in both the squadron points and your pilot’s points. If you are not within one ruler, or the enemy ace has not sustained 8 damage points when he is shot down, then do not add any points to either the Squadron or Pilot Score, and do not count the victory as a kill.
Max Squadron Points: 5
Max Pilot Points: 5
Mission 9 – Revenge is a Dish Best Served Cold
If both pilots survived mission 8, play mission 9A. If either allied pilot was downed in mission 8, play mission 9B.
Mission 9A
Maj. McBride carefully reviewed the reports. He was always careful on the victories submitted by the pilots, but this one was different. The Red Barron? He scanned the maps one more time, when out the window he saw as one of the planes slammed hard into the ground, bounced and turned on its nose while landing. Smoke poured from the engine and the pilot scrambled out. “Damnit! I haven't got the parts for this!”
Allies: 2 Scouts, 1 Normal Pilot that did not fly mission 8, and 1 new rookie pilot.
Enemy: 3 Scouts, 1 of which is an Ace.
Setup: The Allies start in the middle of the map. 1d6 to determine enemy starting position. 1 – Head On; 2-3 – at the 3 o’clock position; 4-5 – at the 9 o’clock position; 6 – at the 6 o’clock position.
Special Rules: If fired upon by the rookie pilot, draw 2 cards and discard the higher damage. If within half a ruler, draw 3 and discard the highest one. If fired upon by the Enemy Ace, draw 2 cards and discard the lower one. If within half a ruler, draw 3 and discard the lowest.
Victory: Clear the skies. The Enemy will retreat if the Enemy ace is downed or if any two of the enemy are downed.
Max Squadron Points: 7
Max Pilot Points: 13
Mission 9B
Maj. McBride walked over to the young Lt. It'd be a while before he was back in the air, but he'd survive. While he was happy his pilot had returned, his plane had not. That was another headache... Just then the door bust open... “Don’t worry Lt. We’re going hunting today – we’ll get our revenge!” Before the Major could stop them they were out the door...
Allies: 2 Scouts
Enemy: 3 Scouts, all rookies.
Setup: Place the Enemy in the middle of the map. 1d6 to determine your starting position. 1 – Head On; 2-3 – at the 3 o’clock position; 4-5 – at the 9 o’clock position; 6 – at the 6 o’clock position.
Victory: Clear the skies. Enemy will retreat when 2 planes are shot down or if plane is within 5 of destruction.
Max Squadron Points: 7
Max Pilot Points: 13
Mission 10 – The Long Haul
This mission has 3 parts, and may take some time to play. Strap in!
The Major had a worried look on his face this morning. “HQ has a special errand for us. I'm sending you two up – you're the best I've got. Seems that some German General is on a tour of the front, supposed to report back to the Kaiser himself. HQ believes he'll be in charlie sector around 0830 this morning. Your mission is simple: hunt him down. Look, this mission is deep in enemy territory, if you're downed you may not be coming home. Turn back if you need it – I need you back here in one piece.”
Part 1
Allies: 2 Scouts
Enemy: 3 Scouts
Setup: Allies begin 1 ruler from No Man's Land, heading toward the German lines. Enemy starts 1 and 1/2 Ruler from No Man's Land on the German Side heading parallel to the German Lines, and about 2 rulers to the right of the Allies. (So the Germans should be at the Allies 2 o'clock starting out. The allies should be at the Germans 10 o'clock starting out).
Part 1 Victory: Clear the skies. Enemy retreats if 2 planes are downed.
Damage sustained to allied planes during Part 1 will carry over to Part 2 and Part 3. Make a choice at this point to carry on with the mission or turn for home. This is the point of no return.
Part 2
There is no turning back after this mission. If you retreat you still must play Part 3!
Allies: Remaining Planes from Part 1
Enemy: 1 Scout
Setup: Place enemy target card/tent card/car card on the opposite side of the board. Place two B deck AAMG each within 1 ruler radius of the target. The cards should be at opposite sides of the target card (one card at the 3 o'clock and one at the 9, or one card the 12 o'clock and one at the 6, etc.) One of the AAMG firing arcs should be faced towards the allied lines, and one should be covering the target.
The target card has 5 damage points. Strafe the target until destroyed.
Allies can retreat if needed, but still must play Part 3.
Enemy Scout will fight to the death and will not retreat.
Part 3
Getting home
Allies: Remaining Planes along with any damage sustained in part 1 and part 2.
Enemies: 2 rookie scouts.
Setup: Allies start on German lines, and must cross over no mans land and return to allied lines. Germans start head on at no mans land.
Special Rules: German Pilots are rookies, and will follow rookie rules as outlined in mission 9B. Additionally they will retreat when they are within 5 damage from being shot down.
Max Squadron Points: 18
Max Pilot Points: 27
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