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Thread: All the 'Fire in the Skies' Campaign ETO Scenarios

  1. #1

    Default All the 'Fire in the Skies' Campaign ETO Scenarios

    You will find here a compilation of all the 'Fire in the Skies' 'ETO' solo campaign scenarios created by 'pilots' engaged in the campaign:
    Skafloc
    RichJ
    7eat51
    F.O.Kyte
    Blackronin
    Nightbomber
    Calm
    Brambo
    Marechallannes
    Gully_raker

    The original threads are still available if you want further reading but the bones of the originals have been put here for your convenience. We hope you enjoy playing them.

    Battle of Britain

    1. Scenario D-1: Push for the Channel Ports (skafloc)- 26 May to 4 June 1940.
    2. Scenario Trial 2: First Offensive Air Operations (skafloc)

    Scenarios:
    1:
    Battle of Britain Scenario 1: He who runs away lives to........(skafloc),
    2:
    Battle of Britain Scenario 2: Operation Dynamo - “That inferno on May 23 was Boulogne”(skafloc),
    3:
    Battle of Britain Scenario 3: Operation Dynamo - “German advance halted”(skafloc).

    2. Kanalkampf, ("the Channel battles") - 10 July to 11 August 1940.
    Scenarios:
    4:
    Battle of Britain Scenario 4: Kanalkampf. 13th July 1940 (Skafloc)
    5:
    Battle of Britain Scenario 5: Kanalkampf. 25th July 1940 (marechallannes)
    6:
    Battle of Britain Scenario 6: July 31st Dover The final day of Kanalkampf(tikkifriend).

    3. Adlerangriff ("Eagle Attack"), the early assault against the coastal airfields. - 12 to 23 August 1940
    Scenarios:
    7
    Adlerangriff ("Eagle Attack")against the coastal airfields. - 12 August 1940 (skafloc)
    8
    Adlerangriff ("Eagle Attack")against the coastal airfields. 1940 by Tikkifriend
    9
    Adlerangriff ("Eagle Attack")against the coastal airfields. 1940 by Tikkifriend

    4. The Luftwaffe targets the airfields. The critical phase of the battle. - 24 August to 6 September 1940
    Scenarios:
    10 24-28 August: Skafloc
    11 30-2nd Sept: Skafloc

    12 3rd-6th Sept: Skafloc


    5. The day attacks switch to British towns and cities. - 7 September 1940 onward.
    Scenarios:
    13 (Blackronin), October 2015
    14
    (marechallannes), November 2015
    15 (skafloc)
    December 2015

    Middle East Command:

    Battle of Malta

    1. Italian siege (June–December 1940)
    Scenarios:
    1M (skafloc),
    2M (FO Kyte),

    3M
    (7eat51)
    4M (FO Kyte)
    5M Malta December 1940. A strange encounter.

    2. Luftwaffe arrives (January–April 1941)
    Scenarios:
    6M Chaos on The Ground January 5, 1941 by Barkman
    7M
    Operation Excess.(F.O. KYTE) January 1941
    8M Lufwaffe sneak attack (Skafloc)
    February 1941
    9M
    Now it's our turn. (Flying Officer Kyte)
    Scenario numbers: General to all theaters
    Scenario numbers: Special to all theaters
    Scenario numbers: Unique to respective theatres
    Last edited by Skafloc; 11-09-2016 at 14:25.

    "He is wise who watches"

  2. #2

    Default

    Preamble Mission by Skafloc.


    Scenario D-1: Push for the Channel Ports

    Background: In the Second World War, the Battle of France, also known as the Fall of France, was the successful German invasion of France and the Low Countries, beginning on 10 May 1940, defeating primarily French forces. The battle consisted of two main operations. In the first, Fall Gelb (Case Yellow), German armoured units pushed through the Ardennes to cut off and surround the Allied units that had advanced into Belgium. When British and adjacent French forces were pushed back to the sea by the highly mobile and well organised German operation, the British government decided to evacuate the British Expeditionary Force (BEF) as well as several French divisions at Dunkirk in Operation Dynamo.


    This is a starter scenario for the Fire in the Skies Campaign, European Theatre of Operations (ETO)
    Time Frame: 1940
    War Theatre: ETO
    Type: General

    GROUND: A 4x3 playing area or 2 mats suitable for terrain being fought over. An area marked as an airfield ( max area 6"x6") with 2 buildings and 4 static aircraft. This area should be in the middle of the mat opposite the Axis entry point.


    Axis Player:


    AXIS BRIEF: The push continues you have identified an enemy airfield and will attack it. You and your wingman. 2 x aircraft.


    AXIS MISSION: Destroy as many enemy aircraft on the ground as possible.


    ALLIES (AI) BRIEF: 4 parked aircraft on airfield. (Could use target cards for aircraft if mini’s limited) 1 AA Gun placed within 1 ruler of center of airfield (optional) 1 returning aircraft (model). Starts on the edge opposite the Axis entry point.


    ALLIES (AI) MISSION: Defend the airfield and fight off the attacking aircraft.


    Allied Player:
    ALLIED BRIEF: The enemy push continues and you have been ordered to save as many aircraft as you can. You are returning to the airfield when you can see 2 enemy aircraft approaching. Initially you have 1 aircraft, in the air on the mat side opposite the Axis entry point.


    1 AAA gun positioned within 1 ruler of the mid-point of the airfield. 2 Buildings and 4 static aircraft.

    You have 1 other mobile aircraft that is preparing to take off. This aircraft will take off on: roll 1d6. Turn 2: 6 Turn 3: 5+ Turn 4: 4+ Turn 5: 3+ Turn 6: 2+ Turn 7: Automatic.

    ALLIED MISSION: Protect the airfield and enable as many aircraft to get away as you can. (see scenario special rules).


    AXIS(AI) BRIEF: 2 aircraft.

    AXIS (AI) MISSION: Destroy all enemy aircraft on the ground or in the air.


    SPECIAL SCENARIO RULES:
    AAA gun rules: Range 2 rulers: Draw an A damage chit will hit on any special damage. Draw a D chit for damage. Range 1 ruler: Draw an A damage chit will hit on a 2+. Draw a D chit for damage. Range ˝ ruler no firing allowed.


    Static Aircraft Rules: Static aircraft on the ground will take damage as normal once HP are exceeded, take a fire special damage chit, they are considered destroyed.

    1 static aircraft that don’t take fire special damage or have their HP exceeded and there are at least 1 friendly aircraft flying will be removed on every turn after turn 6.


    AAR:

    Blackronin (France): http://www.wingsofwar.org/forums/sho...They-re-Coming!

    FO Kyte (Malta): http://www.wingsofwar.org/forums/sho...-Far-Aerodrome

    Skafloc (France): http://www.wingsofwar.org/forums/sho...ack-to-Blighty

    Brambo (Norway): http://www.wingsofwar.org/forums/sho...ed-for-Norway)

    Marechallannes (Germany): http://www.wingsofwar.org/forums/sho...arechallannes)
    Last edited by flash; 10-01-2014 at 02:17.

  3. #3

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    Preamble Mission by Skafloc.

    Scenario Trial 2: First Offensive Air Operations

    The popular perception of Orkney and Scapa Flow during WWII has been of a posting for many thousands of personnel who saw no active combat. What is often missed is the part Orkney played in carrying out offensive operations against German forces during a time that is generally known as the Phoney War. In February 1939 the Royal Navy began construction of a Royal Naval Air Station at Hatston to the north west of Kirkwall. This airfield was ready to accept aircraft by the end of May and was commissioned as HMS Sparrowhawk upon completion in October 1939 where it became the first airfield in the UK to be built with a hard surface runway.


    As the only operational airbase in Orkney at the time of the first air-raid 0n 16th March 1940, it fell to 804 squadron of the Fleet Air Arm, equipped with Gloster Gladiator bi-plane aircraft to defend Scapa Flow. By April 1940, 800 and 803 squadrons were stationed at RNAS Hatston with multi-role Blackburn Skua fighter/dive-bomber aircraft. These were the first monoplanes to enter service with the Royal Navy and during their time at Hatston they mounted raids across the North Sea to Norway which was being invaded by German Forces.

    BRIEFING

    Ground: A blue mat which may or may not include land at some or all 4 edges.

    Allied Forces: Place the ship target in the centre of the mat. (see attached pic). 1 single seat fighter enters from the south edge on a d6 roll: Turn 1: 6 Turn 2: 5+ Turn 3: 4+ Turn 4: 3+ Turn 5: 2+ Turn 6: Automatic

    If any defending single seat fighter is shot down another automatically appears from the south edge.
    Allied Mission: Shoot down the attacking aircraft.


    Axis Forces: Choose 1 or 2 multi-engine bombers.

    Axis Mission: Attack the British Home Fleet base at Scapa Flow. Destroy or damage any shipping there.

    Scenario special rules: No altitude. All aircraft stay at peg height 4. (optional) Level bombing rules at height apply. (Must drop bombs on a straight or stall, play 1 respective card each move. After 3rd card bombs explode).






    AAR:

    F.O.Kyte: http://www.wingsofwar.org/forums/sho...irst-Offensive

    Blackronin: http://www.wingsofwar.org/forums/sho...l-1-Wrong-Prey

    Skafloc: http://www.wingsofwar.org/forums/sho...269-Tall-Tales

    Blackronin: http://www.wingsofwar.org/forums/sho...5-Last-Barrier

    Marechallannes: http://www.wingsofwar.org/forums/sho...arechallannes)
    Last edited by flash; 10-01-2014 at 02:19.

  4. #4

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    Battle of Britain Scenario 1: He who runs away lives to........ By Skafloc

    Before the Second World War it had been agreed between the United Kingdom and France that in case of war, the light bomber force of the Royal Air Force would move to airfields within France from which it could operate against targets in Nazi Germany. To achieve this, the RAF Advanced Air Striking Force (AASF) was formed on 24 August 1939 from No. 1 Group, and its ten squadrons of Fairey Battles dispatched to airfields in the Rheims area on 2 September 1939.

    It was an independent command from the British Expeditionary Force and at first reported directly to the Air Ministry. However this arrangement proved to be inadequate and on 15 January 1940 it was placed under the command of the British Air Forces in France headquarters. That headquarters also took the Air Component of the British Expeditionary Force under its command. Air Vice-Marshal 'Ugly' Barratt commanded the British Air Forces in France.

    Political considerations prevented the use of the AASF against Germany and it only saw action once the Germans attacked in the west in May 1940.


    The AASF then consisted of eight squadrons of Battles, two squadrons with Bristol Blenheim medium (by the standards of 1940) bombers, and two squadrons of Hawker Hurricane fighters, to be reinforced by a further squadron of Hurricanes in response to any major military action.


    Aircraft type
    Squadron number
    Fairey Battle 12, 88, 103, 105, 142, 150, 218, 226
    Bristol Blenheim IV 114, 139
    Hawker Hurricane 1, 73, reinforced by 501

    Ground: A suitable playing area 4x3 or two game mats in size.

    AXIS PLAYER BRIEFING
    Enemy Forces: 2 single seat fighters (AI). On the left hand edge of the playing area.

    Enemy Mission: To escape off the right hand edge Playing area.

    Players Forces: You command 3 single seat fighters, yourself and your (AI) wingman. Placed anywhere within 2 rulers length of the enemy fighters.

    Players Mission: You are an interdiction patrol to find, engage and destroy enemy aircraft.

    ALLIED PLAYER BRIEFING
    Enemy Forces: 3 single seat fighters (AI). Within 2 rulers of your aircraft. 1-2 right, 3-4 left, 5-6 in front.

    Enemy Mission: Engage and destroy your aircraft.

    Players Forces: You command 2 single seat fighters, yourself and your (AI) wingman. Placed on the left hand edge of the playing area.

    Players Mission: You have been ordered to move airfields closer to Dunkirk as the enemy have advanced further than AASF HQ thought.You must exit the playing area through the right hand edge.

    SCENARIO SPECIAL RULES
    1.Altitude optional, if no altitude rules in play then all aircraft will remain at the same peg height throughout the game.

    2.Aircraft totals can be reduced but Axis player or Axis AI will always have 1 more aircraft than the Allied Player or Allied AI.

    3.Winning and Loosing:
    Axis Player:
    Allied aircraft shot down +2
    Allied Aircraft 50%+ damage +1 Allied aircraft leave any side edge +1


    Allied Player:
    Axis aircraft shot down +1

    4. Side with most points wins.




    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


    The Malta Variation - Scenario 1: He who runs away lives to........ by Skafloc

    Ground:
    A suitable playing area 4x3 or two game mats in size.

    AXIS PLAYER BRIEFING
    Enemy Forces: 2 single seat fighters (AI). On the left hand edge of the playing area.

    Enemy Mission: To destroy Axis Players aircraft.

    Players Forces: You command 3 single seat fighters, yourself and your (AI) wingman. Placed on the right hand table edge.

    Players Mission: You are on a patrol to find, engage and destroy enemy aircraft.

    ALLIED PLAYER BRIEFING
    Enemy Forces: 3 single seat fighters (AI). Placed on the right hand edge of the playing area.

    Enemy Mission: Engage and destroy your aircraft.

    Players Forces: You command 2 single seat fighters, yourself and your (AI) wingman. Placed on the right hand edge of the playing area.

    Players Mission: The enemy have begun to fly over Malta conducting recce missions to probe the islands defences. You must engage and destroy or force to retire all enemy aircraft.

    SCENARIO SPECIAL RULES
    1.Altitude optional, if no altitude rules in play then all aircraft will remain at the same peg height throughout the game.

    2.Aircraft totals can be reduced but Axis player or Axis AI will always have 1 more aircraft than the Allied Player or Allied AI.

    3.Winning and Loosing:
    Axis Player:
    Allied aircraft shot down +3 (you can't afford the losses).
    Allied Aircraft 50%+ damage +1

    Allied Player:
    Axis aircraft forced to leave playing area +1

    Axis aircraft shot down +2

    4. Side with most points wins.

    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:

    Pilots name / what happened to them & where / injuries / Victories
    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    S - Sea (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed



    AAR:

    Steel Legion (German): http://www.wingsofwar.org/forums/sho...rcement-Flight
    Afternoon flight: http://www.wingsofwar.org/forums/sho...ernoon-Flight)

    Scafloc (British): http://www.wingsofwar.org/forums/sho...t-he-who-stays

    F.O.Kyte (British - Malta): http://www.wingsofwar.org/forums/sho...ive-March-1940

    Marechallannes (German): http://www.wingsofwar.org/forums/sho...allannes-Axis)

    Blackronin (British): Part 1: :http://www.wingsofwar.org/forums/sho...egs-Blackronin
    Part2: http://www.wingsofwar.org/forums/sho...ind-Blackronin

    The Malta variant: http://www.wingsofwar.org/forums/sho...Run-or-to-Stay

    Tikkifriend (British):
    http://www.wingsofwar.org/forums/sho...ssion-1-He-who

    Barkman (Axis - Malta): http://www.wingsofwar.org/forums/sho...alta-variation
    Last edited by flash; 09-10-2014 at 11:53.

  5. #5

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    Battle of Britain Scenario 2: Operation Dynamo - “That inferno on May 23 was Boulogne” by Skafloc

    It was mid-afternoon by the time the destroyer "HMS Keith" arrived off the Channel port-already invested with German forces. The Napoleonic bastion of Fort de la Cre'che, a couple of miles north of Boulogne was held by the enemy, who quickly trained its guns on the port. In turn, French and British warships trained theirs on the town's airfield, occupied by the German's. Scenes in the port were no less chaotic. French civilians vied with the men of the Irish Guards for space in the awaiting destroyers. Cars packed with all worldly goods were toppled into the harbour. Many of the soldiers had drunk too much alcohol. On the bridge, "Keith's" navigator Lt Graham Lumsden watched 30 Stukas "in a single line" bear down on his ship and "HMS Vimy" astern.



    A few men on the quayside aimed their rifles skywards, the warships' pom-poms pounded away, but otherwise there was little standing in the way of the bombers. All hell erupted as their bombs exploded on the jetty hurling large chunks of timber and concret over the gun-decks. Near the harbour entrance. Lt Lombard-Hobson aboard "HMS Whitshed" was transfixed by the sight of this "superbly co-ordinated" dive-bomber attack. Some of the bombs plunged into the harbour, showering "Whitshed" with mud and water. A piece of shrapnel cut the wire of the fog horn. "It wailed continuosly." Lombard-Hobson recalled, "and must have sounded to the others like the final death throe." [/FONT]




    Ground:
    A suitable playing area 4x3 or two game mats in size. The playing area should include a land section with a port or jetty located roughly in the 18” from the short left playing edge.


    AXIS PLAYER BRIEFING
    Enemy Forces: 1 single seat fighter (AI) for every 2 AXIS aircraft deployed. On the right hand short edge of the playing area. HMS Bedale H Class Destroyer (model or target card) alongside the jetty. 1 Merchant Ship (optional) alongside Jetty.


    Enemy Mission:
    Destroyer/Merchant: Load up with as many troop points as possible. Fighter(s): Air cover for the evacuation.


    Players Forces:
    You command 2-4 aircraft. At least 1/2 of these aircraft should be capable of carrying a single or at most 2 bomb loads (multi-engine bombers). Enter on the right hand playing edge.


    Players Mission:
    You are to sink any shipping at the jetty.



    ALLIED PLAYER BRIEFING
    Enemy Forces: 2-4 aircraft. These aircraft should be capable of carrying a single or at most 2 bomb loads. Placed on the right hand edge of the playing area.


    Enemy Mission:
    Bomb any shipping in the harbour or at the jetty.


    Players Forces:
    You command 1 single seat fighter for every 2 Axis aircraft deployed. Placed on the right hand edge of the playing area. There is 1 destroyer and 1 merchant ship (optional) at the Jetty.


    Players Mission:
    Fighter(s): Provide air cover for the destroyer. Destroyer/Merchant: Load up with troop points.

    SCENARIO SPECIAL RULES

    1. 1. The game will last until the ship(s) are sunk or fully loaded or the Axis aircraft are destroyed, whichever comes first.

    2. 2. Altitude optional, if no altitude rules in play then all aircraft will remain at the same peg height throughout the game.

    3. 3. Normal level and dive bombing rules apply.

    4. 4. Destroyer/Merchant: Every maneuver card draw a B damage chit. These chits represent troop points. Destroyer/merchant can carry as many troop points as it has HP.

    5. 5. Winning and Losing: Any aircraft shot down -2

    Destroyer sunk -HP
    Merchant sunk -HP Each troop point on destroyer/merchant that is not sunk when the game ends +1 ends Side with most points wins.

    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Malta Variant:
    1.As above with the exception that the destroyer and optional merchant are unloading supply points not loading troop points.

    2. Each ship carries supply points equal to the respective ships HP.

    3. Every turn docked draw a B damage chit. This indicates how many supply points have been unloaded.

    [FONT=&amp]4. Exchange supply points landed for Each troop point that exits in winning and losing points.




    This management card is now in the WW2 games aid file section queue.

    If printed from here make sure the jpeg is extended to A4 size. HMS Knight (actual ship outline) is at 1/1200 scale and is 18mm long by 8mm wide.

    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:



    Pilots name / what happened to them & where / injuries / Victories
    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    S - Sea (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed

    The AAR:
    Tikkifriend (British): http://www.wingsofwar.org/forums/sho...t-was-Boulogne


    Marechallannes (German): http://www.wingsofwar.org/forums/sho...allannes-Axis)

    Blackronin (British): http://www.wingsofwar.org/forums/sho...ais-Blackronin

    Skafloc Malta (German):
    http://www.wingsofwar.org/forums/sho...-scenario-2%29
    Last edited by Skafloc; 08-09-2016 at 11:56.

  6. #6

    Default

    Battle of Britain Scenario 3: Operation Dynamo - “German advance halted”


    By 24 May the Germans captured the port of and surrounded Calais. Captain (later Generaloberst) Heinz Guderian's engineers of the 2nd Panzer Division constructed five bridgeheads over the Canal Line, and only a single British battalion blocked the Germans from seizing the port facilities at Dunkirk. At this point, at the urging of Rundstedt and Commander in Chief of the Luftwaffe Hermann Göring, Hitler issued the Halt Order: the Panzers were ordered to stop their advance. After the war, several commanders, including Rundstedt and OKH Chief of Staff General Franz Halder, tried to put the blame for this decision exclusively on Hitler. However, according to Rundstedt's official war diary, Rundstedt ordered the halt, concerned about the vulnerability of his flanks and the question of supply to his forward troops. He was also concerned that the marshy ground around Dunkirk would prove unsuitable for the use of tanks, and he wished to save some of the armour for the upcoming advance on Paris. Both these concerns were shared by Hitler, who merely validated the order several hours after the fact. Hitler was urged by Göring


    to let the Luftwaffe (aided by Army Group B) finish the British off, to the consternation of Halder, who noted in his diary that the ability to effectively use the air force was dependent upon the weather. In addition, the pilots were worn out after two weeks of battle. The order was sent uncoded, and was picked up by the British: "By order of the Fuhrer ... attack northwest of Arras is to be limited to the general line Lens-Bethune-Aire-St Omer-Gravelines. The Canal will not be crossed."



    Churchill gives permission for the RAF to strike back.



    Army Group B and the Luftwaffe were unable to complete their mission due to heavy activity in the area by the Royal Air Force], a lack of motorised transport that slowed the advance of the infantry, and bad weather. On 26 May, Hitler ordered the Panzer groups to continue their advance, but the delay allowed the construction of defences vital to the evacuation.


    The Halt Order has been the subject of much discussion by historians. Guderian considered the failure to order a timely assault on Dunkirk to be one of the major mistakes the Germans made on the Western Front. Rundstedt called it "one of the great turning points of the war", and Manstein described it as "one of Hitler's most critical mistakes".


    Ground: A suitable playing area 4x3 or two game mats in size. Left and right edges are the short edges of the playing area.[/FONT]


    AXIS PLAYER BRIEFING
    Enemy Forces: 1 single seat fighter for every 2 aircraft deployed (AI). On the Right hand edge of the playing area.


    Enemy Mission: Stop Axis aircraft leaving the Right hand edge of the playing area.


    Players Forces: You command 2-4 aircraft. 50% of these aircraft should be capable of carrying a single or at most 2 bomb loads (multi-engine bombers). Enter on the left hand playing edge.


    Players Mission: You are to exit the playing area anywhere along the opposite edge you entered on.


    ALLIED PLAYER BRIEFING
    Enemy Forces: 2-4 aircraft (AI). 50% of these aircraft should be capable of carrying a single or at most 2 bomb loads (multi-engine bombers). Enter on the left hand playing edge.

    Enemy Mission: Exit playing area along opposite edge they entered on.

    Players Forces: 1 single seat fighter for every 2 AXIS aircraft deployed. On the right hand edge of the playing area.

    Players Mission: Stop Axis aircraft leaving the table edge opposite AXIS entry point.[/FONT]

    SCENARIO SPECIAL RULES
    Altitude optional, if no altitude rules in play then all aircraft will remain at the same peg height throughout the game.
    2. German planes carrying bombs travel at slow speed.
    3. Winning and Losing: Any aircraft shot down -2
    Each Axis aircraft that exits off right hand edge +2 Axis.
    Each Axis aircraft that is stopped exiting off right hand edge +2 Allies.
    Each Axis aircraft that is forced to drop its bombs +1 Allies.
    Each Axis aircraft that exits from any playing area edge other than the right +1 Allies.
    4. Side with most points wins.
    New:5. Axis planes carrying bombs will automatically drop them once they have lost 50% of their damage points or are on fire. These aircraft will then not count towards Axis points if they exit the allied mat edge. They will still add to Allied points if they are subsequently shot down.



    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Malta Variant:
    As above.

    Allied player mission:

    Stop the enemy exiting off the right playing area edge and getting through to Valetta.


    Axis Player Mission:Get as many planes off the right hand playing area edge.



    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:

    Pilots name / what happened to them & where / injuries / Victories
    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    S - Sea (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed



    Here's the Original Thread

    The ARR:

    Blackronin (British/Malta): http://www.wingsofwar.org/forums/sho...350#post324350

    Tikkifriend (British): http://www.wingsofwar.org/forums/sho...The-Halt-Order

    Marechallannes (German): http://www.wingsofwar.org/forums/sho...allannes-Axis)
    Last edited by Skafloc; 12-07-2014 at 12:49.

  7. #7

    Default

    A BOB / Malta Generic Scenario - Fighter Attrition Strategy by Blackronin
    This is a generic scenario that can be played at any time during the campaign as the attacker or defender. This scenario can be played more than once during the campaign.

    Fighter Attrition Strategy is a generic scenario that can be played at any time during the campaign. This scenario can be played more than once during the campaign.



    Those that have the upper hand in any conflict will always want to force the enemy to fight under their conditions. Both German and Italian forces tried to force the British to over commit their fighters during the war. The British were able to maintain a reserve and meet the Axis threat with the right amount of forces.



    Scenario Rules

    Play area: A 4x3 playing area or 2 mats suitable for terrain being fought over. The entire area is considered allied sea or allied terrain.

    If the Player is playing the allies

    You must intercept the enemy fighters and give them enough trouble so that another squadron deals with the bombers they're escorting. The fighters must fight during 12 turns.

    The allied fighters must be all of the same type suited for the time frame of the scenario.
    The enemy fighter escorts can be of two different types.
    The ratio should be 1:2. One allied fighters against two axis fighters.


    Example:
    Player is playing with the British.
    2 Spitfires II against 4 Me-109E, or against 2 Me-109E and 2 Me-110C.

    Victory conditions:
    The player wins if at the end of 12 turns still has fighters engaged.


    If the Player is playing the Axis:

    The enemy fighters must be taken down in order to attain Air Superiority! You must take down all enemy fighters. But they are fighting in their own ground. You start the scenario with the enemy fighters at 2 rulers behind you and moving to the kill.


    The ratio should be 3:2. Three of your fighters against 2 enemy fighters.

    Victory conditions:
    The player wins if all enemy fighters are taken down in 12 or less turns.


    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:

    Pilots name / what happened to them & where / injuries / Victories
    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    S - Sea (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed


    Here's the Original Thread

    The AAR:
    Blackronin (part 1): http://www.wingsofwar.org/forums/sho...t-1-Blackronin

    Blackronin (part 2) : http://www.wingsofwar.org/forums/sho...t-2-Blackronin
    Last edited by Skafloc; 08-09-2016 at 12:32.

  8. #8

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    Battle of Britain Scenario 4: Kanalkampf. 13th July 1940 by Skafloc

    From July to August 1940 the Luftwaffe launched an increasingly powerful succession of probing attacks against British shipping in the Channel and coastal targets. This was the ‘Kanalkampf’, the first phase of the Battle of Britain. It was a heads we win, tails you lose plan. If the British fighters defended shipping in the Channel they would be shot down en mass. If they did not then soon Britain would not be able to sustain heavy shipping losses.
    Click image for larger version. 

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    Ground:
    A suitable playing area 4x3 or two game mats in size. If possible at least one mat should be a coastal mat. At least one target should be included, either on the coast, in the port or a ship at sea.

    Allied Forces: 3 single seat fighters (AI if enemy). On the left hand edge of the playing area.

    Allied Mission: Destroy the enemy bomber(s).
    Click image for larger version. 

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    Axis Forces: 3 single seat fighters and 2 Ju87 or 1 JU88 or 1 HEIII. (AI if enemy) Enter on the right hand playing edge.

    Axis Mission: You are to shoot down all enemy fighters, defend the bomber(s) and bomb a target.
    Click image for larger version. 

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    SCENARIO SPECIAL RULES
    1. Altitude optional, if no altitude rules in play then all aircraft will remain at the same peg height throughout the game.
    2. German planes carrying bombs travel at slow speed.
    3. Normal level and dive bombing rules apply.
    4. Direct hit (red dot covered) target destroyed or two partial hits to destroy target.
    5. Winning and Losing: Any fighter aircraft shot down -.
    Each bomber shot down 2 points
    Each target bombed 1 point
    6. Side with most points wins.

    Malta Variant if required:
    As above.



    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:

    Pilots name / what happened to them & where / injuries / Victories
    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    S - Sea (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed


    Here's the Original Thread

    The AAR:

    Blackronin (BoB British part 2): http://www.wingsofwar.org/forums/sho...t-2-Blackronin

    Blackronin (BoB British part 1): http://www.wingsofwar.org/forums/sho...t-1-Blackronin

    tikkifriend (BoB British) http://www.wingsofwar.org/forums/sho...on-4-Kanalkamf

    F.O.Kyte (Malta British): http://www.wingsofwar.org/forums/sho...q-FAA-Bulldogs

    Marechallannes (BoB German): http://www.wingsofwar.org/forums/sho...arechallannes)
    Last edited by Skafloc; 12-14-2014 at 11:56.

  9. #9

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    Malta scenario 6: Chaos on The Ground January 5, 1941 by Barkman

    Hey Guys,

    I tried to create another scenario for the Mediterranean Campaign which im playing. This is my forst Briefing so things may go wrong.
    Well the scenario is based on a German bombardment on a British airfield. Its NOT historically accurate.
    So the Axis side consist of: Two Stukas and a fighter ( the player chooses the latter and it can italian too, so as one of the Stukas ).
    Attachment 143243

    Their objective is to bomb an Airfield. There they will encounter a Bomber ( I used a Lancaster, but you can use any other medium or heavy British bomber ), defended by two Allied fighters, two A troop cards and one AA gun (D damage). This way, the Stukas should bomb the British bomber and get back to base. I did the mission this way: if the bombers could drop their bomb in the Lancaster ( the picture of the bomb ) this counts as 1 hit. The bomber can take 2 hits. If just a part of the card reaches the Lancaster, this counts as 0,5 hit. Both bombers have 2 bombs each. The Lancaster can be strafed too. Using this method the damage the Bomber can take is his total, for example: A Lancaster have 1 hit (did by bomb). This way if he is going to be strafed, his "life" will be 15 (the total of the Lancaster is 30).
    So to the positioning of the planes:
    The Axis planes start in one edge of the table. The distance between them are something like one cm and one base as you can see in this pic:
    Attachment 143244

    The Allies start in the other edge:
    Attachment 143245

    The distance between them are somewhat like 2 cm and the front edge of the last plane base lined up with the pegs of the first plane.
    Attachment 143246

    The table where I played, the one in the photos, is 1m for 1m and 17 cm. Its small, but this mission fitted very well in it. But im sure a bigger measurement will be better.
    Well, i guess this is it. If you think something is wrong, or you want to make a suggestion, please do this. This helps me in creating better scenarios.
    Thanks

    Nick

    Here's the Original Thread

    The AAR:
    F.O. Kyte (British) Malta: http://www.wingsofwar.org/forums/sho...%28Bulldogs%29

    Barkmann (German) Malta: http://www.wingsofwar.org/forums/showthread.php?20234-Malta-Scenario-5-Chaos-on-the-ground-January-5-1941-(Mission-2)



    Last edited by Skafloc; 03-28-2015 at 13:50.

  10. #10

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    Malta Scenario 5: Malta December 1940. A strange encounter.


    December Sortie.

    This will be the last sortie of 1940 before the Germans take a hand in things. It will get a lot sticker from now on chaps.

    This brief was inspired by an account of an encounter near Naples by Adrian Warburton the pilot who flew Maryland reconnaissance flights over Taranto prior to the Swordfish raid thereon.

    Warburton continued his sorties in the Maryland after Taranto, towards the end of 1940.

    He writes:-

    I was entering the bay of Naples from the Southwest at 1,500 feet when I saw an SM79 with brown mottled camouflage heading across my track. The clouds were at 2,000 feet in a solid bank, so if fighters appeared I could retire. I, therefore, made a stern attack; some pieces of the tail flew off and my rounds started going into the fuselage. I closed the range and concentrated on the starboard engine which started to smoke and eventually stopped. My rear gunner wanted to try the new turret, so I broke away and drew parallel to the SM79, slightly above and about 100 yards to his starboard. My rear gunner put in a burst of about 20 rounds which ignited the petrol and the SM79 burst into a mass of flames and dived into the sea from 1,000 feet, disappearing immediately. I then carried on with my recce of Naples and returned to Luqa.
    This description of two aircraft which one would not readily associate with a dog fight got me thinking.
    The mission is simple. Use two aircraft of the type mentioned or,similar, over the sea, with the British aircraft positioned at long range ruler length behind the Italian, whichever side you are flying. Cloud is at 2,000 feet and you are at 1,500. That is all you need to know.

    Good luck gentlemen.
    Kyte.

    The AAR:
    F.O. Kyte (British) Malta: http://www.wingsofwar.org/forums/sho...%28Bulldogs%29
    Last edited by Skafloc; 03-25-2016 at 11:50.
    See you on the Dark Side......

  11. #11

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    Battle of Britain Scenario 5: Kanalkampf. 25th July 1940
    On 25 July a coal convoy and escorting destroyers suffered such heavy losses to attacks by Stuka dive bombers that the Admiralty decided convoys should travel at night: the RAF shot down 16 raiders but lost 7 aircraft. By 8 August 18 coal ships and 4 destroyers had been sunk, but the Navy was determined to send a convoy of 20 ships through rather than move the coal by railway. After repeated Stuka attacks that day, six ships were badly damaged, four were sunk and only four reached their destination. The RAF lost 19 fighters and shot down 31 German aircraft. The Navy now cancelled all further convoys through the Channel and sent the cargo by rail. Even so these early combat encounters provided both sides with experience.



    A pair of Stukas returned from the attack of the coal convoy followed by a pair of Hurricanes. The moment they Hurries came into attack distance they spotted a pair of Bf. 110 high above them.

    What to do now?

    Maybe the decision is a little bit easier when a Spitfire arrived on the scene.

    The Stukas try to escape over the land edge of the map.

    Setup:



    Axis victory: Shoot down or fight away the RAF planes.

    Allied victory: Shoot or fight down away the Luftwaffe planes.

    You can vary the number of planes, if you like to.

    If possible use the Zerstörers and the Stukas, wich were characteristic for the Channel Battles.

    Special rule: All AI planes fly with fast speed until they get in range of an enemy plane and fire at it. From this moment they fly like stated in the used AI rules.


    The AAR:
    Marechachallanes: http://www.wingsofwar.org/forums/sho...echallannes%29

    Tikkifriend: http://www.wingsofwar.org/forums/sho...kamf-25th-July
    Last edited by Skafloc; 03-25-2016 at 12:10.
    See you on the Dark Side......

  12. #12

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    Malta Scenario 7: Operation Excess.
    Allied Order of Battle.


    . Admiral Sir Andrew Browne Cunningham had a supreme sense of confidence in the capability of his armoured carriers."





    • Force A included Illustrious, Valiant, Warspite and seven destroyers.
    • Force B comprised the cruisers HMS Gloucester, Southampton, Ilex and two destroyers carrying 500 troops to Malta before joining convoy MC4 as escort.
    • Force C was the screen for MC5, the anti-aircraft cruiser HMS Calcutta and two destroyers.
    • Force D was a covering force made up of the heavy cruiser HMS York and the cruisers Orion, Ajax and HMAS Perth with four corvettes.
    • Force F was MC4’s close escort of four fleet destroyers and the anti-aircraft cruiser HMS Bonaventure.
    • Force H was responsible for MC4 for the leg between Malta and Gibraltar. It was made up of HMS Ark Royal, Malaya, Renown, Sheffield, and five “F” class destroyers.
    • Convoy MC4’s nine freighters were to travel to Alexandria from Gibraltar. Convoy MC5’s





    Historical Sequence of events.

    Royal Navy personnel accustomed to Regia Aeronautica SM.79s were surprised by the intensity of X Fliegerkorps operations encountered during Operation Excess.







    6 January 1941.

    Convoy MC 4 left Gibraltar feinting toward the Atlantic before turning toward Malta after darkness concealed them from the view of Axis agents near Gibraltar.

    7 January.

    Force H sailed from Gibraltar to cover convoy MC 4. Force A, Force D, and convoy MW 5 with Force C sailed from Alexandria, and Force B sailed from the Aegean toward Malta. Force A was located by Italian air reconnaissance that afternoon.

    8 January.

    Force B landed its passengers in Malta and proceeded west to meet convoy MC 4. Wellingtons bombed Naples damaging Giulio Cesare with three near misses and causing the only operational Italian battleship Vittorio Venito to retreat from the approaching convoys.

    9 January.

    Force A was joined by Force D and HMAS Sydney 210 nautical miles southeast of Malta. Force B joined convoy MC 4. Convoy MC 4 and Force H were discovered by Italian aircraft and attacked unsuccessfully by ten SM 79s from Sardinia. Two SM.79s were shot down by Fairey Fulmars from Ark Royal. A later attack by 15 Fiat CR 42s carrying 100kg bombs was similarly ineffective. Force H left convoy MC 4 that afternoon after Ark Royal launched six Swordfish for the defense of Malta. Force A joined convoy MC 4 at dusk.

    10 January.

    Italian ships from La Spezia searched unsuccessfully for Force H Italian submarine Settimo and Torpedo boates Circe and Vega launched torpedoes unsuccessfully against convoy MC 4. Bonaventure and Hereward sank Vega six miles south of Pantellaria at 0830. Circe escaped undamaged. Bonaventure sustained some damage and two of her complement were killed. She spent 75 per cent of her ammunition in the engagement. Two of Vega '​s crew survived.

    Gallant struck a naval mine at 0835 The bow was destroyed and 65 men were killed. Mowhawk took Gallant in tow toward Malta while the Force B cruisers provided protection from air attacks. Convoys MC 4 and MW 5 arrived at Malta and convoy ME 6 departed for Alexandria. Few ships survived dive bombing attacks of the intensity Illustrious endured from these Ju87 Stukas.
    Fulmars from Illustrious shot down an Italian aircraft shadowing Force A at 0930. Valiant avoided torpedoes launched by two SM.79s approaching under the radar horizon at 1230 As the combat air patrol Fulmars dropped altitude to engage the SM.79s, Force A was attacked at 1235 by 18 He 111of KG26 and 43 JU 87s of StG 1 and StG 2 escorted by 10 BF 110s of ZG 26 .


    Illustrious completed launching relief Fulmar and Swordfish patrollers as the attack developed. Illustrious was the main target and was enveloped in waterspouts and mist of exploding bombs. Some bombers diving from an altitude of 12,000 feet delayed bomb release until their pullout altitude was lower than the height of Illustrious '​ funnel. The five air patrol Fulmars had not returned from chasing the SM.79s which attacked Valiant; and the four recently launched Fulmars were unable to gain altitude rapidly enough to break up the attack. The Fulmars claimed eight enemy aircraft downed during the continuing air strikes against Force A as they shuttled to Malta airfields to refuel and re-arm Warspite was lightly damaged by a single bomb. Illustrious was hit by five bombs, including one which failed to explode; and a near miss disabled her rudder mechanism. A bomb striking a lowered elevator caused extensive hangar damage with many casualties among aircraft maintenance personnel and destroyed nine Swordfish and five Fulmars. At 1530 Illustrious headed for Malta steering with engines. The bombing attacks continued.


    Seven SM.79s were discouraged by heavy anti-aircraft fire, but an attack by six Italian Ju87s at 1600 scored another bomb hit and two near misses. Fourteen German Ju87s missed Valiant and Janus and a later attack by 14 He111s was similarly ineffective. Illustrious reached Malta at 2130 with 126 dead and 91 wounded.


    The Game.


    Malta Scenario 6. Operation Excess 10th January 1941.

    Briefing.

    Rules.
    All rules for naval action and cards for suitable ships can be found in Neil's Files.
    http://www.wingsofwar.org/forums/dow...p?do=cat&id=40
    Please read my preamble and Operation Shadow before you begin this game.
    http://www.wingsofwar.org/forums/sho...eration-Excess


    The cast of players.

    Allies.
    One aircraft Carrier (HMS Illustrious)
    One Battleship HMS Warspite) Admiral Cunningham's flagship.)
    Two heavy cruisers.
    Four Destroyers.
    Four unarmed Merchantmen.
    Fighter Escort Four Martlets or Fulmers. or any similar masquerading as such.

    Axis.
    Two waves of three German/ Italian, Stuka Dive bombers, SM79s or Fiat Cr 42s. or combinations of each.
    An alternative could be an attack by three HE 111s.
    All these types of aircraft were involved in the bombing at one stage or another.

    Layout.
    Fleet in any formation you choose on the mat in one half of the table protecting Illustrious.
    Axis aircraft enter from the edge of the table on the other mat farthest from the fleet.

    Objective.
    Is to inflict at least serious damage upon the Illustrious.
    ie.50% of its hit points, or to disable it enough to prevent it from moving off the table.
    Do this and the Axis forces are victorious. Anything else and Malta is relieved, and so is Air Commodore Kyte.

    The AAR:

    Flying Officer Kyte: http://www.wingsofwar.org/forums/sho...eration-Excess
    Last edited by Skafloc; 03-25-2016 at 12:12.
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  13. #13

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    BOB Mission 6: ETO July 31st Dover The final day of Kanalkampf


    Background

    On the morning of the last day in July a thick haze blanketed the Channel .Never the less German bombers probed the SE coast from dawn. That day saw an improvement in the defences at Dover with the arrival of 23 barrage balloons. The deploymet was soon followed by the appearance later that afternoon of a large enemy formation. The presence of the balloons and their deadly steelcables kept the bombers above 5000ft, allowing the AA guns to track and maintain the bombers in their sights with a degree of accuracy

    Setup
    You can re create the port of Dover incorporating whatever scale miniatures you have. The port must contain at least 1 warship and 3 merchantmen. Other targets can include petrol depots and cranes.( I will include cards for these later when I get my computer back )
    Note find link below to some nice target cards courtesy of Lord of Girth ( Joe) in the Fast rules PDF

    http://www.wingsofwar.org/forums/sho...pedoes-and-AA)
    the Port is positioned 2\3 of the distance from the East ( Channel) side of you table.
    The Barrage balloons mean no dive bombing is possible.

    Allies.
    Dover has an AA battery of 4 guns radiating in a 1,5 ruler distance from the centre of your Port on the landward side.

    Defending in the air are a flight of 3 Hurricanes or Spitfires depending on what you have available.

    Luftwaffe.

    You can employ 87s ,HEIII or JU 88s or a mixture to a maximum total of 6 aircraft. You have no fighter cover as this has been intercepted earlier by other squadrons scrambled earlier.

    Your objective is to disable the port rather than the ships at dock so targets such as cranes buildings , oil depots score double points.

    Malta variant

    The set up re fighter cover numbers and attacking bombers remain the same. You do have the option of having fighter cover for the Axis and can replace a bomber for fighter on a like for like basis. Should your port have barrage balloons available the above rules apply.

    The AAR:
    Tikkifriend:
    http://www.wingsofwar.org/forums/showthread.php?22386-AAR-BoB-Mission-6-31st-July-Final-day-of-Kanalkampf
    Last edited by Skafloc; 03-25-2016 at 11:52.
    See you on the Dark Side......

  14. #14

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    BoB Mission 7:Adlerangriff ("Eagle Attack") coastal airfields. - 12 to 23 August 1940
    August 12th 1940 saw the Luftwaffe switch its attention to the coastal airfields:




    Setup:
    an area equal to 2 mats joined at the short edge.

    Luftwaffe start on the right hand edge.

    Place a suitable airfield target in the middle of the left hand mat with 8 aircraft cards, half a card width apart to simulate parked aircraft.



    (May be in two rows of 4)



    Luftwaffe:
    3 unescorted Heinkel III's at peg height 4 (coming in low level)



    (if you don't have enough bombers, add 1 ME109 , or 2 JU87's)

    Remember to move any bombers at slow speed until they drop their bombs.

    Each Heinkel has 2 bomb loads, each JU87 1.

    German mission to destroy as many aircraft and put at least 2 bomb loads on the runway.





    RAF:
    2 Hurricanes or Spitfires in the process of taking off. Place on airfield and at peg 1.



    As the attack is low level the RAF planes my climb 1 peg every 2 cards.

    RAF Mission is to shoot down the enemy planes or make them drop their bombs off target.

    Special Rules:
    1. German Bombers (Heinkel) cannot climb with bomb load.
    2. German bombers carrying bombs must move at slow speed.
    3. Any German Bomber with 50%+ damage will drop its bomb load and turn for home.
    4. For Luftwaffe AI purposes the enemy 'plane' is the center of the airfield.
    5. RAF main priority is the bombers.
    6. Ground targets are out of range for bombers to shoot at with MG's.
    7. Simple altitude rules for fighter climb 1 peg every 2 cards, dive 1 peg every card if allowed.
    8. Firing ranges apply as normal for height and distance.
    9. If your target card has more than 1 runway then designate 1 as the main runway target.
    10. To hit a runway most of the bomb card must touch, cover the runway itself. A partial hit counts as half.

    MALTA VARIANT:
    1. See next post.
    Last edited by Skafloc; 05-06-2016 at 11:42.
    See you on the Dark Side......

  15. #15

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    BoB Mission 8:Adlerangriff ("Eagle Attack") coastal airfields. - 18th August 1940 (tikkifriend)



    At 2pm on the 18th 4 large formations of Luftwaffe aircraft were spotted approaching the Isle of Wight. It was the largest strike of Stukas to date, over 100 planes protected by 160 Me 109's .



    Their targets were the airfields at Gosport, Thorney Island and Ford , a naval air station. As they passed over the IOW a formation of 22 JU 87s broke off and headed for Gosport

    Squadrons of both Spitfires and Hurricanes were scrambled to intercept before they could reach their target.



    Set up.


    A coastal mat together with an area of blue water equivalent to another mat placed in front of the ocean side. Place a target card 1ruler length behind the coastline anywhere to the left of the city marked on the map to represent the airfield.

    Cloud base is at peg level 5 ( optional rule if you wish to use it)

    Luftwaffe

    2 Stukas each with 2 bombs
    4 Me 109s. 2 AI 2 player controlled.
    Stukas start anywhere along the coastal maps long end at 4 peg hight. Fighter cover is 1 ruler ahead and 2 pegs higher . Stukas become AI managed after they have released their bombs

    To destroy the airfield requires 15 points of damage 1 "C" card per bomb released . If the red spot is not covered card counts 50% damage.

    RAF

    4 planes of you choice. 2 AI, 2 Player controlled. They are located anywhere over the city part of the map at level 5 pegs.

    Objective.

    RAF Victory.
    Prevent the airfield being destroyed.

    Luftwaffe Victory

    Destroy Airfield or drive off /shoot down RAF planes.


    Note.


    Bombers will jettison their bombs after taking 50%

    Historical note. This was the last time the Luftwaffe used Stukas in the Battle of Britain due to the losses and limited results.


    Malta alternative Mission 8: Sneak attack by the Lufwaffe February 1941
    A simple ground attack mission for the Luftwaffe:

    Setup:
    2 Mats, 1 of which should be coastal.
    Join long edges.

    Luftwaffe:
    3 ME109's or 2 ME110's
    Enter from the long sea edge.
    Target is the runway at Luqa.
    Mission Straffe as many aircraft on the ground as possible.

    RAF:
    Scramble 2 Hurricanes/Spitfires.
    They enter from the opposite long edge to the Germans.
    Mission shoot down the enemy planes.

    Special Rules:
    1. German aircraft have 20 fuel counters.
    2. Each slow move costs 0 fuel,each fast costs 1, each climb costs 1, each 1 peg dive costs 0, 2 peg dive costs 1.
    3. Aircraft climb 1, dive 1 or 2.
    4. Place a number of aircraft cards, of varying types if you have them, around the playing area. This simulates the dispersed nature of aircraft and being placed in protective bays. (also stops an enemy lining up and taking out more than 1 aircraft with 1 attack.)
    5. Any special damage destroys a parked aircraft. Otherwise damage up to damage total to destroy.
    6. AI luftwaffe will leave the table by any edge when they drop to 5 fuel counters. Once off edge they are considered home and safe.
    7. Players Luftwaffe watch those fuel counters but like the AI leave by any table edge and you're considered safely home.
    8. Any Luftwaffe aircraft that runs out of fuel and remains on the table crashes.


    AAR's
    Flying Officer Kyte: http://www.wingsofwar.org/forums/showthread.php?22577-Malta-Mission-8-Sneak-attack-by-the-Luftwaffe-February-41-The-Bulldogs
    Last edited by Skafloc; 05-06-2016 at 11:43.
    See you on the Dark Side......

  16. #16

    Default All the 'Fire in the Skies' Campaign ETO Scenarios

    This mission is a low level strafing/ bombing of an RAF airfield.




    Set up
    2 mats placed long side together.

    In the centre place a marker /card 15cm x 6 cm to represent the airfield.



    The static planes are positioned 2 on either side near the short end of the strip

    Place 4 building target cards (Hangers ) randomly at 1/2 rule intervals within 1 rule of the airstips long edges .

    Place a card representing the control tower anywhere within 1.5 rulers of the centre of the airfield.

    Place 2 AAMG 1 rule apart wherever you think is best !!

    Place 1 slit trenches between each hanger.

    Hangers 15HP VP 8

    Slit trench 10 HP VP4

    Control tower 20 Hp VP 15

    RAF Fighters 1/2 designated HP on card. VP 10


    The airstrip is deemed out of commision if it receives a direct hit on it. (Bomb card covers centre red dot) VP 20pt
    0

    Luftwaffe




    4 Me 109s VP 10, 2 ME110 VP12
    Place at level 4 on the long edge of the right hand mat.
    The 110s can be equipped with 2 bombs each if you wish or used simply to strafe .

    Strafing must be done at 2 pegs height. Bombing at 3 - 5 pegs bomb damage 1 C card per bomb.

    RAF
    4 static Hurricanes /Spits placed as described

    4 Spits/Hurricanes airborne. Place on opposite mat edge to enemy and 1 ruler in. level 6



    Note
    The Luftwaffe gain no VPs for shooting down RAF aircraft.

    RAF Victory Prevent the Luftwaffe from scoring more than 35 VP thus rendering the airfield out of commision .


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  17. #17

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    BoB Mission 9:Adlerangriff ("Eagle Attack") coastal airfields. - 23th August 1940 (tikkifriend)

    This mission is a low level strafing/ bombing of an RAF airfield.




    Set up
    2 mats placed long side together.

    In the centre place a marker /card 15cm x 6 cm to represent the airfield.



    The static planes are positioned 2 on either side near the short end of the strip

    Place 4 building target cards (Hangers ) randomly at 1/2 rule intervals within 1 rule of the airstips long edges .

    Place a card representing the control tower anywhere within 1.5 rulers of the centre of the airfield.

    Place 2 AAMG 1 rule apart wherever you think is best !!

    Place 1 slit trenches between each hanger.

    Hangers 15HP VP 8

    Slit trench 10 HP VP4

    Control tower 20 Hp VP 15

    RAF Fighters 1/2 designated HP on card. VP 10


    The airstrip is deemed out of commision if it receives a direct hit on it. (Bomb card covers centre red dot) VP 20pt
    0

    Luftwaffe




    4 Me 109s VP 10, 2 ME110 VP12
    Place at level 4 on the long edge of the right hand mat.
    The 110s can be equipped with 2 bombs each if you wish or used simply to strafe .

    Strafing must be done at 2 pegs height. Bombing at 3 - 5 pegs bomb damage 1 C card per bomb.

    RAF
    4 static Hurricanes /Spits placed as described

    4 Spits/Hurricanes airborne. Place on opposite mat edge to enemy and 1 ruler in. level 6



    Note
    The Luftwaffe gain no VPs for shooting down RAF aircraft.

    RAF Victory Prevent the Luftwaffe from scoring more than 35 VP thus rendering the airfield out of commision .


    Malta altetnative mission 9.


    A change of focus.


    Following the attack on Luqa airfield in February, the Axis forces stepped up their air raids over Malta during the month of March.



    Sunderlands in St Paul's bay were destroyed on the 6th, and again on the 10th.




    Sliema was hit on the 11th and on the 15th German bombers again hit the airfield. On the 18th reinforcements arrived in the form of Hurricanes and a Wellington flown in from Libya. following this a lull in the action followed until the 22nd when 10 Ju 88s and several ME109s as escort raided the island shooting down five Hurricanes, with only one pilot surviving. this situation continued until April.
    On the 3rd a flight of 12 Hurricanes from HMS Arc Royal arrived as replacements. These were the first of the newer Mk IIAs.
    On the 27th April. another 23 Hurricanes arrived. Shortly after this the first half dozen Blenheims took over duties that had been performed by the Wellingtons, which left for Egypt.
    During April there were 91 Air raids, but the number of Hurricanes were now able to give a much better account of themselves. Time was running out for the Luftwaffe as they were about to be transferred to the Balkans.
    On the 21st of May another shipment of 40 Hurricanes accompanied by five Fulmers from the Ark Royal and Furious arrived on the Island.





    This influx of aircraft set up a new situation on the Island.
    On the 26th of May, a new Air Officer Commanding Malta was appointed.





    Within days Air Vice Marshall Hugh Pugh Lloyd alighted from a Flying boat in Marsaxlokk Bay.
    With his new chief also came a promotion for Kyte to Air Commodore with direct responsibility to Lloyd.





    In an interview with his new Chief later that day the new policy for the defence of Malta was outlined. Air Chief Marshall Sir Charles Portal had informed Lloyd that his main task was to sink Axis shipping sailing from Europe to Africa. A far more aggressive offensive action against the Italians and Germans was now to be implemented.
    On the 9th of June 43 Hurricanes arrived . The last German raid on the Island for some time took place on the following day.




    In addition to this Lloyd had at his disposal Two Squadrons of Wellington Bombers, a Squadron of Blenheims, and two Squadrons of aircraft from the Fleet Air Arm. With the MkII Hurricanes which could outperform the Italian Macchi 200 the stage was set for a new style of fighting in the Siege of Malta.

    Malta mission 9. May 1941. Now it's our turn.




    With the arrival of Hugh Pugh Lloyd , and the first of the MkII Hurricanes coinciding with the withdrawal of the Luftwaffe to Greece and the Russian front, Malta went on the offensive against shipping bound for North Africa.
    Recon by Marylands, Wellingtons, and Sunderlands became the norm.

    The Forces.
    This Scenario consists of a recon over the Sicilian port of Comiso by one of the above aircraft escorted by one Hurricane MkII.
    The enemy will consist of four Italian Fighters and a ground AA unit of two guns based in the harbour region.

    Objective.

    Allies.
    To obtain photographs of shipping in the harbour, by a slow pass over the port installations in your Maryland/Wellington etc.

    Italians.
    To prevent the Allies returning to base with the information about the Harbour and its installations.



    The Table setup.




    Requirements.
    One coastal map and extra seascape.


    Original Thread:
    http://www.wingsofwar.org/forums/showthread.php?22989-Malta-mission-9


    The ARR:

    Flying Officer Kyte: http://www.wingsofwar.org/forums/sho...-it-s-our-turn
    Last edited by Skafloc; 05-06-2016 at 11:44.
    See you on the Dark Side......

  18. #18

    Northern Command Squadron Leader.
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    Malta Scenario 10 June to October 41.

    A bloody nose for Rommel.

    Preamble.

    Between 1st of June and the end of October, the aircraft from Malta, now free to go on the offensive began to attack German and Italians shipments to North Africa. Heavy losses of both ships and munitions were incurred. During this period over 22,000 tons of German and Italian ships were lost to aircraft and Submarines. 15,000 tons of this alone was attributable to the Malta based Squadrons.




    The Axis war effort in the Desert was reeling under the effect of losing up to 80% of its supplies.
    You now have the chance to put another nail into the coffin of the Enemy.
    A Maryland on surveillance has spotted an Italian convoy heading South towards Tripoli, and is now shadowing the convoy.



    Hugh Pugh Lloyd has ordered an intercept.

    Allies.

    Your Flight consists of two torpedo bombers, and a Blenheim. Two Hurricanes are supplying top cover, but only have fuel for eight rounds of fighting.
    Do as much damage as you can.

    Axis.

    You have three Fighters available. If one is shot down another will arrive on the Southern mat edge one move later. This will only happen once.
    The Convoys accompanying Destroyers will have full AA facility as explained in Neil's AA rules.

    Italian Navigatori Destroyer: 19 damage speed 38kn (40 mph roughly)
    7 x 20mm single mounts, 6 x 13.2mm MG 4 double 2 single mounts.
    Range 2 ruler long, 1 ruler short. 20mm = B chit/BB Chit, 13.2mm = A chit/B Chit. Max 2 targets.

    Italian Soldati Destroyer: 16 damage speed 38 kn (40mph roughly)
    12 x 13.2mm MG 4 double 4 single mounts.
    Range 2 ruler long, 1 ruler short. 13.2mm = A chit/B Chit. Max 2 targets

    Allied torpedo = 2 ruler range 1 C chit, 1 ruler 2 C chit.
    Allied 1,000lb+ bomb = D chit
    Allied 500lb bomb = 1 C Chit
    Allied 250lb bomb = 1 B Chit
    Allied smaller than 250lb bomb = A Chit


    Convoy starts in center of east mat and steams for edge of West mat.
    Allies aircraft patrol starts from edge of East mat. Dice 1-2 top corner, 3-4 middle, 5-6 bottom corner.
    Good luck and good hunting.

    Next round, the Germans are back.
    See you on the Dark Side......



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