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

  1. #1

    Default All the 'Fire in the Skies' Campaign PTO 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
    Tikkifriend

    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.

    Revised Mission List:
    1941 - early 1942

    Pre Mission 1: Attack the Airfield Axis: Marechallannes
    Pre Mission 2: Attack the Airfield Allies: Marechallannes


    Themes: (Pearl Harbor) / (Flying Tigers) / (Malaysia) / (Marshall/Gilbert Islands) / (Port Darwin Raid)

    Mission 1: Waking the Sleeping Giant Dec 41: gully_raker
    Mission 2: To even the odds Jan 42: Blackronin (strafing/defend)
    Mission 3: Feb 42: Marechallannes (ordinary fight in the air)
    Mission 4: Mar 42: Blackronin
    Mission CAP: Apr 42: Blackronin


    Coral Sea to Midway May/June 1942

    Themes : (Island attack) / (Fighter Duel) / Ship attack / Sink the carriers

    Mission 5 May Coral Sea: Tulagi (Americans strike Tulagi Japanese land based defend):
    Blackronin
    Mission 6 May Coral Sea: Americans attack Shoho. Japanese attack Oiler and Cruiser: tikkifriend

    Mission 7 May Coral Sea: US attack Shokaku and Zuikaku. Japanese attack Lexington and Yorktown: skafloc

    What if's:
    1. Shokaku and/or Zuikaku not damaged increased air superiority for Midway.
    2. Lexington not sunk/badly damaged increased US air superiority at Midway.
    3. Yorktown sunk decrease US air superiority at Midway.

    Mission 8 June Midway: (Midway Rising / Bombing Midway) Blackronin
    Mission 9 June Midway: (Midway Rising / Find the Flat Tops) Marechallannes
    Mission 10 June Midway: (Midway Rising / Attack the Transport Fleet) Marechallannes
    Mission 11 June Midway: (Midway Rising / Sink the Carrier) Marechallannes

    Solomon Islands / New Guinea mid 1942 - mid 1943

    Themes: Jap Attack on a town or harbour (Port Moresby/Java) / Shipping attack on a Supply Ship / Recon Mission - spot the Enemy / Stop the Troops Landing from Barges / Carrier plane Battles / Attack on own airfiled or carrier / Bomb Rabaul or Truk / Sink the Carrier or Cruiser or BB / free choice / free choice

    Mission 12:
    Mission 13:
    Mission 14:
    Mission 15:
    Mission 16:
    Mission 17:
    Mission 18:
    Mission 19:
    Mission 20:
    Mission 21:
    Last edited by Lt. S.Kafloc; 01-10-2016 at 09:30.

    "He is wise who watches"

  2. #2

    Default

    Axis (Pacific Theater Operations) pre-campaign scenario by Marechallanes

    December 1942

    Attack Allied Airfield




    Background: It is generally considered that the Pacific War began on 7/8 December 1941, on which dates the Empire of Japan invaded Thailand, attacked British possessions in Malaya, Singapore, and Hong Kong, and the United States military base in Pearl Harbor.

    This is a starter scenario for the Fire in the Skies Campaign, Pacific Theatre of Operations (PTO)

    • Time Frame: 1941
    • War Theatre: PTO
    • Type: General


    Play area: 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 Allied entry point.

    Axis BRIEF: The push continues you have identified an enemy airfield and will attack it. You and your wingman - 2 aircraft. (Mitsubishi A6M2 Zero or Kawasaki Ki-61)
    Axis MISSION: Destroy as many enemy aircraft on the ground as possible.

    Allied (AI): 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 (any Allied PTO aircraft). Starts on the edge opposite the Axis entry point.
    Allied reinforcements: once 1 aircraft (Mitsubishi A6M2 Zero or Kawasaki Ki-61) 5 turns after the first axis aircraft is shot down.
    Allied (AI) MISSION: Defend the airfield and fight off the attacking aircraft.

    SPECIAL SCENARIO RULES:

    AAA gun rules: Use the normal fire/load rules. Rol a dice when firing the AA gun. If the result is 1 or 2 draw a D chit for damage. Range 1 ruler. Range ˝ ruler no firing allowed.

    Static Aircraft Rules: Static aircraft on the ground will take damage as normal once HP are exceeded or they 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.

    The Original Thread is:
    http://www.wingsofwar.org/forums/sho...paign-scenario

    AAR:
    Gotham Resident (Allies): http://www.wingsofwar.org/forums/sho...6-January-1942

    Marechallannes: http://www.wingsofwar.org/forums/sho...echallannes%29

    Warhawk: http://www.wingsofwar.org/forums/sho...mpaign-mission


    Blackronin: http://www.wingsofwar.org/forums/sho...ing-Blackronin

    Skafloc (IJN): http://www.wingsofwar.org/forums/showthread.php?18844-Air-attack-Kanohe-Bay-A


    Last edited by Lt. S.Kafloc; 05-06-2016 at 11:33.

  3. #3

    Default

    Axis (Pacific Theater Operations) pre-campaign scenario by Marechallanes

    05. January 1942

    Attack Japanese Airfield




    Background: The 1st American Volunteer Group (AVG) of the Chinese Air Force in 1941–1942, nicknamed the Flying Tigers, was composed of pilots from the United States' Army Air Forces (USAAF), Navy (USN), and Marine Corps (USMC), recruited under presidential authority and commanded by Claire Lee Chennault. The ground crew and headquarters staff were likewise mostly recruited from the U.S. military, along with some civilians.
    The group consisted of three fighter squadrons with about 20 aircraft each. It trained in Burma before the American entry into World War II with the mission of defending China against Japanese forces. Arguably, the group was a private military contractor, and for that reason the volunteers have sometimes been called mercenaries[citation needed]. The members of the group had lucrative contracts with salaries ranging from $250 a month for a mechanic to $750 for a squadron commander, roughly three times what they had been making in the U.S. forces.
    The Tigers' shark-faced fighters remain among the most recognizable of any individual combat aircraft and combat unit of World War II, and they demonstrated innovative tactical victories when the news in the U.S. was filled with little more than stories of defeat at the hands of the Japanese forces.
    The group first saw combat on 20 December 1941, 12 days after Pearl Harbor (local time). It achieved notable success during the lowest period of the war for U.S. and Allied Forces, giving hope to Americans that they would eventually succeed against the Japanese. While cross-referencing records after the war revealed their actual kill numbers were substantially lower, the Tigers were paid combat bonuses for destroying nearly 300 enemy aircraft,[1] while losing only 14 pilots on combat missions

    This is a starter scenario for the Fire in the Skies Campaign, Pacific Theatre of Operations (PTO)

    • Time Frame: 1942
    • War Theatre: PTO
    • Type: General


    Play area: 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 Allied entry point.

    Allied BRIEF: The push continues you have identified an enemy airfield and will attack it. You and your wingman - 2 aircraft. (Curtiss P-40E Warhawk or Grumman F4F)
    Allied MISSION: Destroy as many enemy aircraft on the ground as possible.

    AXIS (AI): 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 (Mitsubishi A6M2 Zero or Kawasaki Ki-61). Starts on the edge opposite the Allied entry point.
    AXIS reinforcements: once 1 aircraft (Mitsubishi A6M2 Zero or Kawasaki Ki-61) 5 turns after the first axis aircraft is shot down.
    AXIS (AI) MISSION: Defend the airfield and fight off the attacking aircraft.

    SPECIAL SCENARIO RULES:

    AAA gun rules: Use the normal fire/load rules. Rol a dice when firing the AA gun. If the result is 1 or 2 draw a D chit for damage. Range 1 ruler. Range ˝ ruler no firing allowed.

    Static Aircraft Rules: Static aircraft on the ground will take damage as normal once HP are exceeded or they 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.

    The Original Thread is:
    http://www.wingsofwar.org/forums/sho...paign-scenario

    AAR:
    Gotham Resident (Allies): http://www.wingsofwar.org/forums/sho...y-1942-No-pics

    Marechallannes (USN): http://www.wingsofwar.org/forums/sho...arechallannes)

    Blackronin (IJN): http://www.wingsofwar.org/forums/sho...kes-Blackronin
    Last edited by Lt. S.Kafloc; 05-06-2016 at 11:33.

  4. #4

    Default

    FIS PTO 1 - Waking the Sleeping Giant! - 7th December 1941 - by Gullyraker




    This Scenario will reflect a microcosm of the Japanese attack on Pearl Harbour on 7th December 1941.

    The Japanese forces will consist of either 2 Val dive bombers or 2 Kate Torpedo bombers or as an option you may take one of each.
    The US forces will consist of two Tomahawk/Kittyhawk land based fighters or alternately 2 carrier based Wildcat fighters.

    There will be NO AA fire due to the suprise nature of the attack

    There will be two "Targets of Opportunity" for the attacking bombers depending on what model ships or ship cards you possess.
    Hull points will depend on the type of ship & the strength of the bombs or torpedos will be calculated as a % of the Hull points.

    E.G.: If a Cruiser & Destroyer are rated at 100 & 30 points respectively then the Torpedo should be rated at 75 pts & 2 X 500 lb Bombs at 30 pts each for the Val. If no torpedo is chosen then recalculate as 1 X 1000lb Bomb at 75 pts & 2 X 500lb Bombs at 30 pts each.
    In other words the total of both Bombs &/or Torpedos should be sufficient to sink both ships if they hit their Targets correctly.

    The Ships should be placed in a suitable Anchorage situation but not together. Suggestion is approx one Ruler length apart

    The Japanese Aircraft will enter the games mat from the opposite short edge of the mat from the ships which should be placed within the last third of the length of the mat furthest from the attacking edge.

    The American Aircraft may enter the game from any edge in the last third of the mat opposite the Japanese end.

    The Japanese will be successful if both ships are sunk & the US will succeed if they stop the ships from being sunk. Any other result will be considered a draw.

    The Bombers will automatically hit if they pass over the target ship but must be no higher than altitude 2 when the Bomb or Torpedo is released & remain at that altitude for the remainder of the game. All Aircraft will start at level 4.

    If using Torpedos then you must release the Torpedo when the Aircraft is within 2 ruler lengths of the ship.
    Use one of Skaflocs Torpedo cards or as an option a Bomb card showing a single bomb on one side & a Red X on the other & flip it from the bomb side to the X side until the card reaches or passes under the ship. If the single bomb/torpedo image reaches or passes under the ship then the torpedo has hit. If the Red X reaches or passes under then the torpedo has missed.



    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 Original Thread is Here:

    The AAR:
    Teaticket : http://www.wingsofwar.org/forums/sho...1941-teaticket

    Gotham Resident (Allies): http://www.wingsofwar.org/forums/sho...9-January-1942

    Warhawk (IJN): http://www.wingsofwar.org/forums/sho...Sleeping-Giant


    Gullyraker (USN):
    http://www.wingsofwar.org/forums/sho...999#post284999

    Tikkifriend (USN):
    http://www.wingsofwar.org/forums/sho...ping-Giant-AAR

    Skafloc (IJN):
    http://www.wingsofwar.org/forums/sho...sleeping-Giant

    Blackronin (IJN):
    http://www.wingsofwar.org/forums/sho...uck-Blackronin

    Marechallannes (USAAF):
    http://www.wingsofwar.org/forums/sho...arechallannes)
    Last edited by Lt. S.Kafloc; 05-06-2016 at 11:35.

  5. #5

    Default

    FIS PTO 2 - To Even the Odds - January 1942 - by Blackronin

    January 1942 - Burma Campaign

    There are Tigers in the Sky. A Japanese pilot, shot down by an American volunteer flying a P-40 said that the omens weren’t good. He was right. From the ragtag that was the Chinese Air Force a legend would be born.

    In 1941 the Flying Tigers were already a force to be reckoned for. Using the Fire and Dive doctrine from General Chennault, the AVG (American Volunteer Group) were able to counter the fast and extremely maneuverable Japanese fighters.




    One of the major advantages of the P-40 was its strafing ability. In the uncommon instances when a Flying Tiger could attack a Japanese column, its .50mm machine guns would create havoc in the enemy infantry.

    During the initial Japanese push in Burma the Flying Tigers strafed the advancing Japanese troops using the roads that cut the jungle. In those skies unique dogfights were seen by the cowering soldiers below.




    Scenario Rules

    Play area: A 4x3 playing area or 2 mats suitable for terrain being fought over. The entire area is considered jungle. A road should cross the entire length of the map connecting the shortest border. This road should have a 2’’ width. In three separate points distant at least 12’’ from each other a target card should be put over the road.

    Flying Tigers BRIEF: The enemy push continues. You are attacking a Japanese Infantry Detachment moving to the front. Two P-40’s. Start at the allied side of the map.

    Flying Tigers MISSION: Destroy the Japanese Detachment.

    If the Flying Tiger are the AI player add 1 more P-40 or subtract 1 Japanese Detachment card. The P-40s will attack the Detachments on a roll of 3-6(1D6)

    Japanese BRIEF: Starts 10’’ near the Infantry Detachments. Two Japanese fighters: Mitsubishi A6M2 Zero, Ki-43 Hayates (AIM planes) or Kawasaki Ki-61.

    Japanese MISSION (AI): Defend the Detachment and fight off the attacking aircraft.

    Victory Conditions: The Flying Tigers win if they destroy 2 detachments without losing any aircraft or if they destroy all detachments losing one P-40. Any other result is a Japanese victory.

    SPECIAL SCENARIO RULES:
    AAA gun rules: The Detachment cards can fire small arm fire against the attacking planes. Only short range A chits.

    Japanese Detachment Cards: The cards are static. They have 12 points of damage until destroyed. They can fire 360ş.



    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 Original Thread is:


    The AAR:
    Teaticket : http://www.wingsofwar.org/forums/showthread.php?25026-FIS-PTO-2-To-Even-the-Odds-January-1942-teaticket

    Warhawk (Japan): http://www.wingsofwar.org/forums/sho...-Even-the-Odds

    Gotham Resident (Allies): http://www.wingsofwar.org/forums/sho...2-January-1942


    Gullyraker (Aus): http://www.wingsofwar.org/forums/sho...-Even-the-Odds

    Skafloc (Jap): http://www.wingsofwar.org/forums/sho...s-January-1942

    Blackronin (Jap): http://www.wingsofwar.org/forums/sho...dds-Blackronin

    Tikkifriend (USN): http://www.wingsofwar.org/forums/sho...Even-the-Score

    Marechallannes (AVG): http://www.wingsofwar.org/forums/sho...arechallannes)
    Last edited by Lt. S.Kafloc; 05-06-2016 at 11:36.

    "He is wise who watches"

  6. #6

    Default Combat Air Patrol

    PTO CAP - Combat Air Patrol by Blackronin

    Combat Air Patrol 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.



    If the carrier made obsolete the battleship, the carrier also made itself the most fragile target in the sea. Enormous, slow, with a flat top that cried out "I'm the perfect target for dive bombers and torpedoes", the only real defense against incoming enemy warplanes was fighters patrolling "the nest" without fail. In dangerous waters the CAP would be up from sunrise until sunset.



    Scenario Rules

    Play area: A 4x3 playing area or 2 mats suitable for terrain being fought over. The entire area is considered sea. The CAP has intercepted the enemy planes before they've reach the fleet.

    If the Player is playing the CAP:
    The enemy push continues. You must destroy or turn back the enemy dive bombers or torpedo bombers. You start the scenario at 2 rulers from the enemy planes. The enemy planes must cross the playing area and leave it from the other edge.

    The CAP planes must be Navy fighters suited for the time frame of the scenario.
    The enemy planes can be bombers with fighter escort or just bombers. The bombers can be one engine or two engine planes.
    The ratio should be 2:3. Two CAP fighters against 3 enemy planes. If the enemy planes are multi engine bombers, the ratio should be 2:2.
    The enemy squadron must be made of one type of bombers and one type of escorting fighters (fighters are optional).

    Example:
    Player is playing with the American CAP.
    4 Wildcats against 4 Vals and 2 Zeros.


    Victory conditions:
    The player wins if all bombers are destroyed or driven away. If a enemy pilot is wounded, bursts into fire or received crippling damage to the engines it will break off the attack and drop the bombs/torpedoes. If a bomber breaks through the CAP (even if it doesn't score a hit against the carrier) the player lost the scenario.



    If the Player is playing the Attacking Bombers:
    The enemy flat top must be taken down! You must break through the enemy CAP with your dive bombers or torpedo bombers. You start the scenario at 2 rulers from the enemy planes. You must cross the playing are and leave from the other edge.

    Your planes can be bombers with fighter escort or just bombers. The bombers can be one engine or two engine planes.
    The enemy CAP planes must be Navy fighters suited for the time frame of the scenario.
    The ratio should be 3:3. Three enemy CAP fighters against 3 of your bombers/fighters. If the bombers are multi engine bombers, the ratio should be 3:2.
    The player's squadron must be made of one type of bombers and one type of escorting fighters (fighters are optional).

    Victory conditions:
    The player wins if all his bombers move out of the other edge of the table. If one of your bomber's pilot is wounded, a bomber bursts into fire or receives crippling damage to the engines it will break off the attack and drop the bombs/torpedoes on a roll of 1-4 in a D6. If none of the player's bombers break through the other edge the player lost the scenario. If half the planes or less break through the scenario is a draw. If more than half break through the player 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


    Here's the Original Thread

    The AAR:
    Warhawk (Japanese): http://www.wingsofwar.org/forums/sho...ake-Island-CAP

    tikkifriend (USN): http://www.wingsofwar.org/forums/sho...p-mission-VF-6

    Gully_raker (USN):
    http://www.wingsofwar.org/forums/sho...SN-gully_raker

    Marechallannes (USN):
    http://www.wingsofwar.org/forums/sho...arechallannes)
    Last edited by Lt. S.Kafloc; 03-21-2016 at 16:31.

  7. #7

    Default Invasion of Malaya 1941/1942

    PTO mission 3 - Introducing the Commonwealth air forces - by Marechallannes

    This is a dogfight mission between RAF & RAAF forces and Imperial Japanese planes over Malaya.



    Historical Background:

    The Japanese Invasion of Malaya began just after midnight on 8 December 1941 (local time) before the attack on Pearl Harbor. It was the first major battle of the Pacific War, and was fought between ground forces of the British Indian Army and the Empire of Japan.

    Kota Bharu, capital of Kelantan State on Malaysia's northeast coast, was, in 1941, the Royal Air Force's (RAF) and Royal Australian Air Force's (RAAF) base of operations in Northern Malaya. There was an airstrip at Kota Bharu and two more at Gong Kedah and Machang. Japanese losses were significant because of sporadic Australian air attacks, Indian coastal defences, and artillery fire.

    The invasion of Malaya ended with the surrender of the fortress Singapore February 1942.



    Setup:

    The Japanese attackers planes start on one side of the gaming area, the RAF/RAAF defenders on the other side.

    Mission goal:

    This is a standart dogfight mission without special rules.

    Shoot down as many enemy fighters as possible.

    Planes:

    RAF / RAAF: Hawker Hurricanes & Gloster Gladiators
    Japan: Mitsubishi Zeros or any other Japanese planes of your choice


    Number of planes:

    Hurricanes versus Zeros & vice versa:


    2 own versus 3 enemies
    3 own versus 5 enemies
    4 own versus 6 enemies
    etc...

    If it's get too hot with 3 vs. 5 and 4 vs. 6 - you can bring one own reinforcement after the 10th maneuver.

    Gloster Gladiators & Hurricanes versus Zeros:

    1 Hurricane & 1 Gladiator versus 2 Zeros
    1 Hurricane & 2 Gladiators versus 2 Zeros & 1 Val (for example)
    etc...

    Just play what fits you the best.




    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:
    Warhawk (Japanese): http://www.wingsofwar.org/forums/sho...sion-of-Malaya

    skafloc (Japanese): http://www.wingsofwar.org/forums/sho...h-January-1942

    Gully_raker (USAAF): http://www.wingsofwar.org/forums/sho...ea-gully_raker

    Marechallannes (Brit): http://www.wingsofwar.org/forums/sho...arechallannes)
    Last edited by Lt. S.Kafloc; 03-21-2016 at 16:30.

    "He is wise who watches"

  8. #8

    Default

    PTO mission 4 - March 1942: Attacking the Marshall and Gilbert Islands - Allied Counter-attacking
    These are interception missions against American Tactical bombing attacks. The attacks were made by carrier air units but they could have been made by US Army bombers or Australian and New Zealand forces. That gives our friends Down Under a choice of forces of their own.



    Historical Background:

    The Marshalls–Gilberts raids were tactical airstrikes and naval artillery attacks by United States Navy aircraft carrier and other warship forces against Imperial Japanese Navy (IJN) garrisons in the Marshall and Gilbert Islands on 1 February 1942. The Japanese garrisons were under the overall command of Vice Admiral Shigeyoshi Inoue, commander of the 4th Fleet. Japanese aircraft in the islands belonged to the IJN's 24th Air Flotilla under Rear Admiral Eiji Gotō. The U.S. warship forces were under the overall command of Vice Admiral William Halsey, Jr.

    Setup:

    The Allied attack planes start on one side of the gaming area, the Japanese interceptors on the center of the playing mat.

    Mission goal:

    This is a standard interception attack where the goal is to divert the enemy bombers or move through and bomb the islands that are outside the playing mat.

    Playing with the Allies:
    Insist in your attack and move through the interceptors to bomb the island. Each plane that you move out of the playing area in the enemy side gives you three points. Each of your planes with more than 50% damage that you can move away from the playing area (Japanese or Allied) gives you 1 point.

    Victory Conditions
    0-4 total points - Defeat: The experience was a failure. Allied forces will need more training in naval air battles.
    5-6 total points - Draw: The experience was valuable to access both Japanese and Allied strengths and weaknesses.
    7+ total points - Victory: The experience was invaluable both in damage as in learning tactics.

    Planes:

    US Navy/Allied Air Forces:
    You can use the following groups of planes:
    2 Dauntless and 2 Wildcats;
    4 Wildcats (Two of them are armed with bombs and use the loaded plane rules);
    1 B-17 and 2 P-40's;
    1 B-25 and 2 P-40's;
    2 B-25's and 1 P-40;

    Japan:
    You can use the following groups of planes:
    4 A6M2 Zeroes or 4 Ki-61 Tony's (or any combination of both);
    3 A6M2 Zeroes and 2 Aichi D3A Val's (Unloaded).


    Playing with the Japanese:
    Defeat the enemy attack destroying the planes that are coming to bomb the island. Each single engined plane that you destroy gives you three points. Each single engined plane that you destroy gives you five points. Each plane with more than 50% damage that you are able to force away from the playing area (Japanese or Allied) gives you 1 point.

    Victory Conditions
    0-4 total points - Defeat: The experience was a failure. Japanese forces will need more training in naval air battles.
    5-6 total points - Draw: The experience was valuable to access both Japanese and Allied strengths and weaknesses.
    7+ total points - Victory: The experience was invaluable both in damage as in learning tactics.

    Planes:

    Japan:
    You can use the following groups of planes:
    3 A6M2 Zeroes or 3 Ki-61 Tony's (or any combination of both);
    2 A6M2 Zeroes and 2 Aichi D3A Val's (Unloaded);

    US Navy/Allied Air Forces:
    You can use the following groups of planes:
    2 Dauntless and 2 Wildcats;
    4 Wildcats (Two of them are armed with bombs and use the loaded plane rules);
    1 B-17 and 2 P-40's;
    1 B-25 and 2 P-40's;
    2 B-25's and 1 P-40;



    Aftermath:

    The raids had little long-term strategic impact. The IJN briefly sent two aircraft carriers to chase TFs 16 and 17, but quickly abandoned the pursuit and continued their support for the ongoing, successful conquests of the Philippines and Netherlands East Indies. The raids, however, did help lift the morale of the U.S. Navy and American public, still reeling from the Pearl Harbor attack and loss of Wake Island. The raids also provided valuable experience in carrier air operations, which hardened the U.S. carrier groups for future combat against Japanese forces.[1] For their part, the Japanese apparently did not realize that their concept of a perimeter defense using dispersed island garrisons had serious flaws in that the garrisons were too far apart to be sufficiently mutually supporting to prevent penetration by enemy carrier forces. The raids, along with the Doolittle Raid in April 1942, helped convince the IJN's Combined Fleet commander, Isoroku Yamamoto, that he needed to draw the American carriers into battle as soon as possible in order to destroy them. Yamamoto's plan to do so resulted in the Battle of Midway.

    Here's the original thread


    The AAR:
    Warhawk (Japanese):http://www.wingsofwar.org/forums/sho...rshall-Is-Raid

    tikkifriend (US): http://www.wingsofwar.org/forums/sho...on-4-Coral-Sea

    skafloc (Japanese):http://www.wingsofwar.org/forums/sho...126#post323126
    Last edited by Lt. S.Kafloc; 03-15-2016 at 15:35.
    See you on the Dark Side......

  9. #9

    Default

    PTO mission 5 - May 1, 1942 - Coral Sea: Tulagi Onslaught!
    The Japanese force invading Tulagi is met by Allied Air forces that try to thwart the Japanese invasion. The attacks were made by USA carrier air units but they could have been made by US Army bombers or Australian and New Zealand forces. Again that gives our friends Down Under a choice of forces of their own.



    Historical Background:
    The invasion of Tulagi, on 3–4 May 1942, was part of Operation Mo, the Empire of Japan's strategy in the South Pacific and South West Pacific Area in 1942. The plan called for Imperial Japanese Navy troops to capture Tulagi and nearby islands in the Solomon Islands Protectorate. The occupation of Tulagi by the Japanese was intended to cover the flank of and provide reconnaissance support for Japanese forces that were advancing on Port Moresby in New Guinea, provide greater defensive depth for the major Japanese base at Rabaul, and serve as a base for Japanese forces to threaten and interdict the supply and communication routes between the United States and Australia and New Zealand.

    Without the means to effectively resist the Japanese offensive in the Solomons, the British Resident Commissioner of the Solomon Islands protectorate and the few Australian troops assigned to defend Tulagi evacuated the island just before the Japanese forces arrived on 3 May. The next day, however, a U.S. aircraft carrier task force en route to resist the Japanese forces advancing on Port Moresby (later taking part in the Battle of the Coral Sea) struck the Japanese Tulagi landing force in an air attack, destroying or damaging several of the Japanese ships and aircraft involved in the landing operation. Nevertheless, the Japanese troops successfully occupied Tulagi and began the construction of a small naval base.

    Setup:

    The Allied attack planes start on one side of the gaming area, the Japanese interceptors on the other side of the playing mat. In the middle of the map two Japanese transport ships and a light cruiser are deployed and ready to unload troops in Tulagi. The transports have an A/A AA gun and the light Cruiser has a CC/C AAA with 2 rules of max range and 2 A/A AA gun.

    Mission goal:

    This is a bombing run for the Allies and an interception mission for the Japanese where the goal is to divert the enemy bombers from the ships or to sink the ships.

    Damaging ans sinking the ships:
    Use the bombing rules as per the rulebook. If the bomb hits the ship with the center of the bomb card in the ship model draw 3 B chits. If the bomb card center doesn't hit the ship model draw 1 B chit. A boom! sinks automatically the ship. If two special damages are drawn the ship is sunk. If one special damage is drawn the ship is damaged. The second time a transport is damaged its destroyed. The third time the light cruiser is damaged is destroyed.
    The same rules are used for strafing. A plane can only strafe at close range and draws just a B chit.
    This means that a bomb that marginally hit a ship or a strafe can only damage a ship.

    Playing with the Allies:
    Bomb and strafe the enemy ships. You'll win if you sink both transports or one transport and the light cruiser. It's a draw if you can only sink one enemy ship. You're defeated if you can't sink any ship or you lose all your planes. Your planes with 2/3 of damage must immediately retreat and break out any attack they were making.

    Planes:

    US Navy/Allied Air Forces:
    You can use the following groups of planes:
    2 Dauntless and 2 Wildcats;
    4 Wildcats (Two of them are armed with bombs and use the loaded plane rules);
    1 B-25 and 2 P-40's;
    2 B-25's and 1 P-40;

    Japan:
    You can use the following groups of planes:
    4 A6M2 Zeroes;
    3 A6M2 Zeroes and 2 Aichi D3A Val's (Unloaded).

    Playing with the Japanese:
    Protect your ships. You'll win if at the end of the battle two of your three ships are undamaged. It's a draw if you can only save one ship. You're defeated if you can't save any ship or you lose all your planes. Enemy planes with 2/3 of damage must immediately retreat and break out any attack they were making.

    Planes:

    Japan:
    You can use the following groups of planes:
    3 A6M2 Zeroes;
    2 A6M2 Zeroes and 2 Aichi D3A Val's (Unloaded);

    US Navy/Allied Air Forces:
    You can use the following groups of planes:
    2 Dauntless and 2 Wildcats;
    4 Wildcats (Two of them are armed with bombs and use the loaded plane rules);
    1 B-25 and 2 P-40's;
    2 B-25's and 1 P-40;



    Aftermath
    Over the next several months, the Japanese established a naval refueling, communications, and seaplane reconnaissance base on Tulagi and the nearby islets of Gavutu and Tanambogo, and in July 1942 began to build a large airfield on nearby Guadalcanal. The Japanese activities on Tulagi and Guadalcanal were observed by Allied reconnaissance aircraft, as well as by Australian coastwatcher personnel stationed in the area. Because these activities threatened the Allied supply and communication lines in the South Pacific, Allied forces counter-attacked with landings of their own on Guadalcanal and Tulagi on 7 August 1942, initiating the critical Guadalcanal campaign and a series of combined arms battles between Allied and Japanese forces that, along with the New Guinea campaign, decided the course of the war in the South Pacific.


    Here's the original thread

    The AAR:
    skafloc (Japanese): http://www.wingsofwar.org/forums/sho...lagi-Onslaught!

    skafloc (Japanese): http://www.wingsofwar.org/forums/sho...lagi-Onslaught!


    Gully_raker (USAAF): http://www.wingsofwar.org/forums/sho...attacks-by-USN



    Last edited by Lt. S.Kafloc; 02-08-2015 at 22:59.
    See you on the Dark Side......

  10. #10

    Default

    BRF PTO Mission 6 A difficult choice.
    Background.

    Operation MO is in full swing and Admiral Goto command consisting of the light carrier Shoho has so far successfully defended the invasion force. In a change of plan, Goto is ordered to proceed to protect the seaplane tender Chitose and its escorting cruiser. There they will prepare to construct a series of bases for recon and supply.






    SS 193 USS Swordfish has located the task force and passed the information on to Pearl. In order to remain undetected Swordfish has been ordered to observe and report but not to engage. They are permitted to rescue downed pilots if practicable
    .


    Setup.

    2 mats surface area.A small atoll/island where the base is being constructed is located 2 ruler lengths East from the centre of the mats .

    The Shoho is 2 rulers South of the island and steaming East /West at a speed of 1 ruler width per movement turn ( place the ruler edge next to the ships bow and move the bow the width of the ruler)

    The escort and seaplane tender are 1/2 ruler from the West side island facing at the players choice and are currently at anchor.

    Allied player.

    You have a force of your choice from the following.
    1. A combination of up to 5 dive or torp bombers and 3 F4F Wilcats
    2. A combination of up to 3 dive or torp bombers and 5 F4F Wildcats
    3. No fighters and up to 8 bombers .
    4. Or a single B17 just for the hell of it

    Your planes enter on the left mat as you look at it. Dice for which edge. 1-3 North 4-6 South. Your lead plane is 2 rulers from the centre line.

    If you use a B17 you start 1 ruler in from the west edge of the left hand mat.

    USS Swordfish is located at the centre of the left hand mat for the purpose of recovery.



    you will score the following points

    For each 25% damage on Shoho 4pts
    For each 25% damage on the seaplane tender 3pts
    For each 25% damage on the cruiser 1.5pts
    For each enemy plane shot down 1 pt

    IJN

    You have a CAP of 4 Zeros airbourne 3 rulers ahead of the Shoho and a Cap of another 2 Zeros ready for launch 6 turns after first contact with the enemy.

    You will score the following points.

    1. For each enemy plane shot down 2pts
    2. For each enemy plane forced to retire 1 pt
    3. For every 25% of hull still intact on Shoho and Tender 2pts


    The side with the highest points wins.
    NB. If a B17 is used 2 points are awarded for every 15 points of damage and 10 points if it is shot down.
    NNB At Neils suggestion you may use the following option for the crews of the Cruiser and Chitose.

    1-2 Crew too busy building the docks. Takes 8 maneuvers to man the AA guns
    3-5 Hear the first contact between the Zeros and the USN forces. Man the AAguns in 4 maneuvers
    6 On the job and ready to go . AA ready for immediate use.
    Have fun gentlemen.

    Useful links
    http://www.wingsofwar.org/forums/dow...o=file&id=1864 damage card for Zuiho class carrier (Shoho)
    http://www.wingsofwar.org/forums/dow...o=file&id=1909 IJN Cruiser damage card.
    http://www.wingsofwar.org/forums/dow...o=file&id=2039 IJN Chitose

    http://www.wingsofwar.org/forums/dow...t&id=10&page=4 Special damage cards ( 3 sets plus Torps )

    http://www.wingsofwar.org/forums/dow...o=file&id=1909 (this link has more cruisers and updated special damage cards at end)

    Carrier special damage cards are under Shokaku special damage cards and there are 6 sheets of them, 6 cards to a sheet but they do have a front and back on each sheet for each card.

    http://www.wingsofwar.org/forums/dow...o=file&id=1407
    http://www.wingsofwar.org/forums/dow...o=file&id=1408
    http://www.wingsofwar.org/forums/dow...o=file&id=1409
    http://www.wingsofwar.org/forums/dow...o=file&id=1410
    http://www.wingsofwar.org/forums/dow...o=file&id=1411
    http://www.wingsofwar.org/forums/dow...o=file&id=1412

    PM me for the coastal warfare PDF which accompanies the above files.


    The AAR:

    skafloc (Japanese): http://www.wingsofwar.org/forums/sho...rthy-sacrifice
    Last edited by Lt. S.Kafloc; 02-08-2015 at 14:43.
    See you on the Dark Side......

  11. #11

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

    Mission 7: May Coral Sea: US attack Shokaku and Zuikaku. Japanese attack Lexington and Yorktown

    1: US attack Shokaku and Zuikaku:
    a. For this attack the US have the following:
    Yorktown: 1 F4F3, 3 SBD, 1 TBD
    Lexington: 1 F4F3, 2 SBD, 1 TBD
    b. For the US:
    TBD’s are at peg height 2 throughout.
    SBD’s are at peg height 4.
    F4F3’s can be at peg height 2 or 4.
    c. The US player must attack 1 carrier with all aircraft from Yorktown and the other carrier with aircraft from Lexington.
    d. Roll a d6 for each attacking aircraft and apply the results as per the respective red arrows on the set up diagram.
    e. The Zuikaku and Shokaku will have 2 Zero’s each as CAP.
    f. Roll a second d6 for each CAP aircraft. Odds peg height 2, evens peg height 4.
    g. Roll 1d6 for each CAP aircraft and place them with 1 ruler of the respective carrier.

    Attachment 184646


    2: Japanese attack Lexington and Yorktown:
    h. For this attack the Japanese have 2 Zero’s, 4 Val’s and 2 Kates.
    i. For the Japanese:
    Kates are at peg height 2 throughout.
    Vals are at peg height 4.
    Zero’s can be at peg height 2 or 4.
    j. The Japanese player may attack 1 carrier with all aircraft or both carriers with an equal split of aircraft.
    k. Roll a d6 for each attacking aircraft and apply the results as per the respective red arrows on the set up diagram.
    l. The Yorktown will have 2 Wildcats as CAP the Lexington 1 Wildcat and 1 SBD as CAP.
    m. Roll a second d6 for each CAP aircraft. Odds peg height 2, evens peg height 4.
    n. Roll 1d6 for each CAP aircraft and place them with 1 ruler of the respective carrier.

    Attachment 184647

    3: Special Rules:
    o. US Carriers can engage 2 enemy aircraft with a single chit of AAA fire or 1 aircraft with 2 chits:
    At 2 range rulers will hit with any special damage chit from the A chit bag.
    At 1.5 range rulers will hit with any special damage chit from the A chit bag.
    At 1 range ruler will hit with any 2+ chit from the B chit bag.
    At 0.5 range ruler will hit with any damage chit from the B chit bag.

    Apply numbered damage on chits that hit with the special damage.

    p. US Torpedo Bombers must fly at slow speed to drop torpedo’s or when within 2 range rulers of a Japanese carrier.
    q. US Dive Bombers will pull out of their dive bomb attack at peg height 2 and remain at that height until off table.
    r. F3F4’s will stay at their respective heights.

    s. Japanese Carriers can engage 1 enemy aircraft with a single chit of AAA fire.
    At 2 range rulers will hit with any special damage chit from the A chit bag.
    At 1.5 range rulers will hit with any special damage chit from the B chit bag.
    At 1 range ruler will hit with any chit from the B chit bag.
    At 0.5 range ruler will hit with any damage chit from the C chit bag.

    Apply numbered damage on chits that hit with the special damage.

    t. Japanese Torpedo Bombers may fly at slow or fast speed and at slow or fast speed to drop torpedo’s .
    u. Japanese Dive Bombers will pull out of their dive bomb attack at peg height 2 and remain at that height until off table.
    v. Zero’s will stay at their respective heights.



    HITS ON CARRIERS:
    w. Torpedo’s:
    RANGE 0.5 1 1.5 2
    US CC C C C
    JAPANESE DDD DD DD DD
    X. Draw the respective damage chit(s) at the range the torpedo was launched. Only zero
    Chits are misses all other damage are hits.
    y. For each special damage add 1 hit.
    z. An explosion chit adds 1 additional hit.
    Bombs:
    If the centre point of the bomb card is on the deck then count 1 hit. If part of the
    card is over the deck then count it as a half hit.
    aa. It takes 2 hits for minor damage, 4-5 hits for heavy damage and 6 hits to sink a carrier.
    ab. An explosion chit adds 1 additional hit.

    USS Lexington end of scenario special rule:
    1. Take a note of how many damage chits the Lexington has.
    2. Replace all A damage chits back into the pot that were issued throughout the game.
    3. For every damage chit the Lexington took draw an equal number of damage chits from the A damage chit bag.
    4. If any chit is an explosion then the Lexington blows up and sinks. (This simulates the explosion and fire from damage sustained during the battle after the battle was over).

    Notes:
    1. Any Japanese carrier sunk or heavily damaged there will be a reduction in aircraft available for the Midway battles.
    2. I any Japanese carrier has minor or no damage then there will be an increase in aircraft available for the Midway battles.
    3. If Yorktown or Lexington or both are sunk or Lexington receives heavy damage there will be a reduction in aircraft available for the Midway battles.
    4. If Lexington receives only minor damage or is not sunk then there will be an increase in aircraft available for the Midway battles.


    Print this A4 size and carriers should be at 1/1200 scale.
    Attachment 184648

    Here's the original:
    http://www.wingsofwar.org/forums/sho...rier-v-Carrier

    The AAR:

    Attached Thumbnails Attached Thumbnails Coral Sea.jpg   Coral Sea 2 [Recovered].jpg   CARRIERS CORAL SEA.jpg  
    Last edited by Lt. S.Kafloc; 01-19-2016 at 14:21.
    See you on the Dark Side......

  12. #12

    Default

    Scenario 8 - Bombing Midway: By Joaquim

    Historical Background
    The Battle of Midway is widely regarded as the most important naval battle of the Pacific Campaign of World War II. Between 4 and 7 June 1942, only six months after Japan's attack on Pearl Harbor, and one month after the Battle of the Coral Sea, the United States Navy decisively defeated an Imperial Japanese Navy (IJN) attack against Midway Atoll, inflicting irreparable damage on the Japanese fleet.
    At 04:30 on 4 June, Admiral Nagumo launched his initial attack on Midway itself, consisting of 36 Aichi D3A dive bombers and 36 Nakajima B5N torpedo bombers, escorted by 36 Mitsubishi A6M Zero fighters.
    The initial Japanese attack did not succeed in neutralizing Midway. American bombers could still use the airbase to refuel and attack the Japanese invasion force; another aerial attack would be necessary if troops were to go ashore by 7 June.



    Scenario Rules

    IJN: The Japanese player must cross the game table with his bombers, drop their bombs over the airfield on the other side of the table and return through the same path, exiting the table from the side it entered.
    Japanese Forces:
    3 bombers (Kates or Vals) - These planes must move in a preplanned path towards the target and then to the exit. They should make an U type of path.
    3 Zeroes (Player chooses the pilots - player controlled)

    American Forces
    4 AI fighters (Wildcats and or P-40's)

    USN: The American player must intercept the incoming bombers that are crossing the game table to drop his bombs over the airfield on the other side of the table.
    American Forces
    4 Wildcats (Player chooses the pilots - player controlled)

    Japanese Forces:
    3 bombers (Kates or Vals) - These planes must move in a preplanned path towards the target and then to the exit. They should make an U type of path.
    3 AI fighters (Zeroes)

    Victory Conditions
    The Japanese player wins if all his bombers move across the airfield, drop their bombs and exits with at least 2 bombers.
    The American bomber wins if he downs at least 2 bombers and looses less than 3 Wildcats.

    Coral Sea Battles Rules:
    If Zuikaku and/or Shokaku are not heavily damaged then you may add 1 additional aircraft per carrier not heavily damaged.

    Optional Rules:
    If the player doesn't have enough planes or wants to add more planes (groovy mad!!) to the scenario, he can use the following:
    Less planes: Japanese - 2 Bombers and 2 Zeroes, American - 3 Wildcats (or P-40's);
    More planes: Japanese - 4 Bombers and 3 Zeroes, American - 5 Wildcats (or P-40's)


    Something to base your game mat around.


    Here's the original:
    http://www.wingsofwar.org/forums/sho...Bombing-Midway

    The AAR:
    See you on the Dark Side......

  13. #13

    Default

    Scenario 9: Find the Flat Tops!: Marechallannes

    Historical Background:


    The Battle of Midway is widely regarded as the most important naval battle of the Pacific Campaign of World War II. Between 4 and 7 June 1942, only six months after Japan's attack on Pearl Harbor, and one month after the Battle of the Coral Sea, the United States Navy decisively defeated an Imperial Japanese Navy (IJN) attack against Midway Atoll, inflicting irreparable damage on the Japanese fleet.

    The Carriers Task Forces sent out patrols to detect the position of the enemy fleet and flattops. With a smaller radius than the long range patrol planes, carrier based fighters fly combat air patrols in search for enemy activity.



    Scenario Rules:

    An open blue area roughly 2 game mats in size with no islands.

    Each side send out a cap with fighters to detect enemy activity. You are free to place all planes on the map and in formation as you wish.

    USN: Grumman Wildcats

    JIN: Mitsubishi Zeros

    You can start with any number of planes from 2 - 4.

    The AI controlled side send in one more plane.

    Victory Conditions:

    You win if you defeat the enemy.

    Special rules:



    • Retreat is possible by leaving the map on your own side. AI planes will not retreat.
    • The last plane of each side has to stay till the end because if it retreats, the opposing side will locate the direction of the enemy carrier.
    • AI controlled Japanese side has a minimum of one ace pilot.
    • AI controlled US side has a minimum of one veteran pilot.



    Coral Sea Rules:



    • If Lexington was not sunk or Lexington suffered only minor damage then add 1 US plane.
    • If Yorktown was sunk then reduce US aircraft by 1.
    • If Shokaku and/or Zuikaku were not sunk or heavily damaged then add 1 Japanese plane per carrier.


    Here's the original:
    http://www.wingsofwar.org/forums/sho...-the-Flat-Tops!

    The AAR:
    Last edited by Lt. S.Kafloc; 01-14-2016 at 15:54.
    See you on the Dark Side......

  14. #14

    Default

    Scenario 10: Attack Transport Fleet



    Historical Background:

    The Battle of Midway is widely regarded as the most important naval battle of the Pacific Campaign of World War II. Between 4 and 7 June 1942, only six months after Japan's attack on Pearl Harbor, and one month after the Battle of the Coral Sea, the United States Navy decisively defeated an Imperial Japanese Navy (IJN) attack against Midway Atoll, inflicting irreparable damage on the Japanese fleet.

    It’s time to strike back and avenge the bombing of the Midway Islands! A Catalina flying boat detected a few single Japanese transport ships that were - for what ever
    reason – separated from the main fleet (that are not already located).



    Both sides can’t detach their best flight crews at the moment because they need to cover the carriers for an enemy attack that can happen every minute, but both sides have their reasons to attack the separated vessels and to protect the ships.

    Setup:

    Use a gaming area with width and length like two Nexus gaming mats.

    Setup for the US side:
    2 Dauntless (or Avenger) dive bombers
    2 Grumman Wildcat fighters (with one Rookie pilot – if available)
    All to be placed in any formation at one side of the gaming mat - heading for the ships

    versus

    2 Mitsubishi Zeros - two rulers away from their side in any formation
    2 Ship targets in the middle of the map two rulers away from their side (with AA fire) one ruler distance between the ships
    1 Mitsubishi Zero – as reinforcements at their side of the map, when the US bombers are a half ruler away from the first ship

    Alternative: 1 Dauntless, 2 Wildcats vs. 1 Zeros, 1 ship and 1 reinforcement Zero


    Winning conditions for the US side: Hit one ship and bring one bomber safe back to your side.

    Setup or the Japanese side:
    2 Mitsubishi Zeros at their side of the map (with one Rookie pilot – if available)
    2 Ship targets in the middle of the map two rulers away from their side (without AA fire) one ruler distance between the ships
    1 Mitsubishi Zero – as reinforcement at it’s side of the map, when the US bombers are a half ruler away from the first ship

    versus

    2 Dauntless (or Avenger) dive bombers two rulers away from their side in any formation - heading for the ships
    2 Grumman Wildcat fighters two rulers away from their side in any formation - heading for the ships

    Alternative: 2 Zeros, 1 ship vs. 1 Dauntless, 2 Wildcats

    If you don’t have US Dive bombers, use Wildcats as bombers and give the evasion ability.


    Winning conditions for the Japanese side: Shoot them all down.


    Special Rules:

    Bomber movement:
    Only with slow maneuvers as long as they have the bomb load on board. Emergency release of the bomb is possible.

    Altitude:
    Simple altitude rules are included to simulate the dive bomb attack. You are only allowed to reduce the altitude. Once you reached a lower level – you stay there for the rest of the mission. You are only allowed to fly dive maneuvers or dive bomber maneuvers. (No Split-S or climb maneuvers) An Immelmann has no influence on the altitude. As soon as one bomber change the altitude, the enemy Japanese planes will dive too, to get the bombers. (Japanese planes cannot fire at diving US Dive bombers).
    All planes start at level 4 (with four attitude pegs). You can't get lower then level 1 (with one attitude peg)
    The US player controls the bombers himself. The US bombers for Japanese players are AI controlled & fly directly to their target ship and hit automatically.
    Each bomber has one bomb.

    AA fire:
    For the US player the Japanese ships have AA capacities. Each ship shoot at a half ruler distance (measured from every point of the ship) only at one target at the same time. The will shoot at the attacking bombers first. If no bomber is in range they shoot at all other Allied planes in range. Fire is simultaneously to the plane’s fire phase.

    For dive bombers/bombers:

    Use a dice (D6) to determine if the plane hit or not.
    Level 4 = result 1 - 2 one A damage
    Level 3 = result 1 - 2 one B damage result 3 - 5 one A damage
    Level 2 = result 1 - 3 one B damage result 4 - 5 one A damage

    For fighters:

    Use a dice (D6) to determine if the plane hit or not.
    Level 4 = result 1 one A damage
    Level 3 = result 1 - 2 one A damage
    Level 2 = result 1 - 3 one A damage

    If the ship is hit by a bomb, the AA-fire stops immediately. The ship is hit if any parts of it are covered by the bomb card.

    Dive bombers become a + 1 bonus for the dice roll after a dive bomb maneuver but additional: rear gunners are not allowed to shoot after a dive bomb maneuver.

    AI behavior:
    For the US side: Enemy Zeroes try to shot down the bombers first, but won’t scarify themselves for fighters on their six. So they attack the escort fighters when they get 5 damage point or more. The AI controlled Zeros don’t withdraw and fight until all bombers are shot down or retreat.
    For the Japanese side: All AI bombers will attack the nearest ship. After the bombing the AI bombers try to escape as soon and quick as possible and the escort fighters will protect them till the end. AI bombers hit automatically if they are in range, according to the rules, of course.




    Coral Sea Rules:



    • If Lexington was not sunk or Lexington suffered only minor damage then add 1 US plane.
    • If Yorktown was sunk then reduce US aircraft by 1.
    • If Shokaku and/or Zuikaku were not sunk or heavily damaged then add 1 Japanese plane.




    Here's the original:
    http://www.wingsofwar.org/forums/sho...ransport-Fleet

    The AAR:
    See you on the Dark Side......

  15. #15

    Default

    Mission 11: Sink the Carrier

    Historical background:


    After the 4 June mid-morning U.S. Navy attacks on the Japanese carrier force, only the Hiryu remained operational. Shortly before 1100 she launched eighteen dive bombers, escorted by six fighters, to strike a retaliatory blow. At about noon, as these planes approached USS Yorktown (CV-5), the most exposed of the three American aircraft carriers, they were intercepted by the U.S. combat air patrol, which shot down most of the bombers. Seven, however, survived to attack, hitting Yorktown with three bombs and stopping her.

    While Yorktown's crew worked to repair damage and get their ship underway, a second force left Hiryu, this one consisting of ten torpedo planes and six fighters. Though the U.S. carrier was moving again by 1430, and even launched more fighters, the Japanese aircraft penetrated heavy air and gunfire opposition to hit Yorktown with two torpedoes, opening a huge hole on her midships port side. The stricken ship again went dead in the water and took on a severe list. Concerned that she was about to roll over, her Captain ordered his crew to abandon ship.




    It's your job to defend it as an US player versus an Japanese bomber attack or, as an Japanese player, to fly an attack versus the ship and try to damage it.

    Setup:

    Use a gaming area with width and length like two Nexus gaming mats.

    Setup for the Japanese side/player:

    2 Val dive bombers
    2 Mitsubishi Zero fighters
    All to be placed in any formation at one side of the gaming mat - heading for the carrier

    versus

    3 Grumman Wildcats - two rulers away from their side in any formation
    1 carrier target in the middle of the map two rulers away from US side (with AA fire)
    1 Grumman Wildcat – as reinforcement at their side of the map, when the Japanese bombers are a half ruler away from the carrier

    Alternative: 1 Val , 2 Zeros vs. 2 Wildcats, 1 carrier and 1 reinforcement Wildcat

    Winning conditions for the Japanese side: Damage the USS Yorktown and return with 50 % of your planes

    Setup or the US side/player:

    2 Grumman Wildcats at their side of the map
    1 Carrier target in the middle of the map two rulers away from your side (without AA fire)
    1 Wildcat – as reinforcement at your side of the map, when the Japanese bombers are a half ruler away from the first ship

    versus

    2 Val dive bombers two rulers away from their side in any formation - heading for the ships
    2 Mitsubishi Zero fighters two rulers away from their side in any formation - heading for the ships

    Alternative: 2 Wildcats, 1 carrier vs. 1 Val, 2 Zeros

    Winning conditions for the US side: Shoot them all down.

    Planes:

    Japan: Mitsubishi Zero fighter planes, Val dive bombers

    US Navy: Wildcat F4F-3 & Wildcat F4F-4 & Wildcat FM-1





    Special Rules:

    Bomber movement:
    Only with slow maneuvers as long as they have the bomb load on board. Emergency release of the bomb is possible.

    Altitude:
    Simple altitude rules are included to simulate the dive bomb attack. You are only allowed to reduce the altitude. Once you reached a lower level – you stay there for the rest of the mission. You are only allowed to fly dive maneuvers ore dive bomber maneuvers. (No Split-S or climb maneuvers) An Immelmann has no influence on the altitude. As soon as one bomber change the altitude, the enemy Japanese planes will dive too, to get the bombers.
    All planes start at level 4 (with four attitude pegs). Normaly climbing is forbidden.
    You can't get lower then level 1 (with one attitude peg) The Japanese player controls the bombers himself. The Japanese bombers for US players are AI controlled & fly directly to their target ship and hit automatically.
    Each bomber has one bomb.

    The USS Yorktown has a very effective AA capacity.

    At a half ruler distance from any point of the ship use a D6 to determine the damage received by the CV AA fire. Depending on the flight level the fire is more dangerous.

    Only for the Japanese players game the USS Yorktown has AA capacities! The USS Yorktown shoots at a half ruler distance (measured from every point of the ship) at one or two targets at the same time. But you are only allowed to throw one dice for one plane (for example a single Japanese plane in range doesn't need to throw two dices). The USS Yorktown will shoot at the attacking bombers first. If no bomber is in range the ship shoots at all other Japanese planes in range. Fire is simultaneously to the plane’s fire phase.

    For Japanese bombers/ dive bombers:

    Use a dice (D6) to determine if the plane hit or not.
    Level 4 = 1 - 3 one B damage 3 - 5 one A damage
    Level 3 = 1 - 2 one D damage 3 - 5 one B damage
    Level 2 = 1 - 3 one D damage 4 - 5 one B damage

    For fighters:

    Use a dice (D6) to determine if the plane hit or not.
    Level 4 = result 1 one A damage
    Level 3 = result 1 one B damage 2-3 one A damage
    Level 2 = result 1 one D damage 2 one B damage 3-5 one A damage

    If the ship is hit by a bomb, the AA-fire stops immediately. The ship is hit if any parts of it are covered by the bomb card.

    Dive bombers become a + 1 bonus for the dice roll after a dive bomb maneuver but additional: rear gunners are not allowed to shoot after a dive bomb maneuver.



    AI behavior:

    For the Japanese side: Enemy Wildcats try to shot down the bombers first, but won’t scarify themselves for fighters on their six. So they attack the escort fighters when they get 5 damage point or more. The AI controlled Wildcats don’t withdraw and fight until all bombers are shot down or retreat.

    For the US side: All AI bombers will attack the carrier. After the bombing the AI bombers try to escape as soon and quick as possible and the escort fighters will protect them till the end. AI bombers hit automatically if they are in range, according to the rules, of course. AI dive bombers have to execute a minimum of one dive maneuver before releasing the bombs.

    Coral Sea Rules:




    • If Lexington was not sunk or Lexington suffered only minor damage then add 1 US plane.
    • If Yorktown was sunk then reduce US aircraft by 1. Rename US Carrier to Hornet or Enterprise.
    • If Shokaku and/or Zuikaku were not sunk or heavily damaged then add 1 Japanese plane per carrier.



    Here's the original:
    http://www.wingsofwar.org/forums/sho...nk-the-Carrier

    The AAR:

    See you on the Dark Side......



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