Ares Games
Results 1 to 16 of 16

Thread: Rabaul by Night - A Black Zero Mini Campaign

  1. #1

    Lightbulb Rabaul by Night - A Black Zero Mini Campaign

    This is a mini campaign created for the proud owners of Black Zeroes (though no one will forbid you to use other colored Zeros or of taking this mini campaign anywhere else.)


    Special Considerations
    This is a Solo Campaign - the enemy planes are to be played by the AI system.
    This is a campaign based on patience - as night fighting always was.
    The main concern is finding the enemy and then intercept and taking it down.

    Click image for larger version. 

Name:	03-51_real.JPG 
Views:	65 
Size:	51.8 KB 
ID:	196618


    Historical (almost accurate) background

    September 1943

    Operation Cartwheel is in full steam. This defined allied offensive strategy in the South Pacific. The operation was aimed at isolating the major Japanese forward base at Rabaul and cutting its supply and communication lines. This prepared the way for Nimitz's island-hopping campaign towards Japan.
    During the night, American bombers and fighters pound the important Rabaul airfield destroying planes and making it hard for the Japanese to fight as a cohesive force. Yet they kept fighting. A squadron of A6M5 zeros was painted black, their pilots kept in darkness during the afternoon to try to intercept the attacking forces.
    They didn't use radars, only their eyes and the observers in the ground that would point them to their targets. The combat and night flight attrition was steep for this squadron. They were The Black Samurais.

    Click image for larger version. 

Name:	f5dfa68f95491cbd585cad453946db40.jpg 
Views:	65 
Size:	21.9 KB 
ID:	196617


    Planes used

    Japanese
    A6M5 Zeros or A6M2 Zeros
    The A6M2 uses the C+ deck (see the Banzai Deck created by Jan) or the C deck as it is if they prefer.
    The A6M5 uses the A+ deck with a banzai card similar to the C+ deck - I hope someone can do this card soon. For those that prefer it they can use the C deck also as it was decided by the committee.

    Americans
    F4f Wildcats
    P-40
    F4U Corsair (convert into Wildcats if no Hellcat is under your belt)
    F6F Hellcats (convert into Wildcats if no Hellcat is under your belt)
    P-38 Lightning (convert into P-40's if no Hellcat is under your belt
    B-25
    B-17
    SBD Dauntless
    TBF Avenger
    (Rules for Hellcats, Lightnings and Avengers can be found in the unofficial list)


    Campaign Rules

    1. Zone of interception
    Take an A damage chit:
    0 damage - Over the port of Rabaul
    Numbered damage - Over the Airfield of Rabaul
    Special damage - Over the Sea


    Over the Port of Rabaul rules:
    Observers and Searchlights
    Ship and building targets


    Over the Airfield of Rabaul rules:
    Observers, Searchlights and Extra Plane
    Planes and building targets


    Over the Sea rules:
    Bailing out in the sea


    2. Intercepting
    The Japanese player will have two zeros flying that must always be at different zones of interception. If they find themselves at the same zone of interception they might think that the other zero is an enemy.

    The playing mat is divided in 4 zones. The zones further away from the target are the approaching zones. The zones over the target are the target zones.
    The zeros can be placed i any of the target zones. The American planes are 4 counters that can be place in the edge of the approaching zones.


    Over the Port of Rabaul:
    There will be 4 targets over the port. Two ships and two buildings. The Americans will earn attrition points by destroying these targets.
    Two of the targets must be in one port zone and the other two in the other port zone.
    Observers and Searchlights will help the interception of the American planes.
    Ship will be destroyed if they receive three points of damage. Destroyed ships grant 10 attrition points. Damaged ships grant 2 attrition points.
    Building will be destroyed if they receive two points of damage. Destroyed buildings grant 4 attrition points.
    The damage is done in a easy way. One point if they are hit by a card but not by the center of the card and two points of they are it by the the center of the card.


    Over the Airfield of Rabaul rules:
    There will be 6 targets over the airfield. Four planes and two buildings. The Americans will earn attrition points by destroying these targets.
    Three of the targets must be in one airfield zone and the other three in the other airfield zone.
    Observers and Searchlights will help the interception of the American planes.
    Planes will be destroyed if they receive one points of damage. Destroyed planes grant 3 attrition points. For each destroyed plane take an A chit: Special damage means that a Black Zero was destroyed.
    Building will be destroyed if they receive two points of damage. Destroyed buildings grant 4 attrition points.
    The damage is done in a easy way. One point if they are hit by a card but not by the center of the card and two points of they are it by the the center of the card.
    One Extra Plane can be deployed if one of the starting zeros is shot down or leaves the combat zone (it's not shot down, just retreated). Put the extra zero in one of the airfield zones at least one ruler away from the American planes or counter.


    Over the Sea rules:
    This means that the interception might be away from the American targets.
    The American planes must fly to the other side of the playing mat. A second scenario can be played at the Japanese discretion. Take another A chit and refer to Zone of Interception above. The same planes will be used and they start all at the Approaching zones, the zeros one rulers away from the American planes and counters.
    If a Japanese pilot has to bail out in the sea at night he will probably die. That's life... and death... Take a A chit. If a special damage is taken he was rescued.

    Click image for larger version. 

Name:	New-Guinea-World-War-II-30.jpg 
Views:	65 
Size:	171.5 KB 
ID:	196616


    3. Special Rules for the Campaign

    Japanese Night Fighters and Pilots
    These were special planes and pilots. They are all veterans specialized in night combat.
    You have 6 planes and 6 pilots.
    The planes can be replaced if after losing one you take an A damage chit and any chit is not a zero.
    The pilots can be replaced after being wounded or killed if you take an A damage chit and the chit is a special damage. Otherwise your number of pilots is reduced by one. Tricky...


    Observers
    Observers will help you to find the American planes. Observers add one to the die at the "Visuals on the Target Plane Table"


    Searchlights
    Searchlight are white circles of 10cm (4 inches) radius that can move 5cm (2 inches) each turn before the American planes and counters are plotted.
    There are 3 searchlights in the port, 2 in the airfield and none in the sea.
    The american planes will always try to avoid them. If a plane is caught in the searchlights the Japanese fighter can add an A chit to it's firepower. If a American counter is caught in the searchlight is immediately converted.


    Targets
    As soon as the American counters or bombers are 2 rulers away from a target they will immediately fly in its direction to bomb it, even if they go through a searchlight. As soon as they drop the bombs they will turn and fly of the edge they entered. If they are escaping and at 2 or more rulers away from a fighter and outside a searchlight they "disappear".


    Japanese Table for shot down Zeros

    Roll 2D6:

    2 or less - Dead!
    3 - Severely Injured - Out of the battle
    4 - Badly Injured - Skip 1D6 Scenarios
    5 - Injured - Skip 1D3+1 Scenarios
    6 - Injured - Skip 1d3 scenarios
    7-8 - Concussed - Skip 1D2 Scenarios
    9 - Fuzzy head, Doctors orders - skip 1 Scenario
    10+-All is well when you land well

    Modifiers to Crash dice roll:
    Ace: +1 (+ special see below)-----------Your pilots skill helps his landing
    Veteran: +1 -----------------------------Your pilots skill helps his landing
    Exploded: -4 -----------------------------Boom card drawn for any reason - overrides flamer/collision
    Flamer: -3 -------------------------------Downed by fire or downed whilst burning
    Collision: -2 ------------------------------Downed due to Collision
    Shot Down -1 ----------------------------Just shot to bits! (Not cumulative with the above)
    Wounded: -1 per wound ------------------Receive 2 wounds & you're shot down
    Bailing out: +1----------------------------Nothing like hitting the silk.
    Crash landed in Enemy Territory/Sea -1 --Not the safest or smoothest place to land

    Ace Special:
    To Crash landing/bail out add +1 to roll for any of the following skills:
    Acrobatic Pilot
    Daredevil
    Exceptional Pilot
    Golden Touch
    Lucky Git


    Zones of Interception Rules
    If two Zeros are in the same zone of interception they take an A damage chit. If any of them take a special damage that zero considers the other an American plane and has to intercept it and fire against it. This is overruled if that plane is already engaged with an American plane nearer than the other zero.


    American counters
    At each scenario the Americans start with 4 counters. The counters are fighter base sized and move per the I deck. The counters will be removed, keep flying or turned into planes as soon as a Zero is at 1 ruler distance from them or they get into a searchlight circle.


    Visuals on the Target Plane Table

    Roll 2D6:

    3 or less - Not seen. Counter moves as usual next turn.
    4-5 - Bogey. There's nothing here. Discard the counter.
    6-8 - One fighter. Roll on fighter table or choose one American Fighter.
    9-11 - One multi engine bomber or two single engine bombers.
    12 - Two fighters. Roll on fighter table or choose an American Fighter. Both fighters should be of the same kind.

    Fighter Table
    Roll 1D6:
    1 - F4f Wildcats
    2 - P-40
    3 - F4U Corsair (convert into Wildcats if no Hellcat is under your belt)
    4-5 - F6F Hellcats (convert into Wildcats if no Hellcat is under your belt)
    6 - P-38 Lightning (convert into P-40's if no Hellcat is under your belt)

    Bomber Table
    Roll 1D6:
    1-2 - B-25
    3 - B-17 (convert into B-25 if no B-17 is under your belt)
    4-5 - SBD Dauntless
    6 - TBF Avenger (convert into Dauntless if no Avenger is under your belt)


    American AI Behaviour
    Bomber will zig-zag towards their targets as per bombers automatic movement rules. They will try to avoid the searchlights.
    Bomber gunner will only fire against close ranged targets.

    Fighters will engage the zero as per normal AI rules. They will move away as soon as no bombers are in play.

    A counter that reaches one ruler of a Japanese target will always convert immediately into a bomber. Roll on the bomber table.

    Victory Conditions
    The player will loose if:
    Attrition ever reaches 50 points or;
    All his pilots are out of action.

    The player wins if:
    Attrition reaches 0 points or;
    After 10 scenarios he still has 3 pilots.

    Attrition points:
    Attrition starts at 25 points.
    Ship destroyed - +10 att points
    Ship damaged - +2 att points
    Building destroyed - +4 att points
    Parked Japanese plane destroyed - +3 att points
    American fighter destroyed - -4 att points
    American single engine bomber destroyed - -5 att points
    American multi engine bomber destroyed - -7 att points
    Scenario without Japanese targets destroyed - - 3 att points

    4. Final Thoughts
    I think that this is the ultimate solo campaign. More solo feeling than night fighters searching for bombers is impossible.
    This campaign can easily be converted to other theaters of operation. Malta, Soviet Union, BoB, The bombers campaign in Europe.
    Last edited by Blackronin; 05-17-2016 at 06:19.

  2. #2

    Default

    Wow. Wow. Wow. Superb mini solo campaign. Stunned for words. Well thought out and I must give this a try. REP on the way for an outstanding piece of work as soon as REP gun is fixed.
    See you on the Dark Side......

  3. #3

    Default

    Yes Neil, WOW. My REP gun works.

    Question, if as the Japanese you lose a pilot and are lucky to get a replacement, will he be a veteran? If not can he become one with X missions flown?

  4. #4

    Default

    Quote Originally Posted by Skafloc View Post
    Wow. Wow. Wow. Superb mini solo campaign. Stunned for words. Well thought out and I must give this a try. REP on the way for an outstanding piece of work as soon as REP gun is fixed.
    Thanks my friend.
    I'm happy you liked it.

  5. #5

    Default

    Quote Originally Posted by Teaticket View Post
    Yes Neil, WOW. My REP gun works.

    Question, if as the Japanese you lose a pilot and are lucky to get a replacement, will he be a veteran? If not can he become one with X missions flown?
    Thanks for the REP, Peter.

    Yes. The reason it's so hard is because the pilot must be a veteran capable of night flying and fighting.
    So he comes in as a veteran.

  6. #6

    Default

    Impressive, Quiom, very impressive.
    Although my REP guns are jammed, I will gladly open fire again after seeing your very first attempt/AAR .
    <img src=http://www.wingsofwar.org/forums/image.php?type=sigpic&userid=2554&dateline=1409073309 border=0 alt= />
    "We do not stop playing when we get old, but we get old when we stop playing."

  7. #7

    Default

    Quote Originally Posted by Nightbomber View Post
    Impressive, Quiom, very impressive.
    Although my REP guns are jammed, I will gladly open fire again after seeing your very first attempt/AAR .
    Your words are REP enough, my friend.
    Very soon.

  8. #8

    Default

    Black makes everything "exotic" it is as they a say "the new black" I am looking at a black Stuka wing next . . . and a black P-38 Lightning! Coolrific! Thanks for taking us to the dark dark side, black waters, and all that!

  9. #9

    Default

    Quote Originally Posted by clipper1801 View Post
    Black makes everything "exotic" it is as they a say "the new black" I am looking at a black Stuka wing next . . . and a black P-38 Lightning! Coolrific! Thanks for taking us to the dark dark side, black waters, and all that!
    You're most welcome, Dave. Isn't that a Blackronin is due to do?
    Thanks so much for the REP.

  10. #10

    Default

    This is awesome. I want a Black Zero now. But I can't paint to save my life.

  11. #11

    Default

    Quote Originally Posted by Canestri10 View Post
    This is awesome. I want a Black Zero now. But I can't paint to save my life.
    Me neither, that is why I have elves! Check your local game store, lots of guys paint miniatures for fun and funds! I know a few in Auckland if you need names . . .

  12. #12

    Default

    Quote Originally Posted by Blackronin View Post
    You're most welcome, Dave. Isn't that a Blackronin is due to do?
    Thanks so much for the REP.
    So, I am so old and out of it that I had to look up "Black Ronin"! For some reason I thought it was from Black Adder . . . fuzzy mind games from the '70's. Still very groovy! Where is that gloss black paint . . . ah, we have a blackelvin group . . .

  13. #13

    Thumbs up



    That is an inspired Campaign idea 'Quim.

    I just might have to try to find time to get involved although I wont have any Black Zeros only the standard & camo ones.

    However I do have Corsairs, Lightenings & all the standard stuff like Wildcats, Dauntless & Avengers.

  14. #14

    Default

    Quote Originally Posted by clipper1801 View Post
    So, I am so old and out of it that I had to look up "Black Ronin"! For some reason I thought it was from Black Adder . . . fuzzy mind games from the '70's. Still very groovy! Where is that gloss black paint . . . ah, we have a blackelvin group . . .
    The day you're out of it, I'll fear for the world, Dave.
    Black Adder was an inspiration, I'll tell you.
    Please do put the Elves working. There will never be too many black zeros.


  15. #15

    Default

    Quote Originally Posted by Canestri10 View Post
    This is awesome. I want a Black Zero now. But I can't paint to save my life.
    What Dave said.
    Get some.

  16. #16

    Default

    Quote Originally Posted by gully_raker View Post


    That is an inspired Campaign idea 'Quim.

    I just might have to try to find time to get involved although I wont have any Black Zeros only the standard & camo ones.

    However I do have Corsairs, Lightenings & all the standard stuff like Wildcats, Dauntless & Avengers.
    Hey Baz! Join in.
    They don't have to be black, they just shoot better if they are.
    Thank you so much for the REP. You are too kind.



Similar Missions

  1. Mini Campaign: The Spring Offensive
    By rkwright in forum WGF: Campaign Discussions
    Replies: 26
    Last Post: 02-06-2014, 04:27
  2. AAR: Balloon Busters Mini-Campaign (Training Pilots)
    By Bobit in forum WGF: After Action Reports
    Replies: 43
    Last Post: 01-13-2014, 02:57
  3. WGSC: Fortress Rabaul
    By richard m schwab in forum Book Reviews
    Replies: 2
    Last Post: 06-18-2013, 13:18
  4. Mini campaign with KotA rules - a few questions
    By Marechallannes in forum WGF: Campaign Discussions
    Replies: 3
    Last Post: 01-11-2012, 22:40
  5. Toronto: Thursday night campaign
    By Canuck in forum Canadian Wing
    Replies: 2
    Last Post: 05-31-2011, 14:58

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •