Ares Games
Results 1 to 6 of 6

Thread: AAR - Flashes Battle of Istrana

  1. #1

    Default AAR - Flashes Battle of Istrana

    Another solo AAR effort based on Carl's WGF IF10a Battle of Istrana Part 1 - I picked up a couple of HD.1's for this effort, one might become a Belgian soon though ! So here is the scenario:
    "Trevignano, 26 December 1917: On Christmas Day 1917 one Captain Billy Barker the Canadian Flight Leader of 28 Squadron RFC recently arrived in Italy decided to raid the enemy airfield at Motta di Livensa. After dropping a piece of cardboard inscribed with a Christmas greeting Barker and his wingman strafed the base. The following morning (despite a heavy drinking session the previous evening) a German two-seater unit Flieger Abteilung 2 launched an unescorted reprisal raid on the Italian airfield at Trevignano. The bombing caused only minor damage and as they flew home the Germans were soon swarmed by Italian and British scouts....."

    A good old fashioned stern chase, two Rumplers to drop - this will be close !
    Click image for larger version. 

Name:	SAM_8709.JPG 
Views:	37 
Size:	172.8 KB 
ID:	217402

    Good ol' Billy Barker in his Camel flanked by his Italian allies in their HD.1's in pursuit, Gino on the left, Luigi on the right. Catching them won't be the problem...
    Click image for larger version. 

Name:	SAM_8710.JPG 
Views:	37 
Size:	186.7 KB 
ID:	217403

    Putting them down might be - Gino doesn't get a shot as he's lower & sideslipping but he does take one; Luigi is just out of range
    Click image for larger version. 

Name:	SAM_8712.JPG 
Views:	37 
Size:	201.4 KB 
ID:	217404

    Now they're all in on the action and open up, Gino & Billy really work over the left hand Rumpler, Luigi's gun jams but some damage done.
    Click image for larger version. 

Name:	SAM_8714.JPG 
Views:	37 
Size:	205.5 KB 
ID:	217405

    Gino finishes off the Rumpler sending it down streaming fire.
    Click image for larger version. 

Name:	SAM_8715.JPG 
Views:	38 
Size:	194.0 KB 
ID:	217406

    Gino & Billy pass over the falling Rumpler looking to get in on the second one. Luigi soaks up more damage.
    Click image for larger version. 

Name:	SAM_8716.JPG 
Views:	38 
Size:	189.7 KB 
ID:	217407

    Gino turns in and he and Billy work over the second Rumpler - their attack seems to have put off the gunner as he does Luigi no damage this time.
    Click image for larger version. 

Name:	SAM_8717.JPG 
Views:	37 
Size:	205.4 KB 
ID:	217408

    Nooo - jams all round mean that the Rumpler might slip away - it's down to Luigi now.
    Click image for larger version. 

Name:	SAM_8718.JPG 
Views:	37 
Size:	203.5 KB 
ID:	217409

    At least the Rumpler's gunner can't shoot back either !
    Click image for larger version. 

Name:	SAM_8719.JPG 
Views:	38 
Size:	190.2 KB 
ID:	217410

    Controls freed up, Luigi curves in, his guns stammer to a stop - arrrgh ! Another jam
    The Rumpler slips away into some cloud, it's gunner waving farewell
    Click image for larger version. 

Name:	SAM_8720.JPG 
Views:	37 
Size:	186.7 KB 
ID:	217411

    The Rumplers:
    Click image for larger version. 

Name:	SAM_8721.JPG 
Views:	37 
Size:	194.4 KB 
ID:	217412

    The Allies:
    Click image for larger version. 

Name:	SAM_8722.JPG 
Views:	37 
Size:	184.4 KB 
ID:	217413

    Victory for the Germans on this occasion as all they had to do was get one of their machines from the table... so close.

    I flew Billy, all the rest were AI driven with my D8 charts (now in the files) using my simple altitude rules and shooting peg to peg.
    This one was quick & fun to play - cheers Carl

    In case anyone wonders the coloured rings are purely for aircraft identification between similar models this time out.
    Last edited by flash; 02-24-2017 at 04:16.

    Sapiens qui vigilat... "He is wise who watches"

  2. #2

    Default

    Now that was really short and sweet, Dave.
    Might have to try that sooner than later.

  3. #3

    Default

    Good effort Dave, almost got both Rumplers.

    I will have to finish up part 2 of the Istrana battle before too long.

  4. #4

    Default

    Yeah, that was so close to victory I could almost taste it but all those jams came at just the wrong moment, might have done it otherwise. I look forward to having a go at the next one too Carl so get composing !

    Sapiens qui vigilat... "He is wise who watches"

  5. #5

    Default

    Quote Originally Posted by flash View Post
    .. all those jams came at just the wrong moment ...
    I have recently started taking the option of utilizing a single "B" gun instead of an automatic jam for my "A" machines.
    For the AI participants I roll for the option.


    Of course, when they get a second jam (in the very next phase with my luck!) the weapon is well and truly jammed.

    Is that Kosher for OTT, Dave? I haven't seen any complaints in my AAR comments.

  6. #6

    Default

    I had seen that Pete and it did cross my mind in this circumstance but although very tempting I thought it might be viewed as a bit gamey. I do use the idea for machines with two separate gun systems like the SE5a or the up-gunned Nieuports but haven't used it on twin mounts yet.
    Andrea put out this as a 'house rule' years ago so I don't particularly object if you want to use it in OTT:
    "When you fire with an A weapon, that represents twin guns, you could jam one of the machineguns or, more rarely, both of them.
    If you are at short distance, you jam a machinegun if target picks up a Jammed Damage card, you jam both of them if he picks up two of them.
    Firing at long distance, you jam both of them if the target picks the 0 red jammed Damage card, only one if he picks the 2 red or a green jammed Damage card.
    Planes jamming a single gun take three jammed counters. Each turn after moving, the player can decide if to unjam the jammed machinegun or if they want to fire with the remaining one. If they unjam, they discard a token; if they fire they do it at B capability (and they normally jam this second weapon if a jamming B card is picked by the target). The weapon is unjammed if the player unjam it after three consecutive maneuvers. It is allowed to stop unjamming to fire with the other weapon at any moment, but the jamned counters are immediately restored to three.
    If both weapons are jammed, they are unjammed at the same time after the same three consecutive maneuvers. No dseparate account of unjamming is necessary."

    Though perhaps we should have a ratified rule that all can use ? Bring it up in the Early War thread & see what the consensus is ?

    Sapiens qui vigilat... "He is wise who watches"



Similar Missions

  1. Multiplayer: WGF IF10a Battle of Istrana Part 1 (WGF historical scenario for 3 to 5 players)
    By Carl_Brisgamer in forum WGF: Mission Discussions
    Replies: 10
    Last Post: 02-25-2017, 07:37
  2. AAR - Flashes First And Last Over ... Somewhere....
    By flash in forum WGF: After Action Reports
    Replies: 7
    Last Post: 12-23-2016, 23:40
  3. WGF & WGS: Istrana and Yamamoto at Play 2015, Modena - Italy
    By Angiolillo in forum Site News and Announcements
    Replies: 8
    Last Post: 04-13-2015, 22:53
  4. Replies: 3
    Last Post: 02-25-2015, 14:56
  5. Replies: 17
    Last Post: 02-01-2015, 09:29

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
  •