Near the end of May of 1918 the enemy staged a night bombing raid deep behind your lines. By the time the bombers were returning home, local squadrons had been alerted, planes sent aloft to intercept along the reported home bound route. Your squadron has sent three planes aloft into the darkness to try to exact some revenge on the raiding force. Stragglers are found and you go in for the attack!
Historically some night bombing activities in May were on the 19th, 38 Gothas and 3 Giants took off for London, on the 21st and 22nd Gothas bombed Paris. Entente night raids behind German lines took place on the 21st, 22nd, 28th, 29th, 30th and 31st of May. (I’m sure there were more.)
The easy part, The Mission
The bomber force’s task is to fly across three matts to reach safety. A bomber is considered safe when the peg is off the playing surface.
Your mission is to not let the bombers return home.
Forces
The enemy AI will fly two bombers. Preferably one Caproni, Handley Page, Gotha or Staaken and one two seater of your choice. If the 2 seater is as fast as any of your scouts, remove one of the straights from it’s movement deck in addition to the cards mentioned below in the bomber movement rules.
Your force will have three scouts. You will fly one, AI the other two. You can use any available scouts.
Set Up
The playing surface will be 3 matts joining along their long edges. If you don't have room for 3 matts you will have to remove the first after the planes have left the first matt and add in the third. Diceslinger does a nice job with photos showing the 'slide' in mission 18 of the Early Doors Campaign.
The bombers will start ½ a measure on either side off of the center along a matt’s long edge, one with it’s rear base edge abutted to the matt edge., the other will start 1 full measure from the map edge.
Your force will start 1 ½ measures from the lead bomber positioned randomly with a d6. Clockwise from the left are vectors 1-6.
Position rolled is for the center scout. Keep scouts ½ measure apart and 1 ½ measure away from nearest bomber placing them parallel to the board edge.
Facing for your AI planes is also random, 1-2, place two cards in front of the lead bomber, the front center of the lead card is where the AI scouts point to. 3-4 = place one card, point AI scouts to front center. 5-6 = aim the AI scouts at the lead bomber's peg.
The plane you control can have any facing.
In the set up example photo I rolled to see which bomber was in the lead and left or right of center. I then rolled for the interceptor force location(5), then facing(3). Albatros is controlled so can have any facing.
Victory conditions
To win you must shoot down both bombers.
Knocking one down is a draw.
If they both escape your superiors will be very irritated. (and you lose)
Night bomber movement
Whatever bombers you use, remove all but 1 turn in each direction, remove Immelmann card if available, remove the dive card. Place these in the removed pile. Put one of each turn at the top as you might need these.
Shuffle the remaining deck and draw a card when needed to move the bomber. Place the used card in a discard pile that will be used again. When all cards have been used reshuffle the deck and go through it again, repeat as necessary.
When drawing the climb card if not using altitude or not wanting to climb, treat it as a stall. If using altitude, use the stalls and straights for climbing and diving as you see fit.
If the bomber moves multiple stalls in a row, so be it. It will not incur damage for an illegal maneuver. Write it off as to the difficulty of keeping visual contact during night flying.
At any time the bomber is to move and is within 1 measure stick from a side edge, instead of drawing the top card from it’s shuffled deck, use one of the removed turns that will face the bomber away from that edge. After moving the bomber place this turn card back in the removed pile. Don’t let the bombers fly close to a side edge.
If a bomber is not facing directly towards it’s exit edge and it’s next movement card would have it turn away further from it’s destination edge, place this turn card in the discard pile and play the next card.
The not so easy part, Night Rules Get the latest version of Night Fighting 'HERE' The latest markers 'HERE' These are in the files-House Rules
Night Rules for Wings of Glory WWI
Before planes can fire at each other they first must spot the enemy.
Spotting is done just before the firing phase on each maneuver card played. You do not have to have a plane in your firing arc to spot. You can attempt to spot any unspotted plane within close range.
Attempts to spot a plane are done only at close range. For each spotting attempt, draw a ‘A’ card. On any non-special damage card, the plane is spotted. On any card with special damage or Boom, there might be a plane right in front of you but you just don’t see it! (reshuffle the Boom back into the deck!)
If a plane spots another, place a spotted ‘eye#’ counter on the plane that ‘sees’ the other and a ‘Spotlight#’ counter on the plane that is seen, with matching #s to help keep track of who sees who. As long as close range is maintained, visual contact will be kept even if there is no firing. If close range is not maintained, visual contact will be lost and the ‘Eye’ and ‘Spotlight’ counters removed.
When a plane is spotted, place a ‘Spotlight#’ counter on it. Any other planes at close range that spot it will receive a corresponding ‘Eye#’ counter.
If any shots are taken by any plane, place a ‘Spotlight ALL’ on the planes that fired after all planes have fired. (Keep any other spotting/spotted counters that still apply.) It is now considered spotted by everyone for the next maneuver card. Any planes at close range when it fired will also acquire ‘eye’ and the firing plane ‘spotlight’ counters. (These are needed because if any ‘SpotlightALL’ plane does not fire and removes the ‘SpotlightALL’ counter, any plane that stays at close range will still see it.)
At the end of a movement phase, any plane that has a ‘SpotlightALL’ counter on it and moves into close range will acquire a ‘Spotlight#’ while those that are now close to it get the ‘Eye#’.
Firing on an enemy plane that was just spotted at close range without a ‘SpotlightALL’ already on it is treated as a long range shot. If you have visual contact on a plane without a ‘SpotlightALL’ for more than one maneuver card at close range, you will fire normally. (two damage cards at same altitude)
Firing at planes that do not have a ‘Spotlight ALL’ counter on them can only be targeted at close range if they have been spotted.
Firing at planes that have ‘SpotlightALL’ counters is done at normal full range and damage. As the enemy plane was seen to fire on the previous card this will negate the need for first fire at short range.
When a plane does not fire in a fire phase, remove it’s ‘Spotlight ALL’ counter at the end of the firing phase.
If an AI airplane has a shot at an enemy plane, it must be taken. Your controlled plane does not have to shoot.
A plane on fire is spotted by everyone, place a ‘spotlight ALL’ counter on it.
So in the normal sequence of the game one will after movement, check for any new spotting for planes coming into close range of planes without a 'SpotlightALL' counter. Also planes that moved out of close range and do not have a 'SpotlightALL' will lose any other 'Spotlight's on it. (with corresponding 'Eye's also removed)
After the shooting phase, any plane that fires will acquire a 'SpotlightALL' counter. Any planes in close range to a plane that fired will acquire 'Eye' counters if they do not already have them, with the firing plane also receiving a corresponding 'Spotlight'.
Blind Spot
As this is night spotting, you are not allowed to sneak up and get into a blind spot behind the enemy with no ‘SpotlightALL’ that easy…you will have to achieve that after spotting. For first visual contact per plane, you are not considered to be in a blind spot. If first visual contact has you in the enemy’s blind spot, it can still shoot you if it spotted you, regardless of altitude. The blind spot is then treated normally if contact is kept. If a plane was spotted because it shot, (has a spotted ‘ALL’ counter) the blind spot is treated normally. Once visual contact has been lost, the spotting process will start over as well as the blind spot.
Spotting Example +
Turn X
4 planes, HP = Handley Page bomber, 1, 2 and 3 = German scouts.
After movement…
1 is at close range and right behind and has the bomber in it’s firing arc.
2 is at close range but to the left of the HP flying parallel, does not have the bomber in it’s gunsights.
3 is just beyond long range but closing in.
HP attempts to spot 1 drawing a 0 and succeeds. Place the ‘Eye1’ counter on the HP and a ‘Spotlight1’ counter on 1.
1 attempts but draws a 5 pilot wound and does not spot the bomber.
HP attempts to spot 2 drawing a 2 and spots 2. Place the ‘Eye2’ on the HP and the ‘Spotlight2’ on 2.
2 attempts and draws a 0 gun jam and does not spot the bomber.
3 is out of range so no attempt at spotting.
Photo after moving and spotting.
Even though 1 would normally be in the HP’s blind spot, the HP gets to shoot at 1 as this is first firing immediately after spotting. The HP draws a 2 damage on 1. As the HP fired, place a ‘Spotlight ALL’ counter on it. As 1 and 2 are at close range and the HP fired, place an ‘Eye3’ on 1 and 2 and ‘Spotlight’ 3 on the HP.
At this point 1, 2 and 3 see the HP. The HP sees 1 and 2.
PHOTO after shooting
Turn X +1
The HP moves forward. 1 moves forward staying behind the HP at close range. 2 side slips left and is now at long range, still parallel to the HP. Remove 2’s ‘Spotlight2’ and the Gotha removes it’s ‘Eye2’.
3 closes in a bit and gets into long range with the HP in it’s arc.
Photo after moving and spotting.
The HP now cannot fire at 1 as it is in the blind spot. The HP does not see 2 and 3 as both are at long range and do not have ‘SpotlightALL’ counters on them. 2 removes it’s ‘Spotlight2’ and the HP removes it’s ‘Eye2’. 1 fires drawing 2 cards. 3 fires drawing 1 card. Both 1 and 3 place “SpotlightALL’ counters on them as they have fired. After all firing is done, the HP removes it’s ‘SpotlightALL’ counter as it did not fire this phase. 3 does not get an ‘Eye’ counter as it is at long range.
At this point the HP sees 1 and 3, 2 and 3 do not see the HP while the HP does not see 2.
PHOTO after shooting
Turn X +2
The HP stalls. 1 goes straight and overlaps the rear of the HP base. 2 turns right and gets to close range. Spotting attempt by the HP at 2 draws a 2 fire and it fails to spot 2. 2 draws a 0 and spots the HP, placing an ‘Eye3’ on 2. 3 stalls and stays at long range.
Photo after moving
1 cannot fire as it is overlapping. (If using altitude, the HP may be able to fire at 1. If using the optional collision rules there is a possible collision as the front corners of 1’s base are overlapping the HP’s base.) 2 fires with 1 card on the HP. The HP fires on 3 long range drawing 1 card. 3 cannot fire as it is at long range and had lost visual contact when the HP did not fire last firing phase.
After all firing is done, 1 and 3 removes their ‘SpotlightALL’ counters as they did not fire. The HP and 2 get ‘SpotlightALL’ counters. The HP also gets an ‘Eye4’ and 2 a ’Spotlight4’.
At this point the HP sees 1 and 2. 1, 2 and 3 see the HP.
Photo after shooting.
Night Rules Summary (I'm repeating myself here)
Planes must be within close range to attempt to acquire visual contact on planes that have not fired previously. (i.e. no SpotlightALL) If spotting attempts are successful, place ‘Eye#’ and corresponding ’Spotlight#’ counters on the planes involved before the shooting phase.
Planes within close range will keep their corresponding ‘Eye’ and ‘Spotlight’ counters even if neither has a ‘SpotlightALL’ counter on it. As long as you keep in close range of a spotted plane you will maintain visual contact.
Before the firing phase, a plane with any ‘Spotlight#’ but no ‘SpotlightALL’ counters, that has moved out of close range, removes any ‘Spotlight#’ counters on it and corresponding ‘Eye#’ counters.
At the end of the shooting phase in which a plane shoots it receives a “SpotlightALL’ counter and any other planes within close range receive the ‘Eye’ while this shooting plane gets corresponding ‘Spotlight’ counters. (if it doesn’t already have them)
Any plane with a ‘SpotlightALL’ counter will remove it at the end of a shooting phase if it did not fire.
Planes on fire always have a ‘SpotlightALL’ counter on it. (regardless of altitude difference)
Planes cannot fire on a plane that does not have a ‘SpotlightALL’ or ‘Spotlight” counter that it does not have a corresponding ‘Eye#’ counter for.
Visual contact rules ignore differences in altitude of 1 level. Spotting is always measured in the normal half and full measure stick distances. Planes that are 2 or more levels apart cannot attempt to spot but will see planes with “SpotlightALL’ counters on them.
Here are the spotting markers you'll need. For this game you'll need to have four each of the Eyes 1-5 and their Spotlights 1-5, and 5 Spotlight 'ALL' markers. There are many more than you need but I am running a larger night battle at an upcoming show so put them all on one page. Maybe they'll come in handy for others.
Optional rules
Collisions
Collisions at night can happen at a higher rate as visibility is restricted. Collisions between at least one unspotted plane and any other plane will happen when there is a peg / base overlap as usual, but also when 2 corners of a base on one of the planes involved overlaps the other’s base. It’s important to know where the enemy and friendly planes are to lessen the chances of a collision.
Spotting for friendly planes must be done as well as enemy. Do this for both sides.
Blinded by Muzzle Flash
If a firing plane is not fitted with guns that are shielded from the firer, (i.e., comic, Lewis on upper wing...) it will lose visual contact if you fire and the enemy target plane did not fire in the same phase. ( i.e., if you fire and there is no shooting at all by the targeted enemy plane, you will have to remove your 'Eye#' and reacquire visual contact.)
Bright Moon Light
If your mission is under a bright moon and clear skies it will be easier to keep your eye on the planes around you once you have spotted them. (you can roll randomly for it or set the Moon phase and weather as you see fit.)
Spotting is now attempted at long range instead of close.
Visual contact is maintained out to long range instead of close range even if no firing is witnessed.
Crash Modifier:
For this mission - and any other in the dark:
Crashing a cumulative -1
Suggestion… I strongly suggest you fly 4-5 turns trying out the night rules before you fly the mission as a spotting exercise. Place 2-3 planes in close range with another 2 at or just beyond long range and closing in. Reading it sounds more difficult that it is. Ok, I have playtested the bejesus out of this so I think they are not difficult, but I have a lot of practice.
I also suggest if you use altitude have the bombers fly across 4 matts as it will be more difficult to get a shot at them.
I have read lots of comments about the lack of night rules and decided to give a shot at it. I think what I've come up with works out quite nicely. I hope you folks enjoy it.
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