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Thread: Jameson IV--Galland's Spitfire Squadron

  1. #1

    Setarius's Avatar May you forever fly in blue skies
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    Dale
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    Cool Jameson IV--Galland's Spitfire Squadron

    During the Second World War the Germans launched massive aerial attacks on Great Britain. The Spitfire and Hurricane pilots put up a very spirited resistance.
    At one point in the campaign Luftwaffe Reichmarshall Herman Goring was reported to be chastising some of his squadron commanders. It was also reported that he asked what he could do to help them defeat the British in the air. To which, Adolph Gallant is reported to have said, "Give us a squadron of Spitfires!"

    This is a what if scenario.

    Plans are laid out that a group of 20 Germans who could fluently speak English, Polish, French, and Belgian are to make it to England and steal 10 Supermarine Spitfire MK.I and safely fly them to a base in France. 10 of these men are to be pilots and the other 10 are to be soldiers/mechanics. In groups of 4 they are to steal 2 planes each from 5 different bases. After the planes are airborne the remaining German is supposed to make his way back to the coast to be transported back to France.

    The action for this mission takes place at RAF Station Digby, England.

    Planes needed:
    Britain
    4--Supermarine Spitfire (airborne)
    2--Supermarine Spitfire (on ground)

    German
    3--Messerschmitt BF109--3

    Layout 3 maps or use an area equivalent to 3 maps.

    Starting position
    2 Spitfires on ground in either left or right corner of western most map.
    4 Spitfire in air no further east than the halfway point of playing area.
    3 Messerschmitt BF109--3 on eastern most edge of playing area.

    The airborne Spitfires may either be set up as a group of 4 or 2 groups of 2, players choice.

    Altitude rules can be used, if not the Germans start at 4 pegs and the British start at 4 pegs.
    The grounded planes follow standard take off and landing rules.
    The grounded planes will roll at the end of each turn to see if their engine starts. Roll 2D6 per plane and on the first turn if a 6 comes up on either dice the engine starts and the plane can start take off procedures. On th next turn roll a 5 or 6, next turn 4-6, next turn 3-6. Any turn after that it will be considered they are found out and stopped and the pilots and associates become POWs. At any point you roll snake eyes or a pair of 1s, before takeoff, the pilot is captured.

    If either or both planes become airborne they have the option of joining the fight or flying off the east edge of the map.
    The British cannot fire on the "stolen" Spitfires until they get fired upon by that plane.

    Victory conditions
    Germany
    Steal 2 Spitfires 6pts/plane
    Shoot down enemy 4pts/plane

    Britain
    Shoot down enemy 4pts/plane
    Stop planes from being "stolen" 5pts/plane


    AAR is available for viewing.

  2. #2

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    Apologies Dale took the liberty of moving this from Fire in the Skies to Mission Discussions.

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

  3. #3

    Setarius's Avatar May you forever fly in blue skies
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    Name
    Dale
    Location
    Kentucky
    Sorties Flown
    1,685
    Join Date
    Sep 2009

    Default

    Thanks Neil, I realized it should have been here after I posted it.

  4. #4

    Default

    Quote Originally Posted by Setarius View Post
    During the Second World War the Germans launched massive aerial attacks on Great Britain. The Spitfire and Hurricane pilots put up a very spirited resistance.
    At one point in the campaign Luftwaffe Reichmarshall Herman Goring was reported to be chastising some of his squadron commanders. It was also reported that he asked what he could do to help them defeat the British in the air. To which, Adolph Gallant is reported to have said, "Give us a squadron of Spitfires!"

    This is a what if scenario.

    Plans are laid out that a group of 20 Germans who could fluently speak English, Polish, French, and Belgian are to make it to England and steal 10 Supermarine Spitfire MK.I and safely fly them to a base in France. 10 of these men are to be pilots and the other 10 are to be soldiers/mechanics. In groups of 4 they are to steal 2 planes each from 5 different bases. After the planes are airborne the remaining German is supposed to make his way back to the coast to be transported back to France.

    The action for this mission takes place at RAF Station Digby, England.

    Planes needed:
    Britain
    4--Supermarine Spitfire (airborne)
    2--Supermarine Spitfire (on ground)

    German
    3--Messerschmitt BF109--3

    Layout 3 maps or use an area equivalent to 3 maps.

    Starting position
    2 Spitfires on ground in either left or right corner of western most map.
    4 Spitfire in air no further east than the halfway point of playing area.
    3 Messerschmitt BF109--3 on eastern most edge of playing area.

    The airborne Spitfires may either be set up as a group of 4 or 2 groups of 2, players choice.

    Altitude rules can be used, if not the Germans start at 4 pegs and the British start at 4 pegs.
    The grounded planes follow standard take off and landing rules.
    The grounded planes will roll at the end of each turn to see if their engine starts. Roll 2D6 per plane and on the first turn if a 6 comes up on either dice the engine starts and the plane can start take off procedures. On th next turn roll a 5 or 6, next turn 4-6, next turn 3-6. Any turn after that it will be considered they are found out and stopped and the pilots and associates become POWs. At any point you roll snake eyes or a pair of 1s, before takeoff, the pilot is captured.

    If either or both planes become airborne they have the option of joining the fight or flying off the east edge of the map.
    The British cannot fire on the "stolen" Spitfires until they get fired upon by that plane.

    Victory conditions
    Germany
    Steal 2 Spitfires 6pts/plane
    Shoot down enemy 4pts/plane

    Britain
    Shoot down enemy 4pts/plane
    Stop planes from being "stolen" 5pts/plane


    AAR is available for viewing.
    That is a nice scenario design. I can't get the AAR link to work.



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