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Thread: FLYING IN THE MUD; TRENCH & ARTILLERY BUSTING!

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    Default FLYING IN THE MUD; TRENCH & ARTILLERY BUSTING!

    FLYING IN THE MUD; TRENCH & ARTILLERY BUSTING!
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    It's March/April 1918, the German "Spring Offensive" or Kaiserschlacht (Kaiser's Battle), also known as the Ludendorff Offensive was a series of German Attacks along the Western Front. There were Four German Offensives codenamed Michael, Georgette, Gneisenau, and Blücher-Yorck.
    Georgette- Michael had drawn British forces to defend Amiens, leaving the rail route through Hazebrouck and the approaches to the Channel ports of Calais, Boulogne and Dunkirk vulnerable. German success here could choke the British into defeat.

    The attack started on 9 April after a Feuerwalze. The main attack was made on the open and flat sector defended by the Portuguese Expeditionary Corps. After an entire year spent in the trenches, the Portuguese were tired and had suffered heavy losses. They were being replaced in the front line by fresh British divisions, an operation that was planned to be completed on 9 April, the same day as the Germans attacked the sector. The process of relief in place was poorly organized by the British First Army's command, and the Portuguese 1st Division had been withdrawn to the rear on 6 April, leaving the Portuguese 2nd Division to defend the entire sector alone. They were left with an extensive 7 mi (11 km) front, without natural obstacles which might benefit the defence.
    In a combined arms offensive by the Germans, Artillery bombardment of the lines as well as ground strafing attacks along the trenches and rear areas further delay any reinforcements to the lines.


    The Germans are attacking with a number of two seat aircraft, two Hanover CL.IIIa's, one Halberstadt CL.II, for the trench attacks and a pair of Roland C.II's and Rumpler C.IV's for low level bombing of rear area targets such as the Artillery and command posts. Accompanying these are a number of single seat scout/fighters, such as the Pfalz D.III & D.IIIa, and Albatros D.III & D.Va. whose primary role is attacking ground targets and protecting the Two seat aircraft.

    The British can only spare a flight of fighters Comprising of a pair of Sopwith Snipes and several Sopwith Camels to try and counter the German Air attacks. Accompanying the fighters are some Bristol F2B's to attempt to strafe and bomb the German trenchlines.

    The French however, are able to send up Three Breguet 14 Reconnaissance and bomber aircraft And a Salmson 2 to try and take out the German Artillery, along with some Spad XIII's as escorts.

    The British mission is to attempt to gain some measure of air superiority against the Germans. The British fighters primary role is to shoot down any German aircraft attacking the trench lines and rear areas. The Bristols are there to try and either stall or stop the German advance in two parts. 1)Primary objective is to take out the German Artillery positions. 2) Secondary objective once all bombs have been expended, is to strafe the German Trench lines.

    The French mission is to bomb the German Artillery positions and destroy them. If the Recon/Bombers still have any bombs remaining then they are to bomb the German Trench lines targeting HQ & MG positions.


    The Map set up:
    Three of the Wings of Glory game mats will be required for this scenario. The "Center" Mat is the "Noman's Land", while any of the other mat types can be used; Countryside x2 with one on either end of the Nomans land. Or One Countryside and one City.
    On one end of each of the outer game mats at 1/2 range ruler in place all of the aircraft from both factions. On the Triple Entente side, place the British on the left side (as you are facing into the game area) and place the French on the Right side (if more space is required, then start all aircraft so that the front edge of the aircraft bases is at one full range ruler in.).
    On the opposite side of the game area, place all of the Central Powers aircraft so that the front edge of the aircraft bases are up to one full range ruler in from their edge of the game area.

    On each side of the No mans land mat, place up to 6 "B" AA MG cards, and up to 4 "A" AA MG cards. Space them so that there is at least 1/2 range ruler distance between each of the center of the cards, and face them so that their "Cone of Fire" faces inward to the center of Nomans land. (More of each type of Cards may be used if you wish but do not place more than 12 total for each.). Infantry cards are destroyed when they take damage equalling or exceeding their damage value (5) and count towards Victory Conditions. Each card has a Victory point value of 5. As the cards are destroyed, remove them from the game mat and give them to the opposing player. Opposing player then places them anywhere on their side off of the game area to be counted at the end of the game.
    Artillery target cards ("C") are placed at one range ruler distance behind the no mans land on each side. Place six Artillery target cards on the Central Powers side and four Artillery target cards on the Triple Entente side. Space them out evenly. The Artillery Cards do not fire on the Aircraft, that is not their primary mission. Artillery cards are destroyed when they take damage equalling or exceeding their damage value (5) and count towards Victory Conditions. Each card has a Victory point value of 10. As the cards are destroyed, remove them from the game mat and give them to the opposing player. Opposing player then places them anywhere on their side off of the game area to be counted at the end of the game.

    HQ target cards are the "Trench" cards that have the 'rifle' icon in the lower right corner but do not have a "Damage" letter (A or B) Place a number of these equalling half of the total number of "AA MG" cards at 1/2 ruler distance from the other cards. Also place a Faction marker on the cards to identify the HQ position. And place them in between and amongst the 'AA MG' cards. Place one "Trench" card next to each of the Artillery cards. Both "Trench" cards and Artillery cards attack as infantry fire rules for firing from the trench. The HQ cards have the same attack value as normal trench cards and attack according to the 'Trench fire' rules in the Rulebook. HQ's that take damage cards equalling their damage value are destroyed and count towards victory conditions. Each card has a Victory point value of 10.
    Infantry and HQ cards take only the numeric value of damage with certain exceptions. If a "Pilot", or "Explosion" special damage cards are drawn, then that position is destroyed completely, and removed from the game mat and given to the opponent. I the "fire" special damage card is drawn, then that position takes fire damage just as if it was an airplane.

    Infantry firing at Aircraft: Normal rules according to the the Wings of Glory Rule book regarding "trenches" on pg. 31. Altitude range rules apply.
    Aircraft and victory points: Victory points for aircraft shot down equal the total amount of damage that the aircraft takes for the opposing side. Aircraft that are damaged but still flying, are only counted for the flying side. Points equal the total aircraft damage points less any damage.
    Last edited by Captain Knowitall; 05-21-2018 at 16:23.

  2. #2

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    Nice picture, Daniel. Do you have an A.A.R. giviing some ideas on how this scenario works out in practice, please?

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    That's going to be some busy airspace that's for sure.

    "He is wise who watches"

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    Quote Originally Posted by flash View Post
    That's going to be some busy airspace that's for sure.
    And it was!!!

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    Quote Originally Posted by Naharaht View Post
    Nice picture, Daniel. Do you have an A.A.R. giviing some ideas on how this scenario works out in practice, please?
    I will, and I will post that in the AAR section.



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