Joining Instructions:
If you are thinking of joining in this OTT DYM campaign then please read through this sticky thread and the OTT Daring Young Men Campaign 1916 in the main OTT sub-forum. Games can take several hours to play, as can the AAR to produce and they can involve a lot of models as well as a lot of photographs. Gold or silver membership is required to allow for retention of images.
If you have the inventory, required membership, agree with the rules and, as importantly, can commit the kind of time required over the next 12 months then:
PM Dave (flash) which side you wish to fly for and produce a list of pilot/crew names you have prepared.
You will need 6 starting scout pilots (P) & 2 complete tandem crews (P2 & O) to start.
You will also need to nominate the name of the pilot you wish to fly, and the names of two other pilots from your roster who will be regarded as rookies so they may be marked accordingly.
Dave will provide a roster of opposition pilots all of which are linked through this thread.
General Rules:
This is not a historical recreation of the WW1 air war - it is a game, played along general historical lines.
There will be at least two squadrons, a British and a German on the Western Front, 'The British Bulldogs', 52 Sqn RFC, and 'The Kaisers Eagles', that becomes Jasta 24 but we have opened it up for players to be whatever nationality Bulldog, or, Eagle they wish on whichever front against their local opposition.
Players will enlist in their chosen side naming their pilots and crews and using aeroplanes from their collection. Each pilot will be given a roster of opposition pilots to fly against and feature in their stories, unless they opt out.
The start of the Campaign is January 1916, the intent is to run to March 1916 with four scenarios per campaign month so a collection of early war types will be helpful. This will result in 12 months of gaming.
Each month a mission scenario is posted by one of the players, prefix BRF. Players use their pilots to complete the mission, sometimes with & always against AI pilots, using whatever aircraft they like that were possibly available by that date (see post #6). They then write an AAR with photos and post it in the sub-forum with the prefix AAR.
All that is asked is that you play the scenario set; within the rules & write the AAR using the title & date of the scenario (makes it easier to compile the collection).The reports should be written with "WW1 flavour" so that the story of your squadron members grows as the missions pile up over time and the scenarios should be played with sincerity, an eye for drama and fluff !
Please do not to use the image method for your BRF or AAR's, they can be hard to read, they create more work to transfer and if we get hacked again, or you delete them for any reason, the scenario will be lost & nothing is left for posterity.
Wings of Glory rules will apply along with some OTT Campaign house rules (below), Richard Bradleys Advanced 'solo' charts developed by Blackronin will be used for AI aircraft. (Those feeling the need may use the 2nd Gen charts, or, the universal diceless system if they wish, or even Dave's D8 AI solo charts...) Solo Charts here in files
If you fail to post for three consecutive months it is presumed you have withdrawn from the campaign unless you advise otherwise and your roster will be hidden. Your pilots & stats will be left untouched in case you return but your opposition pilots may be used to replace the fallen for other players.
The idea is to have fun & tell your new mates about it in tales of your pilots derring-do and images. The campaign rules are the baseline arrived at following a number of lengthy campaigns, experience tells that we will all do it slightly differently but at least we'll all start in the same place, use the same ace abilities, roll on the same result tables.
The OTT House Rules:
For this campaign you will use only one pilot unless he's killed or otherwise incapacitated and for the first three weeks he will be considered a rookie with the usual restrictions that brings (See below). Your pilot and some others on your roster will be given an inherent ace skill that can be used once per game & will be the first ace skill they achieve. (there are a couple of skills that are de facto full skills, you don't gain a second skill for achieving ace) These skills will be randomly assigned by Uncle from the OTT Ace Skills below. For the purposes of the campaign in this time frame your pilots may fly as a scout or tandem pilot/crew member.
If your chosen man is 'hors de combat' then you'll fly the mission as another pilot on the roster of similar experience until your chap is fit for duty... or as the replacement if he's out a long time or KIA.
Rookie Pilot:
A rookie pilot cannot fire the forward machine guns immediately after executing a steep manoeuvre, an Immelmann turn or a split S or climb.
He is slow to un-jam the MG, take four jammed counters instead of three, or, five if he is wounded.
When a rookie pilot fires the forward machine gun all the damage he causes is resolved after the simultaneous fire of all the non-rookie crewmen. If the rookie pilot is incapacitated he does not get to return fire (unless he is incapacitated by another rookie)
A rookie pilot does not suffer additional penalties the first time he is wounded; if the optional tailing rule is in use he cannot tail.
Rookie Observer:
A rookie observer un-jams a rear machine gun slower - take four jam tokens instead of three.
When a rookie observer fires the rear machine gun all the damage he causes is resolved after the simultaneous fire of all the non-rookie crewmen. If the rookie observer is incapacitated he does not get to return fire (unless he is incapacitated by another rookie)
Pilot management: We use the OTT spreadsheet for personnel and opponents. Click on: Entente or Central Powers
Dave (flash) will be the only gamer allowed to make entries/changes - any issues PM him !
Pilot usage:
It is usual, unless stated otherwise in the scenario, that you only fly as one of your pilots in a mission, everything else is handled by the AI. Of course, you may need to take over another pilot if yours is downed during a mission (that happens to me a lot !), or, to handle something specific for a few moves like bombing that the AI can't always cope with.
The reason is mostly to represent the lack of comms in the air & to counter the God like overview a player has of a battle field.
You will have enemy pilots assigned to you (found lower down your sides roster) that you can assign to enemy aircraft as you wish - but - please use scouts for scouts and crews for the two-seater's - as their medals/awards are tallied differently. If you think you don't have enough pilots/crew PM flash and more will be assigned.
At the end of a game you work out the tally for all the pilots, both yours and your enemy, & flash will check the result before adding it to the roster.
Butchers Tally: All will use the Butchers Tally format for all pilots involved at the end of your AAR (regardless of photos) in this format:
Pilots rank & name / what happened to them & where / injuries / Victories
eg: Lt Stan Deasey / SD-ET / WIA / 1 Kill (ie Lt Stan Deasey, shot down in enemy territory, wounded in action, 1 kill)
No more info is required - no job title, no medals, no damage count
RTB- Returned to base
SD - Shot down
EXP - Shot down Boom card
COL - Downed by Collision
FLM - Shot down flamer
WIA - Wounded
KIA - Killed
FT - Friendly Territory
ET - Enemy Territory
NML - No Mans Land
BEL - Behind Enemy Lines
SEA - Sea, or, other water landing. (well someone's bound to !)
Failure to do so will result in your being cursed roundly.
All tallies will be checked & kills confirmed on the roster by my alter ego "Uncle" or "Onkel" or "Oncle" or "Oom" or "Zio" depending which side you are on !
Victories: There will be no shared kills in OTT campaigns. (If in doubt who got the kill, ie two or more aircraft could have finished the target aircraft in the same phase then the nearest aircraft is adjudged to have fired first & gets the kill).
This also applies to two-seater crew. Only the shooter is credited. Whilst not historically accurate their actual kill count will be !
Ace Abilities: We use the amended Ace Abilities as shown in the post below. An inherent, one use, ace skill will be given randomly to some of your roster, that is the first ace skill they'll achieve. Further ace abilities will be earned with victories. Fifth time's a charm !
Explosion Card: Explosion cards are expected to be played. The pilots and crews survival, or not, will be determined by rolling dice using the Resolution Crashes/Wounds table in post 2 of this thread !
The Critical Hits Deck (available in the files section) may be used for 'colour'.
AI Special Damage: Unlike it's stated in RB's rules in OTT all special damage for the AI applies - if it suffers rudder damage then either turn it the other way or sub in a straight or other card ie do whatever is best for that aircraft at that time. Same with engine damage - just sub one move with a stall; same with fire, do whatever you think is best for the AI machine. Be the I in AI !
Morale:
All aircraft will actively engage until they are:
a. Within 3 of destruction, or,
b. Within 5 of destruction if on fire, or,
c. The pilot’s wounded on A deck 5 or B deck 3 (includes those with strong constitution) or,
d. The engine is damaged,
They will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !
If possible leave the board at the nearest friendly edge but in dire circumstances they may just need to escape the battle area so any edge will do (unless stated otherwise in BRF) - they could also dive/over dive out of combat, of course, and head for friendly territory but they should still react to enemy aircraft actions - not fly dumb without any reaction to being shot up. Be the I in AI & do what is best in the situation given.
Wounded pilots: Wounded pilots bugging out - Rather than they just go we use the damage number to dictate the result ie the severity of the wound. So on a Wounded Pilot A deck hit of 5 or B deck hit of 3 the pilots head for home but on a Wounded Pilot A deck 3 or B deck 1 they will stay in the fight. This means your pilots may fight on in spite of a wound, or, equally, may push off home. The cards will decide.
Two pilot wounds – if your pilot receives a second wound, he is not immediately killed. He is, however, shot down and the appropriate post game results applied to combat die rolls ie 2WIA (+ appropriate EXP/FLM/SD)
Collisions: If models are at the same level and a base cannot be placed because it overlaps central peg of the other aircraft a collision occurs: 1 C damage card to each aircraft involved. NB: Other than the Explosion card Special Damage is ignored.
Option: Those who wish to use the resolve collision cards may do so.
Altitude: Scenario will be written without altitude in mind - those who wish to play with altitude may add that dimension to their game if they to wish using whatever altitude rules they prefer.
2nd AAR: if you post a second (or more) AAR from the same scenario your pilots are still at risk and any results from enemy action stand but any kills you score are counted as probables i.e. Unconfirmed kills. So make sure the first one you post is the one you want counted.
Optional Rules:
Lewis Gun Restrictions: Lewis guns had 47 round drum mags until Nov 1916 when the 97 Round drum mag was introduced to all squadrons. RoF is 500-600 Rpm; or 8-10 Rps - that's 5-6 sec of ammo in a 47 drum; 10-12 sec in a 97 drum. In the game that's 3 rounds of shooting for the 47 drum, 6 for the 97 before you have to reload. (At close range that's 6 or 12 cards of damage with +1s where appropriate)
For those with a fixed over-wing weapon eg N.11, N.16, it takes 3 moves (1 GT) to reload the Lewis Gun - as that entails a pilot standing up in the cockpit to replace the drum it may only fly straights whilst this is done.
For cockpit mounted weapons, or, over-wing models with Foster mounts (eg RFC N.17, SE5s) it takes 3 moves (1 GT) to reload the Lewis Gun but they are only restricted to non steep moves to do so.
Parabellum MG14 Restriction:
Parabelllum MG had 200 round drum mags, RoF is 700rpm, or, 11.6 rps - that's (very roughly) 18 sec of ammo per drum. In the game that's 9 phases of shooting per drum before you have to reload. (At close range that's 18 cards of damage with +1s where appropriate, or, nearly half a B deck !
Rudder Jams: – Play the Rudder Jam damage as normal, ie no move in that direction for 1 game turn, then remove one L or R turn as appropriate from the manoeuvre deck for the rest of the game (and a one appropriate sharp turn if aircraft has one); damage is cumulative. This is a house rule but it adds a permanence to the damage and is representing reduced rudder efficiency.
Clarification: Sideslips are not counted as turns for removal in this rule; Only 1 turn card removed per damage unless the aircraft has an appropriate sharp turn then it is 2 turn cards, one long, one sharp.
Wounded Pilot: In addition to the usual rules a pilot taking a wound will, in his whole next turn, fly the same manoeuvre that he was flying when he took the hit (eg if he was turning left he will play 3 left turns) and will be unable to shoot.
He will begin the next turn with a straight and again will not be able to shoot but after that card he can play whatever card he likes & shoot as current restrictions allow. If he was wounded whilst playing a card that would make an illegal move when played three at a time then it is considered he has spun away from the battle out of control & come to in time to save his aircraft & get home. This is a house rule, it reflects the impact of taking a wound & getting it back together.
Wounded Observer: option for obs/recon/bomb missions:
a. You knock him down for the remainder of the turn he is hit in.
b. He stays down the whole next turn.
c. He returns to action at the beginning of the next turn with these penalties applied:
ie 4 move gun jam, can only fire at short range & not after steep moves, Split S, Immelmann, climb cards.
d. A second hit and observer is incapacitated for the rest of the game.
Gun Jams: Optional rule for twin mounted guns.
At any range one gun is jammed on any gun jam card except a 0 Red GJ or a 0 Green GJ in which case BOTH guns are jammed.
Both guns are jammed if two gun jam cards are received in a single phase.
After each manoeuvre a player can decide to clear the jammed gun, or, fire the remaining gun.
If they choose to clear, they discard a jam token; if they choose to fire they use the B deck.
It is allowed to stop clearing a gun to fire with the other weapon in any phase, but the jammed counters are immediately restored to three.
If both weapons are jammed, they are cleared at the same time after three consecutive manoeuvres. No separate account of clearing each weapon is necessary.
Altitude for AI: Should you want to play a scenario using official altitude rules then this simple mechanic can be employed for the AI pilots (by you playing the I) to get them on terms with their adversary. :
AI pilots can react to the upward or downward movement of another aircraft by using the next straight it draws to substitute a dive card, or, the next straight or steep drawn to substitute a climb card; unless they have engine damage, in which case only straights may be converted into climb cards. The AI can climb until they're an altitude level above its target if so wished to gain advantage.
Bomb Loads: Option for bombing missions being trialed rather than using cards, ensure your target has a sensible value given.
Machine ------------------- Payload Kg / lb -------------------- Damage full load / half load
RAF BE2 - 100 / 224 ---------------------------------------------------- 11pts / 5pts
RAF FE2b - 235 / 517 ----------------------------------------------------26pts / 13pts
Sopwith 1½ Strutter (Two Seat) - 60 / 130 --------------------------- 6pts / 3pts
Sopwith 1½ Strutter (Single Seat) - 120 /260 ----------------------- 13pts / 6pts
Albatros C.III - 90 / 200 ----------------------------------------------- 10pts / 5pts
Rumpler C.I - 100 / 220 ----------------------------------------------- 11pts / 5pts
LFG Roland C.II - 50 / 110 ---------------------------------------------- 6pts / 3pts
Voisin III 150 / 330 ----------------------------------------------------- 16pts / 8pts
Near Miss is counted as half the damage rounded down.
How To Bomb !
Not an option:
Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:
Pilots name / what happened to them & where / injuries / Victories or not
eg: Lt Stan Deasey / SD ET / WIA / 0 Kills
Use this to help calculate what happens to them & write it out eg:
Crash: Rolled 9 -1SD -1WIA = 7 Injured - Skip 1D3 Scenarios. Rolled 3 = Skip 2
E&E: Rolled 12 -1BEL -1WIA -1WIC = 9 Didn't even see me! Total Skips 2
Doing this will help me out greatly as the calculation can be quickly checked and corrected if required
RTB- Returned to base
FRTB - Forced return to base
SD - Shot down
EXP - Shot down Boom card
COL - Downed by Collision
FLM - Shot down flamer
WIA - Wounded in Action (ie shot)
WIC - Wounded in Crash
KIA - Killed
FT - Friendly Territory
ET - Enemy Territory
NML - No Mans Land
BEL - Behind Enemy Lines
SEA - Sea, or, other water landing. (well someone's bound to !)
Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed
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