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Thread: OTT Daring Young Men Campaign 1916

  1. #1

    Talking OTT Daring Young Men Campaign 1916

    We are closing fast on the end of the OTT The Bitter End Campaign so for those interested we will be starting a new early war campaign, that has the working title of OTT - Daring Young Men Campaign, which will commence on January 1st 2016.
    I'm happy to provide the full admin for those that play and will be preparing documents/threads to assist us with that.

    For this early period if some people want to stretch the storyline of the Bulldogs further then we have no objection to there being French or Belgian Bulldogs, or, Italian or Naval ones, come to that, and even A-H Eagles !

    For the info of all Players:
    There will be four games to each campaign month eg 5th, 10th, 15th, 25th January but we will still only play 1 game a month.
    This means that for the first 3 months of the period we will get 12 months of gaming, we also get longer use of some of the kit. This also affects injury times for pilots and crew.

    As usual, all those that play are expected to provide a scenario (or two) at some point.

    Please check the Daring Young Men rules sticky (now under construction), particularly you old campaigners as some changes will be made to the Crash and E&E results.
    Last edited by flash; 12-29-2018 at 02:25.

    "He is wise who watches"

  2. #2

    Default Here are some of the ideas for this campaign:

    Before I fully commit to the rules sticky here are some of the ideas rolling about my head - any vehement objections should be discussed here.

    4 Missions per campaign month - 12 in total = 1 years gaming.

    Start as rookie pilots for first three weeks - part of your flight will be experienced chaps (no kills) part rookies.

    Fly as just one pilot until unavailable through death or injury - lets see who makes it to three weeks !

    Ace skill - start with a 'one use' inherent ace skill - randomly picked by Uncle/Onkel for your pilots. This is the skill they master when they become aces proper.

    Ace skills - adopt WoG version with some tweaks.

    Re-nag of saves:

    There will no longer be a +3RTB save but a +1 RTB - this means you have a chance of losing a wounded pilot on snake eyes.

    Do away with Ace save advantage ? yes/no adjust/delete ? Maybe just for flying skills.

    Medals for Brits adjusted - MC for 2 kills and 5 missions.

    Recording changes to roster - E=EXP; F(E; W; F; D) = FRTB (Eng;WIA;Fire;Dam)
    Last edited by flash; 11-14-2018 at 03:37.

    "He is wise who watches"

  3. #3

    Default Ace Skills:

    Here are the WoG skills under consideration - some are familiar, of course, some not so.
    I'm happy to play with either set so if the majority object or we cannot reach a consensus then we will revert to the old OTT versions.
    If there are any regarded as too gamey or you want dropped then we can discuss - I have a thought that the Tailing ones might be hard to use in solo games. Any way - thoughts please ?

    Manoeuvre Abilities: (Pilots Only)

    Acrobatic Pilot: (Same OTT)
    This pilot may perform a non-straight manoeuvre after an Immelmann, or, a Split-S.
    When you use this skill take five recovery tokens.

    Daredevil: (Same OTT)
    This pilot may perform two steep manoeuvres in succession.
    When you execute the second steep manoeuvre take four recovery tokens.

    Evasion Abilities: (Pilots Only)

    Good at Escaping: (OTT Evasive Manoeuvres)
    This skill requires use of the Tailing optional rule.
    This pilot's airplane may not be tailed unless the tailing airplane's pilot is also an ace with the Good at Escaping skill

    Lucky Pilot: (OTT Lucky Git)
    This pilot may choose to ignore a single damage card during the game after drawing and seeing it.
    The ignored card is shuffled back into the deck.
    To remember that this skill has been used discard its token.

    Personal Abilities:

    Strong Constitution:
    This ace ignores the effects of the first crewman hit special damage on himself.
    If the ace takes a second wound, and he is the pilot, he is incapacitated and the aircraft is eliminated.
    If he is the observer, or, other crewman, he is incapacitated by the second wound and can no longer fire his machine gun.

    Super Ace: Not A first choice skill
    This player discards two recovery tokens from each of the ace's skills after each manoeuvre rather just one.

    Double Ace: Not A first choice skill
    When another 'once per game' skill (such as Lucky Pilot or Intuitive) is used, do not discard that skill but take seven recovery tokens instead.
    To remember this skill has been used turn the card face down.

    Intuitive:
    This skill requires the use of the Tailing optional rule.
    For the current turn, the ace can tail an airplane even if the ruler checking for tailing passes through a lateral side of the target base (but not the front), instead of the rear.
    To remember this skill has been used turn the card face down.

    Expert Trainer: Not A first choice skill
    This pilot allows another crewman within one ruler of distance to use one of his skills. The expert trainer does not take recovery counters for that skill, when used by another crewman, and can even use it himself in the same phase.
    Use once per game. To remember this skill has been used turn this card face down.

    Technical Abilities:

    Bullet Checker: (OTT Dedicated Ground Crew)
    During the first world war some pilots checked every single bullet before taking off and discarded half of them to avoid jamming problems during fights.
    When any airplane weapon with this ace on board fires ignore jamming cards with the green symbol; the weapons only jam when a card with the red symbol is drawn. (affects the whole airplane, even if the ace is incapacitated)

    Weapon Specialist:
    When un-jamming his own weapon this ace takes one phase less than usual.
    Two phases normally, three phases if wounded.

    Fire Expert:
    When receiving smoke or fire damage take two tokens instead of three.

    Combat Abilities:

    Itchy Trigger Finger: (OTT Quick Shot)
    Aces with this skill are faster to shoot than everyone else.
    When they fire all the damage they cause is resolved before the simultaneous fire of the other airplanes that do not have an ace with this skill.


    Perfect Aim: (OTT Deadly Aim)
    When firing this ace may choose to have his opponent take one extra damage point when his attack inflicts damage. A card inflicting zero damage is still considered a zero.
    You must decide to use this skill before your opponent draws the damage card. When you use this card take three recovery tokens.
    Note the bonus granted by this skill is not cumulative with the bonus granted by the Aim optional rule if that rule is in use. If the disruption optional rule is in use the bonus granted by this ability is lost when the aces airplane is hit.

    Sniper: (OTT Marksman)
    When this ace fires at an enemy airplane he tends to hit a bull's-eye. When the ace fires the player may select one of the damage cards that his opponent would have to draw.
    The sniper player (instead of his target) draws two damage cards from the appropriate deck, looks at them, then gives the one of his choice to his opponent. The other card is shuffled back into the deck.
    When you use this skill take four recovery tokens.

    Shadower:
    When tailing before showing its planned manoeuvre this pilot can replace it with an unused one for this turn mirroring the manoeuvre of the tailed airplane. He can mirror a curve with any curve in the same direction, a side slip with any side slip in the same direction, a straight or stall with any straight or stall, an Immelmann with any straight, stall, or, Immelmann. He must respect the usual restrictions on steep manoeuvres and Immelmann.
    Use once per game. To remember this skill has been used turn this card face down

    Sharp Eye:
    When this skill is used the ace can hit a plane at long range as if it were at short range giving it two cards of damage instead of one.
    This skill can be used twice in a game.

    Balloon Buster:
    When the ace fires at a balloon the target must tell the firer if at least one zero card is drawn and from which deck or decks but the target does not have to say how many 0's are taken.
    If so the firer may require the target to draw one additional damage card from the same deck as one of the 0 damage cards.Take four recovery counters. Until all are removed 0 damage cards are not declared by any balloon the ace hits.

    Nimble Gunner:
    This skill applies only to gunners of Bristol F2. Fighter and German CL (Hannover or Halberstadt) airplanes.
    The rear gun field of fire is not restricted, as drawn on the base. It includes the entire area except the forward firing cone.
    (Note - this is for non altitude games only)

    Precision Bombardier:
    This skill requires the use of the Dropping Bombs optional rule.
    When a bombing is declared, before showing planned manoeuvres, the player can say "short", "long" or nothing.
    If "short", place the card directly against the bomber base instead of using a stall or a straight to move it forward.
    If "long", after the bomb card is placed put the long side of a ruler against the front side of the bomb card and advance the bomb card by the ruler width by placing the front side on the other side of the ruler.
    You can put a second ruler on the long side of the bomb card if you want to be sure to move it straight.
    (affects the whole airplane, as long as the ace is not incapacitated)

    Perfect Bombardier:
    When a bomb card falls on a target, if the bomb card does not cover the red dot at its centre but it is within a rulers width of it, consider it as if it covers the red dot.
    Last edited by flash; 11-15-2018 at 00:23.

    "He is wise who watches"

  4. #4

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    I have no quibble with that little lot Dave.
    As for French or Belgian Bulldogs bring it on says I. It will get some of those little used models into action.

    After we already have the Italian Cano Corso. so why not Les Bouledogues, or De Buldoggen.
    Kyte.


    Speaking of which Dave, did any member of the Allies who has not got a Bulldog medal already complete every mission for this campaign?
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  5. #5

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    My 2 scheckles worth of thoughts off the top of my slap head....

    I like the +1RTB with maybe a (-) modifier relating to how much damage the returning plane has. More damage = more (-).

    Lose the ACE bonus and use the flying skills, maybe +1 for 1, +2 for 3 flying skills?

    I like the new list of ace skills.

    Wouldn't the French be Les Coqs looked after by Oncle?

  6. #6

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    I have no quibble with that little lot Dave.
    Neither have I - looks good Would the campaign begin with the first week in January 1916, or was that just an example?

    PS Looking forward to seeing the picture of "Oncle" for the French pilots and perhaps "Oom" for the Belgians.
    Last edited by mikeemagnus; 11-14-2018 at 10:41.

  7. #7

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    Quote Originally Posted by Flying Officer Kyte View Post
    ...Speaking of which Dave, did any member of the Allies who has not got a Bulldog medal already complete every mission for this campaign? Rob. [/FONT]
    I have no idea who the recipients are Rob as that's more your department, however, I would hazard a guess that, other than me, none of the current crop has one.
    Mike, Baz, & Dale completed the match this time if it helps.

    "He is wise who watches"

  8. #8

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    Quote Originally Posted by mikeemagnus View Post
    Neither have I - looks good Would the campaign begin with the first week in January 1916, or was that just an example?

    PS Looking forward to seeing the picture of "Oncle" for the French pilots and perhaps "Oom" for the Belgians.
    That'll be the start Mike - I was going to slide it along a bit but thought we'll probably get to that anyway !

    Oncle already exists ...
    Click image for larger version. 

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    Oom was a little harder
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    Last edited by flash; 11-14-2018 at 11:27.

    "He is wise who watches"

  9. #9

    Smile

    Not too keen on the Super Ace & Double Ace Skills Dave otherwise looks AOK to me.

  10. #10

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    Quote Originally Posted by mikeemagnus View Post
    Neither have I - looks good Would the campaign begin with the first week in January 1916, or was that just an example?

    PS Looking forward to seeing the picture of "Oncle" for the French pilots and perhaps "Oom" for the Belgians.
    Not if they were part of the Bulldogs as Dave suggested.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  11. #11

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    Quote Originally Posted by Teaticket View Post

    I like the +1RTB with maybe a (-) modifier relating to how much damage the returning plane has. More damage = more (-).

    Lose the ACE bonus and use the flying skills, maybe +1 for 1, +2 for 3 flying skills?

    I like the new list of ace skills.
    How about +2 RTB with a -1 for Rookies? Or stick with your suggested +1 and still ding the rookies.
    I like the idea of the flying skills modifier and somehow taking the amount of damage into account - and maybe an additional -1 for a Forced RTB?

    Speaking of FRTB ... I don't quite get what you are saying here, Dave :
    Recording changes to roster - E=EXP; F(E; W; F; D) = FRTB (Eng;WIA;Fire;Dam)
    Do you mean just a single F will be any type of FRTB? and just E instead of EXP for Explosion?

    One other thing I had been kicking around was some kind of cumulative damage removal - a squadron can only repair x-number of damage points per week, so so you might have to fly planes that are not 100% - might be too much record-keeping, but i thought I would throw it out there.

  12. #12

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    Quote Originally Posted by Stumptonian View Post
    How about +2 RTB with a -1 for Rookies? Or stick with your suggested +1 and still ding the rookies.
    I like the idea of the flying skills modifier and somehow taking the amount of damage into account - and maybe an additional -1 for a Forced RTB?

    Speaking of FRTB ... I don't quite get what you are saying here, Dave :
    Do you mean just a single F will be any type of FRTB? and just E instead of EXP for Explosion?

    One other thing I had been kicking around was some kind of cumulative damage removal - a squadron can only repair x-number of damage points per week, so so you might have to fly planes that are not 100% - might be too much record-keeping, but i thought I would throw it out there.
    The RTB bonus is for the extra help you get by landing at your home ground so won't be a negative. It's +1RTB so you can still die if wounded on a roll of snake eyes, so could represent a crash in the storyline or just being too far gone.

    FRTB will appear on the roster as FE (FRTB Engine Damage); FF (FRTB Fire Damage); FW (FRTB Wounded); FD (FRTB Damage).
    E or SE will be downed by explosion. Looking at SF as downed Flamer. S still being just shot down.
    The idea being when you look at the rosters the entries will tell more of a story of you pilots career.

    We looked at cumulative damage before & it's really not workable.
    Last edited by flash; 11-14-2018 at 23:46.

    "He is wise who watches"

  13. #13

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    Quote Originally Posted by gully_raker View Post
    Not too keen on the Super Ace & Double Ace Skills Dave otherwise looks AOK to me.
    We will have to think on the skills Baz - a lot refer to tailing which I have rarely played & never in solo missions which may be the same for most others. I can't recall anyone taking Evasive Manoeuvres in previous campaigns ?
    I may just do a thread on it to poll for the best options but in answer to the skills you quoted they will not be first choice skills so you'd need ten victories to get there.

    "He is wise who watches"

  14. #14

    Default Ace Skill Question

    All, I have updated the Ace Skill list above marking them with the nearest OTT equivalent - I'm thinking of thinning out by removing tailing skills - thoughts on that ?

    "He is wise who watches"

  15. #15

    Thumbs up

    Quote Originally Posted by flash View Post
    All, I have updated the Ace Skill list above marking them with the nearest OTT equivalent - I'm thinking of thinning out by removing tailing skills - thoughts on that ?
    Yes I agree with that Dave.
    Keep it Simple!

  16. #16

    Default

    I agree. It is hard to tail whilst on fire which as you know is my normal condition.Did you notice there is no emoticon with an aircraft on fire.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  17. #17

    Default

    I agree on losing the tailing-related skills.

    On the RTB I was suggesting making it a +2 with a rookie modifier of -1 which would net them at +1
    A Forced RTB would be another modifier of -1 (except for Wounded which already has -1)

  18. #18

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    Yep, I agree. I don't think I have ever used tailing in a solo game and it isn't something that works particularly well at any time, even though I always thought it should.

  19. #19

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    I haven't used it for an advantage and I think I remembered to use it for an AI plane only once or twice. Losing tailing would not be a loss.

  20. #20

    Smile

    Quote Originally Posted by Flying Officer Kyte View Post
    I agree. It is hard to tail whilst on fire which as you know is my normal condition.Did you notice there is no emoticon with an aircraft on fire.
    Rob.
    This one ( ) would do in a pinch Rob!

  21. #21

    Setarius's Avatar May you forever fly in blue skies
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    Default

    From what I've seen so far Dave, this is looking good.
    I agree with the other guys, get rid of the tailing and Shadower, because Shadower uses the tailing ability. As far as RTB goes I think the +1 will work just fine along with a -1 for rookies and anyone WIA.
    I do like the idea of actually playing one pilot through the whole campaign and would even suggest that if your pilot got killed or captured, you would have to "skip" a mission as your replacement pilot will take time to show up. Having said that I do mean you can still fly the next mission, just not as a specific pilot.
    While I would like to get in on this campaign, I do not have any planes that early and would have to use the cards for my stories until such time as I have the appropriate aircraft. I know it would look and feel strange doing this.

  22. #22

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    Quote Originally Posted by Setarius View Post

    While I would like to get in on this campaign, I do not have any planes that early and would have to use the cards for my stories until such time as I have the appropriate aircraft. I know it would look and feel strange doing this.
    Sorry to hear that, Dale.
    I know scraping up the older aircraft is not easy. I will be okay with several aircraft, but will have to use substitutes for others (using the correct cards, of course)

  23. #23

    Thumbs up

    Quote Originally Posted by Setarius View Post
    From what I've seen so far Dave, this is looking good.
    I agree with the other guys, get rid of the tailing and Shadower, because Shadower uses the tailing ability. As far as RTB goes I think the +1 will work just fine along with a -1 for rookies and anyone WIA.
    I do like the idea of actually playing one pilot through the whole campaign and would even suggest that if your pilot got killed or captured, you would have to "skip" a mission as your replacement pilot will take time to show up. Having said that I do mean you can still fly the next mission, just not as a specific pilot.
    While I would like to get in on this campaign, I do not have any planes that early and would have to use the cards for my stories until such time as I have the appropriate aircraft. I know it would look and feel strange doing this.
    Using the Cards will be just fine Dale.

  24. #24

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    Quote Originally Posted by Stumptonian View Post
    I agree on losing the tailing-related skills.
    On the RTB I was suggesting making it a +2 with a rookie modifier of -1 which would net them at +1
    A Forced RTB would be another modifier of -1 (except for Wounded which already has -1)
    We only roll on crash & wounds not forced retirement. The RTB bonus only comes into effect if you land home and are wounded. The bonus is to offset the wound & keep the pilot in play. It has nothing to do with the pilot's skill level. I've always thought it was overpowered & there should be a chance of losing the pilot which up to now there has not.
    Currently with a standard pilot you can roll snake eyes +3RTB -1WIA and end up with +4 result. Injured - Skip 1D6 Scenarios - Best case skip 1; worst skip 6.
    At a standard of +2RTB nothing will have changed as the lowest result would be +3 - Injured - Skip 1D6 Scenarios, and only rookies risk being KIA with your suggestion.
    At +1 RTB -1WIA you can roll snake eyes and end up with +2 result - KIA. Harsh but fair I think & a bit more for the story tellers.
    Last edited by flash; 11-16-2018 at 03:09.

    "He is wise who watches"

  25. #25

    Default New OTT Ace Skills -

    By removing tailing related skills the following would be the new OTT ace skills.

    Manoeuvre Abilities: (Pilots Only)

    Acrobatic Pilot: (Same OTT)
    This pilot may perform a non-straight manoeuvre after an Immelmann, or, a Split-S.
    When you use this skill take five recovery tokens.

    Daredevil: (Same OTT)
    This pilot may perform two steep manoeuvres in succession.
    When you execute the second steep manoeuvre take four recovery tokens.

    Evasion Abilities: (Pilots Only)

    Lucky Pilot: (OTT Lucky Git)
    This pilot may choose to ignore a single damage card during the game after drawing and seeing it.
    The ignored card is shuffled back into the deck.
    To remember that this skill has been used discard its token.

    Personal Abilities:

    Strong Constitution:
    This ace ignores the effects of the first crewman hit special damage on himself.
    If the ace takes a second wound, and he is the pilot, he is incapacitated and the aircraft is eliminated.
    If he is the observer, or, other crewman, he is incapacitated by the second wound and can no longer fire his machine gun.

    Super Ace: Not A first choice skill
    This player discards two recovery tokens from each of the ace's skills after each manoeuvre rather just one.

    Double Ace: Not A first choice skill
    When another 'once per game' skill (such as Lucky Pilot or Intuitive) is used, do not discard that skill but take seven recovery tokens instead.
    To remember this skill has been used turn the card face down.

    Expert Trainer:
    Not A first choice skill
    This pilot allows another crewman within one ruler of distance to use one of his skills. The expert trainer does not take recovery counters for that skill, when used by another crewman, and can even use it himself in the same phase.
    Use once per game. To remember this skill has been used turn this card face down.

    Technical Abilities:

    Bullet Checker: (OTT Dedicated Ground Crew)
    During the first world war some pilots checked every single bullet before taking off and discarded half of them to avoid jamming problems during fights.
    When any airplane weapon with this ace on board fires ignore jamming cards with the green symbol; the weapons only jam when a card with the red symbol is drawn. (affects the whole airplane, even if the ace is incapacitated)

    Weapon Specialist:
    When un-jamming his own weapon this ace takes one phase less than usual.
    Two phases normally, three phases if wounded.

    Fire Expert: (One for Rob !!)
    When receiving smoke or fire damage take two tokens instead of three.

    Combat Abilities:

    Itchy Trigger Finger: (OTT Quick Shot)
    Aces with this skill are faster to shoot than everyone else.
    When they fire all the damage they cause is resolved before the simultaneous fire of the other airplanes that do not have an ace with this skill.

    Perfect Aim: (OTT Deadly Aim)
    When firing this ace may choose to have his opponent take one extra damage point when his attack inflicts damage. A card inflicting zero damage is still considered a zero.
    You must decide to use this skill before your opponent draws the damage card. When you use this card take three recovery tokens.
    Note the bonus granted by this skill is not cumulative with the bonus granted by the Aim optional rule if that rule is in use. If the disruption optional rule is in use the bonus granted by this ability is lost when the aces airplane is hit.

    Sniper: (OTT Marksman)
    When this ace fires at an enemy airplane he tends to hit a bull's-eye. When the ace fires the player may select one of the damage cards that his opponent would have to draw.
    The sniper player (instead of his target) draws two damage cards from the appropriate deck, looks at them, then gives the one of his choice to his opponent. The other card is shuffled back into the deck.
    When you use this skill take four recovery tokens.

    Sharp Eye:
    When this skill is used the ace can hit a plane at long range as if it were at short range giving it two cards of damage instead of one.
    This skill can be used twice in a game.

    Balloon Buster:
    When the ace fires at a balloon the target must tell the firer if at least one zero card is drawn and from which deck or decks but the target does not have to say how many 0's are taken.
    If so the firer may require the target to draw one additional damage card from the same deck as one of the 0 damage cards.Take four recovery counters. Until all are removed 0 damage cards are not declared by any balloon the ace hits.

    Precision Bombardier:
    This skill requires the use of the Dropping Bombs optional rule.
    When a bombing is declared, before showing planned manoeuvres, the player can say "short", "long" or nothing.
    If "short", place the card directly against the bomber base instead of using a stall or a straight to move it forward.
    If "long", after the bomb card is placed put the long side of a ruler against the front side of the bomb card and advance the bomb card by the ruler width by placing the front side on the other side of the ruler.
    You can put a second ruler on the long side of the bomb card if you want to be sure to move it straight.
    (affects the whole airplane, as long as the ace is not incapacitated)

    Perfect Bombardier:
    When a bomb card falls on a target, if the bomb card does not cover the red dot at its centre but it is within a rulers width of it, consider it as if it covers the red dot.

    Adds a few more skills, gives us the recovery token framework.

    "He is wise who watches"

  26. #26

    Default

    Looks good to me Dave.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  27. #27

    Default

    Very nice. I like the new skills.

    Questions on...

    Precision Bombardier:
    This skill requires the use of the Dropping Bombs optional rule.
    When a bombing is declared, before showing planned manoeuvres, the player can say "short", "long" or nothing.
    If "short", place the card directly against the bomber base instead of using a stall or a straight to move it forward.
    If "long", after the bomb card is placed put the long side of a ruler against the front side of the bomb card and advance the bomb card by the ruler width by placing the front side on the other side of the ruler.
    You can put a second ruler on the long side of the bomb card if you want to be sure to move it straight.
    (affects the whole airplane, as long as the ace is not incapacitated)

    I'm not sure exactly what the last line in parenthesis means? Does this mean it doesn't matter who on the plane does the bomb dropping, pilot, observer or other in a multi-crew plane? Would this apply also for Perfect Bombardier?

    How does one acquire the bombardier skills? Scoring hits on targets or missions flown? Who on the plane would accumulate credit towards bombardier skills?

    Sorry to be a pain but to me it isn't clear.

  28. #28

    Default

    Looks good Dave - I'm happy with the changes PS shall be out of the office for a day or three as I'm off to Dublin with the family boys!!! Nephews stag do

  29. #29

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    Another bit of p-i-t-a.....bomb loads for early war planes?

    A quick check on Wiki finds these #s. Not sure about light bombs, a few tossed over the side?

    FE2, 235kg/517lbs.
    BE2 100kg/224lbs.
    Farman 40 light bombs?
    Caudron G4, 113kg/250lbs.
    Morane Saulnier P /BB light bombs?
    Voisin 3 150 kg/330 lbs.

  30. #30

    Setarius's Avatar May you forever fly in blue skies
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    Default

    Quote Originally Posted by Teaticket View Post
    Precision Bombardier:
    This skill requires the use of the Dropping Bombs optional rule.
    When a bombing is declared, before showing planned manoeuvres, the player can say "short", "long" or nothing.
    If "short", place the card directly against the bomber base instead of using a stall or a straight to move it forward.
    If "long", after the bomb card is placed put the long side of a ruler against the front side of the bomb card and advance the bomb card by the ruler width by placing the front side on the other side of the ruler.
    You can put a second ruler on the long side of the bomb card if you want to be sure to move it straight.
    (affects the whole airplane, as long as the ace is not incapacitated)

    I'm not sure exactly what the last line in parenthesis means? Does this mean it doesn't matter who on the plane does the bomb dropping, pilot, observer or other in a multi-crew plane? Would this apply also for Perfect Bombardier?

    How does one acquire the bombardier skills? Scoring hits on targets or missions flown? Who on the plane would accumulate credit towards bombardier skills?
    Peter,
    Like you I wasn't sure about what this meant or how it would work.
    My interpretation of this ability would be that the bombadier would be the one who would get this ability. This would mean you would have to have a designated person to drop the bombs or as we have done in OTT BEC the observer on a 2 seater was the bomb dropper.
    This probably should be a duo skill with the pilot keeping the plane on track and the bombadier dropping the load at the right time.
    My suggestion would be that the bombadier would get credit for a direct hit as well as hitting the target but not covering the dot. Once the bombadier got 5 hits he could choose this ability and if the pilot flew with the same bombadier he would also get the ability automatically.
    I know most 2 seater crews worked together so this should not be too big of a problem.
    Bombers bigger than 2 seaters a person could roll on a d6 or whatever to see if the bombadier has this ability.

    This is just my thoughts on that particular skill.

  31. #31

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    Quote Originally Posted by Stumptonian View Post
    Sorry to hear that, Dale.
    I know scraping up the older aircraft is not easy. I will be okay with several aircraft, but will have to use substitutes for others (using the correct cards, of course)
    I know a guy, if particular aircraft(s) are not available it would be no problem to make several from my collection available on loan or purchase for the duration of the campaign. . . just sayin . . . . Clipper and Co. (The elves are quite bored as of late . . . )

  32. #32

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    Quote Originally Posted by clipper1801 View Post
    I know a guy, if particular aircraft(s) are not available it would be no problem to make several from my collection available on loan or purchase for the duration of the campaign. . . just sayin . . . . Clipper and Co. (The elves are quite bored as of late . . . )
    PM sent

  33. #33

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    Quote Originally Posted by clipper1801 View Post
    I know a guy, if particular aircraft(s) are not available it would be no problem to make several from my collection available on loan or purchase for the duration of the campaign. . . just sayin . . . . Clipper and Co. (The elves are quite bored as of late . . . )
    That is a very handsome offer Dave.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  34. #34

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    So I have some interested, can someone made up a list of planes that will be used in the campaign? I will be sorting through my boxes this weekend with the elves. . . I can do all the FF & Ares birds, but I have been known to spend some time in the weeds too! Odd and exotic are my specialties . . .

  35. #35

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    Quote Originally Posted by clipper1801 View Post
    So I have some interested, can someone made up a list of planes that will be used in the campaign? I will be sorting through my boxes this weekend with the elves. . . I can do all the FF & Ares birds, but I have been known to spend some time in the weeds too! Odd and exotic are my specialties . . .
    David that's a very kind offer you've made with your collection, the list of planes to be used is in the sticky DYM at the top of this board. The plane list is quite a long way down.

    Flash I see you've started the pilot spread sheet, I'm in - flying for the Bulldogs.

    When would you like my pilot names, will sometime in December do? For the opposition I should like to start with a completely fresh set of names, is that ok for you? It might have been what you intended doing anyway. Would you like me to provide those as well, save you a bit of work and also I was thinking about using actual pilots again but for both sides so me providing the names would support that fancy.

    I shall have to substitute most planes, but should be able to come up with something that looks reasonable.
    Cheers and thanks for running this again.

  36. #36

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    Quote Originally Posted by Teaticket View Post
    Very nice. I like the new skills.

    Questions on...

    Precision Bombardier:
    This skill requires the use of the Dropping Bombs optional rule.
    When a bombing is declared, before showing planned manoeuvres, the player can say "short", "long" or nothing.
    If "short", place the card directly against the bomber base instead of using a stall or a straight to move it forward.
    If "long", after the bomb card is placed put the long side of a ruler against the front side of the bomb card and advance the bomb card by the ruler width by placing the front side on the other side of the ruler.
    You can put a second ruler on the long side of the bomb card if you want to be sure to move it straight.
    (affects the whole airplane, as long as the ace is not incapacitated)

    I'm not sure exactly what the last line in parenthesis means? Does this mean it doesn't matter who on the plane does the bomb dropping, pilot, observer or other in a multi-crew plane? Would this apply also for Perfect Bombardier?
    How does one acquire the bombardier skills? Scoring hits on targets or missions flown? Who on the plane would accumulate credit towards bombardier skills?
    Sorry to be a pain but to me it isn't clear.
    I'm still struggling to find the "Dropping Bombs optional rule" Peter !
    I can't find anything specific, the nearest I've got is it's dropping bombs as separate part loads.

    My interpretation is as you say - so long as the person with the skill is functional it doesn't matter who drops the bombs.
    (I think this is a fudge as it can be a pilot or observer or other crew member that lets them go depending on the machine, so I believe the intention is whoever has the skill makes it work)
    I don't think this applies to perfect bombardier though it probably should and we can make it so.
    These rules came with the new RE8 & UFAG release so were intended for tandems.
    I don't recall where the bit in parenthesis comes from, it's not on the cards I have seen but as I put it in the rules sticky I must have got it from an explanation by Andrea (as I don't make that **** up !)

    Don't forget we'll start the campaign with random innate ace skills - these may be how they come about, rather than earned, though 5 successful bombings may do it that seems unlikely to happen in the campaign.

    "He is wise who watches"

  37. #37

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    Quote Originally Posted by Teaticket View Post
    Another bit of p-i-t-a.....bomb loads for early war planes?

    A quick check on Wiki finds these #s. Not sure about light bombs, a few tossed over the side?

    FE2, 235kg/517lbs.
    BE2 100kg/224lbs.
    Farman 40 light bombs?
    Caudron G4, 113kg/250lbs.
    Morane Saulnier P /BB light bombs?
    Voisin 3 150 kg/330 lbs.
    More pain finding the info than working it out Baz -
    Divide the weight (lbs) of the bomb by 20 to give a value to the bomb damage ..

    FE2, 235kg/517lbs. = 26 / 13 (near miss)
    BE2 100kg/224lbs = 11 / 5
    Farman 40 light bombs? = ?
    Caudron G4, 113kg/250lbs = 12 / 6
    Morane Saulnier P /BB light bombs? = ?
    Voisin 3 150 kg/330 lbs = 16 /8
    Rumpler C.I 100kg/220lb = 11 / 5 (Thanks Neil)

    There was a 3.5kg (7lb) hand dropped bomb the french used.... not finding much info on their bombs yet
    Last edited by flash; 11-17-2018 at 14:59.

    "He is wise who watches"

  38. #38

    Question How many pilots do you want for Bulldogs to start the Campaign?

    Hi Dave.
    How many pilots do you suggest we would need to start the campaign & what ranks do you want to award?

  39. #39

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    Morane-Saulnier Type P, 1914
    The Type P was a development of the Type L umbrella-wing monoplane. 565 built. There were also two single-seat fighter versions, one with the standard parasol and one fuselage.

    • Type P
      Function: Reconaissance
      Year: 1914
      Crew: 2
      Engines: 1 * 110hp The Rhone
      Wing Span: 11.20m
      Length:
      Height:
      Wing Area:
      Empty Weight:
      Max.Weight: 732kg
      Speed: 156km / h
      Ceiling: 4876m
      Range: 2h 30m
      Armament: 1-2 * mg7.7mm
      • Morane-Saulnier L Parasol* French. Type: Monoplane, reconnaissance/light bomber. Seater: Two. Engine: Tractor, 80hp Gnome or Le Rhone rotary 70mph max. M.O.A: 13,000ft. Arms:Pistol/rifle or 8mm Hotchkiss mg. Bombs, six 20lb hand bombs.

      Additionally (British):

      1915

      • January: Morane-Saulnier L and LA. French. Type: Monoplane, Parasol, reconnaissance/light bombers. Seater: Two. Engine: Tractor, 110hp Le Rhone or Gnome rotary 70mph max. M.O.A:Not known. Arms: Rifle/pistol or Lewis 0.303in mg. Hand bombs six 20lb max.


      • January: Farman 11 (Shorthorn i.e. shorter landing skids). French. Type: Reconnaissance/light bomber. Seater: Two. Engine: Pusher, 80/100hp Renault V8, air-cooled, 70mph max. M.O.A:10,000ft. Arms: Lewis 0.303 mg. Hand bombs, 288lb max.


      • January: RAF BE2c. British. Type: Biplane, reconnaissance. Seater: Two. Engine: Tractor, 90hp RAF V8, air-cooled, 75mph max. M.O.A: 10,000ft. Arms: Lewis 0.303in mg. Hand bombs 205lb max. Types BEd/e introduced in November with Lewis mg. for observer. Total built: 3,000+.


      • February: Vickers FB5. 'The Gun Bus'. British. Type: Biplane, fighter (First British purpose designed 'fighter'). Also as light bomber. Seater: Two. Engine: Pusher, 100hp Monosoupape Gnome rotary 70mph max. M.O.A: 6,000ft. Arms: One ring mounted Vickers 0.303in mg and, in some aircraft, a Lewis 0.303in mounted on pole between the cockpits. Total built: 100+


      • July: Bristol Scout C and D. British. Type: Biplane, reconnaissance, later fighter - D. Seater: Single. Engine: Tractor, 80hp Le Rhone or 80hp Gnome or 100hp Clerget, all rotary, 94mph max. M.O.A: 16.000ft. Arms: Experimentally modified to take side attached Lewis mg. aligned to fire sideways outside the arc of the propeller blades. Later one, or two, forward firing Lewis mgs. mounted on upper wing. (In March 1916, used to field-test the Constantinescu interrupter gear). Total built: 161.


      • July: Airco De H1. British. Type: Biplane, fighter/reconnaissance. Seater :Two. Engine. Pusher,120hp Beardsmore 88mph max. M.O.A: 13,500ft. Arms: Lewis 0.303in mg. Total built: 73.


      • August: Nieuport 11 (Baby). French. Type: Biplane, fighter. Seater: Single;Engine: Tractor, 80hp Le Rhone rotary 100mph max. M.O.A: 18,000ft. Arms: Lewis 0.303in mg.


      • September: Nieuport 12. French. Type: Biplane, reconnaissance. Seater: Two. Engine: Tractor, 110hp Clerget rotary 100mph max. M.O.A: 11,000ft. Arms: Two Lewis 0.303in mg. Later one Vickers synchronised 0.303in mg.


      • September: RAF FE2b (Fee). British. Type: Biplane, fighter/night bomber. (Higher performance than FB5). Seater: Single. Engine: Pusher. 120/160hp Beardsmore 92mph max. M.O.A:9,000/11,000ft. Arms: Three Lewis 0.303in mgs. one in front cockpit. Bombs, three, 112lb max. Also some fitted with Vickers 1 pounder quick-firing gun. Total built: 1,482.


      • November: Moraine-Saulnier BB. French. Type: Biplane, reconnaissance. Seater: Two. Engine: Tractor, 110hp Le Rhone rotary 90mph max. M.O.A: Not known. Arms: Lewis 0.303in mg.


      • November: RAF RE7. British. Type: Biplane, light bomber. Seater: Two. Engine: Tractor, 150hp RAF V12, air-cooled, 85mph max. (Plus several others including 250hp Rolls Royce Eagle). M.O.A:10,000ft. Arms: Lewis mg. in observer's cockpit. Bombs, 336lb max. Total built: 224.


      • November: Caudron GIV. French. (200 were made under licence in Britain). Type: Biplane,reconnaissance/light bomber. Seater: Two. Engine: Tractor, twin 80hp Le Rhone rotary 80mph.M.O.A: 14,000ft. Arms: Lewis 0.303 mg. Bombs, 200lb max.


      • November: Farman F40. French. Type: Biplane, reconnaissance/light bomber. Seater: Two. Engine: Pusher, 160hp Renault V8, 85mph max. M.O.A: Not known. Arms: Two Lewis 0.303in mg. Served with RNAS.

      1916

      • February: Airco De H2. British. Type: Biplane, fighter. Seater: Single. Engine: Pusher, 100hp Gnome Monosoupape rotary 90mph max. M.O.A: 14,000ft.Arms: Fixed Lewis 0.303in mg. in front cockpit. Total built: 450.


      • March: Martinsyde G100/102 Elephant. British. Type: Biplane, reconnaissance/fighter, later bomber. Seater: Single. Engine: Tractor, 120/160hp Beardsmore 95mph max. M.O.A: 10,000ft. Arms: Top wing mounted Lewis 0.303in mg. Bombs, 220lb max. Total Built: 270.


      • April: Sopwith 1.1/2 Strutter. British. Type: Biplane, fighter. Seater: Two. Engine: Tractor, 90/130hp Le Rhone or Clerget rotary 110mph max. M.O.A: 15,000. Arms: One Lewis 0.303in observer's mg. and one Vickers synchronised 0.303in mg. First British aircraft fitted with forward firing mg with interrupter gear, i.e. synchronised. First in service with Royal Naval Air Service (RNAS) as reconnaissance and bomber. Some transferred in May to Royal Flying Corps (RFC) as fighters. Later version modified to RNAS single seater bomber. Total built: 5,713; 1,513 British and 4,200 French under licence..


      • May: Morane-Saulnier N Scout (Bullet). French. Type: Monoplane, fighter. Seater: Single; Engine: Tractor, 80/110hp Le Rhone rotary 100mph max. M.O.A: 13,000ft. Arms: OneVickers synchronised 0.303in mg.


      • June: Nieuport 16 Scout and 17. French. Types: Bi-planes, fighters Seater: Single. Engine: Tractor, 80/110hp Le Rhone or Clerget rotary 110mph max. M.O.A: 18,000ft. Arms: Lewis 0.303in mg. Type 17 carried Le Prieur anti-balloon and anti-Zeppelin rockets.


      • June: RAF FE2d. British. Type: Biplane, fighter/reconnaissance. Seater: Two. Engine: Pusher, 250hp Rolls Royce Eagle V12, 120mph max. M.O.A: 9,000/11,000ft. Arms: Three Lewis guns: front = cockpit manoeuvrable; wings = forward firing fixed; and between cockpits manoeuvrable. Total built: 385.


      • July: Breguet 4. French. Type : Biplane, night bomber. Seater: Two. Engine: Pusher, 220hpRenault V8, 83mph max. M.O.A: 14,000ft. Arms: Lewis 0.303in mg . Bombs, 40 of 35kg max. or the British equivalents. The 5 had a 37mm cannon in lieu of the mg. and the bombs. Used by RNAS.


      • August: RAF BE12a-b. British. Type: Biplane, fighter/light bomber. Seater: Single seat version of BE2creconnaissance aircraft. Later light bomber. Engine: Tractor, 150hpRAF V12, air-cooled, 97mph max. M.O.A: 12,500ft. Arms: Two Vickers synchronised 0.303in mg. Bombs, 256lb max. Total built: 600.


      • August: RAF FE8. British. Type: Biplane, fighter. Seater: Single. Engine: Pusher, 100hp Gnome Monosoupape rotary 94 mph max. M.O.A: 14,500 ft. Arms: One Lewis 0.303in mg. mounted in front cockpit. Total built: 300+.


      • September: RAF RE8. British. Type: Biplane, reconnaissance/bomber. Seater: Single. Engine: 150hp RAF V12, air-cooled, 98mph max. MOA: 4,100m. Arms: Two Lewis synchronised 0.303in mgs. mounted on side of fuselage in front of cockpit. Bombs, 260lbs max. Total built: 4,099.


      • November: Spad SVII. French. Type: Biplane, fighter. Seater: Single. Engine: Tractor, 180/200hp Hispano Suiza V8, 120mph max. M.O.A: 18,000ft. Arms: One Vickers 0.303in synchronised mg. (In February 1917, 200 Sopwith Triplanes scheduled for RFC were swapped for 200 Spad SVII's made on licence in Britain for RNAS).


      • November: Handley Page 0/100.British. Type: Biplane, heavy night bomber. Crew: Four: pilot, observers, two gunners. Engine: Tractor, twin 266hp Rolls Royce Eagle V12, 97mph max. M.O.A:10,000ft. Arms: Three to five Lewis 0.303in mg on flexible mountings.Bombs,16 of 112lbmax. Total built: 259.


      • December: Sopwith Scout a.k.a. Pup and RNAS Type 9901. British. Type: Biplane, fighter. Seater: Single. Engine: Tractor, 80hp Le Rhone or Clerget or Gnome - all rotary -110mph max. M.O.A:17,000ft. Arms: Vickers synchronised 0.303in or Lewis 0.303in mg. And/or 8 Prieur anti-balloon and airship rockets. Total built: 1,600.


      • December: Vickers FB 12. British. Type: Biplane, fighter. Seater: Single. Engine: Pusher, 80/100hp Le Rhone rotary 86mph. M.O.A: 14,500ft. Arms: One or two Lewis 0.303in mg.


      • December: Vickers FB 19. British. Type: Biplane, fighter. Seater: Single. Engine: 100hp Gnome Monosoupape rotary 110mph. M.O.A: 16,000ft. Arms: One Vicker synchronised 0.303in mg. Total built: 36. (After trials, rejected for use on the Western Front).

      1917

      • January: Armstrong Whitworth FK8. British. Type: Biplane, reconnaissance/light bomber. Seater: Two. Engine: Tractor, 160hp Beardsmore 100mph max. M.O.A: 11,000ft. Arms: One Vickers synchronised 0.303in mg. and one Lewis 0.303in mg. Bombs, 220lb max. Total built: 544 (400 for RNAS)..


      • February: Sopwith Triplane. British. Type: Triplane,fighter. Seater: Single. Engine: Tractor, 130hp Clerget rotary 120mph max. M.O.A: 20,000ft. Arms: One, or two,Vickerssynchronised 0.303in mg. Total built: 150. Only used by RNAS. (The innovative triplane design was much emulated, particularly by the Germans).


      • April: Bristol F2A (later 2B) a.k.a. Bristol Fighter. British. Type: Biplane, fighter/reconnaissance. Seater: Two. Engine: Tractor, 190 hp Rolls Royce Falcon Eagle V12, 110mph max. M.O.A:16,000ft. Arms: One Vickers synchronised 0.303in mg. and one, or two, Lewis 0.303in mg. Total built: 3,101. (Generally considered as the best British aircraft of its type in the Great War).


      • March: Airco De H4. British. Type: Biplane, bomber/reconnaissance/artillery spotting. Seater: Two. Engine: Tractor, 250 hp Rolls Royce Eagle V12, 120mph max. M.O.A: 11,000ft. Arms: One Vickers synchronised 0.303in and one, or two, Lewis 0.303in. mgs. Bombs, 460lb max. Total built: 6,295; including 4,846 American under licence.


      • April: RAF SE 5 (later 5a) Scout. British. Type: Biplane, fighter. Seater: Single. Engine: Tractor, 200hp Wolsely Viper or 150hp Hispano-Suiza V8, 140mph max. M.O.A: 22,000ft. Arms: One Vickers synchronised 0.303in mg. and one Lewis 0.303in mg. the latter on the top wing on a Foster flexible mount. Bombs,100lb max. Total built: 5,025; including production for Americans.


      • May: Airco De H5. British. Type: Biplane (staggered wings), fighter/ground attack. Seater: Single. Engine: Tractor, 110hp Le Rhone rotary 104mph max. M.O.A: 16,000ft. Arms: One Vickers synchronised 0.303in mg. Bombs, 100lb max. Total built: 550.


      • July: Sopwith F1 and 2F1 Camel. (Name derived from humped shape of machine gun mounting on top of engine).British. Type: Biplane, fighter/bomber. Seater: Single. Engine: Tractor, 130hp Clerget rotary or 150 hp Bentley rotary 115mph max. M.O.A: 22,000ft. Arms: Two Vickers synchronised 0.303in mg. RNAS version had two Lewis 0.303in mgs. mounted on top wing as did RFC night version. Bombs, two 50lb bombs max. Total built: 5,490, of which eight made by subcontractor. (A total of 2,500 Camels served on the Western Front and it had the highest 'victories' count of 1,294).


      • November: Spad XIII. French.Type: Biplane, fighter. Seater: Single. Engine: Tractor, 235hp Hispano-Suiza V8, 125mph max. M.O.A: 22,00ft. Arms: Two Vickers synchronised 0.303in mg. (Order for 6,000 Spad XIII made by USA in May 1918).


      1918

      • January: Sopwith 5F1 Dolphin. British. Type: Biplane, (staggered wings) fighter/ground attack). Seater: Single. Engine: Tractor,235hp water-cooled Hispano-Suiza V8, 130mph max. M.O.A:21,000ft. Arms: Two synchronised Vickers 0.303in and two flexible mounted Lewis 0.3003 mgs. on upper wing. Total built: 1500+


      • March: Airco De H9 and H9A. British. Type: Biplane, bomber. Seater: Two. Engine: Tractor,twin 240hp Bristol or 400hp Liberty V12, 120mp max. M.O.A: 13,000ft. Arms: One Vickers synchronised 0.303in and two, or three, Lewis 0.303in mgs. Bombs, 460lb max. Total built: 1,050+.


      • September: Sopwith 7F1 Snipe. British. Type: Biplane, fighter. Seater: Single. Engine: Tractor, 230hp Bentley rotary 120mph max. M.O.A: 20,000ft. Arms: Two synchronised Vickers 0.303in mg. One aircraft had a Lewis mounted on top wing. Total built: 500+.(Rated as best British fighter in 1918).


      • October: Sopwith TF2 (TF = Trench fighter) Salamander. British. Type: Biplane, armoured, ground attack. Seater: Single. Engine: Tractor, 230hp Bentley rotary 125mph max. M.O.A: 20,000ft.Arms: Two synchronised Vickers 0.303in mgs.



      Specifications (BB)

      Data from Parmentier
      General characteristics

      • Crew: Two, pilot and observer
      • Length: 7.00 m (23 ft 0 in)
      • Wingspan: 8.65 m (28 ft 5 in)
      • Height: 2.54 m (8 ft 4 in)
      • Wing area: 23.0 m2 (247 ft2)
      • Gross weight: 750 kg (1,650 lb)
      • Powerplant: 1 × Le Rhône 9Ja, 82 kW (110 hp)

      Performance

      • Maximum speed: 147 km/h (92 mph)
      • Service ceiling: 4,000 m (13,000 ft)

      Armament
    • 1 × flexible, rearward-firing .303 Lewis gun for observer
    Last edited by Lt. S.Kafloc; 11-21-2018 at 12:49.
    See you on the Dark Side......

  40. #40

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    Great info Neil. I have a few of these so very helpful.

  41. #41

    Thumbs up

    Great Listing of Stats Neil. Deserving of Rep!

  42. #42

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    Quote Originally Posted by gully_raker View Post
    Hi Dave.
    How many pilots do you suggest we would need to start the campaign & what ranks do you want to award?
    There will be 6 starting pilots & 2 crews to start - but I'm not taking names yet.

    "He is wise who watches"

  43. #43

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    I’m curious how you work the campaign as far as airplanes are concerned. I personally don’t have any of the early stuff. If I wanted to join do I wait until the date advances to something I own? Is it play what you have? Do you match the planes up by the points errata?

  44. #44

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    Quote Originally Posted by BwanaJoe View Post
    I’m curious how you work the campaign as far as airplanes are concerned. I personally don’t have any of the early stuff. If I wanted to join do I wait until the date advances to something I own? Is it play what you have? Do you match the planes up by the points errata?
    If you don't have the early models Joe the alternative is to play with the old Nexus cards if you have them. If you don't have either then I can't see how to make it work. As we are playing just three months of the war and taking 12 months to do that it may be a while before the date advances to what you own.
    Points errata We don't do points, we don't do balanced, we're all pretty unbalanced here !
    Although we don't allow the AAR here you can always have a go at scenarios that match the time of the models you have from previous campaigns and post your AAR in the AAR sub-forum.

    "He is wise who watches"

  45. #45

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    Thanks for the info. No cards either. I’ll catch the next one.

  46. #46

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    Quote Originally Posted by flash
    Sniper: (OTT Marksman)
    When this ace fires at an enemy airplane he tends to hit a bull's-eye. When the ace fires the player may select one of the damage cards that his opponent would have to draw.
    The sniper player (instead of his target) draws two damage cards from the appropriate deck, looks at them, then gives the one of his choice to his opponent. The other card is shuffled back into the deck.
    When you use this skill take four recovery tokens.
    I want to make this clear in my head (actually a general rules question; despite my extensive re-reading of the rules, stickies, cards, etc, I can't find where, if it has already been answered).
    Assume a short-range shot. Normally, a two-card draw from the proper deck. In this case, the sniper would draw three cards, and re-shuffle one of them? A literal reading of the ability would indicate this: but a case san be made for each of the intended cards to be replaced by the sniper's choice, thus the sniper would draw four cards (choosing between each of a series of two, and re-shuffling the two discards). Seems rather harsh, but that may have been the intended result.

  47. #47

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    Quote Originally Posted by flash
    Fire Expert: (One for Rob !!)
    When receiving smoke or fire damage take two tokens instead of three.
    And this is probably something the game in general could use. Perhaps on the next series of ace cards, if any are to come out.

  48. #48

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    Some info for the potential Eagle Commanders out there:

    Luftstreitkrafte Organisation 1916:
    The combat squadrons were organised into Feldflieger-Abteilungen (1-60) each of 6 aircraft. On December 1st 1915 two Kampfgeschwader der OHL (Combat Wings), identified by the acronym ‘Kagohl’, were ordered to be formed. On the 20th December the former BAO (Brieftauben-Abteilung-Ostende) became Kagohl 1 and the former BAM (Brieftauben-Abteilung-Metz) became Kagohl 2. Each Kagohl consisted of six Kampfstaffeln (Battle Squadrons), each of six aircraft. A further 3 Kagohl (each of 6 staffeln) were formed along with six single Staffeln. Alongside these fourteen Artillierie-Flieger-Abteilungen (201-214) were organised, assigned to artillery-ranging and reconnaissance duties they freed up the Kagohls to concentrate on bombing missions and Sperrefluge to ward off enemy aircraft.

    Also toward the end of 1915 and into 1916, especially in the 6. Armee area, aircraft were withdrawn from the Feldflieger-Abteilungen to perform Luftwachtdeinst (Aerial Guard Duty) as the protection for reconnaissance aircraft was very poor. These new organisations were temporary as pilots were assigned on a rota basis and the responsibilities of these flights were allocated on a shift basis to groups of FeldFlieger-Abteilungen. These ad-hoc groupings were called Kampfeinsitzerkommandos (Combat Single-seater Detachment), abbreviated to KEK. Similar groupings occurred in other army areas.

    A KEK could consist of anything from 1 to 6 aircraft.
    See you on the Dark Side......

  49. #49

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    Wow, I've only been out of the office for a couple of days and things have fairly torn along at a rate of knots The offer from Dave (Clipper) is amazing even though I hope I can cover most of aircraft now, or will be able to soon. Cheers Dave

    Neils information is also invaluable, especially for the entente Wouldn't happen to have a similar list for the Central Powers would you Neil

    As for the bombing - I think I'll try and come to terms with what it all means when the dust settles. Either that or I'll just go ahead with what I think it means and wait for the thump behind the ear from Uncle if I get it wrong

  50. #50

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    Quote Originally Posted by zenlizard View Post
    I want to make this clear in my head (actually a general rules question; despite my extensive re-reading of the rules, stickies, cards, etc, I can't find where, if it has already been answered).
    Assume a short-range shot. Normally, a two-card draw from the proper deck. In this case, the sniper would draw three cards, and re-shuffle one of them? A literal reading of the ability would indicate this: but a case san be made for each of the intended cards to be replaced by the sniper's choice, thus the sniper would draw four cards (choosing between each of a series of two, and re-shuffling the two discards). Seems rather harsh, but that may have been the intended result.
    You have totally misread that Sam. The key is: sniper draws two damage cards from the appropriate deck, looks at them, then gives the one of his choice...
    So in that circumstance, at short range, the target player would take a card, the sniper would take two cards and give the target player one of them. The spare goes back in the deck.

    Quote Originally Posted by zenlizard View Post
    And this is probably something the game in general could use. Perhaps on the next series of ace cards, if any are to come out.
    Err - this is an ace skill from WoG Sam - not something made up for OTT. Check the full list of WoG ace skills & options here:
    https://www.wingsofwar.org/forums/sh...al-Rules-lt-lt
    Last edited by flash; 11-19-2018 at 11:11.

    "He is wise who watches"

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