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Thread: All the OTT Daring Young Men Campaign Scenarios

  1. #1

    Default All the OTT Daring Young Men Campaign Scenarios

    You will find here a compilation of all the 'Daring Young Men' solo campaign scenarios created by 'pilots' engaged in the campaign namely:
    Dave (flash), Rob (F.O.Kyte), Neil (Skafloc), Paul (Tikkifriend), Peter (Teaticket), Barry (Gullyraker), Mike (mikeemagnus), Pete (Stumptonian), Dale (Setarius), Carl (Brisgamer), John (Vagabond), Sam (Zenlizard), Eric (7Eat51), Chris (Fast.git),

    The original threads are still available (linked in the posts) if you want further reading but the bones of the originals have been put here for your convenience. We hope you enjoy them.

    If you get into the AAR's then please leave a comment for the author, if only a couple of words, the games can take hours to play and the AAR take hours to prepare for your viewing pleasure so your appreciation will be... appreciated !

    If you want to jump in and have a go then contact me via PM.

    Cheers Dave - flash.
    Last edited by flash; 01-02-2019 at 01:30.

    "He is wise who watches"

  2. #2


    OTTDYM: Scenario 1: Luftwachdienst-Sperrflug - Jan 5th 1916 by Skafloc

    aka Aerial Guard Duty / Barrier Flight


    At the end of 1915, according to one source, there were only 40 Fokker monoplane fighters scattered along the whole front. Only 16-20 new aeroplanes were being delivered each month and the majority were being concentrated on the Verdun sector opposite the French.

    The combat squadrons were organised into Feldflieger-Abteilungen (1-60). 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), assigned to artillery-ranging and reconnaissance duties they freed up the Kagohls to concentrate on bombing missions and Sperrefluge to ward off enemy aircraft.
    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 Armee area, aircraft were withdrawn from the Feldflieger-Abteilungen to perform Luftwachtdeinst (Aerial Guard Duty) as the protection for reconnaissance aircraft was very poor.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.

    On 14th January 1916 RFC Headquarters issued the following order;
    ‘Until the Royal Flying Corps are in possession of a machine as good as or better than the German Fokker, it seems that a change in the tactics employed becomes necessary. It is hoped very shortly to obtain a machine which will be able to engage the Fokkers at present in use by the Germans. In the meantime, it must be laid down as a hard and fast rule that a machine proceeding on reconnaissance must be escorted by at least three other fighting machines. These machines must fly in close formation and a reconnaissance should not be continued if any of the machines become detached. This should apply to both short and distant reconnaissance. Aeroplanes proceeding on photographic duty any considerable distance east of the line should be similarly escorted. From recent experience it seems that the Germans are now employing their aeroplanes in groups of three or four, and these numbers are frequently encountered by our aeroplanes. Flying in close formation must be practised by all pilots.’

    The real question must be ‘Just how effective was the ‘Fokker Scourge’, were they more myth than substance?

    So 9 days before the RFC Order was issued, British reconnaissance aircraft were not being adequately escorted. This was not the same in the French sector! Most of the Eindeckers were re-located to this sector for the forthcoming Offensive at Verdun

    Aircraft available:

    Aircraft Country From To Deck Damage HP Alt Climb Remarks
    Voisin L Type 3 France 14 Q3 16 Q3 XC B 11 9 8 May carry C gun instead
    Morane Saulnier L France 14 Q3 17 Q2 XC B or -/B 10 9 7
    Morane Saulnier N France 15 Q2 16 Q2 T B 10 9 5
    Nieuport 10 France 15 Q2 16 Q3 Y B/-, -/B or -/- 10 10 6 Only Russian use after 16 Q3
    Voisin 5 France 15 Q2 17 Q2 XC B or C 10 9 7
    SPAD A2/A4 France 15 Q2 17 Q4 Y B 13 11 5
    Farman F.30 France 15 Q4 16 Q4 XD B 10 10 6
    Voisin 5CA France 15 Q4 17 Q2 XC C 10 9 7 37mm Hotchkiss
    Caudron G4 France 15 Q4 17 Q1 XC B 15 10 5 Uses "Roland Rule" in reverse. A single B gun has all-round fire, but can only fire in the rear arc at aircraft at the same height or above. Rene Fonck had fwd firing Lewis. (some have 2xB forward firing only, used as a fighter
    Nieuport 12 France 15 Q4 17 Q4 Y -/B 10 9 6
    Farman F.40 France 15 Q4 18 Q2 XD B 11 10 7 Uses "Roland Rule" in reverse. A single B gun has all-round fire, but can only fire in the rear arc at aircraft at the same height or above.
    Morane Saulnier P Parasol France 16 Q1 17 Q1 Y B/B or B/A 10 11 5
    Morane Saulnier BB France Y -/B or B/B 10 9 5
    Nieuport 11 France 16 Q1 17 Q2 E A or B 10 11 4
    Breguet 5 France 16 Q1 17 Q2 Y -/B or -/B + C 13 10 7 Two seat escort fighter/cannon. Up to 20 x 120lb bombs + 1 Lewis or 1 Lewis + 1 37mm Hotchkiss (cannot be fired simultaneously)
    Caudron G6 France 16 Q1 18 Q3 Y B/B (Swivels) 16 11 4
    BE2c Great Britain 14 Q4 17 Q4 XB -/B 10 8 6
    Vickers FB5 Great Britain 15 Q1 16 Q2 XC B 11 7 8
    Bristol Scout C Great Britain 15 Q2 16 Q3 R B 11 11 5
    *Nieuport 10 Great Britain 15 Q2 16 Q3 Y B/-, -/B or -/- 10 10 6
    Avro 504C Great Britain 15 Q2 17 Q1 XD B 14 10 5
    RE7 (Two-seater) Great Britain 16 Q1 16 Q3 XD B 9 8 8
    FBA H Great Britain 16 Q1 18 Q4 Y B/- 14 11 6
    FE2b Great Britain 16 Q1 18 Q4 G B 14 8 6 Uses "Roland Rule" in reverse. A single B gun has all-round fire, but can only fire in the rear arc at aircraft at the same height or above.
    FE8 Great Britain 16 Q2 17 Q3 R B 13 5 10
    Pfalz E.I Germany 15 Q4 16 Q3 G B 9 8 5
    Aviatik C.I Germany 15 Q2 ? Y B/B 12 10 8
    Fokker E.I Germany 15 Q2 16 Q1 XD B 9 8 6 1x Mg
    Albatros C.I Germany 15 Q2 16 Q3 XD -/B 13 8 7
    AGO C.I/C.II Germany 15 Q3 ? Y B 13 10 6
    Fokker E.II Germany 15 Q3 16 Q1 XD B 9 8 5 1x MG
    *Fokker E.III/A.III Germany 15 Q3 16 Q3 T B 11 9 6
    Gotha G.I Germany 15 Q3 16 Q4 XB (S) 15 7 8
    *Albatros C.III Germany 15 Q4 17 Q1 Y B/B 14 8 6
    Rumpler C.I Germany 15 Q4 17 Q4 Y B/B 12 11 5
    Fokker D.II Germany 16 Q1 16 Q4 P B 13 10 4
    *Halberstadt D.III Germany 16 Q1 17 Q2 P B 14 9 4

    Ground Setup:
    2 battle mats joined along the long sides or, 4’X3’ playing area.
    Place 2 balloons and 3 AA gun cards as shown.

    The Entente have decided that German balloons are a right proper nuisance. They must be downed. Orders are phoned through and aircraft dispatched with all haste. French and English pilots look forward with relish to easy kills!

    The Entente 2-4 aircraft (maximum of 2x2-seaters).

    The Central Powers 1-3 aircraft, (maximum of 2x2-seaters) 3 AA guns, 2 Balloons
    Note: Defenders should always have 1 less aircraft than the attackers.

    The Mission:

    The Central Powers
    Luftwachtdienst-Sperrflug: Defend the balloons.

    The Entente
    Destroy all enemy balloons in the area.

    Special Instructions for AA fire

    1. ANY MONOPLANE AIRCRAFT that flies within 2 ruler of an AA Gun card will be fired upon, use the AA rules.
    2. Can only fire once/per 3 card turn.
    3. If more than one target could be shot at by the AA gun, choose one randomly to be shot at, unless the scenario you are playing provides a specific rule stating which aircraft are more important. (For example, two-seaters may be seen as more important for artillery to shoot at than fighters.)
    4. Draw an A damage card to see if the aim of the AA battery is correct.
    5. If there's no special damage on the card, the aim is wrong and the shot misses.
    6. If there's any type of special damage (including jammed guns) then a hit has been scored, ignore the result on the A card and draw a C damage card as the damage caused to the aircraft.
    7. Do not fire the gun as soon as it is reloaded, as per the multi-player rules. Instead, wait one phase, then shoot at any targets in range.
    (To clarify - a gun takes 3 phases to reload, it can then fire on the next ie the 4th phase)
    8. Don’t fire at a target if any point of the targets base is within a half-ruler of distance from a friendly balloon or aircraft base.

    NB: Solitaire Rules taken from Burning Drachens & adjusted slightly to make them clearer. Also p39 of RAP

    Note: AAA & AAMG Ranges

    For those of you that wish to step outside the AAA range imposed by the official rules I've found this info:
    The optimal operating altitude for balloons varied between 3,000 and 5,000 feet (1,000 and 1,500 metres).
    The Ordnance QF 13 pounder Mk III anti-aircraft gun, also known as 13 pounder 6 cwt, as seen mounted on trucks, has the lowest firing altitude of the British guns of 17,000 feet (5,200 m). I haven't seen the specs for Hun guns but I'd imagine the Krupp 77mm would out perform this. Bottom line being the balloons and aircraft will be well within range of dear old Archie !
    As for AAMG - effective range of a Vickers is 6500 feet (2000m), indirect fire is double that so they too will be well within range. It has been suggested that perhaps you should draw 2 damage cards & apply the lowest for targets at such altitude.

    Optional Rules:
    1. Altitude: may be used. If so defenders will have a 1 Alt height advantage.
    2. Balloons: Once any attacking aircraft cross over the mid line then balloons will be wound down. It will take 12 turns (36 cards) to wind a balloon down to the ground. Once on the ground they are safe.
    3. No Mans Land: Any Fokker Eindecker that is shot down on the right hand side of NML see victory points.

    Note: 1. You cannot use incendiary bullets or Ranken darts.
    2. Link to balloon cards in file section:

    The End of the Scenario:
    1.The scenario ends when both balloons are destroyed or all attacking aircraft are destroyed or return over their start line.

    Victory Conditions
    +1 For every German aircraft that leaves the field of battle before the game ends or Entente aircraft crosses back over their start line before both balloons are shot down.
    +2 Every single-seat scout shot down/AA Gun destroyed.
    +3 Every 2-seater shot down.
    +5 For shooting down a balloon/Surviving balloon (respectively Attacker/Defender)
    +10 for any Fokker Eindecker brought down on the right side of NML.

    Winners & Losers:
    Dave will tally the scores from each side and divide by number of players on each respective side. The side with the most points wins this scenario.


    "A number of our aeroplanes carried out a successful bombing raid against the enemy's aerodrome at Douai.

    "A German aeroplane to-day flew over Boulogne and dropped a few bombs. No damage was done."

    "In addition to the raid on the aerodrome at Douai, another bombing raid was carried out yesterday by eleven of our machines against a stores depot at Le Sars."

    Successful bombing operations have been carried out as under: Douai aerodrome was attacked by fourteen machines of the 1st Wing on the 5th January and considerable damage was done. On the same day the Illrd Wing sent eleven machines against the stores dump at Le Sars. Observation was diffcult and the extent of the damage is not known.

    Hostile aircraft:
    Lieut R H Le Brasseur, 16 Sqn, Fokker E out of control Bruay at 12:30/13:30 and Fokker E out of control Bruay at 12:30/13:30 - Lt R H Le Brasseur (B.E.2c, 16 Sqn) while on a bombing expedition to Douai was attacked by a Fokker which approached from behind. The B.E.2c endeavoured to elude the hostile machine, but it was too fast, so Lt Le Brasseur turned to attack it. One drum was fired at the German and whilst Lt Le Brasseur was fitting a second drum the Fokker approached to within less than 50 yards. The B.E.2c then fired a few more shots, and the hostile machine went down spinning vertically. Lt Le Brasseur was then attacked by a second Fokker, whereupon he dived and turning, emptied the remainder of the drum at the enemy which also went down spinning vertically. The B.E.2c was much damaged by machine gun fire and made a forced landing at Bruay. Many of the tracer bullets were easily seen to hit the enemy

    Sgt T P H Bayetto & 1/AM J T B McCudden, 3 Sqn, Fokker E forced to land? Douai at 12:45/13:45 - [driven down at best; Bayetto without observer?]

    Capt C M Crowe (Bristol Scout, 8 Sqn) was ordered up to attack two enemy aeroplanes which had been observed near Adinfer. The first, an Aviatik, was sighted at about 6,000 feet and the Scout climbed to attack, but the hostile machine turned and went rapidly away eastwards, Capt Crowe pursuing for some five miles, firing, when the German was lost to view. When returning, the Scout sighted another hostile machine to the south-east and climbing to 9,000 feet went straight for the enemy machine which turned to meet him. One drum was fired at the German at a range of 120 yards when the engine of the Scout stopped, and Capt Crowe glided back and landed safely in our lines, the Aviatik turning eastwards and disappearing

    "A German aeroplane dropped two bombs behind our lines north of the Somme to-day, but failed to do any damage."

    SUNDAY, 9 JANUARY 1916
    No 2 Kite Balloon Section successfully registered 15 targets. Two telephones were carried for the first time in the basket, and constant communication was maintained with the IInd Army Heavy Artillery.

    MONDAY, 10 JANUARY 1916
    "Hostile aircraft dropped bombs near Strazeele, Hazebrouck, and St. Omer. One woman and one child were killed."

    Original Thread is here

    And if you want to see how it's played:

    Flash (Bulldog): Loss

    Mikeemagnus (Bulldog): Win

    Vagabond (Bulldog): Win

    F.O.Kyte (Bulldog): Win

    Carl_Brisgamer (Eagle): Win

    Gully_raker (Bulldog): Loss

    Teaticket (Bulldog): Draw

    Tikkifriend (Bulldog): Draw

    Zenlizard (Eagle): Win

    Stumptonian (Eagle): Loss

    Skafloc (Eagle): Win
    Last edited by flash; 02-25-2019 at 07:43.

    "He is wise who watches"

  3. #3


    OTT DYM Mission 2, 14 January 1916, Coming and Going, by Teaticket

    With a static front, enemy bombing raids were experienced weekly. After the raid, a photo reconnaissance was sent to determine the success of the mission. Being early 1916 massed formations were not yet the norm. Few planes were normally sent on missions where in 1918 many dozens were sent. Early warning systems were also a thing of the future so a bombing raid was usually intercepted on it’s return home after the bombs had been dropped.

    Typical (some not so) planes of the period used by both sides.

    A German bomber has just dropped it’s bombs over Givenchy and is on it’s way home.

    (Or, an Entente bomber has just dropped it’s bombs over Lens and is on it’s way home.)

    Today’s mission is to intercept the enemy bomber returning from it’s raid. You and another scout are sent up to intercept. After the bomber has returned home or has been shot down a reconnaissance plane is spotted on it’s way to survey the damage. You are also charged with not allowing it to complete it’s task.


    1 bomber with 2 machine guns,
    1 photo recon plane with 1 machine gun,
    1 scout escort for the recon plane.

    2 scouts. You will fly one of the interceptor scouts.
    1 possible reinforcement scout

    Set up:
    Two mats connecting along a long side edge. Any two mats will do. Both mats are friendly with one long edge considered the enemy edge.

    Special movement.
    From the bomber’s and recon plane’s movement decks, only use 2 straights, 2 stalls, 2 turns in each direction. These 8 cards are shuffled and drawn when it is time for the bomber to move. Reshuffle deck when needed.

    Do not let these planes get less than 1 ruler from a side edge. Use your judgement to keep it heading for it’s intended target edge.

    1st half of the mission.

    Initial set up is as follows (In the photos, I use a trench mat for the enemy base edge. All other edges are friendly in case one is forced from the battle.) :

    Enemy bomber starts with it’s rear base 1 ruler in, from the center of it's friendly long side edge.

    For the friendly scouts, mark the mat every 5 ½ inches for 6 placement locations, ½ ruler length on the enemy side of the mid line. Roll a d6 for each scout placement. If you roll the same for both, roll again for the 2nd for a different location.

    When the bomber has either been shot down or exited from it’s friendly edge, the game will be reset for the recon half of the mission.

    If one or both of your friendly scouts have been shot down or forced home, you will gain one fresh reinforcement scout.

    If you still have both of your original scouts able to fly at the end of the 1st half, continue on with them, not ever getting the reinforcement plane. You can only ever have 2 friendly scouts on the table.

    2nd half of the mission.
    Placement is similar to before but this time they will be on the friendly side of mid line.

    The enemy recon plane starts with it’s rear base 1 ruler in, from the center of the enemy long side. The escort scout will be placed randomly ½ ruler length from the recon plane as shown.

    The enemy recon exiting your friendly long edge ends the battle. You are now too low on fuel to continue. You break off, diving into a cloud and head home.

    If the recon plane is shot down, the escort will fight on if you have only 1 scout. If you have 2 scouts it will dive into a cloud, breaking off for home ending the battle.

    Victory conditions,
    Shoot down the bomber only, draw. The enemy has recon confirmation of the mission but has lost it’s bomber for good.

    Shoot down the recon plane only, draw. The damage was done but at least the enemy won’t know how bad it was.

    Shoot down both the bomber and recon plane, Victory!

    Shoot down neither the bomber or recon plane, Defeat.

    The enemy scout is irrelevant to the mission outcome.

    If you finish the mission not receiving the reinforcement, you get an extra brandy in the mess.

    Original Thread is here

    And if you want to see how it's played:

    Stumptonian (Eagle);

    Gully_raker (Bulldog):

    Zenlizard (Eagle):

    Skafloc (Eagle):

    Mikeemagnus (Bulldog):

    Flying Officer Kyte (Bulldog):

    Vagabond (Bulldog):

    Tikkifriend (Bulldog):

    Flash (Bulldog):
    Last edited by flash; 04-04-2019 at 09:32.

    "He is wise who watches"

  4. #4


    OTT DYM Mission 3 - Knowledge is Power - 19th Jan 1916 - by Gully-raker

    By January the leaders of all combatants had realised the potential of Aircraft in assisting to win the War.

    The value of aerial reconnaissance had already been proven & now that aircraft were being fitted with Morse Code transmitters they could assist range Artillery Batteries to great effect.

    The Mission

    Mission 3 will be a two part Mission but played simultaneously!

    You will need two WoW/WoG mats (or similar playing surface) joined along the long edge.
    Preferably the Trench Mat which free long edge will be the Allied edge & either a Countryside or Industrial Complex mat the free long edge will be the German edge.
    If you do not have the Trench mat you will need to show opposing trenches with a no mans land with the German Trenches 1/2 range ruler from the join of the two mats or the mid point of your gaming surface. This trench complex needs to cover the length of the surface.

    SET UP

    First Part:
    The German Command want to obtain Photographs of their current front line Trenches so they can commence planning for any coming Spring Activity.
    An Allied 2 seat Fighter will be patrolling behind the Allied Lines.
    Ideally you will use a German 2 Seater with Rear Firing M/gun against a Vickers Gunbus or similar French aircraft.
    If you use a FE 2b or Morane you should fly a Albatross C.III.

    Set Up as shown below:
    The Gunbus one ruler from the Allied edge in the centre of the mat.

    The German 2 seater will be positioned one ruler from the mat join & half ruler in from the LHS looking from the Allied side.

    The German Aircraft will fly in a straight line until it approaches the German Front Trench & will then turn to overfly the Trench line until one half ruler from the opposite edge when it will turn back towards the German edge using normal AI charts.

    While photographing the Trench Line it will use the following cards. 2 straights, 2 stalls & one each LHT & RHT. These cards will be shuffled & drawn in order.
    The Gunbus or other Fighter will attempt to shoot down the German Aircraft. The German Observer can either Shoot or Photograph each movement card but not do both. He MUST photograph at least once per 3 card turn otherwise the mission will be a failure.

    2nd Part

    A German heavy Artillery Battery has been causing bad damage to a section of Allied Trenches & HQ have determined the area it is situated & now 2 x BE.2c's are to be dispatched to range in by Morse Radio a counter Battery. HQ. have dictated that all Observation Aircraft must be accompanied by another as an escort due to the "Fokker Scourge"! If you do not have BE's substitute FE 2b's or similar.
    Set up as below:

    One ruler back on the Allied side from the mat join & 1/2 ruler in from the Right Hand side of the mat with 1/2 ruler separating the two aircraft.
    The escort Aircraft may have a pilot operated Lewis Gun mounted on the fuselage firing at an oblique angle as well as the Observers Lewis Gun. A Bristol Scout may be used instead of a BE if you wish
    The Target Artillery Battery is sited in approx the Centre of the German Mat one ruler in from the mat join as shown.

    The 2 aircraft will need to fly to the Battery & then circle whilst the Observer of one BE radios in range corrections to the friendly Artillery. You can only make one correction per 3 card turn & cannot fire your Lewis gun in the TURN you transmit. Once you have come within 1/2 ruler of the enemy battery you can commence sending messages. After the first message has been sent then each TURN, roll a Games Workshop Scatter Dice (used for "Flavor") & on a Hit the German Battery is destroyed otherwise the shots are Off Target & need correction. If you do not have a Scatter Dice use a regular D6 & you will hit on a 1 or 6.

    Naturally the Germans will respond to this attack & a Fokker Eindekker will be sent to intercept. It will be subject to the "Do not approach the Front Lines" Direction from German HQ.
    Roll a D6 & on a 1 or 2 it will start from the RH corner of the German edge, on a 3/4 the Centre & on a 5/6 the LH corner. This will happen at the start of turn 3.

    Sample shows centre setup with dice roll of 3

    All Aircraft will use AI until the Spotter plane needs to circle the gun battery. You may of course choose to fly the spotter yourself if flying for the Allies.
    Only one Aircraft is equipped with a Morse Key so the Escort cannot takeover this role if the Spotter is shot down or forced to return to base.
    German Players may choose to fly against the Allies or Reverse the roles!


    If the German Observation plane is prevented from completing the mission (e.g. Forced Return to Base) or is Shot Down: 10 Points to the Allies

    If the Allied Aircraft fail to destroy the German Battery: 10 Points to the Germans

    Original Thread is here

    And if you want to see how it's played:

    Skafloc (Eagle):

    Gully_raker (Bulldog):

    F.O.Kyte (Bulldog):

    Vagabond (Bulldog):

    Tikkifriend (Bulldog):

    flash (Bulldog):

    Teaticket (Bulldog):
    Last edited by flash; 05-28-2019 at 00:20.

    "He is wise who watches"

  5. #5


    OTT DYM - Mission 4 - "Some Mothers do 'ave 'em" - January 27th 1916 by Mikeemagnus

    Historical Background
    Since the end of the Battle of Loos in October 1915, before which the Entente had had air superiority, the Central Powers gradually wrested that air superiority back to themselves, largely through the use of the Fokker Eindecker, with its apparent ability to dive “almost vertically” from a great height advantage and its synchronised machine gun, able to fire through a rotating propeller without damaging it.

    Britain, in particular, had been trying to answer this problem by reinforcing the RFC in large numbers (also in preparation for the Somme Offensive planned for later in 1916). On October 19th 1915, 13 Squadron arrived in France with their RAF BE2c’s; followed by 18 squadron on the 19th November with “Vickers Fighters”; 9 Squadron on December 20th with BE2c’s; and 15 Squadron also with BE2c’s on 23rd December. Then, in January 1916, on the 23rd, two more squadrons arrived – numbers 20 and 21 with RAF FE2b’s and RE 7’s respectively. This then was the position at the end of January 1916.

    There were yet more to come, so that from a total of 12 squadrons present in France following the end of the Battle of Loos, the number rose to 27 Squadrons by the 1st July 1916. But our mission takes place on 27th January 1916. Preparations for the Somme Offensive were on going and the German attack before that, in February, on a nine mile front along the banks of the river Meuse, opposite Verdun, was not expected!

    The mission
    Your squadron / staffeln has only been at the front a matter of a few weeks. Enemy scouts are operating either singly or in loose knit groups, with little or no planned coordination between them. They just appear randomly over the front line and have been playing havoc with your reconnaissance and photography aircraft. A situation which the crews of such aircraft are complaining about bitterly. In recognition of this problem, orders from on high now make it necessary for reconnaissance aircraft to be escorted at all times. (Assume this to be so for both sides, although historically it only applied to the Entente.)

    However, after returning from an early morning patrol, during which not a single enemy aircraft has been seen, one of your less salubrious flight members, a scout pilot, who thinks he has spotted what looks like a small forward airfield belonging to the enemy, apparently unprotected by anything other than one beaten up looking out of date two seater, just the other side of nomans land, decides to go solo against it. So, without further ado, informing nobody of his intentions, he has a two seater bombed up and sets off on his own, with no observer and otherwise completely unarmed, to put a few holes in the airfield and demolish the ancient bus, if he can. Oh dear, some mothers do ‘ave ‘em!

    Just as he is lifting off the ground, with his fellow flight members wondering what the heck he’s up to and his flight leader endeavouring to turn the local air blue with fury, Uncle/Onkle came rushing from his office, waving the above mentioned orders from HQ, relating to escorting reconnaisance aircraft. After a heated exchange between Uncle/Onkle and said flight leader, the only other available aircraft, two of them, are sent off in pursuit, to escort the rebel to wherever he is going and to bring him back again, preferably in one piece.

    Inevitably, when they eventually catch up, they find him under attack!

    1. Two mats, one of them preferably Nomans Land (Or similar sized play area).
    2. One friendly “rebel” two seater – RAF BE2c or similar if Entente; LVG C type or similar, if Central Powers.
    3. Two friendly support aircraft, chosen from those available at the time*.
    4. Three enemy aircraft, chosen from those available at the time*.

    *The choice of aircraft, other than the rebel two seater, is yours entirely, providing they were available at the time. However, they may not be armed with more than one machine gun and you are asked to keep in mind that Fokker E types are forbidden to cross over Nomans Land, so if you wish to use these, play them as a substitute for a similar mono-plane, if you have no other model, or find a reason why you broke the rules

    Initial placement:
    With the two mats placed long side to long side, your starting position, for the unarmed two seater, is one half ruler distance into nomans land (farthest away from his home base) from the centre position of the line joining the two mats, to the leading edge of the model’s base, heading for the far edge of the friendly map, as if running for home as fast as it can go (See photo).

    From here on the rebel two seater is flown with a reduced AI deck, consisting of three straights, two stalls, two left turns and two right turns. Shuffle these and deal them in threes, for two turns, then shuffle the deck and start again, repeating each two turns. Do not permit the rebel two seater to fly off the side edges of the play area (substitute cards where necessary).

    Two enemy aircraft are placed randomly to bounce the rebel. There are five possible positions around the rebel, measuring one full range stick, base to base, from each position (see photo). Number these one to six, as shown, and then use a D6 to place each of the enemy aircraft N.B. Throw one D6 per enemy aircraft (in my example the throws were 1 and 4. The enemy are then placed to directly face the rebel who is already nearly in range of both.

    Two friendly aircraft are approaching. Flying in whatever formation you like, providing they are within one half range measure of each other, base edge to base edge (and at least one of them is in base contact with the edge of the mat), they are placed randomly along the long edge of the friendly mat not in contact with the second mat and heading towards the centre of the play area. (See possible example in photo).

    If you are playing altitude rules, all friendly aircraft begin at the same altitude, whilst enemy aircraft are one peg higher. Please therefore be careful when setting up, to ensure this is possible.

    The third enemy scout will appear at the beginning of turn three at the same starting altitude as that for his peers. Divide the centre line, between the two mats, into six and throw a D6 to randomly place this third enemy scout at the appropriate place facing the nearest opposition aircraft.

    Objectives: Enemy - Offensive patrol, to shoot down all EA if possible.
    Friendly – rescue the rebel and then head home.

    Victory points:
    The unarmed two seater is SD = 1 point to the enemy.
    The unarmed two seater makes it off the friendly edge = 1 point to friendly side.
    Any other aircraft shot down = 2 points to its enemy.
    Any other aircraft leaving/forced to leave the area, for whatever reason, whilst enemy are present, = 1 point to its enemy.

    NB Since the rebel pilot, who takes it into his head to break the rules and go solo, will undoubtedly be severely repremanded, if he survives, you are advised that this pilot will automatically be grounded for the following three mission. I leave it to Uncle to decide whether or not this should be cumulative with other possible reasons to skip missions.

    Original Thread is here

    And if you want to see how it's played:

    Mikeemagnus (Bulldog):

    Stumptonian (Eagle):

    Zenlizard (Eagle):

    Gully_raker (Bulldog):!-gully_raker

    Flash (Bulldog):

    Vagabond (Bulldog):

    Tikkifriend (Bulldog):

    Teaticket (Bulldog):

    F.O.Kyte (Bulldog):
    Last edited by flash; 06-29-2019 at 01:38.

    "He is wise who watches"

  6. #6


    OTTDYM Mission 5 - Adler Tag-Team - 5th February 1916 by Stumptonian

    The Fokker Eindecker had begun to dominate the air over the trenches in the summer of 1915.
    By the winter of 1915-16 they had struck fear into airmen flying for the RFC and Aéronautique Militaire, with most of the Fokkers’ RFC victims being the reconnaissance aircraft BE.2c, while the French offered up various Voisin, Farman and Caudron targets.

    This period is often referred to as The Fokker Scourge.

    The German Eindeckers were so successful that the RFC changed their tactics for observation aircraft, requiring three escorts for each.
    This severely limited the number of reconnaissance missions that could be flown in support of the army, for both photographs of enemy formations and assistance with artillery spotting.

    That situation was about to change, first with the arrival of the Nieuport 11, which started to arrive for French units in January 1916.
    The Nieuport had a single Hotchkiss or Lewis machine gun mounted on the upper wing.

    The RFC had had to satisfy their needs with the Bristol Scout C, with its inherent machine gun mounting issues,

    or castoff French Morane-Saulnier N type, which, although similar to the Eindecker, did not have the same success.

    One can only imagine how The Fokker Scourge may have played out had not the German High Command dictated that the Fokkers were not to cross into enemy held territory. Virtually all of the victories were achieved over German lines in defensive attacks

    The British decided to use that to their own advantage, and on February 5th, 1916, sent out several groups of their new answer to the E.III, the
    De Havilland DH.2, a “pusher” aircraft similar in design to the Fe.2b two-seater that had shown some success against the Fokker's.

    The DH.2 was a single seat biplane with a forward-firing Lewis gun which allowed the pilot to “aim” with his aircraft.

    The DH.2 had sensitive controls, and at a time when service training for pilots in the RFC was very poor, it initially had a high accident rate, gaining the nickname "The Spinning Incinerator", but as familiarity with the type increased, it was recognized as very maneuverable and relatively easy to fly.
    The rear-mounted rotary engine made the DH.2 easy to stall, but also made it highly maneuverable.

    The Adler Eindecker pilots are going to learn all about that today.

    This mission entails one such DH.2 excursion over No Man’s Land to German territory.
    The idea was to draw out the Eindecker's and wipe them from the sky, enabling the BE.2c to carry out their duties unopposed.
    Twenty-four years later, during the Battle of Britain, the German Luftwaffe would use this same strategy. It was known as a ‘fighter sweep’.

    There will be two pairs of DH.2 and two pairs of E.III to oppose them.
    (If you do not have these aircraft use whatever you have that was available in February 1916.)

    Place the No Man’s Land Map joining a Countryside map on the long edges as shown. If you do not have these particular maps, any of similar size will suffice, but treat the middle of the Left map and west as “No Man’s Land” for C&W/E&E purposes. The rest of the map is German territory.

    One pair of Eindeckers are approaching No Man’s Land, hoping to begin a circuitous route searching for enemy reconnaissance aircraft.
    They will be placed 1-1/2 rulers in from the south edge, heading west, ½ rule from the join.

    The second pair of Eindeckers is heading south over the German trench line.
    They are returning from an uneventful sortie, at roughly the center of the map, ½ ruler from the join, staggered slightly as shown.
    Consequently, these two aircraft will have limited fuel. At the end of Turn 5 they must attempt to exit from the closest edge of the Countryside mat.
    Their first move in Turn 6 must be plotted accordingly, even if currently engaged

    A pair of DH.2 are positioned as shown, one ruler from the west edge of the NML mat, a bit more than one ruler from the closest E.III
    The Eindeckers are just out of range of the Entente aircraft.

    The second pair of DH.2 are positioned as shown, one ruler from the South edge and 1-1/2 rulers from the west edge, separated by ½ ruler.

    If using altitude, place all Entente aircraft one level higher than the Germans.

    Your objective is to defeat all enemy aircraft.

    If at least three Entente aircraft are still functional when the ‘short of fuel’ Eindeckers have left the table, the German player may bring in a reinforcement.
    Place this aircraft along the center line of the Countryside map using a random 6-sided die roll to determine position across the map.

    The example shows placement after a roll of 3

    If the only remaining German aircraft are in the process of leaving the battle there will be no reinforcement.

    Victory Points

    3 points for each enemy aircraft shot down.
    1 point for each enemy aircraft forced to retire*.

    *This does not include forced to retire due to lack of fuel.

    Original Thread is here

    And if you want to see how it's played:

    Flash (Bulldog):

    Stumptonian (Eagle):

    Mikeemagnus (Bulldog):

    Zenlizard (Eagle):

    Tikkifriend (Bulldog):

    Gully_raker (Bulldog):

    Vagabond (Bulldog):

    Teaticket (Bulldog):

    F.O.Kyte (Bulldog):
    Last edited by flash; 08-08-2019 at 06:46.

    "He is wise who watches"

  7. #7


    OTT DYM Mission 6 - Where's my Gunner? - 12th February 1916 by Vagabond

    Where's my Gunner?

    The big push is coming, our Army has been building up supplies and reinforcements in the rear areas but this has not gone unnoticed and the enemy have been building their reserves to counter attack and push back.

    Our job is to stop their reserves reaching the front line to make this counter attack. Our Squadron has been tasked with a high level bombing mission on a railway junction and troop concentration in the enemy rear area, it is imperative that we destroy the target, thousands of lives will depend on it.

    Your target is a long way behind the lines and almost at the limit of your operating range, photos show that it’s well defended with AA guns, but no evidence was seen of balloons or enemy aircraft but this doesn’t mean they won’t be there.

    The target will be 9 trench cards placed in a square formation in 3 rows of 3, half a ruler between each card, there will be 2 AA guns as shown and the table is 2 mats or an equivalent sized area.
    This map shows the Entente target, i.e. they approach from the West, just reverse it to show the Central Powers map, i.e. approach from the East.

    This was my original layout, note that the AA guns have changed but the target cards are correct.

    If anyone has target cards that better represent a railway junction and troop concentrations please let us all know and we can use them instead. The main idea is that there are 9 separate points able to be bombed and they are spaced out as shown and include a central point.

    You will fly 2 two seat light bombers and to maximise bomb capacity you will have no Observer/Gunner, I envisage BE2c’s or even FE2b’s for British and Albatros C1’s for the Germans, but use what was available and that you own or can substitute, however the only important thing is that they do not have a pilot operated gun or if they did, it has been left behind to save weight.

    Due to fuel limitations you can make a maximum of 2 passes over the target before turning for home,

    Your planes will have 6 bomb loads, they can be dropped as you wish, singly, in pairs, as a string etc. A partial hit counts as 1 point and a direct hit (covering the red dot) counts as 2 points.

    Altitude rules are at your discretion but all planes will be flying at altitude 7 which means the bombs will be in the air for 3 moves before hitting the ground, see rules P37. You may not dive down to make the bombing easier.

    I believe some of the early planes don’t have a side slip move card in the deck, only turns right or left, this will be a problem that you might need to think about beforehand because you will need to make the minor adjustments for the pin point accuracy required. I hope you don’t think I’m suggesting you cheat, but I probably will but I won’t tell anyone. Mums the word.

    Anti Aircraft guns, as I understand the rules the maximum altitude guns can fire is 6 and then only directly overhead, P33. Dave’s data on AA gun range shows they could fire higher and so for this scenario might I suggest we use up to 1 ruler distance from the gun at altitude 7 and use whatever rules you are comfortable with for the target accuracy, but we usually use the standard solitaire rules.

    Your planes will appear on a line ½ a ruler in from your mat edge and 2 rulers away from the troop concentration, anywhere on that line will do - it’s your choice.

    In addition to the 2 light bombers you have 2 scouts providing escort duty, any type available at the time, your choice, however because it’s so far over the lines the Scouts can only be on the table for 5 turns (15 moves) and then need to turn for home. They starts anywhere along the line your 2 seaters started from, but prior to the game start and before reading the rest of this scenario you need to decide which turn or turns you want them to arrive on, they don’t need to arrive at the same time. Basically have they escorted you to the target or are they escorting you home, or both, you could have one arrive with the bombers, stay for 5 turns and leave and the 2nd one could arrive on turn 5 and be available to escort them home, departing on turn 10. My approximate timings are 4 turns to complete your 1st bombing run, 1 to 2 turns turning and jiggling to get back on target, and then 4 turns back, this is only a rough timing and you should make your own judgement. Of course it presupposes you are still in the air.

    If you are still reading and haven’t decided when your scouts will appear – go to Jail, go directly to Jail and do not pass go, do not collect £200 and do not cheat again.

    OK the reason for having to decide on your arrival time is because there is an enemy scout on patrol in the area, it will appear on turn 2 randomly as per the plan or use any random method of your choosing to determine it’s entry point. It will be flying towards your bombers where ever they are at the time.
    Its primary target will be the bombers rather than your scout, so whichever AI system you use it’s the direction to the bombers that counts. If however your scout shoots at it then it will change priority from the bomber to the scout. It will chase you to the edge of the table but then return to protect the target.

    Use 6 or 8 sided dice, or some other method.

    If and when this protector is shot down a second one will appear immediately, use the same criteria for where it appears, similarly if this one is shot down a 3rd one will appear but this is the last.
    The final point about the AA fire, I liked Neil’s idea about AA gunners protecting a target not being too picky about who they shot at so I would like you to consider,

    a) The AA gunners will fire at any plane within range.
    b) The AA gunners will stop firing at any plane if one of their own side is within 1 ruler distance of the AA gunners.

    Winning and Losing
    I wanted to try a high level bombing game and so the winning and losing criteria is based solely on bomb hits rather than on shooting down planes. My inspiration was a raid where all the British planes failed to return, but they caused such havoc to the German reinforcements that the British Infantry push was a success, well as much as gaining a few yards of mud for a large number of lives was a success, but without this mission there would have been many more lives lost. It sort of put it into perspective for me.

    There are 9 cards at 1pt for a partial hit or 2 points for a direct hit (covering the red dot), total 18 points max, you have 12 bombs, highest score is the winner, but individually if we hit 9 or more points it is a victory for our side, 8 or less we have a lot of lives on our conscience, AA guns and aircraft score zero.

    I hope this gives a good and interesting game and I know that almost everyone is more experienced than I with regard to the game and rules so I don’t mind anyone shouting up and pointing out any mistakes I’ve made or questions they have about my scenario. However I’m in a boat yard at the moment trying to fettle a 47 year old boat and I have to go to the pub to get internet so I might not be so quick getting back to you, or so lucid either. So please feel free to interpret the game as you wish to give you a game that you enjoy.

    Good Luck Gentlemen.

    Original Thread is here

    And if you want to see how it's played:

    Flash (Bulldog):

    Tikkifriend (Bulldog):

    Stumptonian (Eagle):

    Gully_raker (Bulldog):

    Vagabond (Bulldog):

    Zenlizard (Eagle):

    Mikeemagnus (Bulldog):

    Teaticket (Bulldog):

    F.O. Kyte (Bulldog):
    Last edited by flash; 08-25-2019 at 02:14.

    "He is wise who watches"

  8. #8


    OTTDYM - Mission 7 - Dit Fromage ! - 19th February 1916 by Tikkifriend

    Verdun 19 2 1916

    Outline of mission.

    As a preparation for the the beginning of the German offensive centred on Verdun German GHQ had decided to soften up some of the prepared defences of the French Army principally the Fort at Douaumont

    It being the largest and highest fort on the ring of 19 large defensive works which had protected the city of Verdun since the 1890s

    To this end the need for accurate mapping of the area was essential for the artillery to do their job and so it was decided to send in several photo recon planes supported by scouts to ensure the missions success. AA fire was thought to be minimal and able to be neutralised by the scouts, and the nearest Entente airfield was some 30 mins flying time away.

    However loose talk in the cafes behind the German lines had given the Allied HQ an inkling that something was afoot.

    The 52nd were rapidly moved to a temporary airfield a mere 6 miles from the Fort Douaumont in an attempt to catch the German spotters unaware


    The Germans must photograph the Fort and its surrounding terrain and get the plates back to HQ.

    Set Up

    2 Mats of your choice, NML and Country would be good .
    The Fort is placed 1.5 rulers from the centre on the right hand mat where the mats join.
    The Fort is considered a 2 x 360° AAMG B firing position. Rules as Ares WGF - p.32 of RAP.

    Gameplay Germans

    As mentioned the Germans must photograph Douaumont and its surrounding terrain. Use this as your target:

    This involves 2 photos within ½ ruler of the Fort Douaumont itself and 2 shots each of the terrain North, South, East and West within 1 ruler of the centre of Fort Douaumont

    Photos can be declared on any straight or stall card played by a 2 seater. Usual observer / rear gunner rules apply re photography.

    Planes must be at Level 4 or lower due to the inclement weather on the day .
    At Level 2 each successful photo counts double i.e. you only need 1 pass to complete the photo mission.

    These plates must get back to base for development for the mission to be a success the planes must exit the mats at the longest home edge.

    You have up to a max of 3 x 2 seater planes of your choice as camera platforms.

    You also have up to 4 scouts, again of choice .

    You can bring the planes in at whatever time in the game you wish 1/2 ruler from your starting lines on the long edge of the left mat.

    A thick early morning mist is hanging over the sector therefore spotting the incoming attack is difficult for the French defenders, so at the beginning of each turn of the German player rolls a single D6 dice for all their planes to be heard by the observer corps in the Fort - consult the chart below

    Dice roll required to be heard
    Turn 1 5,6

    Turn 2 4,5 ,6

    Turn 3 2,3,4,5,6

    Turn 4 To loud to miss !!!

    Once the plane/s have been heard a call goes out to scramble the Bulldogs.
    This is a red flare as they are on a rolling sweep over the sector.

    The first 2 RFC planes will arrive 2 turns (6 cards ) after the German planes have been detected. Thereafter planes will enter the mat every turn until all are deployed.

    Roll for entrance area 1,2 Left edge 3,4 centre 5,6 right edge.

    There are a total of 6 RFC scouts to deploy if you wish.

    Gameplay RFC

    You have a total of 6 scouts available.

    When your planes are alerted to the incoming Germans you can choose the following.

    A minimum of 2 scouts must respond immediately to the flare.

    Should you wish to stagger your remaining scouts they must enter the mat by the 4th turn after the initial first contact

    Roll for entrance area 1,2 Left edge 3,4 centre 5,6 right edge of right mat.
    They will enter ¾ ruler from the edge

    Entry altitude is at your discretion.

    Use of AI

    You are free to choose up to 2 planes to fly manually. The rest are AI and follow the AI rules re wounds , damage etc

    Points make prizes

    For every compass photo RTB 1 VP
    For every Fort photo RTB 2 VP.
    For every German 2 seater SD 2VP
    For every RFC/ German scout SD 1 VP

    Bon Courage.

    Original Thread is here

    And if you want to see how it's played:

    Flash (Bulldog):

    Tikkifriend (Bulldog):

    Stumptonian (Eagle):

    Zenlizard (Eagle):

    Vagabond (Bulldog):

    Mikeemagnus (Bulldog):

    F.O. Kyte (Bulldog):!-Kyte

    Teaticket (Bulldog):
    Last edited by flash; 10-09-2019 at 06:57.

    "He is wise who watches"

  9. #9


    Scenario 8 OTT DYM: Schlacht um Verdun Unternehmen Gericht*(Operation Judgement) 27th February 1916 by Skafloc

    Attachment 271625

    Attachment 271626

    Attachment 271627

    Attachment 271628

    Attachment 271629

    Attachment 271630

    Attachment 271631

    Attachment 271632

    Attachment 271633

    Attachment 271634

    Attachment 271635

    Attachment 271636

    Attachment 271637

    1.Start on the right edge of the playing area.
    2.Decide your altitude, each flight of 2 or 3 aircraft must be at the same altitude.
    3.If you decide to fly at 1 or 2 pegs height you may fly straight down the railway cutting. Guns above the cutting cannot fire at you with the exception of the gun above the tunnel entrance. Your bomb(s) will only travel forward 1 or 2 (dependent on peg height) stall or straight card, dependant on your last manoeuvre card.
    4. Forget altitude, height relevant to pegs; just play the scenario PEGS as written.
    5. All guns, whatever type can fire at anything within 2 rulers away.
    6. You get a +1 for peg height advantage
    7. Bombing is done by the method described: 1 relevant manoeuvre card per peg level + 1 bomb card and the bomb hits immediately regardless of peg height.
    1 Peg = 1 manoeuvre card (either straight or stall - same as last card plane moved) + 1 bomb card
    2 Pegs = 2 manoeuvre cards (as above)+ 1 bomb card
    3 Pegs = etc

    8. Altitude does not equate to pegs in this game. You can pull out of the railway cut if at 1 or 2 pegs height. You do no have to, but may, Immelmann.
    If at 1 peg you would be at 2 after the manoeuvre, if at 2 you would be at 3 and in range of the guns above the railway cutting. Remember the only gun that can fire into or above the cutting is whatever gun is above the tunnel entrance.
    9. Enemy scouts have to be in the cut to fire at planes within the cut. However they will get a +1 advantage if firing from 2 pegs to 1 peg. As they would firing from 4 to 3

    Uncle: To save on admin I suggest that if successful that you name that crew & flight from your roster as part of a bigger raid & write it up accordingly.

    Original Thread is here

    And if you want to see how it's played:

    Flash (Bulldog):

    Zenlizard (Eagle):

    Stumptonian (Eagle):

    Gully_raker (Bulldog):

    Vagabond (Bulldog):

    Mikeemagnus (Bulldog):
    Last edited by flash; 09-15-2019 at 01:07.

    "He is wise who watches"

  10. #10


    OTTDYM Scenario 9 - Timing Is Everything - 6th March 1916 by Zenlizard.

    Good afternoon, Gentlemen:
    As you know, the enemy has been moving reinforcements and supplies up to the front, in response to the recent fighting. Command has ordered us to stop them. Specifically, we are ordered to bomb a railroad tunnel mouth the enemy has been using to shelter supplies and personnel. In fact, the other end of the tunnel that we attacked the other day.
    The importance of this target should be obvious, but in case it isn’t, I’ll explain further. The enemy has been running trains in and out of the tunnel as fast as they can be unloaded All night, and every day when the weather is too bad for flying. As the tunnel mouth is out of the range of our artillery, it is up to us to destroy the tunnel entrance, and any ammunition or troop trains in the vicinity. We will show them that we are brave and determined enough to stop their their tracks.
    The forecast for tomorrow calls for heavy overcast skies, with occasional rain predicted. Therefore, the enemy will likely be running ammunition trains. In addition, the enemy knows full well the importance of this target, and reconnaissance has shown that it is heavily defended by both machineguns and antiaircraft guns. Finally, the enemy has lately been flying in weather that would normally stop anyone. There will likely be defending fighters present. Therefore, if the mechanics can get three bombers ready, we will use three; if only two, we will use both of them, and one escort. In either case, we will approach the target area above any cloud cover; once we are in the vicinity of the railroad, we will dive to an altitude where we can see the tracks, and follow them to the target. This way, perhaps we can surprise the enemy, hit the target and get away before they can return fire. Any questions? Good. Now, who would like to volunteer? Good luck, gentlemen.

    Intro: apologies if this seems rather wordy, I tend to do this to answer any questions before they are asked. Measurements given here are in case anyone lacks the proper map sheet. Things can be set up using just the measurements given.

    Scenario set-up:
    The area, and conditions:
    Use two mats, laid long side together. The total play area is 97.8cm tall, 135.9cm wide. Point of view is the bottom long side is south edge.
    Use altitude and standard bombing rules. (As intended, this will result in a one-turn delay before the bombs hit the target; see below).
    The entire target area is overcast with a thick stratus layer, filling the entirety of altitude level 2. Aircraft at Level 2 cannot see anything, including each other, nor can they be seen by anything. Therefore, I highly recommend using the base collision rule for aircraft at this altitude. That is, if any part of the base overlaps any other part of the base, and both aircraft have either any or no climb markers, they collide.
    Aircraft cannot see through the stratus layer to sight aircraft or ground targets.
    Aircraft can only see each other or ground targets (and can only be seen by AA) at level 1, or at higher altitudes if the line of sight passes through the hole in the clouds (see below).
    The left-hand mat should be the industrial mat; there is a (perhaps subway) railroad emerging from the southeastern side of the town, crossing the river, then making an almost 90 degree turn before heading back into a tunnel to the west of the town. With the mats oriented as above, the tunnel entry should be 28cm from the western edge, and 26cm from the southern edge. It is this tunnel that constitutes the target.
    There is, of course, an exception to the overcast-related rules: The hole in the clouds. Make one yourself by cutting an irregular shape 28cm long at its longest point, and 15cm wide at its broadest. It is important to remember that this does NOT represent a cloud: it represents a gap in the cloud cover. Therefore, make it a ring, so that things can actually be seen when the hole is overhead of the observation point. Here’s mine:

    Aircraft in the hole at altitude 2 can spot and be spotted as normal.

    The target:

    Ignore any terrain except the tunnel entrance, and the railroad extending from that to before it makes the (from this point of view) left-hand turn.
    Extend the railroad by any convenient method straight to where it runs off the northern side of the map, which will be approximately 43.5cm from the west side.
    Set up a target card such that the back side of the target abuts the tunnel, with the actual tunnel (or target reference point) in the middle of the short side, and the long side of the card running parallel to the tracks (about a 12-15 degree offset, if DYO play area).
    The train card provided measures (or is intended to measure) 7mm x 22mm- about half a standard aircraft base long. It starts the game with the front end of the train 14cm down the railroad, and will proceed straight down the tracks. Moving each phase with a B card.
    Download a train silhouette: Attachment 273943

    The hole in the clouds will start with the long axis pointed at the target card; the closest point of the front edge of the hole will be set up approximately 1+3/4 ruler length from the south edge, and about the same length westward of the eastern edge of the western (industrial) map.

    Each phase the cloud will move such that the long axis will overlap the target card for the maximum amount of time, i.e., more or less straight toward the southwest corner of the play area. Both the train and the hole will move similarly: using only the edge of the movement card, advance the train and/or hole to the edge of the movement arrow. The train will use a B card to move, the cloud will use an XD card to move (if you lack the proper movement decks, that’s 4.7cm/2.3 cm respectively.)

    The Defenders:
    Two single-seat fighters are in the area, using a racetrack pattern to patrol the target. Both are at altitude level 4. One should be set up anywhere to the west of the target, such that the edge of the aircraft base closest to the target is ½ ruler length from the west map edge. Aircraft facing can be anywhere from NW to NE.
    The other interceptor should be set up anywhere to the east of the target, such that the edge of the aircraft base farthest from the center of the target card is 1 ruler away. Aircraft facing can be anywhere from SE to SW.
    The interceptors are flying a boring defensive patrol, but once they see trouble coming at them, they'll move in to do their job. Which is most likely right when the attackers appear on the map.
    BTW, this picture also shows the proper placement fo the target card.

    Ground Units:
    Ground defences are heavy. Use 6 A-firing machineguns, and 2 AA cannon.
    The two cannon are set up due east and west of the target card, with the center of the cards ½ ruler away from the center of the target card. Two AAMG
    set up due north and south, similarly. The other four AAMGs are set up at the corners-NE, SE, SW & NW but these are set up so that their center's are 1 full ruler from the center of the target card.
    AAMGs have a range of 1 ruler, up to level 2. AA cannon can fire up to level 3 or 4 at 1 ruler range, or level 1 or 2 at two rulers range.
    Remember, except for the hole in the clouds, aircraft at level 2 cannot be seen or shot at; and aircraft at altitude level 3 or 4 cannot be seen or shot at, unless any part of the direct line of sight runs through the hole in the clouds.

    The Attackers:
    Use two or three bombers, at your discretion. If using two, use 1 single-seat escort as well. They enter at the northeastern side of the eastern mapsheet. The reference card has its closest corner (to the target) 1/2 ruler from each the north and eastern sides. I strongly suggest setting it up so that the reference aircraft is angled about 12-15 degrees south of an east-west line.
    The other two aircraft are set up so that the front left point of aircraft #2’s base is ½ ruler in front and ½ ruler to the left of the reference aircraft. Aircraft #3 is similarly ½ ruler from aircraft #2, with its front edge even with the rear of the base of aircraft #2. Aircraft #3 is the escort, if you have one. Otherwise, it is another bomber. All attacking aircraft are at altitude level 3.

    The intention is to fly the current flight path, and then make a 30 degree turn, following the railroad-this was common navigation technique, before fancy things like INS and GPS were invented. If, by the time the bombers reach the railroad, the 30 degree turn puts them slightly askew to the railroad, fudge the turn so the aircraft is pointed straight down the tracks.

    You control all bombers, and the escort, if any. Bombers will release all their available bombs at once.
    Contrary to the standard rules, bombs can be dropped at altitude level 1 (they just impact the ground immediately, see consequences below).

    You have two choices:
    Fly the mission as briefed (diving down to altitude level 1, and facing the FLAK barrage, or, try and use the hole in the clouds as your ally, and bomb from level 3. You must be able to see the target for at least one movement phase before dropping the bombs.
    Both the antiaircraft positions and the locomotive of the train can be strafed. The locomotive takes 5 points of damage (or the boom card) to destroy-ignore any other special damage to the locomotive. Machinegun fire cannot damage the train otherwise.
    If the locomotive is destroyed, the train will stop immediately, and not move for the rest of the scenario. If an aircraft attempts to bomb the train, the train will go sky high if any part of the bomb card overlaps any part of the train card (direct or partial hit). The tunnel will be destroyed only by a direct hit (any part of the bomb card overlaps the red dot in the center of the target card.) If the train is within one train length of the tunnel when the train explodes, the exploding ammunition will collapse the tunnel!

    Here’s the fine point of the timing:
    If done right, a bomb card can impact the train card, just as it’s going into the tunnel. This is what the attackers are hoping for: the exploding ammunition on the train will only add to the destruction caused by the bombs. There is of course, a catch:
    Any aircraft within one ruler of the train if and when the bombs hit it, at altitude level 1, or, ½ ruler at altitude level 2, gets caught in the blast radius of the bombs, the locomotive, the ammunition, and various and sundry other debris. Draw two C damage cards, and apply them both.
    If an aircraft, at altitude level 1 drops its bombs, and the bombs actually miss all targets, then draw an A damage card: if there is any special damage (including a jam), then the aircraft is caught as above: draw a single C card, and apply that damage.
    If the C card is zero, or the A card doesn’t show any special damage, the aircraft flies through the fireball, and somehow manages to dodge the debris.

    Any aircraft forced to RTB, or any aircraft, after the last attacking bomber has released its bombs, or been shot down, may escape by hiding in the cloud layer. All it has to do is climb/dive to altitude level 2, and avoid the hole. Any aircraft may also escape by flying off any map edge (it is assumed they’ll hide in the clouds as above). Resolve any fires on escaping aircraft as normal. Otherwise, the entire map is considered friendly territory for the defenders: aircraft escaping off the eastern edge, and downed by fire are considered to be downed in No Man’s Land.

    Victory Points for the scenario are awarded as follows:

    Destroying/saving the tunnel: 10
    Destroying/saving the ammunition train: 5
    A bomber escaping while still loaded with bombs (coward!): -8 for the attackers
    A shot-down bomber: 3 points for the defenders
    A bomber FRTB: 2 points for the defenders
    A shot-down single-seater: 2 points to the opposing side
    A single-seater FRTB: 1 point to the opposing side.

    Original Thread is here

    And if you want to see how it's played:

    Stumptonian (Eagle):

    Mikeemagnus (Bulldog):

    Zenlizard (Eagle):

    Flash (Bulldog):

    Vagabond (Bulldog):
    Last edited by flash; 10-06-2019 at 02:29.

    "He is wise who watches"

  11. #11


    OTT DYM Mission 10-- March 12 1916---Double Jeopardy--gully_raker

    March 1916 saw the formation of KEK's & Fokkerstaffels which the Germans hoped would lead to aerial superiority by concentrating Fighting Scouts in groups.
    At this stage in the War both combatants relied heavily on tethered Observation Balloons for information particularly for short range Artillery Bombardments on the opposing trenches
    & movement of troops in the Front Lines.

    Both British & German HQ's had initiated a mission to destroy a troublesome Balloon which had been causing heavy casualties in the Front Line Trenches.
    Your Scouts have been charged to destroy these Balloons.


    Using two WOG/WOW mats joined on the long side set up a British & German Balloon as shown in the example.

    Set up the Balloons in the centre of you sides mat 1&1/2 rulers in from your rear edge.

    Each side will have 2 scouts to attack the enemy Balloon. One armed with incendiary ammunition & one to act as escort.
    Your Scouts will start 1/2 ruler length in from the mat join on your side & 1/2 length from the RHS of your mat.
    See Examples below.

    Each side will have one defending scout located in one rear corner of your mat facing 45 degrees towards the balloon as per the examples.

    Also each Balloon will have ONE "B" firing AA Machine gun as additional defence. These AAMG's can only fire at Aircraft a Level 3 or below & can be set up touching one face of the Balloon base (Your choice!) See first photo showing the overall set up.
    AAMG will have a 360 arc of fire without ground fire and an adjusted MG fire - ie pull an extra card to what is required for range/height & give the lowest selected to the aircraft - any special damage takes precedence (so guns will jam, pilots will be wounded, planes explode etc etc).
    Where there's multiple Special Damage:
    Boom card trumps all -
    Then go with the highest damage number on the special damage.
    Where the damage number is the same, then precedence is Fire, Wound, Engine, Smoke, Rudder,

    All Aircraft & Balloons will commence at LEVEL SIX (i.e. 6 pegs)

    Your Balloon can commence descent after the first shots are fired at it by the attackers & will reduce height by ONE LEVEL every TWO TURNS due to using B damage deck Aircraft & there will be ONLY ONE CARD required to reload the Lewis Guns to make the Scenario fair.

    The attacking Aircraft will naturally dive to follow the Balloon down & there will be no +1 advantage of height against the BALLOON.
    Normal + 1 will apply to Scout Vs Scout.
    As you dive to follow the Balloon you will only reduce your height by ONE PEG.

    Any Scout aircraft available at this date may be used & the FE 2b is considered a fighter in the early days
    No 2 seaters with Front & Rear guns can be used!
    Attached are Balloon images for anyone who does not have actual Balloons!


    10 points for Destroying Balloon
    5 points if Balloon on Fire when it reaches the Ground
    2 points for any enemy Fighter Shot Down
    1 point for any enemy Fighter forced to return to base

    Happy Dogfighting All.

    Original Thread is here

    And if you want to see how it's played:

    Stumptonian (Eagle):

    Mikeemagnus (Bulldog):

    Zenlizard (Eagle):
    Last edited by flash; Today at 01:11.

    "He is wise who watches"

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