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.
Forces,
Enemy,
1 bomber with 2 machine guns,
1 photo recon plane with 1 machine gun,
1 scout escort for the recon plane.
Friendly,
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 your 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 it's friendly long side edge. 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.
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