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
Objective
The Germans must photograph the Fort and its surrounding terrain and get the plates back to HQ.
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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
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 shot 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 , 2 seater planes of your choice as camera platforms.
You also have upto 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. Pic So spotting the incoming attack is difficult pour 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
Turn
Dice roll required to be heard
Turn 1 5,6
Turn 2 4,5 ,6
Turn 3 2,3,4,5,6
Turn 4 Too 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 a plane/s 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.
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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.
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