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Thread: AAR OTT DYM Mission 8 - Schlacht um Verdun* Unternehmen Gericht (Operation Judgement)

  1. #1

    Default AAR OTT DYM Mission 8 - Schlacht um Verdun* Unternehmen Gericht (Operation Judgement)

    OTT DYM Mission 8 - Schlacht um Verdun* Unternehmen Gericht (Operation Judgement)
    OTT – Daring Young Men Campaign
    The Italian Front – 7 December 1917
    * Monte Grappe for the Italian Front

    The original scenario, by Skafloc, is set on the Western Front in February/March 1916 and can be read here:
    https://www.wingsofwar.org/forums/sh...ion-Judgement)

    All 12 aircrew of the group were in the mess - the members of Flik 55J bis (Ltn Ryan von Taaffe & Wolfgang von Augustin, Fw ‘Sandy’ Svododa, ZgFhr Pablo Pavlich and Karoly Horváth and the newly posted in pilot, Milos Kafka) and the joint German-AH observation detachment, commanded by the German Oblt Karl Klimt and with the rest of the detachment consisting of Karl’s compatriots, Ltn Albrecht Thoma and Fw Ludwig Jäger & Josef Hauser along with the sole AH observation crew of Ltn Eduard Kuhn and Fw Heinrich Fraenkel. The group had become quite informal and close – especially following the terrible previous mission in which three of the group had been killed.

    The Hauptman, Michael von Taaffe, a cousin of Ryan’s, stormed into the room – red in the face and steam (if not blood) coming out of his ears.

    “Those fools”, he exclaimed to no one particular and perhaps just to the gods, “Will they go on with this madness until everyone is dead? But orders are orders – and they insist.”

    The air group members stared at the Hauptmann with their mouths agape. Never had they heard the commander speak of higher command in such a negative and open manner. They tensely awaited their instructions.

    The Hauptmann continued, “for whatever reason they want us to drop a bomb precisely on the entrance of an enemy rail tunnel that seems to lead to their fortifications on Mount Grappa. I don’t know the details but supposedly by doing so we should be able to collapse the tunnel entrance. That’s not the idiocy – the rail track lies in a deep rail cut in a canyon. Planes will have to fly in a straight line up the cut in order to drop their bombs successfully. All the while they’ll be easy targets for enemy ground defences and defending scouts. If that were not idiotic enough, they want use to use Rolands. Rolands! Can you imagine. It won’t do, it just won’t do.”

    He paused in his tirade and thought for a moment, finally said declared, “I won’t have it – at least not the Rolands”, and then left the mess leaving the company bewildered.

    A half hour later, the Hauptmann returned. “It took pulling a few strings at the Fliegerarsenal but they will be sending us better machines – 3 Hannovers for the observation crew and 3 experimental reconnaissance planes being developed by our own Ungarische Flugzeugfabrik Abteil Gesellschaft.”

    The scout pilots looked confused. The Hauptmann noticed their confusion and continued, “As we only have 3 reconnaissance crews, the Flik pilots will cew the experimental UFAG planes. Pablo will pilot one with Sandy as commander and bombardier; Karoly will fly the second with Wolfgang; and Milos for Ryan. I suggest you go in in two flights of three bombers. The observation detachment has more experience and will go first, led by Karl. The scouts in the UFAG planes with Sandy in the lead will go in second. Those are your orders.”

    The Hauptmann pulled Sandy aside and whispered, “Sandy, if it goes very badly for the first flight, you may abort the mission at your discretion,” but he knew that the brave Czech pilot would be unlikely to do that. He thought that telling Sandy this was a way of assuaging his conscience on what appeared to be a suicide mission.

    The six planes in the two groups of three approached the target area. All was quiet and no enemy scouts were seen. Karl led his flight into the cut when the enemy guns opened up – thankfully to little effect.

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    Ludwig, piloting for Karl, returned fire, but needing to concentrate on not hitting the rail cut walls, he overshot the Italian flak gun. Albrecht, with Josef piloting, closely followed.

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    On the left, Karl saw an enemy Nieuport, with British markings, appear over the rise of the canyon wall. He tapped Ludwig on the shoulder and pointed. Ludwig nodded and was ready when the British Nieuport [Note: Lt George Mason] closed in. They both exchanged fired. Ludwig’s aim was dead on but so was the Engländer’s. Flames erupted from a fuel line on the Hannover. “Sch….”, muttered Karl. If that wasn’t enough, the flak gun they had just overflown had reloaded and ranged in on the Karl and Ludwig. A second gun ahead of them opened up but was short. The flak bursts rocked the machine. Somehow Ludwig kept the Hannover from hitting the walls of the cut.

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    The Engländer continued his deadly flight over Ludwig and Karl and towards Albrecht and Josef. Machineguns barked – and both the Nieuport and Hannover took damage. Lt Mason felt a searing pain in his side. Seeing that his machine had badly suffered in the run, he knew he’d have to abort but he knew reinforcements were just behind him. Karl took off his jacket and unsuccessfully tried to combat the flames. Ludwig flew on, apparently not aware of the damage the fire was doing as he focussed on the taking out the second flak gun. [I forgot when planning turn 3 that a plane on fire was not supposed to fly straight….see turn 4 for when I realized I had forgotten this.] By this time Heinrich dipped the third Hannover, with him and Eduard, into the cut and close behind Albrecht and Josef.

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    A second Nieuport with British markings appeared [Belgian pilot Lt Pieter van den Berg] over the same rise and dove down on the blind side Albrecht and Josef. The Nieuport’s pilot’s aim was as good as the first. The Hannover suffered and smoke began to pour from the engine. The Nieuport’s didn’t all have their way, as Mason turned towards home Albrecht swung his parabellum around irreparably damaging the Nieuport. Mason to bring his machine down safely. Ludwig continued to concentrate on the flak gun ahead of him – the explosion shook the Hannover. “Hmmm…’, thought Ludwig, “hit the ammunition. That’s one less for the others to worry about.” Eduard has less luck taking out the first flak gun getting only a jammed parabellum for his effort.

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    Van den Berg repeating the flight path of Mason, continued down the line of the bombers, hitting the third Hannover. Heinrich tried to reply the angle was too great and it was too dangerous to temporarily turn the Hannover towards the Nieuport.

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    An enemy ground machinegun ripped through the first Hannover. It had surprised Ludwig and his aim was off as he tried to reply. Karl was having a bit more success fighting the fire but it was still going and with the damage they had suffered he tapped Ludwig and signalled that they should abort. A third Nieuport, with Russian [‘Lt’ Vladimir Chekhov] markings, appeared – were they to fight the entire world? – on the other side. It flew rapidly, but Heinrich dipped the Hannover slightly to hide below the cut’s walls and the Russian’s bullets passed overhead hitting the far side of the cut.

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    Ludwig climbed out of the cut and as he did a flak gun just to the side fired. Close but no damage. The first flak gun in the cut zeroed in on Albrecht and Heinrich but the Hannover escaped the blast without damage. Not in a position to fly down the line of bombers, Chekhov turned his Nieuport in to follow them. Flying just over top of the third Hannover he fired at the middle bomber hitting it’s rudder. With his parabellum jammed Albrecht was unable to reply.

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    With his parabellum finally working, Eduard was ready and waiting for the Russian as he passed over head. A couple of well aimed bursts and the Russian’s Nieuport burst into flames. Unfortunately, for Albrecht and Josef, the Italian AAMG on the ground was ready too. One burst of shots and the heavily damaged Hannover lurched towards the bottom of the rail cut. The flight leader had no more luck. Ludwig was banking right to head home when a fourth Nieuport [Phillipe Dumoulin] dove out of the clouds – dead ahead, aiming straight towards Ludwig and Klimt with his guns ablaze. Ludwig was a good short and with a burst from the Spandau the one wing of the Dumoulin’s Nieuport shattered and the plane plummeted to the ground, but Dumoulin’s bullets had been just deadly. The Hannover’s engine coughed a couple of times and the plane slipped down to the right. A ‘kill’ for Dumoulin and a round of cognac in the mess if he survived. [As I was happy with the story-telling results I didn’t make any adjustment for the blazing Hannover flying turn 3 in a straight line. So I left it as is.]

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    With two Nieuports down, a third on fire and the fourth circling around, Eduard and Heinrich had a brief reprieve from above but they were the last of the flight and the AAMG ahead was firing a steady stream of bullets into the air. [Actually the AAMG was supposed to be jammed but perhaps this compensates for me not using the scenario rule of a 2 ruler range for the AAMG.] Heinrich returned fire, hitting several of the AAMG’s crew.

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    While his Nieuport continued to burn, Chekhov shadowed the remaining Hannover. With the fire and a few bullets from Eduard, Chekhov kept his distance.

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    Then seeing his opportunity, Chekov banked right towards the Hannover, firing as he went. Eduard had continued to fire at the pyre of a Nieuport, but Heinrich used the wall of the cutting to evade the Russian’s bullets causing parabellum’s bullets to hit the wall of the rail cut.

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    However, when the Russian flew across the cut, Eduard had him dead to rights – unless his parabellum jammed again. Unfortunately for Chekhov that wasn’t to be the case. A second fire flamed up on his Nieuport. With two fire rapidly eating up his machine, Chekhov was finished and turned what he hoped wouldn’t be his funeral pyre towards the nearest landing airfield.

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    The Hannover had at last reached the tunnel entrance but fire erupted from the flak guns and AAMG positioned around and defending the entrance. Heinrich returned fire and ammunition around the flak gun started to explode, but Heinrich felt a searing pain in his side. He had been badly hit and he whispered a prayer to the Virgin Mary of Mariazell as he was sure he’d not see his hometown again. Sadly the Hannover jerked as Heinrich was hit and Eduard hit the bomb release a fraction – just a fraction of a second to early. The small explosion meant they had missed. With Heinrich wounded, the Hannover headed home to their aerodrome. Would Eduard be the sole survivor of the flight? Would they have vainly lost of 5 of the 6 members of the detachment?

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    Sandy’s flight had circled above watching the fate of the Hannovers. While the Karl’s flight had failed, they had badly damaged the enemy. He had seen two Nieuports crash, one was nothing but fire and smoke which left one defending Nieuport they’d need to watch. The ground explosions meant that likely two of the flak guns had been put out of action. It would still be a risky, but Sandy thought they just might be able to do it. He had noted that the Hannover’s had often masked their guns by flying to close together. He signalled to the others that they should keep open up the distance between their machines. In his pyre of a machine Chekhov continued to play the role of a fireman.

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    Pablo led the lead Ufag with him and Sandy into the rail cut. The flak gun fired [picture not shown] and missed. Pablo’s return fire was on target – a few artillery crew had been hit but the gun was still in action. Further back Karoly and Wolfgang dipped into the rail cut.

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    Chekhov managed to finally quench the fire but his firefighting skills were not what they should have been and the damage to his Nieuport was too great. He signalled to van den Berg that he was returning to the base of their multi-national expeditionary squadron.

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    As Pablo and Sandy flew over the flak gun both Sandy and Karoly rained bullets on the hapless Italians. Explosions meant that one more flak gun was out of action. However, there was more trouble. A fifth Nieuport appeared…a Nieuport with French markings [American pilot 2/Lt Sam Magee]. Clearly these defending Nieuports had practiced firing into the rail cut. Bullets ripped through the Ufag and severed a fuel line – flames flickered. Pablo fired back – a few hits on the Nieuport’s rudder but the Schwarzlose jammed.

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    Magee flew between the two Ufags into a crossfire between Sandy and Karoly. More damage to the Nieuport but both Schwarzlose’s jammed. Sandy and Pablo’s Ufag was defenceless and on fire. Continuing to fly straight would be disastrous. They’d need to abort and it would be up to Wolfgang and Karoly or Ryan and Milos. [Turn 9.0 fire damage = 0 / picture not shown]

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    Pablo pulled the Ufag up to exit the rail cut, but van den Berg was waiting. Pablo banked hard to the right and the Nieuports bullets missed. Van den Berg cursed as both his Vickers and Lewis guns simultaneous jammed. He had the Ufag! Magee skidded behind the second Ufag, just as Milos dove down into the cut with the tail end Ufag catching Magee in a crossfire between Wolfgang and Milos, but the American twisted his Nieuport left then right and the bullets miss their mark. [Note that these are two side-by-side pictures down the line of the trench / cut. I hadn’t intended to do a panorama but in hindsight it would have been a good idea….]

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    Van den Berg banked his Nieuport around for another pass but was rewarded for the being the next victim in the crossfire between Wolfgang and Milos. A bullet grazed van den Berg’s cheek – perhaps an attractive scar for the ladies. Yet more Nieuports descended on the rail cut. A British Nieuport [Capt Charles Kingsley] put a few more holes in Wolfgang’s and Karoly’s Ufag. An Italian Nieuport (Ten Giacomo dei Ferreti] lurked further off to the right.

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    An explosion off to the left caused the crew of the two remaining Ufags in the rail cut to turn their heads. They could not see due to the rail cut wall but it could only mean that the fuel tank of Sandy’s and Karoly’s Ufag had exploded.

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    Four Nieuports buzzed around the remaining two Ufags. Bullets flew in every direction. It was Kingsley turn to be in the crossfire. Fortunately for him, Milos could only watch him pass across the top of the rail cut. Ryan hampered van den Berg by severing control cables. The Belgian wouldn’t be able to turn left or right. Magee veered back towards the cut. The lead Ufag was in his sights. One burst and the Ufag jerked. Hit the pilot. Karoly felt the blood oozing down his left leg.

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    Ahead of Karoly and Wolfgang the AAMG that had shot down Albrecht and Josef opened fire on them hitting bits of the wing. Despite the pain, Karoly returned fire. He could see the remain crew slump over the AAMG. “No more trouble from them”, he thought, but there was trouble behind as the American was on their tail. In the cut there was little chance of shaking him. Further back, Ryan and Milos had two Nieuports on their tail. Van den Berg had done an Immelmann to get back into the fight, while the Italian, dei Ferreti, slid in behind the Ufag. Unluckily their bullets did little damage to the Ufag. Ryan’s mark was deadly. His Schwarzlose’s bullets traversed the Italian’s Nieuport – smoked poured from the machine and dei Ferreti gasped from the pain in his right shoulder. He would not be able to continue the fight. It would be enough of a struggle to get back to the airfield. [Another pseudo-panaroma which is a collage of two pictures. The join muddles Giacomo’s hits on the Ufag which are a ‘0/jammed’ and a ‘1’ (+1).]

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    Magee continued across the top of the cut, but by now Milos had unjammed the Schwarlose and the American was the next victim of the crossfire between Wolfgang and Milos. Dei Ferreti headed home while the van den Berg exchanged fire with Ryan but got the worst of it as flames flickered around the engine of his Nieuport. [Another pseudo-panorama shot. I’m not sure why Ryan fired at van den Berg and not dei Ferreti. Maybe I was getting tired by this point or maybe just accumulated confusion. Anyway I decided at the end to let all errors stand – for the sake of the story. :lol ]

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    Despite the fire, van den Berg got a bit back at Ryan and Milos – no fire, not even smoke but a good hit nonetheless. On the other hand the fire was obscuring the Nieuport and Ryans shot went wide.

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    Karoly and Wolfgang approached the target. Despite the pain in his leg, Karoly held the Ufag steady. Wolfgang waited and waited. The defending AAMG opened fire. Bullets whizzed past the head of Karoly and Wolfgang hitting the tail but Karoly held steady. He would not return fire until Wolfgang dropped the bomb….”come on Wolfgang”, he muttered. Finally, “bombs away” shouted Wolfgang and tapped Karoly on the shoulder. Karoly fired a burst at the AAMG…more for satisfaction then any hope of taking out the AAMG. He pulled the joystick up as they cleared the tunnel mouth. Just past the mouth they heard the explosion of the bomb….then silence. Had they missed? Then another explosion and another. The whole mountain side rumbled. Karoly turned and through his pain smiled – maybe more of a wince than a smile - at Wolfgang.

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    But it was not over quite yet…another explosion signalled the end of van den Berg’s Nieuport.

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    The surviving planes on both sides limped homeward.

    Michael van Taaffee stood there as the badly damaged Hannover landed and then two Ufags. “Just three, eh?” Heinrich and Karoly were rushed off to hospital to be treated. Reports from the front were not positive for the missing three planes and their six crewmen.

    Of the 12 airmen, just 4 headed to the mess and gazed in stunned silence at their meals. Finally Ryan growled, reached for a bottle of Slivovitz, poured himself a good amount and passed it off to Milos who did the same. When all four had a full glass they looked at each other in silence, tossed the Slivovitz down their throats in one go and threw the glasses at the fireplace. The only sound was from the shattering of the bandy glasses.

    While they had taken a toll on their enemy the expeditionary squadron had failed to protect the rail cut and had heavy losses as well. Three planes were down and three had been driven off with heavy damage. The army had rescued the pilots of the three downed planes. All were injured as was one of the pilots of the heavily damaged machines. Four wounded out of seven.

    A butcher’s day indeed. Let’s see how the injury / escape rolls go.
    Last edited by ShadowDragon; 08-10-2019 at 19:19.

  2. #2

    Default

    Butcher’s Bill

    Hannover CL II #1 Crew:
    Oblt Karl Klimt / SD - ET / WIC /0 kills
    C&W: Roll 9 –2 FLM = 7 (Injured); Roll 1 = skip 1
    E&E: Roll 7 –1 WIC -1 BEL –1 FLM = 4 (Captured & Escaped); Roll 3 = skip 2
    Result = skip 2

    Fw Ludwig Jäger / SD - ET / WIC / 1 kill
    C&W: Rolled 6 -2 FLM = 4 (Injured); Roll 4 = skip 4
    E&E: Rolled 7 –1 WIC –1 BEL –1 FLM = 4 (Captured & Escaped); Roll 1 = skip 1
    Result = skip 4

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    Hannover CL II #2 Crew:
    Ltn Albrecht Thoma / SD - ET / - / 1 kill
    C&W: Roll 12 –1 SD = 11 (All well when you land well!)
    E&E; Roll 6 –1 BEL = 5 (In hiding!); Roll 6 = skip 2
    Result = skip 2

    Fw Josef Hauser / SD - ET / - / 0 kills
    C&W: Roll 9 –1 SD = 8 (Injured); roll 1 = skip 1
    E&E; Roll 12 –1 WIC -1 BEL = 10 (They didn't even see me!)
    Result = skip 1

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    Hannover CL II #3 Crew:
    Ltn Eduard Kuhn / FRTB / - / 0 kills

    Fw Heinrich Fraenkel/ FRTB – W / WIA / 0 kills
    C&W: Roll 10 –1 WIA +1 Safe = 10 (All well when you land well!)

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    Ufag CL.I #1 Crew:
    Fw ‘Sandy’ Svodboda / EXP – ET / WIC / 0 kills
    C&W: Roll 7 –3 EXP = 4 (Injured); roll 1 = skip 1
    E&E: Roll 7 –1 WIC –1 BEL –1 EXP = 4 (Captured & Escaped); roll 1 = skip 1
    Result = skip 1

    ZgFhr Pablo Pavlich / EXP – ET / WIC / 0 kills
    C&W: Roll 7 –3 EXP = 4 (Injured); roll 5 = skip 5
    E&E: Roll 11 –1 WIC –1 BEL -1 EXP = 8 (Landed almost home!); Skip 1
    Result = skip 5

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    Ufag C.I #2 Crew:
    Ltn Wolfgang von Augustin / RTB / - / 0 Kills (successfully bombed the tunnel)

    ZgFhr Karoly Horváth / RTB / WIA / 0 kills
    C&W: Roll 6 – 1 WIA + 1 Safe = 6 (Injured); roll 1 = skip 1

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    Ufag C.I #3 Crew:
    Ltn Ryan von Taaffe / RTB / - / 1 kill

    Fw Milos Kafka / RTB / - / 0 kills

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    Nieuport 17 / Lt George Mason / SD - FT / WIA / 0 kills
    C&W: Roll 10 – 1 SD – 1 WIA = 8 (Injured); roll 5 = skip 2

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    Nieuport 17 / Lt Pieter van den Berg / EXP – FT / WIA / 0 kills
    C&W: Roll 10 – 3 EXP -1 WIA = 6 (Injured); roll 3 = skip 2

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    Nieuport 23 / ‘Lt’ Vladimir Chekhov / FRTB – D / - / 0 kills

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    Nieuport 17 / Lt Phillipe Dumoulin / EXP - FT / WIC / 1 kill
    C&W: Roll 10 – 3 EXP = 7 (Injured); roll 3 = skip 1

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    Nieuport 17 / 2Lt Sam Magee / FRTB – D / - / 1 Kill

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    Nieuport 17 / Ten Giacomo dei Ferreti / FRTB – W / WIA / 0 kills
    C&W: Roll 3 – 1 WIA – 1 Safet = 3 (injured); roll 6 = skip 6

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    Nieuport 17 / Capt Charles Kingsley / RTB / - / 0 kills

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    For fun....the AA weapons (note that one of the '0' hits ended up on the wrong place for the photos)

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    Final Tally

    Tunnel successfully bombed

    Central Powers – lost 3 of 6 planes; 7 pilots injured or in shot down in enemy territory out of 12

    Entente – lost 3 planes out of 7; 4 pilots injured out of 7

    Fortunately, the rolls for the severity of the injuries were kind – no KIA or POW results. However, 2 central powers pilots and one Entente pilot lost for the campaign. Still with the horrendous mission 7 casualties, I’m down to:

    Central Powers – 3 scout pilots, 1 2-seater pilot and 2 observers out of 17 on the roster

    Italian Squadriglia – 2 bomber pilots, 2 observers out of 14 on the roster

    Foreign Expeditionary Squadron – 3 scout pilots; 2 2-seater pilots; 2 observers out of 11 on the roster

    Total aircrew available on both sides = 17; total lost or out of action = 26. It’s been a bloody war!
    Last edited by ShadowDragon; 08-10-2019 at 13:50.

  3. #3

    Default

    Some statistics:

    The German / AH planes drew 39 damage cards against enemy planes for 69 hits; and 20 damage cards against AA weapons for 22 hits.

    The expeditionary force Nieuports drew 22 damage cards for 61 hits; the AAMG drew 9 cards for 16 hits; and the AA guns fired 7 times, missing 3 times or a total of 2 hits.

    The most effective Germans / AH airmen at opportunities for damage (i.e., damage cards drawn) were Eduard and Wolfgang with 8 each. The most deadly with Ludwig who scored effectively 20 points (via the boom card).

    The most effective Entente pilot was was Pieter van den Berg with 7 damage cards drawn - but he game on early and stayed until the end. The most deadly with Sam Magee, who was also the luckiest airmen; surviving 13 damage cards being drawn against him for just 10 damage points.
    Last edited by ShadowDragon; 08-10-2019 at 14:17.

  4. #4

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    More congratulations due to our Austro-Hungarian Allies! Though once again, the success comes at a heavy cost.
    I do like the format you've adopted, it really clears up the narrative, and leaves the photos relatively uncluttered.
    And I must agree with the decision to not try and correct the errors with the planes on fire. It would only disrupt the entire game to try and re-do.

    So, seeing your rules modifications in action...

    Makes a lot of sense to me. I do like the idea of higher altitude aircraft being able to fire into the cut at very close ranges. And yeah, I think I'll keep the AAMGs at 1 ruler range, with the AA Cannon at 2 rulers.

  5. #5

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    Having perused the rules at length on my phone you are indeed correct:

    1. Reveal the hidden cards when enemy aircraft are within 2 rulers.
    2. AAMG have a range of 1 ruler. (apologies I was going with what others where commenting on and went along as reading from my phone is bloody difficult.
    3. AA guns have a range of 2 rulers.
    4. I had intended defending aircraft could only fire at the attacking aircraft (when the attacking aircraft are at peg height 1 or 2 and in the cutting) when they themselves are in the cutting, and when defending aircraft are in the cutting, ie peg height 1 or 2, all guns inside the cutting stop firing.

    My apologies for any confusion but trying to read and do adjustments from my phone is near impossible and takes a very long time.

    Neil

    PS: Blood good mission. rep inbound.
    See you on the Dark Side......

  6. #6

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    Well-played, Paul. although I am starting to feel like Tim with regards to your presentation ...

    (maybe it's an age thing)

    You do have everything explained but there is too much in one picture for me, especially the panoramas.
    I like the scope of them, but there's just too much going on.
    Maybe show the panorama and then separate shots with the notes to 'splain it for us?

    I try to keep mine focused on one action at a time. Helps me tell the story, and probably helps the reader as well.
    Maybe some think mine are too long for that reason.
    To each his own, I suppose. Maybe my upcoming cataract surgery will help.

    Not to rain on your parade. It was an epic battle! and the REP messenger is on his way. Hopefully he survives.
    (I see there is a new movie coming out in December covering that situation. Link here: 1917)

    Fortunately, the rolls for the severity of the injuries were kind – no KIA or POW results. However, 2 central powers pilots and one Entente pilot lost for the campaign.
    That quote says a lot. I sure hope my rolls are nice to me, although at this point even missing 2 missions means you only have two left.

    I did not allow defending aircraft to fire into the cut from the edge the way yours did. I figured if the guns can't, then neither can the planes.
    I also stuck with the 2-ruler AAMG fire, and it definitely hurt me a few times. It does make sense that fixed guns would have more chance of hitting faraway targets.
    It is probably also paired with the 'pegs' versus Altitude, since it seems we are flying in a dissected Altitude Level 1 and the rest at Level 2.

    This turned out to be an exciting mission to play, overcoming my initial reservations. I found my pseudo 3D mat was fun to play on.
    Kudos to Neil for imagination, although I wonder if we could have just used Dave's Simplified Altitude Rules instead of the confusing "pegs" system.
    I found that hard to envision.
    Last edited by Stumptonian; 08-11-2019 at 12:19.

  7. #7

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    Quote Originally Posted by Skafloc View Post
    Having perused the rules at length on my phone you are indeed correct:


    2. AAMG have a range of 1 ruler. (apologies I was going with what others where commenting on and went along as reading from my phone is bloody difficult.
    Now he tells me ....

  8. #8

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    Quote Originally Posted by zenlizard View Post
    More congratulations due to our Austro-Hungarian Allies! Though once again, the success comes at a heavy cost.
    I do like the format you've adopted, it really clears up the narrative, and leaves the photos relatively uncluttered.
    And I must agree with the decision to not try and correct the errors with the planes on fire. It would only disrupt the entire game to try and re-do.

    So, seeing your rules modifications in action...

    Makes a lot of sense to me. I do like the idea of higher altitude aircraft being able to fire into the cut at very close ranges. And yeah, I think I'll keep the AAMGs at 1 ruler range, with the AA Cannon at 2 rulers.
    Thanks, Sam. The heavy cost is okay if it adds to the storyline. I had started the narrative from the 1st person point of view but that quickly became depressing - as it must of airmen who've just completed such as mission. So after a few pages, I thought this won't do, ditched it and started over.

    Worked very hard on the photos but I was fighting the Ares mats all the time. I'm going to avoid those for the remaining missions unless there's a good reason to use them

  9. #9

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    Quote Originally Posted by Skafloc View Post
    Having perused the rules at length on my phone you are indeed correct:

    1. Reveal the hidden cards when enemy aircraft are within 2 rulers.
    2. AAMG have a range of 1 ruler. (apologies I was going with what others where commenting on and went along as reading from my phone is bloody difficult.
    3. AA guns have a range of 2 rulers.
    4. I had intended defending aircraft could only fire at the attacking aircraft (when the attacking aircraft are at peg height 1 or 2 and in the cutting) when they themselves are in the cutting, and when defending aircraft are in the cutting, ie peg height 1 or 2, all guns inside the cutting stop firing.

    My apologies for any confusion but trying to read and do adjustments from my phone is near impossible and takes a very long time.

    Neil

    PS: Blood good mission. rep inbound.
    No apologies needed, Neil. I was into the game and thought....what's the range of AAMG again? Looked in the rules. Read range = same as planes. Okay...use 1 ruler. I never thought to look at your scenario rules as....well, why would you have changed that and nothing really stuck out clearly in mind.

    As for planes inside and outside the cutting, that was a question I had but figured by the time we were on the same page - or, in your case, tiny mobile phone case, I figured I had annoyed enough people and just went with Dave's, "just play the damn game" and your comment, "do what makes sense" post. In any event not all cuttings are alike - one could argue that mine had sloped walls so widened up as you got higher. I could have played it with the defending planes in the cutting at peg 2 and with a wider cutting which to manoeuvre. I didn't like the idea of what would have been one scout following a bomber in the cutting with the AA weapons not being able to fire as it would be unlikely that one scout being able to take out 3 bombers - so that seemed to easy to me. Plus I by having scouts above the cutting involved in the action I could continue to use AI for the scouts with all the unpredictability that gives the game.

    So, in the end it was a case of what seemed a practical approach to me. I think if produced nice action - and even if not exactly what the scenario intended - it did give the general Death Star bombing run feel. Maybe not the SKywalker-Vader chase but none of my pilots have The Force.

    It will be interesting to see what the others do.

    P.S. the real winner was putting space between the bombers that caught the defenders in a crossfire again and again.

  10. #10

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    Quote Originally Posted by Stumptonian View Post
    Well-played, Paul. although I am starting to feel like Tim with regards to your presentation ...

    (maybe it's an age thing)

    You do have everything explained but there is too much in one picture for me, especially the panoramas.
    I like the scope of them, but there's just too much going on.
    Maybe show the panorama and then separate shots with the notes to 'splain it for us?

    I try to keep mine focused on one action at a time. Helps me tell the story, and probably helps the reader as well.
    Maybe some think mine are too long for that reason.
    To each his own, I suppose. Maybe my upcoming cataract surgery will help.

    Not to rain on your parade. It was an epic battle! and the REP messenger is on his way. Hopefully he survives.
    (I see there is a new movie coming out in December covering that situation. Link here: 1917)



    That quote says a lot. I sure hope my rolls are nice to me, although at this point even missing 2 missions means you only have two left.

    I did not allow defending aircraft to fire into the cut from the edge the way yours did. I figured if the guns can't, then neither can the planes.
    I also stuck with the 2-ruler AAMG fire, and it definitely hurt me a few times. It does make sense that fixed guns would have more chance of hitting faraway targets.
    It is probably also paired with the 'pegs' versus Altitude, since it seems we are flying in a dissected Altitude Level 1 and the rest at Level 2.

    This turned out to be an exciting mission to play, overcoming my initial reservations. I found my pseudo 3D mat was fun to play on.
    Kudos to Neil for imagination, although I wonder if we could have just used Dave's Simplified Altitude Rules instead of the confusing "pegs" system.
    I found that hard to envision.
    Thanks for the comments, Pete. It helps. I was not entirely happy with the results. Surely the Ares mats don't help but I also wasn't happy with the panoramas when they were uploaded. They're supposed to be twice has big as the other photos and not half the size as they ended up. I do think I've been overly concerned about memory space for photos so maybe extra photos will help. Fyi - one issue I have with close ups is that I lose track of how that action fitted into the overall action. So, maybe your idea of panaroma followed by close ups will work.

    I will be interested to see how your game worked out with your interpretation of the cutting and mission rules. But for now if I went back to play the game again I would do it with the same interpretation but perhaps not the same mistakes - you know, with different mistakes.

  11. #11

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    Quote Originally Posted by ShadowDragon View Post
    Fyi - one issue I have with close ups is that I lose track of how that action fitted into the overall action. So, maybe your idea of panaroma followed by close ups will work.
    That's a good point, Paul. I have been posting mine literally on a turn-by-turn phase-by-phase basis with few exceptions.

    I think I might try to chop it up a bit and follow one pilot for a few frames instead of jumping around.

    But for now if I went back to play the game again I would do it with the same interpretation but perhaps not the same mistakes - you know, with different mistakes.
    I know exactly what you mean.

  12. #12

    Thumbs up

    Wow! What a marathon that was Paul!
    Much deserving of Rep.
    Your Pilots were extremely lucky that none were killed or POW.
    Still it wreaked havoc on crew availability for the rest of the campaign!
    I really enjoyed your game.

    Interesting Neil confirmed AAMG's only have range of one ruler!

  13. #13

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    Quote Originally Posted by gully_raker View Post
    Interesting Neil confirmed AAMG's only have range of one ruler!
    Yeah, too late for some of my guys ...

  14. #14

    Thumbs down

    Quote Originally Posted by Stumptonian View Post
    Yeah, too late for some of my guys ...
    Yeah, after all the discussions & to & froing I thought that should have been settled before anyone played the mission.

  15. #15

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    Quote Originally Posted by gully_raker View Post
    Yeah, after all the discussions & to & froing I thought that should have been settled before anyone played the mission.
    Had to play it when time was available.

    No regrets.

  16. #16

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    A gruelling mission and no mistake, lots of planes and lots of action, I really liked your statistics round up at the end because if I've understood them correctly it allows a very good understanding of the result.

    The Germans were concentrating on bombing rather than shooting because they were causing roughly 1.8 damage per hit whereas the Allies were nearer 3 damage per hit. In the same way the AAMG fire caused 2 damage per hit but the return fire was only 1 damage per hit. The AAGuns causing little damage, but you were probably lucky with that.

    Fighting odds of 6 to 7 plus 4 or maybe 5 AA batteries I think your chaps did very well to suceed, especially with the damage bias against them.

    Regarding the photo presentation, it just shows you can't please everyone, I liked the panoramas, they were smaller in size but allowed me to see the whole area and your name tags allow me to place everyone. So having a few of these interspersed with the closer shots works well in my opinion. However I don't have cataracts and viewing on the laptop is easier than a tablet or God forbid a phone.

    I noticed that the planes also disappeared in the photos of the Butchers Bill. I wonder if that's because they are camouflaged and/or the brightness of the damage cards means your camera alters the tonal balance to compensate, effectivly hiding the planes. Need someone who understands cameras to think on that.

    It'll be interesting to see the differing games with our differing interpretation of the game conditions.

  17. #17

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    Quote Originally Posted by gully_raker View Post
    Wow! What a marathon that was Paul!
    Much deserving of Rep.
    Your Pilots were extremely lucky that none were killed or POW.
    Still it wreaked havoc on crew availability for the rest of the campaign!
    I really enjoyed your game.

    Interesting Neil confirmed AAMG's only have range of one ruler!
    It was a bit of a marathon. If the bombs from the 2nd flight had missed I would have called it there. Next mission, if there’s an option for number of planes, I will likely go for the minimum.

  18. #18

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    Quote Originally Posted by gully_raker View Post
    Yeah, after all the discussions & to & froing I thought that should have been settled before anyone played the mission.

    In hindsight it probably would have been better if Neil had changed scenario months with someone else so that he did t have to answer all the (ie my) questions with his mobile. If there are a lot of scenario specific rules, questions can be expected. A lot could have been resolved with reducing 4 peg heights to 2 simple cases....in the cut or outside the cut. Things in the cut can fire at each other and things outside at each other but not into or out of the cut (ie firer in the cut and target outside and vice versa). This is not a criticism of Neil but rather a statement on why rules need play testing. Still it was an knuckle biter, exciting mission.

  19. #19

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    Quote Originally Posted by Vagabond View Post
    A gruelling mission and no mistake, lots of planes and lots of action, I really liked your statistics round up at the end because if I've understood them correctly it allows a very good understanding of the result.

    The Germans were concentrating on bombing rather than shooting because they were causing roughly 1.8 damage per hit whereas the Allies were nearer 3 damage per hit. In the same way the AAMG fire caused 2 damage per hit but the return fire was only 1 damage per hit. The AAGuns causing little damage, but you were probably lucky with that.

    Fighting odds of 6 to 7 plus 4 or maybe 5 AA batteries I think your chaps did very well to suceed, especially with the damage bias against them.

    Regarding the photo presentation, it just shows you can't please everyone, I liked the panoramas, they were smaller in size but allowed me to see the whole area and your name tags allow me to place everyone. So having a few of these interspersed with the closer shots works well in my opinion. However I don't have cataracts and viewing on the laptop is easier than a tablet or God forbid a phone.

    I noticed that the planes also disappeared in the photos of the Butchers Bill. I wonder if that's because they are camouflaged and/or the brightness of the damage cards means your camera alters the tonal balance to compensate, effectivly hiding the planes. Need someone who understands cameras to think on that.

    It'll be interesting to see the differing games with our differing interpretation of the game conditions.
    I did make the mission more difficult than intended. As I now understand it the bomber flights would face (1) if in the only scouts in the cut - likely just a single scout behind the bombers - or only the AA weapons in the cut and near the tunnel mouth (5 weapons) or (2) up to to 4 scouts and 5 AA weapons outside the cut or tunnel mouth. I ended up with facing 5 AA weapons and up to 4 scouts, but I took that into consideration when I choose Nieuport 17 (12 damage pts) and Hannovers/Ufags (16 damage pts). I haven't looked at the comparable early 1916 options.

    Statistics - the damage points / card is mostly a reflection of the type of damage card (bombers = B damage, scouts & AAMG = A plus the scouts got a +1 damage for successive shooting/altitude). Lucky with the AA guns or rather not unlucky with the AA guns as they seem to mostly be an annoyance unless the target plane is unlucky (i.e., first card indicates a hit - about 50% and the second 'C' card isn't a dud for damage - a little less than 50%, so less than 25% chance the AA gun hurts and far less for the really nasty 'C' damage cards. The statistic to look at is the number of damage cards drawn. I tried to create a defensive 'bomber box' but the 'box' was too tight for the first flight and the 'interior' MG were often blocked (Klimt the observer of the first bomber never fired once). The 2nd flight outshoot (i.e., drew more damage cards) the first flight by 25% whether the number of targets influenced that is hard to say - there were 2 fewer AA weapons facing the 2nd flight but more scouts about.

    Yup, you can't please everyone but you can consider the comments as one objective - the main objective in fact - is to 'communicate' the game to others. I like the panoramas too but they didn't upload to the site as I thought they would and was too tired to figure out how to correct that. The should have been about as tall as the other photos and twice as wide. In any event one can enlarge the photos on one's screen easily enough. Next time I'll do what Pete suggested - show a panorama with some close ups.

    The disappearing planes are the Hannover. They are not photogenic as they are very dark - too dark in my opinion. If I had been painting them I would have made them lighter. My ambient lighting didn't help either which was due to where I choose to play the game - the dining room table. Depending on the daylight I was fighting glare all the time. I'm just using my iPhone and no special lighting. If I had played the game on my game table then it would have been better but it was covered with stuff.

  20. #20

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    Well, yes, that was a dust up and no mistake. As I said before, I'm enjoying the missions being played out with aircraft of later in the war. Although, correct me if I'm wrong, the six German two seaters chosen, from the period early to mid 1918, were pretty formidable when up against Nieuports from early 1916. But then, with the addition of ground fire, I guess things were evened up quite considerably. Casualty rate was very high but glad to see everyone survived to fight another day.

    Like the flak bursts in the pics Paul. Must look into nicking that idea Well played and an interesting AAR - REP inbound

  21. #21

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    Quote Originally Posted by mikeemagnus View Post
    Well, yes, that was a dust up and no mistake. As I said before, I'm enjoying the missions being played out with aircraft of later in the war. Although, correct me if I'm wrong, the six German two seaters chosen, from the period early to mid 1918, were pretty formidable when up against Nieuports from early 1916. But then, with the addition of ground fire, I guess things were evened up quite considerably. Casualty rate was very high but glad to see everyone survived to fight another day.

    Like the flak bursts in the pics Paul. Must look into nicking that idea Well played and an interesting AAR - REP inbound
    Thanks, Mike. The choice of aircraft was a considered one based a number of factors:

    1) I have over 150 planes available (over 200 if I count the 2 dozen in the mail and another 20 kits to be built) and I'm trying to at least play each once. So, if possible I try to use a plane I hadn't used yet. Leading the list of planes 'not used' were the Ufags and Hanovers and, since I had just completed a couple of Valom, Ni17s, these Ni18 plus another I had bought from the Hunter collection.

    2) The Italians were still flying Ni17s

    3) I wanted to replicated the Star Wars feel with Tie fighters zipping around and the Ni17 felt right for that.

    4) Given the 'sitting duck' flight plan for the Ufags and Hanovers their only real advantage was going to be 16 hit points versus 15 hit points for a more typical late 1917 2-seater like the Rumpler as the difference in manoeuvre decks wouldn't matter.

    5) There was going to be a never ending stream of defending scouts as any shot down would be replaced the next turn - which added to the swarm of Tie fighters feel. The defensive points for a Ni17 are just 12 compared to a 13 for a Sopwith Tripe and 14 for a Ni28 or HD.1 which would have been reasonable choices. I also gave the Ni17 a +1 for height advantage, which I wasn't supposed to do. If I had chosen A firepower scouts they would have been too powerful.

    6) I also played it more defensive power than intended. The bombers were in the trench, which meant that planes outside the trench (at heights 3 and 4) were not supposed to be able to shoot into the trench. The only defensive fire should have been for the AA guns and AAMG unless a defending scout entered the trench when the AA defences would have stopped and it would have been a scout following the last bomber. As it was I played that the scouts at 3 and 4 could shoot into the trench if within half a ruler of the trench edge; so the bombers got to be hit by the AA and the scouts. Naturally the scouts often ended up out of position due to the AI charts. If I had been playing the scouts I doubt any of the bombers would have survived.

    So was it a 'right' choice? That depends on if it gave the 'right' feel. If the game had started to look like it would have been too easy for the bombers I would have re-started with more powerful scouts. As it was....well, it certainly was no meander down the garden path for the bombers. In terms of scouts shot down - perhaps one might have survived - Mason's Ni17, but his was the first to arrive and likely would have been taken out the next phase. The others were taken out by the special cards - booms, fires and serious wounds.

    That's it for the Ufags and Hanovers - for mission #9 I went backwards to use older planes - Roland C.II - and for the defending scouts, at least one newer plane (SE5a). So it all balances out.



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