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.
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THE MISSION
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.
THE SET UP
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 2 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.
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 decent 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 as its designation suggests.
No 2 seaters with Front & Rear guns can be used!
Attached are Balloon images for anyone who does not have actual Balloons!
VICTORY POINTS:
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.
If you have any queries please post below & PM me for a direct reply.
Added
For a bit more spice you can choose to fly any of your 3 Aircraft. ALL others are AI.
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