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Thread: All the OTT Cocky Young Men Campaign Scenarios - Jul-Sep 1916

  1. #1

    Default All the OTT Cocky Young Men Campaign Scenarios - Jul-Sep 1916

    You will find here a compilation of all the 'Cocky Young Men' solo campaign scenarios created by 'pilots' engaged in the campaign namely:
    Dave (flash), Paul (Tikkifriend), Peter (Teaticket), Barry (Gullyraker), Mike (mikeemagnus), Pete (Stumptonian), John (Vagabond), Paul (ShadowDragon)

    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; 05-05-2021 at 01:20.

    "He is wise who watches"

  2. #2

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    OTT CYM - Mission 1 - Back To Front - July 5th 1916 by flash

    They'd spent the best part of a couple of weeks transiting back to France and their old stomping ground, packing the squadron in its entirety, shipping it's contents and the men, then unpacking ready for the arrival of the pilots and their crew at the landing ground they'd occupied just a few weeks ago. Accepting the aircraft, checking them, servicing them, preparing them for war once more.
    It felt good to be back and on familiar ground too, the machines ready, the pilots keen to get back to their hunting ground, over the trenches.

    To that end the squadron goes on patrol over the lines to familiarise themselves with the lay of the land and any changes to the positions, or, local landmarks... And to see what else they can find...

    Click image for larger version. 

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    Situation:
    The Eagles will be flying over their trenches, the Bulldogs will be flying over the countryside in the opposite direction behind the lines

    Set-up:
    Two mats - long edge to long edge. Preferably countryside to the left; trenches to the right.

    Eagles:
    Set up on the trenches mat.
    Four scout aircraft in a finger four formation, half ruler between, altitude separation of a climb token (or similar) if you're playing altitude rules.
    Start in formation heading north along the trenches just south of the centre point
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    Lead machine 2R in to rear of base, machine to right 1R width back & 1⁄2R wide to peg; machine to left 2R width back & 1⁄2R wide to peg; 2nd machine to left is back 1⁄2R to rear of base & 1⁄2R wide to peg; it is also 1R in from long edge.

    Bulldogs:
    Set up on the countryside mat.
    Three scout aircraft in a 'V' formation, half ruler between, altitude separation of a climb token (or similar) if you're playing altitude rules.
    Start in formation heading south just to the right of the centre line of the countryside mat, just north of the centre.
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    Lead machine 2R in to rear of base, machine to right 1R width back & 1⁄2R wide to peg; machine to left 2R width back & 1⁄2R wide to peg; 2nd machine to left is back 1⁄2R to rear of base & 1⁄2R wide to peg; it is also 1R in from long edge.

    Layout should look something like this:
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    Mission:
    Engage the enemy, get home safely.

    Exits:
    Eagles anywhere from the countryside mat and behind their line on the trenches mat.
    Bulldogs anywhere from behind their line and long edge of the trenches mat.
    If you're down to two aircraft & outnumbered (adjust accordingly) then maybe it's time to withdraw - fight your way off the table.

    Options:
    Numbers - if you don't have the number of scouts available, or, prefer to fly fewer then by all means reduce the numbers, so long as the Eagles outnumber the Bulldogs at the start....

    Reinforcement:
    Bulldogs - if any plane (Eagle or Bulldog) smokes, goes down a flamer, or Booms - another flight of three scout planes can appear at the south end of the countryside mat at the start of the next turn - this is a follow on flight from the Bulldog squadron attracted by the fracas. Again - number as required, or, if you prefer, determine randomly by a method of your choosing how many appear. Max 3.
    Eagles - no reinforcement.

    Altitude:
    Play it with altitude if you like to - but if you do determine randomly by a method of your choosing whether your side start higher, lower, or, at the same altitude as their opposition.

    Victory:
    Hopefully it will be obvious but here's some points to help reach a decision.

    +3 per aircraft shot down
    +2 per aircraft forced RTB


    Good luck all !

    The original thread is here.

    And if you'd like to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-5th-July-1916

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...6-ShadowDragon

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...ont-Mike-s-AAR

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Tikkifriend

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...-late-Vagabond
    Last edited by flash; 06-11-2020 at 09:32.

    "He is wise who watches"

  3. #3

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    OTT CYM Mission 2, Bring Them Home If You Can – July 12th 1916 by Teaticket

    12 July 1916, both sides are pushing hard in different sectors of the front. The Germans are making gains at Verdun while the British make progress in Trones Wood. Both the Entente and Central Powers Army HQs are always hungry for information of and from behind the enemy lines.
    As usual they ask for more reconnaissance photos.
    As usual, the Bulldogs and Eagles are put to the task.
    To avoid attention only two planes are sent on the mission. One with the cameras and all the plates it can carry and one tandem escort.

    Cameras were loaded and the machine guns removed as a maximum allotment of plates were needed for this mission.


    Detailed instructions on additional photograph locations were decided at the last minute.


    Over the target area there were no enemy planes so the photographs were all taken without interruption.


















    The journey home was usually the most dangerous part of the mission. Enemy scouts were sure to be alerted and sent up to try to stop you from bringing your precious cargo home.







    The Mission

    The reconnaissance planes have flown over their targets and taken their precious photographs. On their way home they are hounded by enemy scouts in a life or death struggle. Friendly scouts on patrol spot the harried tandems and do what they can to help their brothers home.


    Forces


    Friendly forces are made up of a pair of tandems and a pair of single seat scouts.
    Enemy forces contain 3 single seat scouts.
    All planes are your choice to make it interesting.


    Set up


    2 ARES mats joined along the long sides. The long free edge most distant from the tandems is your friendly edge.


    Friendly forces


    Two tandems start in one corner and are aimed to your friendly edge 1 ˝ ruler from the opposite corner. The first one with its rear base touching its corners to the mat edge. This plane is the photo mission plane and is unarmed. The 2nd tandem starts ˝ ruler directly in front of the first. It is escorting the mission plane.





    The 2 friendly scouts start on the opposite side at the meeting of the mats as shown. One is touching the mat edge and the center line, aimed as you wish. The 2nd scout is ˝ ruler to its side.



    Enemy forces


    One enemy scout starts at the closest corner of the same mat as the friendly tandems. It is aimed to forward of the lead tandem on an intercept course.



    Two enemy scouts start at the same long mat edge as the tandems. One has its rear corner 1 ruler from the corner. The 2nd positioned to its right as shown. They are also aimed on course to intercept the mission plane .





    Special rules


    You will fly one of the two friendly scouts, all other planes are AI flown.

    The friendly tandems have already been attacked before this scenario begins. Roll one d6 for each.
    1-3 put 1 hit on that tandem, 4-5 puts 2 hits while a 6 puts 3 hits!

    The mission plane is so heavily loaded with cameras and photographic plates that it must plot a stall every turn. Replace any straight/sideslip randomly if no stall is rolled but be sure not to have 2 consecutive stalls.

    The mission plane will fly to the 12/1 direction towards the far friendly edge near the opposite corner. It must exit the friendly mat edge anywhere within 3 rulers distance from the far corner.
    Be the I in AI so it doesn’t exit elsewhere. (if it gets that far!)

    The escorting tandem will do what it must to fight off the attackers. You must choose which enemy is the greatest threat to the mission plane as its target that it can reasonably engage, otherwise it will do what it can to engage the enemy.

    The single enemy scout will initially go after the mission plane.
    The closest of the enemy pair may engage your friendly scouts. Before the turn 1 plot, roll a d6, on a 1 - 3 it will on go after your scouts.

    If the enemy scouts are fired upon from behind their rear base edge they will fight to preserve their lives engaging your scouts but will try to get the mission plane when not seriously threatened.


    Victory conditions,


    It all comes down to the survival of the mission plane and its photos. You only can claim a win if the photos make it home.





    The original thread is here.

    And if you'd like to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...12th-July-1916

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...6-Stumptionian

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...July-12th-1916

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...th-gully_raker

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...6-by-Teaticket

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Tikkifriend

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...Can-Mike-s-AAR

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond
    Last edited by flash; 07-18-2020 at 01:59.

    "He is wise who watches"

  4. #4

    Default

    OTT CYM - Mission 3 – The Oxymoron of Military Intelligence - July 19th 1916 by ShadowDragon

    Superior intelligence is a critical component to success. This means that a commander has accurate, relevant and timely information. With substantial trench systems from Switzerland to the sea, a traditional source of information, the cavalry, had been rendered useless. Fortunately aerial forces stepped into that capability gap. there were issues to be sorted out such as the quality and timeliness of the information which were solved through advances in better aerial photography and procedures such as in the field processing. Of course, aerial reconnaissance information needed to be ‘fused’ with other intelligence sources such as human intelligence or HUMINT (spying and the interrogation of prisoners) and electronic information or ELINT (eavesdropping on enemy communications). Of course, there were counters to aerial reconnaissance through air defences and the camouflage of critical installations.


    Cavalry reconnaissance and observation balloon




    HUMINT???




    ELINT




    US aero-squadron photography unit with mobile development lab




    Camouflaged Saxon depot



    It is the 19th of July and British and Australian troops are about to begin the Battle of Fromelles, part of the larger Battle of the Somme. The artillery zero hour is 11:00 AM. Success or failure depends heavily on the artillery and that means lots and lot of ammunition. Not only can air power provide intelligence the ability of air power to interdict enemy operations tantalizes commanders.

    So it is that the squadron sees the arrival of boffins and technicians ready to trial the ability of aeroplanes to first collect intelligence and then to rapidly exploit that information. They even brought a new-fangled field photographic development lab. Apparently, other intelligence had indicated that the enemy has a couple of well-camouflaged stockpiles of ammunition, which if destroyed would hamper their operations. However, that intelligence has only narrowed the possibilities to four locations. Aerial photographs are needed to confirm which two of the sites are the correct ones. To get the most of this information the concept is to quickly develop the photographic plates and get bombers back in the air as soon as possible before the enemy can effectively respond.

    Mission:
    This is a two part mission. The first part will be to photograph four target sites and the second part will be to bomb those sites. Due to the concept of operations speed is of the essence. Only the squadron’s assets will be used for both parts. There will be no time to replace damaged aeroplanes or wounded air crew. It will be up to the player how to manage their scarce resources.

    Situation:
    The squadron has four (4) serviceable scout aircraft and three (3) serviceable tandem reconnaissance/bomber aircraft. However, there are six (6) scout pilots along with three (3) sets of tandem air crew. You will choose as many of these for the first part of the mission but any aeroplane that has 50% or more damage is deemed unserviceable and unavailable for the second part of the mission. Similarly any pilot shot down or wounded in part 1 is also unavailable for part 2. Be wary. More aeroplanes might mean a faster conclusion to the mission but they might also attract more enemy.

    The objective of part 1 is to photograph the four potential sites – two real supply depots and two dummy supply depots - and return the photographs to the aerodrome for processing by the boffins. The objective of part 2 will be to bomb the two sites the boffins think are the real supply depots.

    Set-up:
    Two mats - long edge to long edge. Preferably countryside to the left; trenches to the right.

    Friendly:
    Part 1: Set up on the trenches mat. All aeroplanes chosen for the mission with their rear base edge no further than ˝ ruler from the outside long edge of the mat. They can be placed anywhere you like along the edge. You do not have to have all aeroplanes on the mat initially. They can enter in successive movement phases. It’s your choice.

    Part 2: The same as part one. Note that aeroplanes damaged in part 1 but still deemed serviceable retain their damage. In addition, the tandem aeroplanes will have no observers in order to maximize the bomb load.

    Enemy:
    Set up on the countryside mat.

    Part 1:
    Four (4) target cards in placed in four quadrants of the map – each 1 ruler from a different combination of long and short edges. Each target card has an intrinsic (B firing) AAMG with the arc of fire facing towards the trench mat. See the layout.
    Two (2) AA Guns placed midway between the two target cards along each short edge of the countryside mat. See the layout.
    Two (2) scout aeroplanes flying a circular pattern over the sites (clockwise or counter-clockwise – your choice or roll randomly). Place one halfway between two target cards along each of the long edges. The two aeroplanes should be flying in opposite directions.
    Two (2) more scout aeroplanes will enter at the beginning of turn 2 from one of six random entry points as shown on the layout. They should be together and ˝ ruler apart. If you use more than a total of four (4) aeroplanes for your mission a further two (2) enemy scout aeroplanes will enter at the beginning of turn 3 in a similar fashion.

    Part 2: Remove two of the target cards at random. These are thought by intelligence to be dummy supply depots. When you remove the 2 target cards the intrinsic AAMG are removed too. Leave the AA Guns with any damage they might have suffered in part 1.
    The enemy has no limitations on available aeroplanes but has only six (6) scout pilots for both missions. That means that all damaged aeroplanes are replaced but not shot down or wounded pilots with the exception that if there are fewer than three (3) pilots available after part 1, replacements are brought in so that there are a minimum of three (3) enemy pilots/aeroplanes for part 2.
    Three (3) enemy scout aeroplanes are placed on the mat. Two in a similar position as were those in part 1 and a third scout ˝ ruler from a random entry point as shown in part 1.
    Each turn after turn 1 one (1) enemy scout aeroplane randomly as determined in part 1 until there are no more available enemy scout pilots.

    Layout should look something like this:










    Exits:
    Friendly: the long outside edge of the trench mat.
    Enemy: any outside edge of the countryside mat..

    AA Guns: Use the solo rules in the campaign rules (i.e., range = 2 rulers; and to determine a hit, draw an A damage card, if it has no special damage on the card, the shot misses. If it does then draw a C damage card for the damage inflicted)

    AA Shooting Priority: AA weapons will not normally shoot at their own side's aeroplanes. They will target the nearest opposition aeroplane within range (and within arc of fire). However, if one of their own side's aeroplanes is within one rule (and within range and arc of fire) of the designated opposition target aeroplane there is a 50-50 chance they will accidentally target their own side's aeroplane (the nearest one if there's more than one).

    Photography: As written in the rules – at altitude 3 or less with a stall manoeuvre when the reconnaissance aeroplane’s centre is within ˝ ruler of any point on the target card. Note that the tandems are fitted with cameras so that either the observer or the pilot can take photographs.

    Bombing: As written in the rules and as described in the campaign rules.

    Altitude:
    It should be played with altitude due to the photography and bombing aspects of the mission. Choose the initial altitude for the friendly aeroplanes and roll at random if the enemy are at the same altitude, above by one level or below by one level. Roll for the enemy separately for initial and reinforcing enemy aeroplanes.
    If you choose to not play with altitude then chose a fixed altitude for each part. Note that the altitude must be three (3) or less for photography in accordance with the rules. It’s your choice for bombing but the altitude will influence how long the bombs are in flight. In addition at altitude 2 or less aeroplanes are vulnerable to AAMG fire. Once the altitude is chosen for each part all aeroplanes will fly at that altitude for that part of the mission. You do not need to choose the same altitude for both mission parts.

    Victory:
    First roll a normal six-sided dice and add 1 for each site successfully photographed in part 1. If the adjusted roll is 5 or more then both targets in the second part are genuine supply depots. If it’s a 3 or 4 then only one target is genuine and the other was a dummy – determine which one at random. If the result is 1 or 2 then, sorry, both targets were dummies – the boffins got it very wrong.

    +1 per enemy aircraft shot down
    -1 per own aircraft shot down
    +1 per site successfully photographed
    +5 per genuine supply depot partially damaged
    +10 per genuine supply depot completely damaged
    +0 per dummy supply depot partially or completely damaged but you do get the self-satisfaction of being on target

    Victory = 15 points or more[/FONT]




    The original thread is here.

    And if you'd like to see how it's done:


    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...July-19th-1916

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...July-19th-1916

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...h-1916-by-Mike

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Vagabond(Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond
    Last edited by flash; 07-23-2020 at 01:32.

    "He is wise who watches"

  5. #5

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    OTT CYM - Mission 4 - A-Hunting We Will Go - July 27th 1916 by Stumptonian

    The Somme, France
    July 27th 1916




    Nearing the end of July, the Somme campaign continues to raise casualty counts on both sides of the conflict.


    The story in the air above the trenches was much the same.



    The training that pilots received before being sent to the front was minimal,

    and weapons training even less.


    ‘On the job training’ was dangerous, but was the only way to really help these new airmen survive.


    Two-seater reconnaissance missions were deadly for all concerned, not just those involved in bringing back much-needed photos, but also those expected to stop them from accomplishing those important tasks.

    Your mission will be training just such a pilot to do that ….

    Playing Area
    Two Ares mats joined on the long side will provide the game area – Countryside and No Man’s Land.

    No Man’s Land will be treated as such; Countryside is Friendly Territory for you, Enemy Territory for the opponent.
    If you do not have these particular mats, use what you have available. One mat will still be considered No Man’s Land for C&W/E&E purposes.

    There are two tables used to determine the composition of the enemy force:
    Table I is two-seaters; Table II is scouts.

    Roll 1D6 to select which table to use: 1 to 5: Two-seater 6: Scout

    Each Turn roll 1D6 and add the Turn Number to the die roll. If the result is 6 or more another opponent will arrive.
    Once there are two opponents, stop this process until one is either shot down or exits the playing area.

    Setup
    Roll 1D6 on Table I to select the starting enemy aircraft. The first opponent will always be a two-seater



    Enemy placement:
    The mats are labelled with numbers from 1 through 12.
    Roll 3D6 and add the result to select the starting point on the mat. If the dice total is over 12, subtract 12.
    e.g. a total of 14 becomes 2; a total of 17 becomes 5
    Place the enemy aircraft at the edge of the mat where the corresponding number is located per the photo, facing toward the center of the mat.
    #2 through #7 are on the Countryside mat. #8 through #12 and #1 are on No Man’s Land.
    [Please note the position of the numbers – it is important]

    The two-seaters’ objective is to take photographs on the Countryside mat.
    Aircraft starting from No Man’s Land will attempt to take 2 photos and then exit from the No Man’s Land mat.
    Aircraft starting on the Countryside mat will attempt to take 3 photos and exit from No Man’s Land.
    Photos can only be taken when the movement card is a stall. Substitute a stall for a straight or side-slip whenever it would be advantageous for the opponent to do so (i.e. to be the “I” in AI)

    If a two-seater is within 3 of its damage limit (FRTB-D) or takes Engine Damage (FRTB-E), or has a wound serious enough to force an exit (FRTB-W),
    or is within 5 of its damage limit and on fire (FRTB-F) the aircraft will abandon the photography mission and attempt to exit the table.
    FRTB-E must exit from No Man’s Land. Aircraft with other types of FRTB may exit from the closest edge, but will receive a penalty for doing so, so if not in danger they should attempt to exit from No Man’s Land.
    If able to do so, the aircraft can take ‘opportunity’ photos while maneuvering toward the table edge, but only when the card played is a stall.


    Possible targets for photos are any of the 4 larger building areas on the mat - only one photo per target per aircraft.
    There can be multiples of any photo, just not by the same aircraft.


    Those using other mats should select or add target cards as necessary.


    Opponent AI scouts primary objective is to attack the closest aircraft currently threatening a two-seater, otherwise the closest enemy.

    Opponent scouts can exit from any edge if forced to do so. Yours should try to exit from the Countryside mat where possible, using the same criteria as the enemy two-seaters, as noted in the Victory Conditions (but using Countryside numbers)

    Your force will consist of:
    1 student – a rookie if you have one, otherwise your pilot with the least missions flown and least victories.
    1 teacher – your most experienced pilot by combination of missions flown and victories.
    1 additional pilot of your choosing.

    Your initial aircraft placement:
    Roll 3D6 and place your teacher & rookie aircraft on the mat in the position noted on the mat photo, one half-ruler apart.
    If your starting point is the same as the opponent, roll again.


    Additional aircraft
    Your opponent can have a maximum of two aircraft on the table at any given time if the required die rolls are achieved.
    Follow this procedure to bring on additional opponents:

    Roll 1D6 at the start of each turn before any movement to see if another opponent will arrive.
    Add the Turn Number to the die roll.
    Another opponent will arrive on a result of 6 or more. (Once you reach Turn 6 the additional opponent will be automatic.)

    Once a second opponent is on the board you may roll to try to bring on your own additional scout.
    Add the Turn Number to your die roll. As with your opponent, a result of 6 or more is required.
    Roll 3D6 and place your scout using the same method used for initial placement.
    Once you have the third scout on the table you will not receive any additional aircraft or replacements.*

    * There is an exception to this rule if the student exits the table which is explained under Special Rules later in this briefing.

    If an opponent is shot down or exits the playing area, roll to bring on another at the start of the next turn.
    If there are no opponents on the table at the end of any turn you can end the game if you choose to do so, before rolling for an additional opponent.

    Note: Just to confirm - there should never be more than two opponents on the table.

    Play continues until two of the two-seaters have successfully exited the playing area with at least one photo each, or until you have no aircraft remaining

    Special Rules
    Unlike the regular rules for rookies, a more experienced pilot will always allow the student to fire at the same target first.

    If the training pilot is shot down or forced to exit, his student will team up with the other experienced pilot.
    If the student is shot down, his teacher will take on the closest enemy.

    If the student is forced to exit, his teacher will accompany him.
    If this happens before the enemy has successfully exited with one two-seater, you can roll to bring on a new pair, but will take an additional 3 point penalty in the Victory Conditions.
    You must wait until the original pair has left the table to begin this process.

    The Opponent Tables contain aircraft that I have available - please adjust to include aircraft in your own collection.
    Enemy crewmen can include your regular opponents per the Squadron Sheets, but you may add unknowns if you don’t have crew available that matches the required aircraft. (e.g. I hope to get some French planes from my collection to the table.)

    Opponent Tables - Central Player
    Table I : Two-Seaters
    1D6
    1-2 : RAF BE.2c
    3-4 : Sopwith 1-˝ Strutter
    5-6 : RAF FE.2b

    Table II: Scouts
    1D6

    1 : Morane-Saulnier N
    2 : Airco DH.2
    3 : Nieuport N.11
    4 : Nieuport N.16
    5 : Nieuport N.17
    6 : RAF FE.2b

    Opponent Tables - Entente Player

    Table I: Two Seaters
    1D6

    1-3 : Albatros C.III
    4-6 : Roland C.II

    Table II: Scouts
    1D6

    1-3 : Fokker E.III
    4-6 : Halberstadt D.II

    EXAMPLE: Central Powers

    Start: Table I - Rolls 2 = BE.2c
    Rolls 3D6 = 9 and places the aircraft at the edge of the mat in the corresponding spot.
    (Since the starting point is on No Man’s Land this aircraft should attempt to take 2 photos on the Countryside mat and then exit from No Man’s Land.
    Rolls for his own aircraft position per the instructions for placement.

    Turn 2
    Rolls for next opponent:
    Adds Turn No. to die roll of 3 = 5: Less than 6 means that no new opponent will appear this turn.

    Turn 3
    Rolls 6: a new opponent will appear.
    Rolls 3 on 1D6 for type: 2-Seater
    Rolls 4 on 1D6 on Table I: Sopwith 1-˝ Strutter
    Rolls 3D6 and adds them up for a total of 14, which is greater than 12, so subtracts 12 for a final result of 2.
    (Since the starting point is on Countryside this aircraft should attempt to take 3 photos and then exit from No Man’s Land.)

    Places the aircraft at the edge of the mat in the corresponding spot.
    Rolls to attempt to bring on his additional scout. Rolls a 2 (+3 for Turn No.) = 5: Scout does not enter yet.

    Turn 4
    There are two opponents, so no further die rolls required to bring on an additional one.
    Rolls to bring on his additional scout: Rolls a 3 (+4 for Turn No.) = 7: Additional scout arrives.
    Rolls 3D6 for aircraft placement per the instructions.
    During Turn 4 the BE.2c is shot down, therefore will roll for another opponent next turn.

    Turn 5
    Roll 1D6 = 5 (+5 for Turn No.) = 10: New opponent arrives.
    Rolls 1D6 for Type = 6: Scout
    Rolls 1D6 on Table II = 3: Nieuport N.11
    Rolls 3D6= 18 which is greater than 12, so subtracts 12 for a final result of 6
    Places the aircraft at the edge of the mat in the appropriate spot.
    Enemy scout will target your scout which is closest to the nearest two-seater.

    Turn 6
    There are still two opponents so there will not be any need to roll for additional ones.
    If there was only one opponent on the table another would arrive automatically from Turn 6 onward.

    Play continues until two of the two-seaters have successfully exited the playing area with at least one photo each, or until you have no aircraft remaining.
    The AI Opponent can continue to bring additional planes to the table until this criteria is met.



    Victory Points

    2 points for every two-seater shot down; 3 if the aircraft had taken any photos
    2 points for every scout shot down.
    1 point for every aircraft FRTB that is not shot down.
    2 points for every two-seater that exits from the No Man’s Land mat with photos: (1 point penalty if outside the designated exit area)
    The exit area is between any of the numbered points noted on the No Man’s Land mat (or the Countryside mat, if applicable)
    i.e. Between #1 and #2 or #7 and #8 are outside the designated area

    Bonus points:
    3 additional points for shooting down the student.
    2 additional points for any aircraft shot down by the student.
    1 point for each photo taken if the aircraft successfully exits.

    [Remember the 3 point penalty if you had to bring on a replacement student/teacher pair.]

    And finally ….
    A tip of the hat to BB401

    His Bitter End Mission 16: The Breaking Point from September 2017 was certainly an inspiration for me in how to tackle this one.



    The original thread is here.

    And if you'd like to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...o-27-July-1916

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...ut-Stumptonian

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...916-Mike-s-AAR

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-Gully_raker

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket
    Last edited by flash; 12-24-2020 at 02:22.

    "He is wise who watches"

  6. #6

    Default

    OTT CYM - Mission 5 - “Going Solo” - 5th August 1916 by Mikeemagnus

    The Battle of the Somme has already been raging, on and off, for a month. For much of July 1916, the RFC has had a basic air superiority, which has caused much agitation amongst the Kaiser’s troops, but which has given British troops and their allies the confidence to move about without being overly concerned about threats from the sky. That included the knowledge that German aircraft were largely unable to direct their own artillery fire.

    But towards the end of July, that all changed quite dramatically. Between 14th and 18th July considerable German reinforcements arrived. Two bomber-fighter squadrons (Kampfgeschwader) of the newly formed German First Army appeared. Aircraft were given duties such as so-called barrage patrols (sperrefliegen) behind and parallel to the German front, plus two squadrons of single-seater fighters (Kampfeinsitzer-Staffeln) also arrived. Reconnaissance, bombing, artillery spotting and the protection of those operations all became very much a problem for the Entente allies following this reorganisation. Air activity, therefore, went from being relatively quiet to being very aggressive. Many multiple aircraft fights began to be reported.

    Your Mission
    A flight of five friendly single seat scouts have been on an offensive patrol. They ran into trouble, had a dog fight and lost two of their number. Then the remaining three got split up, one (that’s you) flying off on his own and the other two as a pair.

    The solo flier is making his way back west/east* to the barn when he sees, crossing his path, a flight of enemy scouts heading north east / south west*. Two up ahead and three together following a short distance behind. He will attack the three at the back and in so doing the two up ahead are alerted. * Depends which side you represent.

    Equipment
    Two mats – No Man’s Land and another representing enemy held territory. Lay these long edge to long edge.
    Three friendly single seat aircraft of the period. (B damage only)
    Five enemy single seat aircraft of the period (B damage only)

    Set up
    Please see following diagram and photos.

    Objective
    . To win, before he himself leaves, or is forced to quit. To achieve this, the solo friendly pilot must shoot down at least one enemy plus either shoot down, or force to quit, a second enemy aircraft.
    . If he shoots down only one but fails to force even one other to quit, it is a draw.
    . Forcing more than one to quit but failing to shoot one down is also a draw.
    . Failing to shoot one down and forcing only one or none to quit is a loss.
    . In any event, if he himself is shot down, he loses.

    Special conditions
    . The solo pilot will have the “Lucky Pilot” ace skill, plus one other ace skill of your choice, taken from the campaign list. (Lucky Pilot is just for this mission and will not carry forward, but see below for details of a possible reward regarding the second, chosen, ace skill).

    . An enemy aircraft will be forced to quit on any engine damage, pilot wound, smoke or fire damage card, in addition to the need to leave if the aircraft has only three health points left. The friendly solo pilot however, will only be forced to quit under the normal rules for our campaign.

    . The solo flier may begin his exit strategy the moment victory conditions are known to have been achieved and his victory will be complete if and when he has successfully quit the field of play from any edge of the no man’s land mat** (or the half of the playing area used that leads to the friendly side of operations).

    . Success for the solo pilot will end the mission. However, should the solo player be shot down or be forced to quit under losing conditions, then the remaining two friendly pilots will appear together, from the same starting point as the solo flier, one half range measure apart and heading towards the nearest enemy aircraft. They can turn a lost game into a draw, by either shooting down or forcing to quit, two enemy aircraft before themselves voluntarily leaving. But all of the normal campaign / game rules will apply during this second phase. The game will still be lost if either of these two are forced to quit or are shot down.

    **NB The following diagram and photos assume “Friendly” aircraft are RFC. If flying for another air force please adapt the mats according to necessity.

    (Note – The mission is designed as a five v one, with the one possibly being replaced with two more. However, if you do not have sufficient aircraft then it can be played as a three v one by ignoring the two forward enemy aircraft and the friendly replacements.)

    Set up - Hopefully the following four photos, plus the diagram which follows them, will be clear enough to see you through the set up process











    Ace Skill Lucky Pilot
    This pilot may choose to ignore a single damage card during the game after drawing and seeing it.
    The ignored card is shuffled back into the deck.
    To remember that this skill has been used discard its token.

    Other ace skills and their details will be found in the CYM Campaign rules and the following link should take you to these.
    https://www.wingsofwar.org/forums/sh...Campaign-Rules

    Please note, that it has been agreed the “Other Skill” chosen for this mission will become a one use inherent skill, if your solo pilot is successful and survives the mission. However, if he is shot down, the enemy pilot responsible will take that skill instead.

    Finally: If things get really rough for you, you have the option to bring in the extra two friendly pilots, as back up, after the first kill is achieved. However, the enemy FRTB, required for a clear victory, is still down to your solo pilot.



    The original thread is here.

    And if you'd like to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-1916-by-flash

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Tikkifriend

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...t-1916-by-Mike

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...st-16-Vagabond

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket
    Last edited by flash; 01-03-2021 at 06:08.

    "He is wise who watches"

  7. #7

    Default

    OTT CYM Mission 6 – Dog Days of August – 11th & 12th August 1916 by teaticket

    While the Somme raged on, the war elsewhere did not just stop and watch. On the 11th of August the Entente staged a long-range bombing raid behind the German lines into Belgium. On August 12th the Germans staged a cross channel seaplane raid on Dover. These actions may seem minuscule compared to the scale of the Somme offensive, but to all involved it was a life or death struggle of great importance.

    Today’s mission is as follows; Your Bulldogs or Eagles will fly one of the two missions below.
    On the 11th of August you can fly a mission covering the return of an Entente long-range raid in Belgium. Optionally, you can fly on the 12th of August, a German raid on Dover.
    It is your choice which mission your squadron flies. On one you will fly a scout, the other you will fly a tandem.

    You can substitute fronts as needed. There was action on the Isonzo on the 11th. A port raid on the 12th of August on the Adriatic or a Belgian/French port on the channel are alternatives to Dover.

    The Mission Choice #1

    11 August 1916, The return of the long-range raid.
    The Entente are trying to get their returning bombers off the western mat edge, Central Powers are trying to stop them from getting home. Anticipating their return, some scouts are sent up to try to find and escort the bombers home.

    Gaming surface,
    2 ARES country side mats (or whatever you have) abutting on short sides to make a long surface.


    Set up
    The Entente returning planes will start at positions A, B and C off mat edge. See drawing above. Base of A is 2.5 measure sticks from east edge, centered, B is 1 measure stick centered, C will enter turn 2.

    Germans will enter from off mat at 1 – 6. Roll for each plane individually with only one entering per location. See drawing above.

    Forces
    Entente
    Three tandems of your choice, preferably not faster than the intercepting enemy scouts. These start at positions shown on the drawing above, A, B and C. These do not have to be all your squadron’s two-seaters as this was a larger operation and many units were involved.
    A scout reinforcement may possibly appear if a tandem reaches the western mat. A reinforcement is only available if the Entente have equal or less planes flying than the Central Powers. At the plotting phase after a tandem has reached the western mat (any part of its base on the mat) roll a d6. 1-3 = as scout appears immediately. 4-5 it will appear next turn, 6= no reinforcement. Add one to the roll for each Central Powers scout shot down or forced from the battle.
    Each tandem only gets to roll once. Only 2 reinforcing scouts can enter this way. Position this reinforcing scout randomly just off board by a d6. 1-2 = X, 3-4 = Y, 5-6 = Z. Facing your choice.
    Note: The Entente can only have 1 more plane on the board than the Central Powers. If the Entente have 3 planes flying while the Central Powers have 2 when a new tandem crosses the mat to trigger a reinforcement roll, it is cancelled. This possible reinforcement is lost.

    Central Powers
    Three intercepting scouts of your choice set up randomly by a d6 roll for each. Roll again so only one plane enters per location.

    Special rules
    Entente players will fly one of the bombers on this mission. Central Powers player will fly one scout.
    Entente AI bombers will fly using the chart below using the HOME column until they exit the board on the western edge. Don’t let the bombers fly off the north or south edges. Roll again if they try to or do what you must to keep them on the board.


    Victory Points:

    Points per downed enemy scout, +2
    Points per downed enemy tandem, +3
    Scout forced from battle, +1
    Each bomber making it home, +3 (exiting the mat from the friendly short edge)
    Bombers are on their way home so cannot be FRTB.


    --------------------------------------------------------------------------------------------------------------------------------

    The Mission Choice #2

    12 August 1916, Raid on Dover.
    The Central Powers are trying to damage the port facilities in Dover while the Entente are defending them.

    Gaming surface,
    2 ARES mats joints along their long edges. One coastal and one all water or something equal in area.


    Set up
    The Central Powers are placed one at each location A, B and C.
    The two Entente scouts are randomly placed just off board at locations 1-6, only one per location.

    Forces
    Central Powers
    Three tandems of your choice, no scouts. You can choose each plane’s starting location, A, B or C.
    Here is your chance to use any seaplanes you have, if not any tandem will work.

    Entente
    Two scouts at the start with the possibility of one reinforcement.
    If one of the starting scouts is shot down, in the next plotting phase a reinforcement will appear randomly at locations 1-6. See below.
    If the scout is forced from the battle, in the next plotting phase simply take it off the board as it has dived to safety in a cloud (possibly putting out a fire, treat this dive as an over-dive), and roll for the reinforcement. Any plane forced from the battle will still have to complete any ongoing fire damage before reaching home.

    After the d6 roll you may add or subtract 1 from the roll to affect the entry location as you wish to start the scout closer to a bomber. This is at the Entente players choice.
    The Central Powers must do so to bring a scout in at a position where it can 1st, attack an incoming bomber or 2nd, cut off a bomber returning home.

    Special rules
    Central Powers players will fly one bomber. Entente players will fly one scout.

    Central Powers bombers must drop their bombs on the port on the coastal mat while still able to.
    They must plot a stall each turn while carrying bombs. Replace in precedence, a straight first, then a slip, then a turn with a stall if one is not in the rolled plot.
    A bomber will drop its bombs immediately if forced from the battle and will then fly full speed for home.

    AI Bomber movement to the target will be by the chart above using the To Target column. Nearing the target be the I in the AI so the bombers fly over the port.

    Once it has dropped its bombs it will fly evasively for home. Use the same chart flying for HOME. Don’t let the bombers fly off the board unless beyond the half way point on the water mat.

    Victory
    Points per downed enemy scout, +2
    Points per downed enemy tandem, +4
    Scouts forced from battle, +1
    Bomber forced from the battle, +2
    Each bomber making it home, +3 (making if off the all water mat past the half way point along a side or its friendly long edge)
    Bomb card landing touching the port straddling the waterfront, +3
    Bomb card hitting just the city, +2


    The original thread is here.

    And if you'd like to see how it's done:

    Stumptonian (Eagle) Mission #1: Loss
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    ShadowDragon (Bulldog): Mission #2: Loss
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Flash (Bulldog): Mission #1: Win
    https://www.wingsofwar.org/forums/sh...th-August-1916

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Tikkifriend

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...6-%96-Vagabond

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-AAR-by-Mike

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...6-by-teaticket
    Last edited by flash; 01-14-2021 at 02:55.

    "He is wise who watches"

  8. #8

    Default

    OTT-CYM Mission 7 - "Snap the Trap!" - 19th August '16 - by gully_raker

    With the European Summer ending in a few weeks the ongoing battles at both Verdun & on the Somme continued to rage & the losses on all sides continued to grow.
    The Germans had just commissioned another 2 Jastas which meant the Allied Recon aircraft would come under further pressure from numbers of German Fighters.
    It was vital that every effort to photograph any activity behind the German lines be recorded & Artillery Batteries continued to be ranged.

    At the Bulldogs Squadron the Commander had devised a plan to disrupt the German attacks on the Corps 2 seaters. Using the current cloudy conditions we would set a trap for the German predators. A single 2 seater would be taking photos along the German rear lines whilst 2 Allied Scouts would be patrolling under cover of the clouds waiting for the Germans to attack the decoy.
    As soon as the German aircraft pounced the Allied scouts would break cover & pounce on the German Aircraft..

    SET UP

    Two WOG mats or equivalent area
    One the No Mans Land Mat & any other such as Countryside, Industrial Complex etc joined on the long edge. The other mat is German Territory

    The decoy 2 seater is set up as in the following photo.



    The decoy 1/2 ruler in from the join & in the Centre of the No Mans Land Mat.
    Suggest this is modified so back of it's base lines up with the lane running between mats seen behind it in photo.

    The 2 German Scouts 1 & 1/2 Rulers away on the German Mat also in the centre opposite the 2 seater.

    The 2 Allied Scouts will set up behind cloud cover on the RH Edge of the Mats straddling the join as per photo below.



    All Aircraft arrive/move on Turn One.
    The 2 seater will play a Stall manoeuvre each turn to take a photograph until attacked by the German Aircraft

    The 2 seater will turn for home following the first German Attack & make for the safety of its home base. To achieve this it must exit via the rear of the No Mans Land mat.

    At least one German Aircraft should attempt to stop the 2 seater from returning to base safely.

    Any Aircraft currently available may be used in this Mission.

    Victory Points

    The 2 seater is worth 10 points to Allies if Safely Home & 10 points to the Germans if Shot Down.
    Each Scout shot down is worth 6 points to the opposing side & 4 points if Forced to return to base.

    The Mission is designed that both Allied & German Forces will play it as stated & NOT swap sides!

    Whilst the Mission is fairly simple I hope it will be enjoyable & allow folk to catch up with the Campaign missions.

    Good Luck!




    The original thread is here.

    And if you'd like to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...th-August-1916

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...ot-gully_raker

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Tikkifriend

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Mikeemagnus

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...t-16-teaticket
    Last edited by flash; 02-06-2021 at 11:14.

    "He is wise who watches"

  9. #9

    Default

    OTT-CYM Mission 8 - "Formation Flying!" - 26th August 1916 by Vagabond

    Your Enemies Briefing

    Our Two Seat planes have been taking a bit of a pounding from the enemy when they are conducting bombing missions over the lines and we need to put a stop to it. We can’t cover the raids with our scouts as they don’t have the range and so I want you to think how we can fly in a formation that will provide all round defence to get our planes to the target and back again.
    (Your enemy are the two seat formation.)



    Planes
    You have 4 two seat light bombers, your choice of plane and in period but I would suggest a forward firing gun as well as a rear facing one. For the Germans that’s easy, Albatros CIII, Roland or Rumpler, for the Brits the 1 ˝ Strutter or maybe the FE2b with the rear firing MG giving them all round cover but only firing 1 gun at a time. Substitute as necessary or use differing planes but give some thought as to how you will maintain formation if using differing speeds.

    I would suggest that we only use named 2 seater crew that we have available, and that the additional ones needed are anonymous.

    Formation
    You will choose a formation to fly in, this can be anything you like, historical or not, you will choose the distance between the planes but I think ˝ a ruler should be the minimum, but do what you think is appropriate. The planes will be placed centrally on the long edge of one mat facing the opposite long edge. The rearmost plane of the formation will be placed with its rear edge on the edge of the mat and the rest of the formation will be placed according to the formation you have chosen to fly in.

    Movement
    Your objective is to fly in a straight line and exit the far side of the mat. You will use 1 set of movement cards 2 straights and 1 short straight to simulate the fact that you are carrying a full load of fuel and bombs. Take the 3 cards and shuffle them and place them in order with out seeing which is which. Alternatively use a dice or some other method to suit you to give a randomness as to when the short straight is played. Do this after determining the attacking scouts movements. Use the same card to move all 4 planes each phase, this will ensure that they stay in formation.
    The Bombers will remain in formation at all times, the only exception is that if on fire use sideslips instead of straights ie use 1 right and 1 left sideslip and for the 3rd card use a short straight. A plane that is on fire will use the sideslips independently of what the rest of the formation is doing.
    EG the formation may play long straight, short straight, long straight but the plane on fire may, because of the random nature of their choice, play a right slip, a left slip and then a short. At the end of the turn they will be still in position.

    You may feel that a pilot will panic and not worry about remaining in place in the formation and if that’s so do what ever you think is best in the circumstances but if the fire goes out, try and get back into the formation. If a plane has to return to base because of damage or wounds etc, turn them out of the formation in the safest direction and then make normal independent moves back home.

    The aim of the game is to see if a formation of two seat planes can defend itself against a scout attack.

    I don’t use altitude for my games but I think this is one where having planes at slightly different altitudes will help in the all round defence, especially making it harder to creep up behind them without getting shot at, it will also give more options in the attack as well.

    OK I hope that’s not too controversial and now for the scouts that you will be flying.

    Scout Briefing
    The enemy seem to have put some thought into using formations and arcs of fire to defend their planes on bombing missions, we know they are coming over in, (whatever Formation you have decided) your task is to devise an attack strategy that will defeat their formation defence.

    This is the clever part, when I played out my trial game I just used an ill thought out attacking position and got shot to pieces.

    Planes
    4 scouts of your choice and in period.

    Scout Starting Position
    You know they have been coming over regularly in formation and beating off the disjointed attacks made on them so you are waiting in the air at the right altitude. You will see them coming and can position your planes wherever you like but not closer than 2 ˝ rulers from the nearest enemy plane. If you are using altitude and want to start higher that’s fine.

    Control in the air
    You have a plan (I hope) and all 4 scout pilots know what it is but once in the air there is no communication as per the normal rules.

    Your plan could be A1 and A2 will attack the rearmost enemy and A3 and A4 will attack the Northernmost enemy, once they are shot down it’s a free for all.
    It may be that your plan is more specific, or less so, it could be as simple as Come in from the flank and shoot from the hip.

    So when using the protractor to decide the quadrant the enemy is in, you take it to your pre determined target rather than the nearest plane and that should take you in the right direction. All targets of opportunity will be fired on as per normal and there may be a situation that you feel your pilot would attack the nearest plane rather than the planned target, if so just do it, but you should endeavour to engage the enemy designated in the plan.

    At some point you could abandon the plan altogether and go for a free for all if the Flight Leader fires a red Very flare for instance.

    Table size
    I envision this as an initial slug fest that will develop into a running fight once the two seaters are past the scouts and the scouts are playing catch up. I played this on my single mat which is the same as 2 WoW mats side by side joined on their long edges. I found that the 2 seat planes broke through and even allowing for the reduced movement with the short straight the scouts only began to catch up near the end of the table.

    What I propose is using 3 mats joined on the long edges, for some of us it will not be possible to lay out 3 mats, indeed you may not have 3 mats but what I found was that the fight started on one mat and eventually moved to the other one as the bombers made their way into enemy territory. It would then be possible to remove the empty mat, slide the full mat into its position and place the empty mat in front of the full mat for the planes to fly on to. In my case, once the planes are more than half way over the mat I shall move them all back 27” and keep the relationship of one to the other correct and achieve the same result as mat moving.

    Should you find this isn’t a practical proposition for you just assume the enemy came over a little later than usual and you used up too much fuel hanging around waiting and have to return to base sooner and just use the normal 2 mat option.

    This may explain what I mean, or it may not. For the German players you should reverse the table so that the British bombers fly on from the left hand side.



    Balance
    The game balance depends on the planes you decide to use, I used Albatros CIII’s and Rumplers, flew them close together and in a very cunning formation, they provided a huge amount of mutual support, which was the whole purpose of the exercise.
    I flew Nieuport 11’s against them and they proved too fragile and as I said my attack plan was ill-considered and my scouts arrived piecemeal, the weight of firepower against them was just too much and I lost 2 planes but inflicted a lot of damage, just not enough to down a plane, but having learned from that, I have hopefully a better plan, or I may just use tougher scouts.

    The alternative would be to use some planes with forward and rear firing guns and others with just rear firing ones and this will give different dynamic to take into account when choosing a formation.

    My only advice is try and avoid this situation.

    It ended very badly.

    Hopefully it's reasonably clear what I would like to include in the game but this is for you to enjoy and so see fit to make any changes you think necessary to ensure it flows well for you.

    As you all have much more experience than I do it will be interesting to see what planes you chose, why you chose the formation you did and what your attack plan was.

    Victory Points
    +2 pts for each bomber that exits the board in the right direction.
    -2 pts for each bomber shot down or returned to base.

    For E&E, the whole board is ET for Bombers and FT for Scouts

    Good Luck and all the best

    The original thread is here.

    And if you'd like to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...th-August-1916

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Camelbeagle (Eagle):
    https://www.wingsofwar.org/forums/sh...-(camelbeagle)

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...916-Mike-s-AAR

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker
    Last edited by flash; 04-04-2021 at 08:35.

    "He is wise who watches"

  10. #10

    Default

    OTT CYM Mission 9 “Who’s Stalking Who?” 5 September 1916 by Stumptonian



    Routine flights are sent out several times a day by both the Entente and Central forces.
    For scout units these can be specific tasks, such as escorting aerial reconnaissance or artillery spotting aircraft, or simple flights searching for enemy aircraft to engage.
    Today’s mission will be the latter.

    You will have two patrol flights – one a “Dawn Patrol” and the second, an afternoon return from an uneventful excursion.

    Assign two available pilots to each patrol, for both your unit and the enemy.
    Determine which pairs will be used for the Morning Sortie using some random method. The other pairs will be used in the Afternoon Sortie.

    Morning Sortie
    Roll one D6 to determine mat layout.
    1 to 3: Start in Friendly Territory heading toward No Man's Land


    4 to 6: Start in No Man's Land heading toward Enemy Territory.


    [Note: Since most players are flying for the Bulldogs, the mat photos show Entente setup with appropriate national emblems.
    If flying for the Adler, the symbols would be reversed.]

    Roll a die for each side: high die has the initiative. (If equal, roll again.)

    If you have the initiative, place an enemy aircraft card in the middle of the starting mat, heading toward the other mat.
    If the enemy has the initiative, place one of your aircraft cards in the middle of the starting mat




    The rear of the aircraft card should be 12” from the long edge of the starting mat.


    Place the AI Template over the aircraft card.

    Shuffle the movement deck from any aircraft and draw one card.
    If card number is >12 draw again.
    (If you have a D12 die you could use that instead of drawing a card.)


    The number drawn represents the AI Movement Template vector of the attacking aircraft.

    In this example the card drawn is #8



    Place attacking units per the vector/range matrix:
    Place the rulers end to end from the target aircraft peg through the vector outline.
    Note: the range is 1-1/2 rulers for all vectors except 1 and 12, which are 2 rulers, and 6 and 7, which are 1 ruler.



    Place a ruler to form a T at the end of the range.
    Place an attacking aircraft at each end of the T as shown.


    Place a range ruler across the top of the aircraft card.
    Place a target aircraft at each edge of the ruler as shown.
    Attachment 293883

    The setup using this example should look like the photo below.


    Vectors 6 and 7 allow the attackers to use the Tailing option in the first turn. [Optional]

    This is to represent a 'bounce' on unsuspecting targets.

    If an attacker is able to fire at the end of Movement Phase 1 he will receive a +1 bonus.


    The aircraft will dogfight until either shot down or forced to exit per the OTT Campaign rules, however, the player may choose to exit at any point.

    Scenario Rules – Morning Mission:
    Aircraft on fire that are FRTB-F will attempt to exit from any edge of any mat.
    Aircraft forced to return to base because of Engine Damage, Wounded Pilot or Damage Limits (or by Player Choice) must exit from any edge of either Friendly Territory or No Man's Land.
    Once all of either side's units have exited the mat, remove all aircraft from the table and prepare for the Afternoon Sortie.

    Afternoon Sortie:

    Roll a D6 to determine mat layout.
    1 to 3: Start in Enemy Territory heading toward No Man's Land



    4 to 6: Start in No Man's Land heading toward Friendly Territory.


    Roll for initiative per the instructions from the Morning Sortie and place the second groups of aircraft.

    Again, the aircraft will dogfight until either shot down or forced to exit per the OTT Campaign rules, unless the player chooses to exit.

    Scenario Rules – Afternoon Mission
    :
    Aircraft on fire that are FRTB-F will attempt to exit from any edge of the No Man's Land or Friendly Territory mat. (i.e. not the Enemy Territory mat)
    Aircraft forced to return to base because of Engine Damage, Wounded Pilot or Damage Limits (or by Player Choice) must exit from the long edge of the Friendly Territory or No Man’s Land mat.
    Once all of either side's units have exited the mat the Mission ends.

    Victory Conditions:

    1 point for each of your aircraft that successfully Return to Base.
    2 points for each enemy aircraft shot down.
    1 point for each enemy aircraft FRTB.




    The original thread is here.

    And if you'd like to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...September-1916

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...916-(Vagabond)

    Camelbeagle (Eagle):
    https://www.wingsofwar.org/forums/sh...by-camelbeagle

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...96-AAR-by-Mike

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker
    Last edited by flash; 04-14-2021 at 06:51.

    "He is wise who watches"

  11. #11

    Default

    OTTCYM - Mission 10 - Keep On Trucking - Sept 12-18th 1916 By Tikkifriend



    A subsidiary attack of the Somme Offensive, the Battle of Flers-Courcelette was notable for the introduction of tanks. The attack was launched across a 12 km front from Rawlinson's Fourth Army salient on 15 September. Twelve divisions were employed, along with all the tanks the British army possessed: 49.







    The attack was preceded by an artillery-bombardment designed to leave unshelled lanes open for the advance of the new mobile weapon.

    Navigation and visibility were poor - the latter leading on more than one occasion to the tank directing friendly fire from its guns onto its own forces. Radio communication was not available until late in the war: carrier pigeons were used instead.

    Accordingly, on 11 September the 49 tanks began to move slowly into position in the line. As a measure of their fundamental unreliability, 17 tanks were unable to make it as far as the front line. Of the 22 that did, a further 7 failed to work at zero hour. Thus 15 of the 49 tanks rolled slowly into No Man's Land with the start of the attack on 15 September.
    Tanks need fuel and these were thirsty beasts.To ensure that they didn't run dry during the attack several convoys of trucks carrying barrels of fuel were dispatched to the front.

    Traveling the muddy roads by night was deemed to be too dangerous, forcing the Allies to expose the convoys to the threat of aerial attack from the Germans newest plane the Albatros DI.

    The Mission.

    Set up.
    2 mats long sides on . The type of mats is not important as the features on it are to be ignored.
    The convoy will consist of 4 trucks one of which may carry a AAMG with a 360 degree arc and B firing. The trucks have a HP of 8.

    The convoy will travel bumper to bumper that is in single file the front of one card touching the rear of another. You will use a XB deck for their movement consisting of 1 left 1 right and 4 straights(use the dive card for the 4th straight). The movement card is placed on the lead truck and all trucks use the same card movement.
    Exception when a left or right turn card is drawn the lead truck makes that move. The following trucks move up in a straight line to the point where the lead truck made its turn and then they make the same turn.
    A turn cannot be followed by the same turn card Only a straight or an opposite turn card can be played. An opposite turn card is automatically played after 2 straights. This hopefully avoids the convoy going round in circles.
    The Convoy plays 1 card at the beginning of each 3 card round.

    Exception

    Should a truck be destroyed the convoy halts for 1 card turn to allow the wreck to be removed; the remaining trucks then bunch up to the nose to tail formation and carry on.

    Objectives.

    Allies
    Get as many trucks of fuel across an imaginary line 1 1/2 rulers from the opposing edge of the mats .

    Central Powers Prevent the above.

    2 points for every truck destroyed .
    3 points for every enemy plane shot down.
    For each truck across the line 3 points

    Forces.
    The RFC will provide fighter cover consisting of 2 scouts if an AAMG truck is employed in the convoy. If not they may have 3

    The Central Powers will have 4 scouts at their disposal and a 5th in reserve should they lose a plane in the first 3 turns (9 cards)

    Here is the link to the truck card in the files section https://www.wingsofwar.org/forums/do...do=file&id=403

    Germans might want to consider playing a WoG Alb DII as a DI and B firing.



    The original thread is here.

    And if you'd like to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...September-1916

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-By-Vagabond

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...By-Tikkifriend

    Camelbeagle (Eagle):
    https://www.wingsofwar.org/forums/sh...by-camelbeagle

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...917-Mike-s-AAR

    Teaticket (German):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker
    Last edited by flash; 04-16-2021 at 07:58.

    "He is wise who watches"

  12. #12

    Default

    OTTCYM - Mission 11 - Attack Plane Surprise - Sept 19th 1916 by camelbeagle

    While the earliest use of military aircraft was for observation and directing of artillery, strafing was frequently practiced in World War I. Trenches and supply columns were routinely attacked from the air. While there are not very many books (if any) dedicated to WWI strafing, it is very often the subject matter in the books and memoirs of various aces. A lot of individuals think of the grand dog fights that send many of the brave pilots to their grave. Strafing was a dangerous act that sent many pilots to the grave as well. Not only did the pilots have defensive ground fire to deal with, but also enemy scouts taking advantage of the strafing pilot's divided and often distracted focus.



    Mission description
    German two seaters are caught off guard by Entente scouts while strafing advancing British infantry. Meanwhile a German offensive fighter patrol has seen the situation and are trying to get into combat with the Entente planes. They must protect and escort home their two seaters.

    Setup
    This scenario is designed to use the following planes:
    2 German Two Seaters
    2 German Scouts
    4 Entente Scouts

    This setup is assuming 4 peg altitude. If you are using flying higher or some other altitude rules you will have to convert as necessary.

    Two Mats long side matched up. Any two mats will do.
    Left mat is No Man’s Land
    Right mat is German Territory


    Take a measuring tape/ruler/stick and measure 12.5 inches (31.75 cm) from the top of the mat. Take a range ruler and measure one full length in from the left side of the map. This will be the position of one of the two seaters. They will be pointed tails toward the top mat edge and propellers toward the bottom map edge. Place the rear side of the base at the 12.5 inches mark. Then at 17.5 inches (44.5 cm) mark place the rear side of the other two seater. You want the two planes in a single file line. These planes are strafing the British infantry. They will start at altitude 2.


    In the Top Left (side towards Entente) place a range ruler. Place it so that the ruler is at 45 degrees from the top and left side of the map. At no further than one range ruler in, place 3 Entente Scouts. This is the initial intercept force. They will start at altitude 3.


    Depending on the formation you choose for the Entente intercept planes, you may need to adjust a bit. Try and make the rear two seater is just a cm or so out of range of the closes Entente scout.


    In the Bottom Left place another range ruler. Again, place it at a 45 degree angle from left and bottom side of the map. At one full range ruler length place 1 Entente Scout at altitude 4. This is the Entente Overwatch keeping an eye out for German Scouts.


    Where the mats meet up. Take a range ruler and at full ruler length from the No Man’s Land mat (into German Territory) place the two German Scouts. They can be placed where ever you want, but they must be one full range ruler deep. This is a random offensive patrol who happened to fly into the action. They will be at altitude 4


    The German two seaters are finishing a strafing run. For slower planes, their first turn should be a straight, straight, and left turn towards German Lines. If you are using faster two seaters, I would recommend substituting a stall for one of the straights. They are unaware of the Entente intercept planes until turn 2. In turn 1 they will not fire at the Entente scouts unless fired upon. For example, if an Entente scout fires on the two seater on card 2 of turn 1, the two seater can fire back on card 3 of turn 1. They can fire as normal starting turn 2.



    Bulldog planes must exit the far left side of No Man’s Land board to be in Entente territory and to attempt a safe landing. If they exit the top or bottom of the No Man’s land board they are considered crashed in No Man’s Land. If they exit the top, bottom, or right side of the German board they are considered crashed in Enemy Territory.

    Eagle planes must exit the top, bottom, or far right of the German board to be in Central territory for an attempted safe landing. If they exit the far left they are considered crashed in Enemy territory. If they exit the top or bottom of the No Man’s land they crash in No Man’s Land.

    Objectives

    Bulldogs: First, destroy the two seaters. Second, the scout planes.

    Eagles: Protect the two seaters and escort them off of the far-right edge of the German mat.

    Victory Conditions

    Bulldog Points
    Plane shot down 3 points
    Scout plane forced from board 2 points
    Two seater forced off any edge except objective line 2 points

    Eagle Points
    Plane shot down 3 points
    Plane forced from board 2 points
    Two seater crosses objective line 3 points

    The original thread is here.

    And if you'd like to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-19th-Sep-1916

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...(ShadowDragon)

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...916-(Vagabond)

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-tikkifriend

    Camelbeagle (Eagle):
    https://www.wingsofwar.org/forums/sh...by-camelbeagle

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...253#post552253

    Bally_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket
    Last edited by flash; 04-27-2021 at 07:29.

    "He is wise who watches"

  13. #13

    Default

    OTT CYM Mission 12 – And The Beat Goes On – 27th September 1916 by Mikeemagnus

    “Do you ever wonder that to win, somebody’s got to lose” (The Whispers)

    This mission takes place during The Battle of Thiepval Ridge 26th- 28th September 1916.
    It involves artillery cooperation, to destroy enemy targets, using a trial flight pattern that will shortly be introduced, as standard, to the RFC.

    With a British attack intended, on German positions on Thiepval Ridge, the objectives of ground troops will not only be the German trench positions, but will include two redoubts, Schwaben and Stuff. In preparation, Entente aircraft are required to target the artillery positions in these redoubts, whilst Central Powers aircraft are required to target the British artillery that threatens their own. You will attempt to fulfill the mission from one side or the other.

    You have two aircraft at the start: One two seater and one scout as escort, plus a second two seater should the first be lost or forced to retire before fulfilling its orders. Your choice of aircraft from whatever was available at the time.

    The enemy have two scouts plus one in reserve, should it be necessary, as above.

    Set up – Use the equivalent of two mats placed long edges together, one friendly and one enemy. Two target locations will be placed on the enemy mat at the start of the mission (See photo). The mission will continue until both targets, are destroyed or the mission has failed, after which all aircraft still flying will call it a day and head home. Failure is not an option though – you hope!

    The two seater will start the mission as per the photo, pointing towards the mid point between the two target objectives. The scout may start in any position, with part or all of its’ rear base edge within a half range ruler measure of its home base line. These aircraft to be placed before placing your enemy.

    The enemy scouts should be placed randomly, with all or part of their rear base edges on their “home base” long or side edges, facing the two seater i.e. not touching the centre line between the two mats.

    Objectives:
    Two seater(s): Destroy targets through the observer calling in artillery fire.
    Friendly Scout: Defend the two seater(s) and destroy enemy aircraft.
    Enemy scouts, destroy any enemy two seater that attempts to call artillery fire onto your positions.

    The two seater(s) must fly a pattern to call the shots, observe the fall of those shots and make corrections. The player will need to control the two seater in order to do this successfully. Calls to “fire” or to make corrections, must result from the aircraft having been within two range stick measures of any part of the target, immediately prior to the call. On any one target, each shot will result in a 2D6 roll of the dice. To destroy the target the score must be 10 or more. The first call per target is dice only, the second call adds 4 to the rolls, the third call adds six.

    Aircraft Artillery cooperation flight pattern
    You will be attempting to use the diagram below, using straights plus left and right turns only, unless enemy action dictates otherwise. It will be noted that a complete cycle for a two seater will allow both targets to be fired upon once.
    The diagram shows the pattern standardised for RFC pilots arising from experiences from early during the Battle of the Somme, theirs being with those calls numbered “1” only. Those marked “2” are added for the convenience of this mission. The pattern was deemed necessary because during this period the long aerial for the radio had to be facing the receiver on the ground to be fully effective. You will therefore attempt this pattern, but, be warned, that the movement cards won’t like it. So you will need to be imaginative in their use. This means you will need to make adjustments to the pattern, because the movement cards will not permit the exact pattern prescribed. It can be done, but if you find it too frustrating, the alternative is to fly any pattern you wish e.g. circles, but remember; to signal “fire” or make “corrections” your aircraft must be facing its own lines. Observation of the fall of shots is permitted from any direction, for the sake of the mission.

    Meanwhile the enemy scouts should do their job. They will have one replacement scout should either of the initial two be shot down or forced to retire. You, on the other hand, can only replace the two seater, once. All replacements starting from the original starting line / point.

    Normal rules will apply, including the rule about observers being unable to do two things at once! Miss a call or observation opportunity and its “start again” as soon as the aircraft is in the correct position.
    Diagram of RFC Artillery cooperation flight pattern



    Source: The war in the air; being the story of the part played in the Great War by the Royal Air Force by author H A Jones - Volume III page 311



    In this photo an RFC Sopwith 1˝ Strutter is placed 1 range ruler measure from the bottom and left hand edges of its friendly mat, pointing at the mid point between the two targets on the enemy mat.

    Two targets have been placed on the enemy mat, 1 ˝ range ruler measure from a side edge and 1 range ruler distance in from the centre line between the mats.

    The friendly scout, not shown, may be placed anywhere, facing any direction, so long as part of its rear base is no further from its home base long edge than ˝ a range ruler measure.

    Two enemy scouts, also not shown, may then be placed, randomly, so long as part of their base is touching any edge of the enemy mat except the centre line. They should be placed facing the opposition two seater.

    Wounded Observer:
    Option for obs/recon/bomb missions:
    a. You knock him down for the remainder of the turn he is hit in.
    b. He stays down the whole next turn.
    c. He returns to action at the beginning of the next turn with these penalties applied:
    ie 4 move gun jam & not after steep moves, Split S, Immelmann, climb cards. etc
    d. A second hit and observer is incapacitated for the rest of the game.

    Victory Points:
    Ground target destroyed 10 points; two seater shot down (SD) or forced to retire (FRTB) 15 points; Scout SD or FTRB 5 points.

    Notes: This was trialled using a Sopwith 1 ˝ Strutter. Most of the fun / difficulties arose from trying to work out a flight pattern that would work, approximately, with the manoeuvre cards in the deck. You are permitted to trial this yourself before setting up to play the mission (After all it is HQ that will order the standardisation of this flight path). If desperate and still determined to use the prescribed flight pattern, I can provide a set of manoeuvres that work for this aircraft. I haven’t trialled it with any CP aircraft – sorry guys! And, of course, this does not allow for rudder jams, engine trouble or fire :0




    The original thread is here.

    And if you'd like to see how it's done:

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...6-Mike%92s-AAR

    Flash (Bulldogs):
    https://www.wingsofwar.org/forums/sh...September-1916

    ShadowDragon (Bulldogs):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Camelbeagle (Eagle):
    https://www.wingsofwar.org/forums/sh...by-camelbeagle

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...September-1916

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket
    Last edited by flash; 05-01-2021 at 05:56.

    "He is wise who watches"

  14. #14

    Default

    OTT CYM Campaign Round up:


    Flash - Bulldogs: 12 flown - 11 Victories; 1 KIA, 1 POW, 5 WIA. 25 total victories
    Eagles: 8 Victories; 2 KIA, 2 POW, 4 WIA. 14 total victories

    ShadowDragon - Bulldogs: 12 flown - 26 Victories; 3 KIA, 0 POW, 5 WIA. 26 total Victories.
    Eagles: 7 Victories; 13 KIA, 2 POW, 5 WIA. 7 total victories

    Mikeemagnus - Bulldogs: 12 flown - 21 Victories; 3KIA, 0POW, 5WIA. 40 total victories
    Eagles: 4 Victories; 7 KIA, 2 POW, 5 WIA. 10 total victories

    Camelbeagle - Eagles: 5 flown - 14 Victories; 2 KIA, 0 POW, 6WIA. 14 total victories
    Bulldogs: 6 Victories; 1 KIA, 0 POW, 0 WIA. 6 total victories

    Stumptonian - Eagles: 12 flown - 24 victories; 0 KIA, 0 POW, 0 WIA. 44 total victories
    Bulldogs: 2 Victories; 2 KIA, 5 POW, 6 WIA. 13 total victories.

    Vagabond - Bulldogs: 12 flown - 13 victories; 0 KIA, 0 POW, 1 WIA. 31 total victories
    Eagles: 13 Victories; 6 KIA, 2 POW, 3 WIA. 19 total victories

    Gully_raker - Bulldogs: 12 flown - 14 victories; 0 KIA, 0 POW, 1 WIA. 27 total victories
    Eagles: 2 Victories; 2 KIA, 3 POW, 7 WIA. 7 total victories

    Teaticket - Eagles: 12 flown - 21 victories; 1 KIA, 1 POW, 4 WIA. 36 total victories
    Bulldogs: 9 Victories; 7 KIA, 1 POW, 4 WIA. 20 total victories.

    Tikkifriend - Bulldogs: 8 flown - 6 victories; 0 KIA, 0 POW, 4 WIA. 19 total victories
    Eagles: 4 Victories; 2 KIA, 0 POW, 5 WIA. 10 total victories
    Last edited by flash; 05-07-2021 at 10:01.

    "He is wise who watches"



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