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Thread: All the OTT Cocky Young Men Campaign Scenarios

  1. #1

    Default All the OTT Cocky Young Men Campaign Scenarios

    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.

    "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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    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
    Click image for larger version. 

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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.
    Click image for larger version. 

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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:
    Click image for larger version. 

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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
    Last edited by flash; 03-24-2020 at 02:44.

    "He is wise who watches"

  3. #3

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    Pending

    "He is wise who watches"



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