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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


    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...

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

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

    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.

    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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    Engage the enemy, get home safely.

    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.

    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....

    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.

    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.

    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):

    Flash (Bulldog):

    ShadowDragon (Bulldog):

    Teaticket (Eagle):

    Gully_raker (Bulldog):

    Mikeemagnus (Bulldog):

    Tikkifriend (Bulldog):

    Vagabond (Bulldog):
    Last edited by flash; 06-11-2020 at 09:32.

    "He is wise who watches"

  3. #3


    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.


    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):

    Stumptonian (Eagle):

    ShadowDragon (Bulldog):

    Gully_raker (Bulldog):

    Teaticket (Eagle):

    Tikkifriend (Bulldog):

    Mikeemagnus (Bulldog):

    Vagabond (Bulldog):
    Last edited by flash; 07-18-2020 at 01:59.

    "He is wise who watches"

  4. #4


    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



    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.

    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.

    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.

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

    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.

    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:

    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.

    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.

    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):

    ShadowDragon (Bulldog):

    Stumptonian (Eagle):

    Mikeemagnus (Bulldog):

    Gully_raker (Bulldog):

    Teaticket (Eagle):

    Last edited by flash; 07-23-2020 at 01:32.

    "He is wise who watches"

  5. #5


    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.

    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
    1-2 : RAF BE.2c
    3-4 : Sopwith 1-˝ Strutter
    5-6 : RAF FE.2b

    Table II: Scouts

    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

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

    Table II: Scouts

    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):

    Stumptonian (Eagle):

    Mikeemagnus (Bulldog):

    ShadowDragon (Bulldog):

    Gully_raker (Bulldog):
    Last edited by flash; 07-21-2020 at 05:45.

    "He is wise who watches"

  6. #6


    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.

    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.

    . 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.

    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):

    Stumptonian (Eagle):

    ShadowDragon (Bulldog):

    Tikkifriend (Bulldog):

    Mikeemagnus (Bulldog):
    Last edited by flash; 07-29-2020 at 10:58.

    "He is wise who watches"

  7. #7


    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.

    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.

    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.

    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.

    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:
    Last edited by flash; Yesterday at 23:15.

    "He is wise who watches"

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