As there are a couple of people considering trying solo gaming whilst most of the world is in some form of 'lockdown' due to the corona virus I thought I'd post a couple of mid-late war solo games in this thread from the vaults of the OTT campaign for them to try out.
Head to Head Over The Trenches
1. The Mission:
This is no subtle scenario. There is no advantage to either side, it is simply a balls to the wall five on five head to head charge from each side of the table into a furball somewhere in the middle, like the knights of old charging into battle – the winner takes all, the devil take the hindmost !
Option:
If you don’t want to handle a full on 5 v 5 (that could be 5-9 AI aircraft after all) then consider doing a 2 v 2 or 3 v 3 and when one side loses an aircraft then replace it with one coming in from a randomly determined tables edge and cycle through the five a side that way.
I will leave the story telling of how you got in that predicament to you - Good luck gentlemen.
If you wish to ramp it up a bit try out the air rules:
Air Rules:
ˇ The playing area can be as big as you can manage but a pair of mats should be sufficient.
ˇ Single seat scouts only to be used; use what you have, like, or randomly generate.
ˇ You can control as many, or, as few of your scouts as you wish but all enemy scouts must be AI controlled.
ˇ Scouts should fly in recognisable formations at the start of a game. (eg Line astern, Line abreast, echelon left/right, Vic)
ˇ This scenario may take quite some time to play – if you are concerned this will take too long then set a time limit to suit yourself as a
'fuel limit' & all aircraft will retire at that time.
ˇ In order to ‘thin the herd’ aircraft can be driven off. All aircraft can fight until they are:
a. within 3 of destruction, or,
b. within 5 of destruction if on fire, or,
c. the pilot’s wounded (on an A deck 5, or, B deck 3 wounded pilot card), or,
d. the engine is damaged,
They will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !
ˇ Wounded pilots bugging out - rather than they just leave we use the damage number to dictate the result ie the severity of the wound. So on a Wounded Pilot A deck hit of 5 or B deck hit of 3 the pilots head for home but on a Wounded Pilot A deck 3 or B deck 1 they will stay in the fight. This means your pilots may fight on in spite of a wound, or, equally, may push off home. The cards will decide.
ˇ The mats shall be nominated German/British to give plenty of escape options.
ˇ Burning aircraft take whatever damage is due to them even if they have left the table, if they crash then, hopefully, at least they will be behind their own lines (so no, there are no 'he landed just off table' !)
ˇ Explosion cards will be used but may be seeded in the bottom quarter of the deck to promote a shooting solution to the battles.
ˇ Collisions apply – defined as when a base cannot be placed correctly where it should be due to the peg of another aircraft; both aircraft will draw a C Damage card – so give your chaps plenty of room to manoeuvre !
ˇ Use two A damage decks if you can, recycle cards from driven off, o.o.c. and destroyed aircraft if needed
ˇ Wounded Pilot: In addition to the usual rules a pilot taking a wound will, in his whole next turn, fly the same manoeuvre that he was
ˇ Gun Jams - When scouts equipped with two separate gun systems (eg SE.5a or Nieuport 17) take a Jam card only one of their gun systems is jammed. They may continue firing with the other gun but use the B damage deck to reflect their loss of firepower. If they get another jam cardthen the other gun also becomes jammed. Any jams are resolved as usual but no firing allowed when un-jamming the other gun.
ˇ A tactical withdrawal of all aircraft is allowed at the cost of victory !
Taken from original Scenario 17 of the original Over The Trenches campaign.
https://www.wingsofwar.org/forums/sh...bruary-12-1918
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