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Thread: OTT CYM Mission 6 – Dog Days of August – 11 & 12 August 1916 – teaticket

  1. #1

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

    OTT CYM Mission 6 – Dog Days of August – 11 & 12 August 1916 – 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.
    Click image for larger version. 

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    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.
    Click image for larger version. 

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    Victory Points Entente / Central Powers
    Points per downed enemy scout, 0 /+2
    Points per downed enemy tandem, +3 / 0
    Scout forced from battle, 0 / +1
    Bomber forced from battle +2 / 0
    Each bomber making it home, 0 / +3 (exiting the mat from the friendly short edge)
    CP is awarded points for RTB even if 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.
    Click image for larger version. 

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    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
    Last edited by Teaticket; 07-31-2020 at 07:34.

  2. #2

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    Looks interesting, Peter.

    Wish I had some Hansa Brandenburgs ..

    Looks like Mission 1 for my Adler.

    P.S. Onkel: I will need a P2 unless I can say Hall managed an early return from Hiding.

  3. #3

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    Quote Originally Posted by Stumptonian View Post
    Looks interesting, Peter.

    Wish I had some Hansa Brandenburgs ..

    Looks like Mission 1 for my Adler.
    I hope to get some float planes ready but time is very tight and I still have missions 4 & 5 to do!

    Over all I wanted to put up something on the simpler side. This pair should fit that.
    Last edited by Teaticket; 07-31-2020 at 14:32.

  4. #4

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    Quote Originally Posted by Stumptonian View Post
    Looks interesting, Peter.

    Wish I had some Hansa Brandenburgs ..

    Looks like Mission 1 for my Adler.

    P.S. Onkel: I will need a P2 unless I can say Hall managed an early return from Hiding.
    I will set one up for you Pete

    Canadian 2Lt Arthur Raymond P2 has stepped up the plate.

    "He is wise who watches"

  5. #5

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    Quote Originally Posted by Teaticket View Post
    ...Over all I wanted to put up something on the simpler side. This pair should fit that.
    Nice one Peter.... We likes simples !
    I won't be available much this weekend chaps as building the orderly room at Hangar 33...
    ..aka sticking a shed in the back garden !

    May well play the German game as Brits as a private solo game for the AAR sub-forum. May be another adventure for Otto & Lothar !
    Last edited by flash; 07-31-2020 at 22:54.

    "He is wise who watches"

  6. #6

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    Quote Originally Posted by flash View Post
    I will set one up for you Pete

    Canadian 2Lt Arthur Raymond P2 has stepped up the plate.
    Danke, Onkel

  7. #7

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    Looks good, Pete. Choices, choices....

  8. #8

    Thumbs up

    That looks like an interesting choice Peter. You obviously put a lot of thought into this Mission.
    I still have to play Mission 5 before I get around to this one

    "Its a fine line indeed between going out in a Blaze of Glory or having Crashed & Burnt!"
    Member Australian Society of WW1 Aero Historians

  9. #9

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    Quote Originally Posted by ShadowDragon View Post
    Looks good, Pete. Choices, choices....
    Quote Originally Posted by gully_raker View Post
    That looks like an interesting choice Peter. You obviously put a lot of thought into this Mission.
    I still have to play Mission 5 before I get around to this one
    When I looked up what happened on the date given for the mission I saw that there were two interesting sounding options on consecutive days. I worked on one, then the other, not being able to decide which mission to go with. I finally gave in and cleaned them up and went with both. Hopefully they play out well.

    Well Baz you're one ahead of me. I still have to hop oh #4! Hopefully this week.

  10. #10

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    Like the look of both of these Peter and having been born in Dover I just have to come to its defense So it looks like I might play both. Number one first because I'll need to do some creative work before I can do number two justice

  11. #11

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    Quote Originally Posted by mikeemagnus View Post
    Like the look of both of these Peter and having been born in Dover I just have to come to its defense So it looks like I might play both. Number one first because I'll need to do some creative work before I can do number two justice
    I thought of having us play both but the wear on our pilots after a few of the recent past missions was a concern. I didn't want to make Dave have to re-populate our squadrons so we could fly mission 7!
    Last edited by Teaticket; 08-02-2020 at 12:37.

  12. #12

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    One or t'other chaps - you can always do the second in AAR sub-forum Mike as I will be doing eventually.

    "He is wise who watches"

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