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.
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 Entente 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
Bookmarks