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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
    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.
    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 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
    Last edited by Teaticket; 01-05-2021 at 09:10.

  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

  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"

  13. #13

  14. #14

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    Played mine today. (Mission #1)


    it went south real quick with two FRTB by Turn 3.

    And to make things worse the Entente got to bring on a scout.

    Haven't sorted out the Tally yet.

    Confused by the points:
    Victory Points Entente / Central PowersPoints 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
    At first it looks like Entente gets nothing for shooting down a Central scout?


    ... but it must mean a Central scout shot down is worth 2 to the Entente, but an Entente scout is worth 0 to Central?

    Like wise the FTRB scout is only counted against the Central ?

    Mind is mush after playing, but it looks like my score will be dismal, even though I downed two aircraft.

  15. #15

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    Big OOOPS! I really messed up the VPs.

    Should be...

    Victory Points Entente / Central Powers
    Points per downed enemy scout, +2 /+2
    Points per downed enemy tandem, 0 / +3
    Scout forced from battle, +1 / +1
    Each bomber making it home, +3 / 0 (exiting the mat from the friendly short edge)

    Sorry about that. I made big changes to the final version of the mission but forgot to change the VPs!

    I'll change the VPs in my original BRF and humbly ask Dave to do so for the linked version under the Campaign Scenario thread.
    Last edited by Teaticket; 08-07-2020 at 18:44.

  16. #16

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    Thanks for the quick response, Peter.
    That will make a HUGE difference to my result.
    Still looks like it will be a loss, but not as devastating.

    It’s a great scenario, but the card gods decided I have had enough decisive victories lately methinks.

  17. #17

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    Sorry about that Pete. We'll probably be the only 2 to fly this one. If I were on it I would have flown it right away and seen my mess but my next to fly is mission 4!

    I hope if I had only set up one mission choice I would have done it right. I have to do a better job next time.

  18. #18

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    Fixed the VPs in the BRF and got rid of the Entente / Central Powers difference. Should be clean now.

  19. #19

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    Quote Originally Posted by Teaticket View Post
    Sorry about that Pete. We'll probably be the only 2 to fly this one. If I were on it I would have flown it right away and seen my mess but my next to fly is mission 4!

    I hope if I had only set up one mission choice I would have done it right. I have to do a better job next time.
    Don't be hard on yourself - you jumped into the breach early and gave us two great missions, and you fixed the scoring pronto.

    Fixed the VPs in the BRF and got rid of the Entente / Central Powers difference. Should be clean now.
    Much easier to read - thanks again.

  20. #20

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    Quote Originally Posted by Teaticket View Post
    ...I'll change the VPs in my original BRF and humbly ask Dave to do so for the linked version under the Campaign Scenario thread.
    On it !

    "He is wise who watches"

  21. #21

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    Quote Originally Posted by flash View Post
    On it !
    Thank you Sir!

  22. #22

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    Well Peter, you've set me a beauty this time. Shall be taking a while to complete the mission because I have to defend my home town. Before I can do that, I have to create the scenery for it Hopefully, with the addition of a radar mast or three it will do for BoB games too

    Progress so far - not to any particular scale, and scales are mixed in fact - call it artistic license, The buildings to the right of the castle are based on an aerial photo of St Margaret's aerodrome around 1917 I think. Lots more work to do and hope David doesn't object to this being on this thread
    Click image for larger version. 

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    Overall view - flatter than reality , but that's to accommodate the game. Based on a rough altitude of between 7,000 and 10,000 feet (I hope).

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    Dover Castle - impressionist style

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    The buildings for St Margaret's aerodrome on Swingate Downs, just east of Dover Castle and very close to the siteof the radar masts used in WWII.

    When the town is built I'll paint it all and put it on a sea coloured cloth - then, according to my wife, the mission will take a couple of hours only - so why do all this - I enjoy it, that's why

    Thanks Peter - you're a star

  23. #23

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    Mike, you never cease to amaze.

    Looking forward to seeing your results once you get time to play it.

  24. #24

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    Mike, you honor me beyond my worth! I can't wait to see the finished version.

  25. #25

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    Tell you what guys - I'm finding out so much that I never new about my home town its amazing. Really, really enjoying this Peter and I've been planning on producing Dover coastline scenery for a while now, primarily for WWII. Just kept putting it off. This mission was just the motivation I needed. So hats off to you buddy Just hope I can get the painting side of it done without messing up

  26. #26

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    Happy to oblige Mike. If I ever make it to Doncaster again we'll have to run a pair of missions on it, 1 each WWI and WW2.

  27. #27

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    If I ever make it to Doncaster again we'll have to run a pair of missions on it, 1 each WWI and WW2.
    You're on I better get on with it then - just spent the morning digging and bagging up horse manure for the allotment - now for some scenery making

  28. #28

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    I just played mission option #2 - how could I do otherwise with the Seadogs???? Although it was a bit of a problem since the one mat I'm missing is the coastal one. I have 4 sea mats for Sails of Glory but the terrain pieces I could have used for a coast line are in use for Napoleonic gaming. Fortunately I was rescued by the Sails of Glory coasts and terrain pack! It ended up a 2nd defeat for the Seadogs but the enemy paid a heavy price - rule #1 for naval air = don't crash into the sea. However, having recently read David Hobbs' book on the RNAS, the results are realistic and grim.

    A great mission Peter - the right length and number of planes. I like that action was almost immediate.

  29. #29

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    Looking forward to reading your AAR Paul, although it may be a while yet. I don't read any AARs until I have finished my own and doing that is what's going to be a time yet.

    Interestingly, Dover had three aerodromes, or rather two aerodromes and a seaplane station. The last was inside the harbour towards the eastern end. But there were two aerodromes on top of the white cliffs, east of the castle. Guston aerodrome was run by the RNAS. St Margaret's (Swingate) aerodrome was initially run by the RFC as a Home defense station and a training centre. But it was so dangerous (Cliiffs and the sea on two sides) that it was nearly closed down because of the high casualty rate amongst the trainees. The reprieve came when the USA entered the war and Swingate was handed over to them. Turns out US money poured into Dover as a result, although the Americans had to import their own police to stop the locals nicking all the building materials etc The police they brought over from the States were all Irish - the Americans thought the accent would be the same - OOps! But apparently they all got along just fine Happy Days.

  30. #30

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    Quote Originally Posted by mikeemagnus View Post
    Looking forward to reading your AAR Paul, although it may be a while yet. I don't read any AARs until I have finished my own and doing that is what's going to be a time yet.

    Interestingly, Dover had three aerodromes, or rather two aerodromes and a seaplane station. The last was inside the harbour towards the eastern end. But there were two aerodromes on top of the white cliffs, east of the castle. Guston aerodrome was run by the RNAS. St Margaret's (Swingate) aerodrome was initially run by the RFC as a Home defense station and a training centre. But it was so dangerous (Cliiffs and the sea on two sides) that it was nearly closed down because of the high casualty rate amongst the trainees. The reprieve came when the USA entered the war and Swingate was handed over to them. Turns out US money poured into Dover as a result, although the Americans had to import their own police to stop the locals nicking all the building materials etc The police they brought over from the States were all Irish - the Americans thought the accent would be the same - OOps! But apparently they all got along just fine Happy Days.

    Interesting history. I chose the seaplane Aerodrome as the target. Found a aerial view photo online which was supposedly taken by the Germans with a red x to mark the Aerodrome. Hence the hook for the story but I’m not sure when I will get it written up.

  31. #31

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    I'm very happy you guys are enjoying mission 6. Quite the coincidence of location as I didn't know Dover was Mike's home town. I played in a WW2 Wings game Daniel (Dan-Sam) put on. It was a battle over his home! Always a bit more fun when there is a connection to the action.

  32. #32

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    I'm just setting this game up and intend playing the Dover Defence version. I don't have the mats but the port area looks bigger than a normal card target size. Is that true and if so can someone tell me the approximate dimensions of it, just roughly.

    Cheers

    PS
    Mike your town is going to look great.

  33. #33

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    Quote Originally Posted by Vagabond View Post
    I'm just setting this game up and intend playing the Dover Defence version. I don't have the mats but the port area looks bigger than a normal card target size. Is that true and if so can someone tell me the approximate dimensions of it, just roughly.

    Cheers

    PS
    Mike your town is going to look great.
    John, the ARES coastal mat is what I used for designing the scenario. The port on it is roughly 6" x 5". Anything close to that should work if you don't use the ARES mat.

  34. #34

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    Thanks Peter, at that size I have a reasonable chance of hitting it then.
    Cheers



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