Routine flights are sent out several times a day by both the Entente and Central forces.
For scout units these can be specific tasks, such as escorting aerial reconnaissance or artillery spotting aircraft, or simple flights searching for enemy aircraft to engage.
Today’s mission will be the latter.
You will have two patrol flights – one a “Dawn Patrol” and the second, an afternoon return from an uneventful excursion.
Assign two available pilots to each patrol, for both your unit and the enemy.
Determine which pairs will be used for the Morning Sortie using some random method. The other pairs will be used in the Afternoon Sortie.
Morning Sortie
Roll one D6 to determine mat layout.
1 to 3: Start in Friendly Territory heading toward No Man's Land
4 to 6: Start in No Man's Land heading toward Enemy Territory.
[Note: Since most players are flying for the Bulldogs, the mat photos show Entente setup with appropriate national emblems.
If flying for the Adler, the symbols would be reversed.]
Roll a die for each side: high die has the initiative. (If equal, roll again.)
If you have the initiative, place an enemy aircraft card in the middle of the starting mat, heading toward the other mat.
If the enemy has the initiative, place one of your aircraft cards in the middle of the staring mat
The rear of the aircraft card should be 12” from the long edge of the starting mat.
Place the AI Template over the aircraft card.
Shuffle the movement deck from any aircraft and draw one card.
If card number is >12 draw again.
(If you have a D12 die you could use that instead of drawing a card.)
The number drawn represents the AI Movement Template vector of the attacking aircraft.
In this example the card drawn is #8
Place attacking units per the vector/range matrix:
Place the rulers end to end from the target aircraft peg through the vector outline.
Note: the range is 1-1/2 rulers for all vectors except 1 and 12, which are 2 rulers, and 6 and 7, which are 1 ruler.
Place a ruler to form a T at the end of the range.
Place an attacking aircraft at each end of the T as shown.
Place a range ruler across the top of the aircraft card.
Place a target aircraft at each edge of the ruler as shown.
The setup using this example should look like the photo below.
Vectors 6 and 7 allow the attackers to use the Tailing option in the first turn. [Optional]
This is to represent a 'bounce' on unsuspecting targets.
If an attacker is able to fire at the end of Movement Phase 1 he will receive a +1 bonus.
The aircraft will dogfight until either shot down or forced to exit per the OTT Campaign rules, however, the player may choose to exit at any point.
Scenario Rules
Aircraft on fire that are FRTB-F will attempt to exit from any edge of any mat.
Aircraft forced to return to base because of Engine Damage, Wounded Pilot or Damage Limits (or by Player Choice) must exit from any edge of either Friendly Territory or No Man's Land.
Once all of either side's units have exited the mat, remove all aircraft from the table and prepare for the Afternoon Sortie.
Afternoon Sortie:
Roll a D6 to determine mat layout.
1 to 3: Start in Enemy Territory heading toward No Man's Land
4 to 6: Start in No Man's Land heading toward Friendly Territory.
Roll for initiative per the instructions from the Morning Sortie and place the second groups of aircraft.
Again, the aircraft will dogfight until either shot down or forced to exit per the OTT Campaign rules, unless the player chooses to exit.
Once all of either side's units have exited the mat the Mission ends.
Victory Conditions:
1 point for each of your aircraft that successfully Return to Base.
2 points for each enemy aircraft shot down.
1 point for each enemy aircraft FRTB.
Bookmarks