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Thread: All The OTT Bold Young men (BYM) Campaign Scenarios - Oct-Dec 1916

  1. #1

    Default All The OTT Bold Young men (BYM) Campaign Scenarios - Oct-Dec 1916

    You will find here a compilation of all the 'Bold Young Men' solo campaign scenarios created by 'pilots' engaged in the campaign namely:
    Dave (flash), Paul (Tikkifriend), Peter (Teaticket), Barry (Gullyraker), Mike (mikeemagnus), Pete (Stumptonian), John (Vagabond), Paul (ShadowDragon), Dan (Camelbeagle), Barrie (Baz), Chris (Malachi), Edward (Kustenjaeger)

    The original threads are still available (linked in the posts) if you want further reading but the bones of the originals have been put here for your convenience. We hope you enjoy them.

    If you get into the AAR's then please leave a comment for the author, if only a couple of words, the games can take hours to play and the AAR take hours to prepare for your viewing pleasure so your appreciation will be... appreciated !

    Cheers Dave - flash.
    Last edited by flash; 05-29-2021 at 23:36.

    "He is wise who watches"

  2. #2

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    OTT-BYM Mission 1 - "Deny the Enemy" - 5th October 1916 by gully_raker

    BACKGROUND
    Following the battle for Thiepval Ridge the Allies continued to attack the German lines on the Ancre Heights & had threatened the German strongpoint known as Schwaban from the North. The Germans were desperate to recapture the lost side of Schwaban & needed intelligence to determine any weak spots in the Allied front.
    Unfortunately for them the Allied numerical advantage in Aircraft had stopped any chance of aerial photography so the German High Command had to resort to deploying an Observation Balloon behind their lines to determine the situation & aid in Artillery observation. Due to the urgent nature of the situation no ground support has yet been able to deploy. Therefore the Eagles Jasta has been ordered to send two Scouts to protect the Balloon.
    Naturally the British want to destroy the Balloon at all costs.







    The Set Up

    Two WoG mats, preferably one being the No Mans Land mat, joined on the long sides.
    The German Balloon is to be set up on the other mat behind the German Lines Half a ruler from the join & in the middle of the mat as per the photo below



    The Germans will deploy 2 aircraft, one in each corner of their mat, one ruler from the corners angled towards the balloon as per photos below.





    The British will deploy 3 Aircraft 1 & 1/2 Rulers from the edge of the No Mans Land mat & 1/2 ruler apart as per photo below.



    One of the British Aircraft will be armed with Incendiary Ammunition & will use the standard rules for this as per the rule book. (Balloons treat all smoke, rudder jammed, engine damage and any 5 damage card as resulting in fire).
    This Aircraft can only engage the Balloon unless it is fitted with a Lewis Gun & then must change drums (3 cards required) if it wants to shoot at a German Scout if it has destroyed the Balloon.

    All Aircraft & the Balloon commence the game at Altitude 6 & the Balloon will commence to be lowed to the ground only after the first shots are fired at it. It will loose 1 altitude every two turns. ( Therefore it will take 12 turns to be lowered safely to the ground!)

    The plane attacking the Balloon will continue to follow the balloon as it is winched to the ground.
    All other aircraft can either stay at their current altitude or dive or climb.

    Things to remember: if Balloon explodes any aircraft within half ruler range on same level, or, overlapping base 1 altitude above or below take a single C deck damage card - Only the damage points, explosion or fire special damage are counted. Any other special damage is disregarded.

    VICTORY POINTS

    If Balloon Destroyed--20 points
    If Balloon winched to safety & NOT on Fire--10 points to Germans
    If Balloon winched to safety but with over half its Damage Points gone--10 points to British
    Any Scout shot down--10 points to victors side
    Any Scout FRTB--5 points to victors side

    In case anyone does not have a Balloon model attached below is a Balloon Card.



    It is recommended that the following Aircraft are flown in this mission.

    BRITISH

    DH-2, Nieuport 17 or Spad VII (All B firing Aircraft)

    GERMAN

    Albatross D.I or D.II or Halberstadt D.III (All A firing Aircraft)

    The Mission is written from the British point of view but the Eagles obviously will reverse the situation.

    Please post any queries you may have.

    Good Hunting Chaps.



    The Original Thread is here

    And if you want to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...tober-5th-1916

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...6-Oct-5th-1916

    Shadowdragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-AAR-by-Mike

    Gully_raker (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-gully_raker

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Kustenjaeger (Bulldog):
    https://www.wingsofwar.org/forums/sh...he-enemy-(ish)

    Camelbeagle (Eagle):
    https://www.wingsofwar.org/forums/sh...-(camelbeagle)

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...AAR-by-malachi

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...h-October-1916

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Tikkifriend
    Last edited by flash; 07-10-2021 at 02:36.

    "He is wise who watches"

  3. #3

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    OTT-BYM - Mission 2 - “All for One and One for All” - 12th October 1916 - by Mikeemagnus

    This mission is very loosely based on the following event. (Please note, that whilst the event is about an attack by allied aircraft on a factory in Germany, it could just as well have been an attack by Central Powers aircraft on a factory in France. Play the scenario either way).











    On this day, 12th October 1916, Gervais Raoul Lufbery would become an Ace, Ltn. Ernst Udet would disable a Breguet IV, whilst Flight Sub-Lt. Raymond Collishaw would manage to limp back to Luxeuil with an engine damaged by Ltn. Otto Kissenberth flying a Fokker DII. All this, during a bombing raid in Germany that became one of the epic air battles of the year—and one in which a number of heroes, French, British, German and American, would make their mark. The Battle itself involved many different types of aircraft, including bombers, two seaters and scouts: the following are noted as having been involved: Farman 40 and 42 bombers, Sopwith 1˝-Strutter two-seaters, single-seat Sopwith 'Strutter bombers, Breguet-Michelin IV pushers, Breguet Vs , Nieuport 17s, Ago C.Is , Fokker E.III and D.II fighters, of Jasta 15, an Aviatik and a Roland C.II .
    There is no mention of other types, but that does not mean they were not present. The whole event worked out as very big, over a wide area and very confused.

    The mission, therefore, is part of that battle which began as a joint Allied attack on the Mauser arms factory at Oberndorf-am-Neckar, but which went rather horribly wrong from the Allies point of view. A number of aircraft had to turn back because of engine trouble, aircraft got lost and the raid ended with six Breguets bombing Donaueschingen, rather than Oberndorf; the loss of a number of allied and central powers aircraft and a hazardous night time landing for some that made it back to base.

    The bombers were supported by a number of RFC “fighters”, four of which had to fly ahead and land at an advance airfield at Corcieux to refuel before proceeding to the target. Ahead lay the German aerodrome at Colmar-Nord, from which Royal Bavarian Feldfliegerabteilung (Flying Detachment) 9 – or Fl.Abt. 9b – operated six Ago CIs supported by a small number of scouts, of various types, a little to their south.
    You are part of another escorting scout group, intended to meet up with the bombers. You fly to a forward airfield where you re-fuel. Then you set off in search of the bombers, that seem to have gone off in all directions but the right one. You see no sign of them. Having used up half of your fuel you turn back, only to encounter a motley assortment of enemy scouts. The latter have been sent up to counter what they believe to be your intended attack on their airfields. They lie between you and your barn.

    Equipment: Three friendly scouts of the same type. Three enemy scouts of three different types. Two playing mats (or the equivalent) - one no-mans land and one enemy, laid long edges together. Plus all of the usual paraphernalia. Scouts to be chosen, at your discretion, from any that were available in early October 1916.

    (Example: 3 Nieuport 17s face a Fokker EIII, an Albatros DI and a Fokker DII)

    Set up as per the diagrams below and the supporting photographs.

    Objective: Defeat the opposition. If forced to retire or voluntarily leaving the area, you may leave the field of conflict from any free playing edge of the No-Man’s Land area without further penalty. If leaving from any edge on the enemy playing area you are deemed to have run out of fuel, forced to land and a kill will be awarded to the last scout pilot to fire on you. You are not necessarily injured, unless previously so during aerial combat, but you will need to roll 2D6 according to the FRTB protocol, where a double is a crash etc. You will also need to roll for Escape & Evasion. Enemy aircraft may leave from any edge without additional penalty (ie roll in the normal way during the tally process).

    Set Up: Place aircraft as in the diagram. The red range measure placed on the central dividing line, between the mats, should be centred and the whole of it on the “Enemy Territory” mat area.
    Enemy aircraft should be lined up, as best as possible, with the outside edges of the firing arcs of flanking wingmen. The centre one as dead straight ahead as possible. This means, of course, that when using the AI charts for the first turn the flanking attackers could, technically, be in one of two possible positions: On the left, the enemy could be either “12/1 closing” or “10/11 closing”; on the right, the enemy will be at either “12/1 closing” or “2/3 closing”. The choice is yours but during testing I chose these at random, using a D6, with interesting outcomes.

    All aircraft start at 4 pegs altitude and are within sight of one another. Use of altitude thereafter is optional.







    The above photos shows an example set up where three Albatros DIs are in enemy territory heading for No Man’s Land where they will encounter a Nieuport 17 (centre), an RAF FE8 (right) and a stray RNAS Sopwith Pup (left).

    Victory points: Scout shot down, 5 points. Scout forced to return to base, 2 points (Friendly via NML mat edge; enemy via any edge). Friendly scout forced to retire via enemy mat edge, 5 points to the enemy.

    The Original Thread is here

    And if you want to see how it's done:

    Mikeemagnus (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Mikeemagnus

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...h-October-1916

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...803#post559803

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Tikkifriend

    Kustenjaeger (Bulldog):
    https://www.wingsofwar.org/forums/sh...l-kustenjaeger

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...l%94-teaticket

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...All%94-malachi

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...l%94-by-Hu-Rhu
    Last edited by flash; 09-13-2021 at 03:07.

    "He is wise who watches"

  4. #4

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    OTTBYM Mission 3 - "Help!...I need Help!" - 19th October 1916 - by Camelbeagle

    Mission
    An allied pilot has gone down behind enemy lines. The balloon observers were able to locate his crash position on the map for us. You are to take a two-seater with no observer and two scouts for a rescue.





    Rules Note
    You start the game with no observer. You only get an observer if you rescue the downed pilot.
    You will use two scout pilots and one two seater P2 Pilot.
    If the rescued Observer gets an Aerial Victory, it will be accredited to your P2 Pilot.

    Your side:
    Two scouts and one two-seater of your choice.

    Opposition
    Three scouts of your choice.

    How to rescue
    Get to altitude 1.
    Play landing sequence. Dive ->Straight -> Stall
    Land within ˝ ruler of downed plane.
    Takes 3 cards to get the injured pilot into the observer seat.
    The injured pilot can now act as an injured observer:
    4 cards to unjam gun.
    No shooting after Steep Moves, Split-S, Immelmann, or Climb cards.
    1 wound to incapacitate.

    Play take off sequence. Stall -> Straight ->Climb
    At end of take off sequence you are at altitude 1.

    Plane CANNOT take off with fire counters on it.

    While plane is on ground, it can be strafed by enemy aircraft.
    If enemy plane is at altitude 2 deal 1 damage card at short range.
    If enemy plane is at altitude 1 deal 2 damage cards at short range and 1 damage card at long range.

    If plane is strafed and the plane takes critical damage such as Boom card, second engine hit, structure points depleted, etc., the plane is lost. Mission failure. Roll C&W and E&E for your pilot as necessary.

    If your plane is strafed and your pilot takes a 2nd pilot wound, the wounded rescued pilot can fly the plane home instead and rescue the rescuer.




    Setup
    I will use the base 4 peg altitude rules. You will have to adjust if you use Flying Higher or another ruleset.
    Two maps. I used No Man's Land and Countryside for the setup here.

    Downed Plane
    Use a target card or similar token. Two range rulers from long side towards Enemy Territory. One and one half rulers in from short side. Center the target on the half mark.





    Your side
    Scouts at altitude 4.
    First plane. One and one half rulers from short side. One full range ruler in from long side that meets up with second map.
    Second Plane. Two and one half rulers from short side. One full range ruler in from long side that meets up with the second map.



    Two Seater at altitude 3.
    Center him between the two scouts. One half base lagging.



    Opposition
    Planes at Altitude 4.
    Center scout. Try and line it up with the target card. Half ruler in from long side of enemy territory.
    Place the other two scouts to the left and right of the center plane. One full range ruler in. Try and put them in some type of organized formation.




    You final layout should like like this.




    The Original Thread is here

    Victory Points
    The main objective is to rescue the downed pilot. That will be worth the most points.

    Pilot Rescued (two seater exits off your side of the board with rescued pilot aboard) -> 10 points
    Plane shot down -> 5 points
    Plane FRTB -> 2 points


    And if you want to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-19th-Oct-1916

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...t-1916-malachi

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...tober-1916-Baz

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...-%96-by-Hu-Rhu

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket
    Last edited by flash; 10-29-2021 at 08:22. Reason: Author's Amendments

    "He is wise who watches"

  5. #5

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    BYM Mission 4 - Fly By Night - 27 October 1916 by ShadowDragon

    World War I saw many developments in aerial warfare; despite the challenges of the primitive aeroplanes, nighttime flying and fight appeared early in the war. Within the first year of the war, not only airships, but aircraft were flying by night to bomb targets in enemy territory. While many didn’t want to risk fragile scout aircraft at night, soon they too were operating at night:

    “From the opening days of the war, the French air service dedicated large numbers of airplanes to the defense of Paris. By the summer of 1916, over 100 airplanes were performing such duty. These planes maintained a constant daylight patrol against German incursions and supplemented searchlight and antiaircraft defenses when German airships threatened the city by night. During the summer of 1916, six aviators and their Nieuport Bebe aircraft stood by on night alerts.”

    From “The Development of Military Night Aviation to 1919” by William Edward Fisher, Jr.

    https://www.airuniversity.af.edu/Por...T_AVIATION.pdf



    The mission – you can play either side A, The Intruder, or side B, The Defender. There are three scenario options:

    Option 1: A coastal/lakeside extraction (if you have seaplanes and a coastal mat)
    Option 2: A costal/lakeside extraction (if you have seaplanes but only a sea mat – i.e. no coastal mat)
    Option 3: A coastal/lakeside extraction (if you don’t have a seaplane but do have a coastal or sea mat)
    Option 3: A land extraction (if you don’t have seaplanes or a coastal/sea mat).

    Side A - Intruder:

    Mission Briefing:
    One of our agents is deep in enemy territory with valuable information and material related to new weapons being developed by the enemy. The agent is safe for the moment but it’s highly likely the agent will be captured if the agent attempts to move – never mind tries to get to friendly territory. Command has determined that sending an aircraft to extract the agent by air is possible. This is vitally important, so two scout aircraft will accompany the extraction aircraft. As the aeroplanes will need to refuel, there are agents in enemy territory (or neutral territory if that’s appropriate for your scenario) who will have marked a landing area with lights and will have fuel. You will be able to re-fuel at the same location on the return flight. The mission is scheduled for the night of the 27th which is the first night of the waxing moon. The near moonless night will hide the extraction from the enemy but it will make navigation difficult. Good luck – you will need it.

    Side A forces:
    Extraction plane – any plane with a crew of two and less than 20 points of damage. There will be no observer – although the agent is capable of operating a MG.
    Scout planes – two scout planes of any suitable type.

    Special Rules for Side A - Intruder:

    Side A - Extracting the Agent:
    The agent is on an island (for the coastal/lakeside version) or in a small wood near an open area (for the land version). When the extraction plane has landed and is within a half-ruler of the island or wood, the agent can load the material and board the plane. This will take three movement phases. If extraction plane lands too far away it can taxi until it is near the island/wood.

    Side A - Entry:
    Unfortunately the intruders have not been able to stay together in the dark night. So their entry will be as follows:

    1) The extraction plane is placed touching the edge of the mat anywhere between points 3 and 4 and pointing in any direction but it must have one corner touching the mat edge.
    2) The first scout will start off mat but will arrive at the start of the first turn. The location is random – one of the six points numbered 1 to 6.
    3) The second scout will arrive at the start of the second turn. The location is random – roll for one of the six points numbered 1 to 6.

    Side A - Returning to base:
    If returning planes, including those that are FRTB (Force to Return to Base - as per the campaign morale rule) , exit anywhere on the mat edge which has the numbers 2, 3 and 4. they will find the re-fuelling location and return safely – except that any plane that’s FRTB will need to make two crash rolls as they will need to land twice. If they fail the first crash roll they will be in enemy (or neutral) territory and will need to make an E&E (Escape & Evasion) roll but with +1 since they will have the help of friendly agents at the re-fuelling location. If the plane fails its crash roll at the re-fueling site, even if in enemy territory it will not count as ‘shot down’ for enemy victory points and will only be a ‘probable’ as the agents will destroy the damaged aeroplane and hide any evidence.

    If the planes exit any other mat edge, they will run out of fuel and crash – requiring a C&W (Crash & Wound) roll, the same as if shot down. These will count as a ‘kill’ and towards enemy victory points. The E&E roll will have an additional -1 due to being deep in enemy territory and with no friendly agents to help. This rule applies whether or not the plane crashes in neutral territory as enemy agents will report the crash and if captured by neutral authorities the aircrew will be ‘guests’ for the war’s duration..

    Side A - Victory points:
    Agent successfully extracted = 10 points
    Each enemy plane shot down or destroyed on the ground, including if it fails a FRTB crash roll = 5 points
    Note that enemy planes that fail a FTRB crash roll can be credited as a ‘kill’ instead of a ‘probable’ since its crash will have been spotted friendly agents and reported.


    Side B - Defender:

    Situation:
    Three scout pilots from the front are on a short ‘rest and relaxation’ leave. They have flown their aircraft to training airfield located near a pleasant coastal/lakeside resort (or some other type of resort for the land version). The training unit has welcomed the celebrated war heroes – which suits our ‘heroes’ very well as this will save them a fair bit of money. As it is a training unit for night flying/bombing all of the training squadron aeroplanes are out on training sorties when news arrives that enemy bombers have been heard flying in the direction of the training airfield – no doubt headed for a nearby industrial / rail centre. As the only pilots around the training unit’s commander asks our ‘heroes’ if they will be willing to intercept the bombers. The airfield is well lit with searchlights so, despite the ‘heroes’ lack of night flying training, the commander hopes this should not be too difficult a task. The ‘heroes’ accept and are in their scout planes when the sound of an enemy bomber approaches. “To the skies, lads!”

    As fate would have it, one of the training aircraft is returning during the air raid. It is low on fuel and must land as soon as practicable. There is only a pilot on the aircraft – i.e., there is no observer but it is armed if the pilot has a MG.

    Side B Forces:
    Scout planes – three scout planes appropriate for the period
    Training plane – one two-crew plane that has less than 20 points of damage. It has no observer.
    AA Defences – two B firing / 5 damage point AAMG

    Special Rules for Side B:

    Side B - Entry:
    The scout planes are on the ground and will need to take off. Initially they are positioned off the airfield and will need to taxi onto the airfield (i.e., with the centre of the base on the airfield) to begin the take off sequence. They can be positioned anywhere around the airfield the players wishes but they cannot overlap another plane, AAMG or searchlight, if these are being used.
    Training plane – enters at the start of turn 3. Roll randomly for one of eight entry points – numbered 1 – 8.
    AAMG: the airfield is protected by two ‘B’ firing AAMG (5 damage points), located mid-field with their firing arcs pointing away from the airfield.

    Side B - Returning to base:
    Any plane that is FRTB must land on the airfield. It still takes a crash roll for FRTB; if it fails it will count as ‘shot down’ for the enemy victory points and attributed ‘kills’ as Side A has agents that will report the crash.

    Side B - Victory Points:
    The training plane lands ‘safely’ (i.e., it’s not destroyed so it must pass any required FRTB crash roll) = 10 points
    The enemy ‘bomber’ (extraction plane) shot down = 10 points
    Each enemy scout shot down = 5 points


    Special Rules applicable to both sides:

    Take-off:
    The take-off sequence is a stall-straight-climb.
    Take-off crashes: The centre of the plane taking off must be in a designated safe take-off area at the end of the stall and straight moves; otherwise the plane crashes (see landing/take-off crash damage below).
    The take-off sequence cannot begin unless the plane’s centre peg is in a designated safe take-off area.

    Landing:
    The landing sequence is a dive-straight-stall.
    The centre of the plane landing must be in a designated safe landing area at the end of each of the dive, straight and stall moves; otherwise the plane crashes (see landing/take-off crash damage below)>
    The landing sequence can begin outside the designated safe landing area.

    Landing / take-off crash damage
    If the centre of the plane taking off or landing is outside the designated safe area take two A damage cards if after a stall card or three A damage cards otherwise (i.e., straight or dive card).

    Designated safe take-off/landing areas
    The designated safe area is the airfield for the Defending aircraft and the area near the island/wood only for the Extraction aircraft. There is no safe landing area on the mats for the intruder scouts.

    Taxiing: On the ground planes may taxi. There is no risk of damage / collision. A taxiing move is a stall card. It can include a pivot, up to 90 degrees, at the end of move around the centre front edge of the plane’s base.
    Note that a plane can still rotate any amount if the plane does not move except around the rotation point - one of the two front corners of the plane's base; turning this way takes one manoeuvre phase.

    Collisions while taking off or landing:
    Due to the hazards of night time take-offs and landing, if any part of an airplane base overlaps with a plane taking-off or landing there is a collision. Treat the same as mid-air collisions for damage.

    Simplified night fighting rules :
    1. There is no +1 for firing consecutively at the same airplane or for firing from a higher altitude.
    2. A plane that did not fire in the previous phase or is not on fire can only be shot at if at short range, and the same altitude – but still with the normal 2 damage cards for short range.
    3. If a plane fired in the previous phase or is on fire (or is in a searchlight beam) it may be fired at normally (i.e., short or long range as appropriate).
    4. Planes that are on fire suffer +1 damage when shot at. Note: this does not apply to the fire damage, it represents planes on fire being easier to see.
    5. Collisions are more likely and occur as per the rules (i.e., if a base overlaps the central peg of the other plane) plus if two corners of one plane’s base overlap the base of the other plane.

    Optional rules – for those who wish more detail. Note that these will slow the game down.

    Simple Altitude House Rules:
    With the slow climbing rates of the extraction aeroplane you might want to try out the ‘simple altitude house rules’ listed in the campaign optional rules. See post #7 of the campaign rules thread:
    https://www.wingsofwar.org/forums/sh...Campaign-Rules

    Night fighting rules by Teaticket:
    https://www.wingsofwar.org/forums/sh...s-of-Glory-WWI

    Searchlight rules by OldGuy59:
    The simplified rules above assume that there are searchlight around the airfield and the town. If you wish to play with explicit searchlights use this rule:
    https://www.wingsofwar.org/forums/sh...-and-Equipment
    There are 2 searchlights by the airfield. One beside each AAMG. There is another searchlight near the town which is position in the centre of the mat where the agent is located.
    If the AI ‘player’ is the Defender, then place the searchlight beams at random. Roll a 6-sided dice for the orientation of each searchlight beam with 1 = 12 o’clock, 2 = 2 o’clock, 3 = 4 o’clock, 4 = 6 o’clock, 5 = 8 o’clock and 6 = 10 o’clock. 12 o’clock = the direction towards the top of the map.

    Maps:

    Option 1: Use this map if you are using seaplanes and the Ares coastal mat. The coastal mat is on the left and the land mat on the right. The safe landing area for the Extraction plane is the marked ‘channel’ that includes the number 8. The other areas outside this channel have reefs, etc. that will cause the seaplane to crash. The agent, airfield and parked scouts are as indicated. Note that the scouts can be initially positioned as wished as long as the plane is off the airfield and not overlapping another plane, AAMG or, if using, searchlights.




    Option 2: Use this map if you are using seaplanes with a sea mat (i.e., not the Ares coastal mat). Use the sea mat on the left and a land mat on the right. The safe landing area for the Extraction plane is the marked ‘channel’ that includes the number 8. The other areas outside this channel have reefs, etc. that will cause the seaplane to crash – use markers to show this dangerous area. The agent, airfield and parked scouts are as indicated. Note that the scouts can be initially positioned as wished as long as the plane is off the airfield and not overlapping another plane, AAMG or, if using, searchlights.

    Attachment 307152


    Option 3: Use this map if you are using a land-based extraction plane with a coastal or sea mat. This similar to option 1 or 2 above except that the rectangular island with the agent is the safe landing /take-off area. It is 25 cm long by 7 cm wide and is place as shown. The agent, airfield and parked scouts are as indicated. Note that the scouts can be initially positioned as wished as long as the plane is off the airfield and not overlapping another plane, AAMG or, if using, searchlights.




    Option 4: Use this map if you are using a land-based extraction plane without a coastal or sea mat. The safe landing/take-off area is the central ‘channel’ on the left mat that includes the number 7. The agent, airfield and parked scouts are as indicated. Note that the scouts can be initially positioned as wished as long as the plane is off the airfield and not overlapping another plane, AAMG or, if using, searchlights.




    Scenario Notes:
    The scenario was initially envisioned as a ‘spy extraction’ mission from Belfort, France to the west end of Lake Constance. The flight path could stay north of the Swiss border and not violate Swiss neutrality but the shortest path is across Switzerland. Since the operation is at night the intruders could get away with it, but if a plane were to go down in Swiss territory it could be a diplomatic incident. The choice of Lake Constance was because it straddles the German-Swiss border.

    If the intruders are German the location of the spy extraction could be Lake Geneva with the two countries being France and Switzerland. In this case it would probably make the most sense to fly through over Switzerland. In any case, it would be a hazardous mission – flying in mountainous areas is one reason why there are no ‘old, bold pilots’. I once worked in the maritime HQ in Victoria, British Columbia. The HQ included the regional rescue coordination centre – the busiest in Canada.
    There are other alternatives but you may need to use your imagination. Of course, there’s no reason the location must border a neutral country. If you want to try something like a flight to the English coast, that could work but it would be one-way for the scout planes. Perhaps, they will ditch their planes and be ‘fished’ out of the water by a U boat, torpedo boat or destroyer which is the what the RNAS was doing at the time. So, have fun with the scenario but keep the key mechanics and make it plausible – at least plausible in a James Bond way.


    The Original Thread is here
    And if you want to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...825#post563825

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...r-1916-malachi

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-by-Hu-Rhu
    Last edited by flash; 11-29-2021 at 08:48. Reason: adjust updated rules

    "He is wise who watches"

  6. #6

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    BYM Mission 5 – Only if you really help - 5th Nov 1916 by teaticket

    This will be a simple encounter to save a 2 seaters from another squadron that is having trouble getting home. It had just been attacked and the observer is wounded and has engine damage. Worse, there is debris jamming the rudder so it can only fly in circles! (for the engine damage, it does not count towards the two engine damage hits to make it crash, only that it has to stall every turn.)

    Friendly forces:
    One 2-seater flying in a circle with 4 points of damage including engine damage and a wounded observer. (wounded observer can only shoot at targets in close range inflicting long range damage)
    3 scouts to rescue the wounded tandem.

    Enemy forces:
    3 scouts.

    Setup:
    Use a surface the size of 2 ARES mats. Your scouts are positioned from the center of the gaming surface with your friendly edge the far edge directly behind you. Both mats are considered enemy territory.

    Starting positions:
    Friendly planes are positioned centered on the nearest edge.










    If you wish you can randomly choose the direction of the tandem's turn and the starting location edges of the enemy, keeping the enemy coming in from opposite sides.


    Special rule for the tandem, it starts with debris stuck in it’s rudder. To clear it, your pilot comes up with a cunning plan to shake it loose by colliding with the tandem. This controlled collision must be from the rear quarter shown in the photo below. You are trying to tap the rudder with the end of your wingtip.


    Any damage done in the collision will be halved, no special damage. The Boom will be half the starting value, rounding up if starting with an odd strength, halved again.
    If the collision is done from the correct direction the debris is shaken loose and the tandem can now fly normal. The debris is not totally cleared though and any following rudder damage to the tandem will cause the tandem to again fly in a circle until another friendly collision clears it. A second rudder ‘repair’ will totally clear the debris.

    If the collision is outside of the direction arc shown in the photo, full damage is taken and the debris is only shaken loose if there is a special damage symbol on the card the tandem takes.

    The tandem will fly the following sequence when it has a jammed rudder, stall, turn, stall, turn…… repeat until cleared.

    Objective is to get the tandem across your friendly edge of the board.

    Victory points,
    6 points for tandem exiting friendly edge or downing the tandem.
    4 for downing enemy scout
    2 scout FRTB

    Good luck!!!

    The Original Thread is here

    And if you want to see how it's done:

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1916

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1916

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...-%96-by-Hu-Rhu

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...v-1916-malachi

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...6-by-teaticket
    Last edited by flash; 02-26-2022 at 02:40.

    "He is wise who watches"

  7. #7

    Default

    OTT-BYM Mission 1B - "Deny the Enemy" - 11th October 1916 - by gully_raker

    Christmas break extra mission to honour the memory of our late wingman Barry

    BACKGROUND
    Following the battle for Thiepval Ridge the Allies continued to attack the German lines on the Ancre Heights & had threatened the German strongpoint known as Schwaban from the North. The Germans were desperate to recapture the lost side of Schwaban & needed intelligence to determine any weak spots in the Allied front.
    Unfortunately for them the Allied numerical advantage in Aircraft had stopped any chance of aerial photography so the German High Command had to resort to deploying an Observation Balloon behind their lines to determine the situation & aid in Artillery observation. Due to the urgent nature of the situation no ground support has yet been able to deploy. Therefore the Eagles Jasta has been ordered to send two Scouts to protect the Balloon.
    Naturally the British want to destroy the Balloon at all costs.







    The Set Up

    Two WoG mats, preferably one being the No Mans Land mat, joined on the long sides.
    The German Balloon is to be set up on the other mat behind the German Lines Half a ruler from the join & in the middle of the mat as per the photo below



    The Germans will deploy 2 aircraft, one in each corner of their mat, one ruler from the corners angled towards the balloon as per photos below.





    The British will deploy 3 Aircraft 1 & 1/2 Rulers from the edge of the No Mans Land mat & 1/2 ruler apart as per photo below.



    One of the British Aircraft will be armed with Incendiary Ammunition & will use the standard rules for this as per the rule book. (Balloons treat all smoke, rudder jammed, engine damage and any 5 damage card as resulting in fire).
    This Aircraft can only engage the Balloon unless it is fitted with a Lewis Gun & then must change drums (3 cards required) if it wants to shoot at a German Scout if it has destroyed the Balloon.

    All Aircraft & the Balloon commence the game at Altitude 6 & the Balloon will commence to be lowed to the ground only after the first shots are fired at it. It will loose 1 altitude every two turns. ( Therefore it will take 12 turns to be lowered safely to the ground!)

    The plane attacking the Balloon will continue to follow the balloon as it is winched to the ground.
    All other aircraft can either stay at their current altitude or dive or climb.

    Things to remember: if Balloon explodes any aircraft within half ruler range on same level, or, overlapping base 1 altitude above or below take a single C deck damage card - Only the damage points, explosion or fire special damage are counted. Any other special damage is disregarded.

    VICTORY POINTS

    If Balloon Destroyed--20 points
    If Balloon winched to safety & NOT on Fire--10 points to Germans
    If Balloon winched to safety but with over half its Damage Points gone--10 points to British
    Any Scout shot down--10 points to victors side
    Any Scout FRTB--5 points to victors side

    In case anyone does not have a Balloon model attached below is a Balloon Card.



    It is recommended that the following Aircraft are flown in this mission.

    BRITISH

    DH-2, Nieuport 17 or Spad VII (All B firing Aircraft)

    GERMAN

    Albatross D.I or D.II or Halberstadt D.III (All A firing Aircraft)

    The Mission is written from the British point of view but the Eagles obviously will reverse the situation.

    Please post any queries you may have.

    Good Hunting Chaps.



    The Original Thread is here

    And if you want to see how it's done:

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...in-By-Vagabond

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...h-October-1916

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...-%96-by-Hu-Rhu
    Last edited by flash; 02-26-2022 at 02:40.

    "He is wise who watches"

  8. #8

    Default

    OTTBYM - Mission 6 - Somme Success - 12th November 1916 by Tikkifriend

    (Title a nod to Peter Hart)

    Sept 15th saw the first full use of tanks in the Battle of the Somme . The RFC was tasked with as Trenchard put it prevent all German machines from getting close enough to the lines to observe this new weapon. They were to be shot down on sight and given no rest.




    The Bulldogs sector had the additional problem of an observation balloon close to the front.

    The mission is therefore in 2 parts.

    A single plane armed with rockets is to destroy, or force to the ground the Observation balloon.




    The remaining scouts are to engage all enemy planes ensuring they get no closer than 1.5 rulers from the British lines .



    Forces

    RFC

    1 rocket carrying scout plus 4 other scouts of your choosing.

    CP
    1 2 seater circling the balloon. This plane can join the reserve flight when it arrives.
    4 scouts of your choice on standby plus a balloon at alt 7.

    Set up and objectives:
    2 mats - 1 being a NML /Trenches from which the RFC will fly and located to the West .

    CP
    The Balloon is placed 1 ruler from the German edge of the mat and approximately central. The covering tandem is placed at random 2 rulers from the balloon's centre peg at between alt4-6, your choice.

    The Balloon will start to wind down when the first rocket is fired. Rate of decent 1 Peg per turn(3 cards).

    The reserve scouts will enter when the Balloon has reached peg 4 from the German long mat side in line abreast ˝ ruler between each plane. Their objective is to get within 1.5 rulers of the NML mat edge.. Should any of the planes succeed in this objective the immediately head for their lines to report the tank movement.
    If the balloon is destroyed the CP planes arrive the 1 full turn after. (amendment)

    RFC
    The balloon buster starts at the centre where the 2 mats join. Should he destroy the balloon before it reaches peg 5 he is deemed to have prevented the tanks being spotted .



    For each peg up to peg 3 after that a roll of 5/6 means the observer spots the tanks. Below 3 the balloon is blind. The balloon buster cannot engage the reserve scouts. If he succeeds to destroy the balloon its home for tea and crumpet via the fastest route available.

    The rest of the scouts enter from the Allied edge of their mat, ie NML, 3 turns after the first rockets are fired. They cannot attack the balloon, their mission is to prevent the CP scouts getting within 1.5 rulers of the NML mat long edge.

    Victory points

    RFC
    Balloon fails to spot Tanks = 5pts
    Balloon destroyed =10pts
    Each scout shot down, FRTB before reaching the 1.5 ruler = 5pts
    Each scout shot down, FRTB after reaching the 1.5 ruler = 2pts


    CP.
    Balloon spots the Tanks 5pts
    Each enemy plane shot down 5pts
    Each plane that spots the tanks and returns to 1.5 rulers of their mat edge 10 pts



    The Original Thread is here

    And if you want to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1916

    Tikkifriend (Bulldog):
    https://www.wingsofwar.org/forums/sh...by-Tikkifriend

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...v-1916-malachi

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...-%96-by-Hu-Rhu

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket
    Last edited by flash; 02-28-2022 at 08:39.

    "He is wise who watches"

  9. #9

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    OTT-BYM Mission 7: “The Trial of Harry Tate” 23 Nov 1916 by Stumptonian



    The Royal Aircraft Factory has a new two-seater for the RFC to evaluate.
    A lone R.E.8 is flying its first mission over the Western Front.
    The mission is a routine one, simply to assess troop strength near the German lines.

    Two scouts will accompany the ‘Harry Tate’ in case any enemy aircraft attempt to spoil the outing.
    Three possible targets will be placed on the mat and the R.E. 8 must successfully take a photo of each area and return with them to base for the ‘experts’ to evaluate.
    To take the photos the RE.8 must fly a stall over the center dot of the target cards.

    Two German scouts will appear once the RE.8 crosses the German trenches.



    Mission Layout
    Two Ares mats (or equivalent) : No Man’s Land and Countryside
    The Entente will approach from the edge of No Man’s Land.
    The areas to be photographed will be on the Countryside mat.


    The RE.8 begins over the British trenches, 1-1/2 rulers from the right corner, one ruler into No Man’s Land
    The escort scouts are positioned as shown, one on each side of the “Harry Tate”
    It is up to the player’s discretion whether or not to use altitude rules.

    One photo area is positioned at the center where the two mats join.
    A second area is 1-1/2 rulers from the join and 1-1/2 rulers from the edge.




    The third area to be photographed is in the bottom corner of the German area, one ruler from the corner and one ruler into the mat.


    A single AA gun is positioned as shown, one ruler from the first photo area at the join.
    The AA will fire at any enemy aircraft in range unless any point of the target’s base is within a half-ruler of distance from a friendly aircraft base. Use Solitaire AA Gun rules on p39 RAP.
    Priority target will be the RE.8


    German scouts will enter once the RE.8 is within AA range.


    The Germans will enter from the long edge of the Countryside mat.
    Roll a D6 to determine their point of entry: 1-2 Left / 3-4 Center / 5-6 Right


    Overview of the Target Areas and AA
    [Apologies for the area numbers being different than what was shown in the previous pictures, but the numbers are irrelevant - they are just to show where they are on the mat.]

    If one of the Adler scouts is shot down or FRTB before the third photo has been taken a single replacement will appear, starting from the edge of the German mat using the same D6 method to determine entry point.
    The replacement should be a ‘B’-firing aircraft.

    Similarly, there will be one replacement available if an Entente scout is shot down or forced to exit.
    The replacement should be a DH.2 if possible.
    If the RE.8 is shot down before the start of Turn 6, the Entente player can choose to abort the mission, return scouts to base, and send out another RE.8, but with just a single escort this time (assigning a different pilot).
    The German aircraft will remain in play and should patrol the area of the mat join until enemy are within two rulers.

    Victory Points

    Entente:
    5 points per photo successfully returned to base.
    5 points for each enemy scout shot down.
    3 points for each enemy scout FRTB

    Central:
    5 points for downing the R.E. 8
    3 additional points for each photo destroyed with the R.E.8
    5 points for each enemy scout shot down.
    3 points for each enemy scout FRTB


    The Original Thread is here


    And if you want to see how it's done:

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1916

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...v-1916-malachi

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz
    Last edited by flash; 03-05-2022 at 02:03.

    "He is wise who watches"

  10. #10

    Default

    OTT BYM Mission 8 - “A thorn in the side - Redan Ridge” - 27 Nov 1916 by Baz

    Background
    After 4 bitter months of fighting, Sir Douglas Haig called a halt to his army’s offensive, ending the battle of the Somme on 18th November 1916. However, it was felt, following Air observation and intelligence reports, that one last push against the Germans at Redan Ridge would send them into retreat. As it happens, this information was inaccurate.
    A final offensive action was planned to take place at 6:10am on 18th November 1916 by 97th Infantry Brigade to take a number of planned objectives, including: 1. Munich Trench, 2. Frankfurt Trench (providing No. 1 had been taken).


    On the day of the action, the right flank was held up due to the British artillery barrage falling short, killing and wounding many English troops, then heavy machine gun fire forced them to fall back. The left flank was held back by heavy, concentrated machine gun fire, with very few making it through to Frankfurt Trench. The centre however took and held Munich Trench and then two companies pressed on and occupied Frankfurt Trench and consolidated their position in two large dugouts. Unfortunately, a strong counter-attack by the Germans recaptured Munich Trench, leaving the English (approx 130 men and officers) in Frankfurt trench, 2-300 yards behind the German lines and cut-off.


    Water, food and medical supplies were very short, leading to foraging among the dead and water from the crater shells. Many men had injuries (nearly 50 men) with only limited field dressings available.
    Following on from this, there were 3 concerted attackers by the Germans to take the men, but all were repelled (with the number of wounded growing) and incredibly, 8 German prisoners were taken. This was taking its toll however, with ammunition now becoming an issue. A couple of men incredibly crawled back to the British lines under cover of darkness to raise the alarm. Incredibly, they led the rescue attempt back towards the trench but it failed. 2 other failed rescue attempts were made, all unsuccessfully, and in the last attempt 231 men lost their lives.
    The Germans then offered surrender to the beleaguered men, but this was refused, despite many men suffering terribly with typhoid and dysentery from the contaminated water they were having to use.
    The Germans decided enough was enough, and a strong attack from all angles was made on 25th November, the Germans only stopping due to the shouts of the captured German prisoners. At the end, there were only 15 unwounded men, who were ordered to carry out all the wounded and force marched into German territory to be interrogated. A further two of these men died whilst POW’s.

    The Set up

    Two WOG mats (or equivalent), No mans land to the west with the longest trench at the centre, joined on the long side to the countryside mat. Both trenches are German ( one nearest the edge represents Munich, with the centre one Frankfurt). The small strip to the left of Munich is No mans land (NB there is no RFC territory at all).
    Place a trench objective (infantry) card in the centre of Frankfurt trench to represent the English dugout. NB a the English infantry will not fire on the planes as they are conserving ammunition. German AA Machine guns (B strength)(with infantry) are to be placed at 1 1/2 rulers south and north of the Stranded RFC men facing towards them.




    The RFC have been called in to drop a bag/ message to the men which states “Coming tomorrow” (use the photo recon rules with a stall required and covering the centre target dot to be successful. If just covering the card only (not the dot) is a close miss).


    The English will deploy 1 x BE2c/d/e (or equivalent) at the centre left edge of No mans land on Turn 1 to undertake the drop. (Historically, 15th squadron at Lealvillers Aerodrome was used, who had BE2c/d/e at that time).


    On Turn 3 a backup BE2c/d/e and two scouts (DH2 or equivalent), will deploy at the left edge centre of the NML mat, the scouts 1/2 fuller distance either side of the BE2. All planes will remain on the mats (including the original BE2 if it has dropped its message) to protect the infantry as it is inevitable that German planes will be used.


    Also on Turn 3, the Germans will deploy a two-seater (Albatros C.III/Roland C.II or equivalent), loaded with 4 x 12.5 kg hand-dropped bombs, stored and dropped in/by the observers area with two scouts (Albatros D.I/D.II (or equivalent) at 1/2 ruler distance either side starting from the centre of the right edge of the countryside map. NB the bombs may be dropped individually, requiring 4 passes, or two at a time, requiring two passes. The observer may not fire on the phase he is dropping the bombs. The target is the stranded infantry objective dot.




    Victory Points

    RFC
    The RFC will start with 50 pts representing the men in the trench.
    For each direct hit (covering the dot) by a bomb deduct 10 pts.
    For each near miss by a bomb ( overlapping the object card but not the dot) deduct 5 pts.
    NB Trench strafing is also allowed by either two seater or scouts, deduct 1 pt per point of damage.
    Any remaining points at the end will be awarded to the RFC, along with:
    AAMG destroyed - 5 pts
    For each plane shot down - 10 pts
    For each plane FRTB - 5 pts
    Successful bag/message drop - 10 pts
    Bomber shot down before any bombs dropped - extra 10 pts

    Eagles

    For each plane shot down - 10 pts
    For each plane FRTB - 5 pts
    Bag/message drop off target or not made - 10 pts
    For all 50 pts wiped out - 20 pts
    30-50 pts taken off - 15 pts
    10-30 pts taken off - 10 pts.

    If using altitude rules I suggest you start at fairly low altitude ( random 2-4) and use the AAMG, photo recon, infantry fire, Bomb drop altitude rules ( good luck)
    RAP book pages 31-32, 37-38, 39 specifically apply along with any OTT specific.

    Historic reading of this action is:
    Redan Ridge The Last Stand by Peter Weston
    Battleground Europe Somme - Redan Ridge by Michael Renshaw
    Thanks and enjoy

    ‘Unlucky’ Baz


    The Original Thread is here

    And if you want to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-November-1916

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...-%96-by-Hu-Rhu

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...916-by-malachi
    Last edited by flash; 05-27-2022 at 02:07.

    "He is wise who watches"

  11. #11

    Default

    OTT BYM - Mission 9 – “The Death Of Chivalry” – 5th December 1916 by Hu Rhu

    Background

    It was customary for both sides to honour the death of a well-known enemy pilot by dropping wreaths to mark their passing. The British has done so when Oswald Boelcke had been killed in October 1916 and the Germans had reciprocated after Lanoe Hawker was shot down by Manfred Von Richthofen a few days before, on 23 November 1916.



    However, both sides attitudes were hardening over losses and unofficial local edicts had been given by some headquarters, in an attempt to ban the practice. In addition, mistakes could be made and there was no way of informing the enemy of the honourable intention of dropping a wreath. Planes could be, and were, shot at whilst attempting this practice.

    Yesterday (4 Dec 1916) the German ace Hans Shilling, had been shot down by Charles Nungesser and the Bulldogs had decided to pay their respects by dropping a wreath over his aerodrome on the morning on 5 Dec 1916. They are the offensive side.

    If playing the Central Powers, then the Adlers drop a wreath for the death of British ace Arthur Gerald Knight, who was shot down by Manfred von Richthofen on 20 Dec 1916. Knight was blamed by Germans for contributing to the mid-air collision that caused the death of Boelcke. They become the offensive side.

    The Set Up

    The set-up requires two WoG/WoW mats (or equivalent); one a countryside mat where the enemy aerodrome is based and the other mat showing the trench system and no-mans land.



    A single scout carrying the wreath is positioned centrally on the countryside mat, one and a half rulers in from the far edge and facing the enemy edge (East) as shown below. His first move must be a stall, during which he will throw out the wreath.



    At the start of the next turn an enemy scout will arrive on the Southern edge of the countryside/trench mat one ruler in and half a ruler away from the trench mat as shown below. This pilot is returning to base but had not seen the act of wreath throwing and believes that he has spotted a lone enemy scout over his lines.



    The turn after the first shooting (by either side) two more enemy scouts arrive on the Northern edge of the board. These straddle the border of the countryside/trench map and are spaced one ruler apart with the plane nearest the enemy side half a ruler in and the other a full ruler in. These represent a fighter sweep and they can join the battle straight away.



    One turn later, two friendly fighters, who are on an early morning patrol, spot the dogfight and join in. They are positioned half a ruler either side of the centre line and one ruler in from their base edge (the Western Edge).



    Altitude

    Altitude rules are optional. For those playing with them, the wreath dropping scout starts at level 1 as it drops the wreath. The single enemy scout returning to base is also at level 1 but all other scouts start at levels 3 or 4.

    Leaving the table

    The aim of the mission is to drop the wreath and return safely across the lines. The original wreath dropping aeroplane may leave the table off his own edge on his own volition once he has dropped the wreath. The other friendly fighters may leave the table (if not already FRTB or SD) once the wreath laying plane has exited the board or if he is shot down. Scouts belonging to the offensive side which are downed on the countryside mat are deemed to be behind enemy lines, whilst those downed on the trench mat are deemed to be in No-Man’s Land.

    Victory Points

    If the wreath dropping plane exits its own table edge - 15 pts
    For each enemy scout shot down - 10pts
    For each enemy scout FRTB - 5 Pts

    Aircraft availability

    As a guide to aircraft availability there were some significant changes in December 1916. As a suggestion:

    The Entente can field any of the following scouts: DH2, N17, Sopwith Pup, SPAD VII or up to one Sopwith Triplane, which had just entered service with the RNAS and was on trials with the RFC.

    The Central Powers can field any of the following scouts: Fokker DII/DIII, Halberstadt DII/DIII, Albatros DII and up to one Albatros DIII which had just entered service in small numbers.

    I have play-tested the mission twice with quite different results each time. Hope you enjoy it. Please feel free to ask any questions if the above is not clear or offer helpful suggestions to improve the scenario.


    The Original Thread is here

    And if you want to see how it's done:

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Hu Rhu (Eagle);
    https://www.wingsofwar.org/forums/sh...1916-by-Hu-Rhu

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-December-1916

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...916-by-malachi

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket
    Last edited by flash; 08-24-2022 at 07:43.

    "He is wise who watches"

  12. #12

    Default

    BYM Mission 10 - Good People, Don’t Shoot! - 12th December 1916 by malachi

    This will be an Entente coastal bombing mission drawing inspiration from an amalgam of missions from Nov 1916 to Feb 1917 found in Bomber Pilot 1916-1918 by C.P.O. Bartlett (yes, of the Ares model DH.4 Bartlett/Naylor fame). Friendly fire was an occasional hazard!

    "… targets were the docks and shipping at Ostend, the docks and submarine pens at Bruges, and the Mole and shipping alongside at Zeebrugge."




    "Six of us left at 2:40pm for a raid on hostile shipping. I was fighter escort with Smith as gunlayer… Off Ostend two Pups dived into our formation and we all swung round to make sure of their identity as the Germans have a very similar aircraft up the coast now. Glaisby blazed away at one which dived straight at him, doubtless to the surprise of its pilot."

    Entente Forces
    One B/B-firing two-seater with a single bomb load (representing the bomber force).
    Suggestions: Sopwith 1 ˝ Strutter, Caudron G4, RAF RE8.
    Two scouts.
    Suggestions: Sopwith Pups, SPAD 7, Nieuport 17.

    "The tandem will attempt to drop its bomb on the target and RTB safely. The pilot may not fire during the phase in which the bomb is dropped. No Immelmann maneuver allowed for this plane until bomb is dropped."

    NOTE: To simulate the friendly fire incident above, prior to beginning the scenario, draw a single B damage card and apply it to Scout 1 ignoring any Explosion or Special Damage (including gun jam), then continue play using normal rules.

    Central Powers Forces
    Three scouts.
    Suggestions: Albatros D.II, possibly a single Albatros D.III.

    Shoot down the Entente planes and RTB safely.

    Setup

    Two Ares mats or the equivalent 54” x 39” area.
    Left “land” mat: Entente territory (RTB via left or lower edge).
    Right Coastal mat: Central Powers territory (RTB via right or lower edge).

    Entente tandem begins on the seam 1.5 rulers from bottom edge.
    Target card is 1.5 rulers down from upper right and 1 ruler in.
    Other planes as shown.







    Target card of trawler for those who wish to use it:


    Use -1 modifier for crash landing in sea if shot down over water.

    For those who may wish to use an alternate coastal mat:


    The high resolution download is available here: mats

    For those with no Coastal mat, the scenario can be played as bombing an aerodrome using two Ares “land” mats.
    Optional aerodrome target card:


    Victory Points

    Entente
    5 for direct hit of target (cover the red dot of target card)
    2 for near miss of target (bomb card overlaps target card)
    5 for enemy scout shot down
    2 for enemy scout FRTB

    Central Powers
    6 for tandem shot down
    3 for tandem FRTB
    5 for enemy scout shot down
    2 for enemy scout FRTB

    Good luck! [/QUOTE]


    The Original Thread is here

    And if you want to see how it's done:

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...er-1916-by-Baz

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-December-1916

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...916-by-malachi

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...t!-12-Dec-1916

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...ec-1916-Hu-Rhu

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-by-Vagabond

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    .
    Last edited by flash; 08-30-2022 at 08:21. Reason: scenario update added

    "He is wise who watches"

  13. #13

    Default

    OTT-BYM Mission 11 - The Turkey - 19th Dec 1916 - By Vagabond

    "Well, I think this is a pretty rotten war. Everything’s rotten. The weather’s rotten. This coffee is rotten – to say nothing of it being half cold. That record that some cad keeps playing on the gramophone is rotten. And our half-baked Mess caterer is also rotten – putrid in fact.
    In a few days it will be Christmas and there’s no turkey for dinner, we need to do something about it".

    “Well why don’t you go and find us one” was the response to my outburst.

    "I jolly well will, I’ll go and fetch it right now, you see if I don’t" and I strode out of the Mess knowing I’d recently seen a flock of turkeys but after a few moments I realized I’d seen them 30 to 40 miles the other side of the lines, that gave me pause for thought.


    This was lifted from one of my favourite Biggles stories in “Biggles of 266” The story is entitled “The Turkey” and while that’s not the main component of my scenario it’s my homage to W.E.Johns and his books that gave me great enjoyment when I was a nipper and still do.

    Having started with Biggles I’ll detail the main part of the scenario and come back to him later.

    This is a routine photography mission taking place at altitude 3. The objective is to photograph a line of trenches represented by individual targets on the mat. Once you have done all of them then it’s home for tea and crumpet’s or the German equivalent.


    The map is drawn from the British perspective with no mans land on the left and countryside on the right, for you chaps flying for the wrong side just reverse it.

    Reconnaissance Tandem
    The Reconnaissance Tandem starts on a diagonal line as shown. Flying along the points to be photographed, turning and flying back to pick up the ones missed on the first pass. You have enough fuel to make 3 passes along the line and no more.
    Taking a photograph is a 2 card operation and requires 1 stall card to install a plate and take the photograph, then 1 movement card (any) to take out the plate and store it safely. You need to be within ˝ a ruler of the target to take a successful photograph.
    This is slightly different to my reading of the rules where you just need to make a stall move when within ˝ a ruler of the target.

    You can’t fire a gun and prepare or take a photograph in the same move.

    When the Tandem is attacked you have 3 choices for the Observer.
    a) Once in MG range you can ignore photos and defend yourself – your choice.
    b) Maintain focus on the mission and continue taking photographs – your choice.
    c) Make a random decision for each attack – in my trial game I chose this and rolled a D6 on 1,2,3 & 4 I took the photo and on 5 or 6 fired on the attacker.
    Choose whichever you prefer or come up with your own solution to the problem, you can complete all the photographs in 2 passes but if you fire a gun you will need 3 passes.

    Note this is only for the Observer, the pilot can fire as normal if he has his own gun.
    2nd Note If your plane is on fire jinking left and right plus the stall will still allow you to complete the mission.
    3rd Note If the rudder is damaged you might need to be a bit more creative making the turn and still be in the right line to take the photos.
    4th Note You can’t make an Immelmann turn and take photographs on any of the 3 moves involved in the turn.

    I envision you will fly the escorting Scout and that the Tandem’s mission will be pre planned, but I’ll leave that choice to you and so I’ve indicated the pre-planned route at the end of this scenario, just don’t read that bit if you want to work out a flight plan yourself.

    Note I measured the distance between the targets based on the V deck, the K deck and Y deck are virtually identical I didn’t check the 3 turn circles are the same but just nudge the plane over a little if it doesn’t line up exactly after the turn. The game is all about the escort scout defending the Tandem from the 2 enemy.

    Once you have the photos in the bag you still have to make it off the board on your edge, left for British, right for the Germans.

    Escorting Scout
    It starts 1 ruler from the Tandem, in a random direction. I used an arrowed dice but use what you have.
    Note it’s peg to peg not base to base.

    The Enemy
    Two Scouts start in the position shown on the opposite side of the mat, half a ruler between them. Their primary target will be the Tandem.

    Biggles or the pilot you’ve sent in his place.
    In the story Biggles lands in a Belgian farmers field next to the turkey pen, there is only one turkey left, it’s Christmas, what did he expect, they’re all selected for someone else’s Christmas dinner table. The Belgian farmer appears and says he has to kill the turkey to feed the German troops stationed in his farmhouse. Upps.

    The Germans appear at the farm door and Biggles grabs the turkey and runs to his Camel, falling in the way. He lands on the turkey when he falls and stuns it. Realising that he can’t quickly put it on the cockpit floor he slings it onto his seat and sits on it. Because it’s stunned it doesn’t move and he takes off and climbs into the cloud.
    So far, so good.

    Deciding he needs to know where he is, he descends below the cloud and sees a German scout which is when the turkey wakes up. The turkey starts to jump around and the German scout appears reluctant to attack fearing an ambush. This is possibly because Biggles is sat 2’ above the normal pilot’s position, he can’t control the plane because of the turkey’s movements and is flying erratically. He also realizes that because of his position he can’t see the gun sights and so can’t fire accurately.
    So far, not so good.

    Biggles starts as shown in the middle of the German base line, 2 rulers measured to the front of his planes base.

    All Biggles is trying to do is fly home and so will make every attempt to fly off the mat on the British long side, he will take any opportunity shots that present themselves but otherwise won’t engage with the enemy.

    To represent this I suggest you use the AI set to 12 o’clock and opening but having selected the 3 movement cards, you add a stall card if there isn’t already one in the selection. Shuffle the 4 cards and select blindly 3 of them, this represents the extra weight of the turkey slowing down the plane. Then take a right and left movement card and shuffle, select 1 and add it to the existing 3 cards, this represents the turkey jumping about with unpredictable moves. Shuffle again and select 3 cards to play. I played these randomly but you might find so much randomness offends your sensibilities so do it how you think best.

    Regarding firing at long range select 2 cards and chose the worse, at close range select 3 cards and use the worse 2 cards.

    Note – At any time Biggles can let the turkey fly free and so be relieved of any restrictions and can help protect the Tandem and engage in the dogfight if desired.
    Note 2 – If the pilot is hit treat this as a Tandem i.e. the turkey takes his chances the same as an observer, in the story the turkey got killed with a bullet that would have hit Biggles.
    Note 3 – If the random card choice means Biggles goes off the table on the side edge then intervene to keep him on the mat and heading for his objective, which is a safe landing at the Drome on the British long side of the mat.
    Note 4 – He can not make an Immelmann turn with the turkey in the cockpit because he can’t fasten the safety belt.

    Biggles' Pursuer
    Starts as shown, ˝ ruler to the front of the base and so 1 ˝ rulers behind Biggles. The pursuer will follow Biggles whichever way he goes and if Biggles makes it off the table the pursuer will follow off the table as well.

    Note – If Biggles jettisons the turkey and flies as normal then the pursuer will do the same.

    Biggles is there to provide a bit of light entertainment in the game but if you don’t like that idea let the turkey fly free and you have a standard air fight.

    Regarding planes, use which ever you like that are in period and will give you a good game, I used a 1 ˝ Strutter, protected by a Pup and Biggles flew a Pup, the enemy were 2 Albatros Dll “B” firing and 1 Albatros Dlll “A” firing.

    Victory Points:
    I think if you get the turkey back to the drome that's 20 points to your side, if you don't that's 20 to the other side.
    If you photograph all the target points that's 15 points but it must be all of them, if you don't then it's 10 points to the other side.
    Gain 5 points for each plane shot down.
    Gain 2pts for each plane FRTB

    OK I hope that's understandable but if there's any questions feel free to ask

    Pre Planned flight for the Tandem
    Start with 1 long move, then a stall and take the picture, this captures the 2nd target. Then long and stall, captures 4th target, then long and stall, captures 6th target.
    Turning a full circle at the end the turn is either 1 left, 5 right, and then 1 left or the opposite, right left right.
    I used a V deck and this brings you back near enough to the line to be photographed. If the deck you are using doesn’t quite do this, then nudge the plane a little.

    Then fly back along the line 1 stall take 5th target 1 long, 1 stall capture 3rd target, 1 long, 1 stall capture 1st target. They can all be photographed in 2 passes if nothing interrupts the flight, i.e. firing, if you fire then it will take at least 3 passes and that’s all you have.


    This picture should be portrait.

    The Original Thread is here

    And if you want to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...-19th-Dec-1916

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...ec-2016-by-Baz

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-by-Hu-Rhu

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...16-By-Vagabond

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...6-(Stumptonian

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...916-by-malachi
    Last edited by flash; 10-01-2022 at 07:34.

    "He is wise who watches"

  14. #14

    Default

    OTT-BYM - Mission 12 - Run For Home - December 27th 1916 - by flash

    After a long drawn out scrap deep into Hunland the chaps are headed home in various states of disrepair for an evening of frivolity & frolics ahead of their squadron being sent back to Blighty for a well earned rest and recuperation. The job had been to flush out the Hun patrols ahead of the tandem as it made a recon and escort the same back to base.
    All went well, the Huns were seen off, the necessary pics were obtained, the tandem signalled he was done; now all they had to do was get home in one piece...



    Mission:
    Bulldogs - protect the tandem & get everyone home
    Eagles - stop them achieving their mission !

    Set up:
    Trenches & countryside mats if you have them, left & right respectively.

    Forces:

    Bulldogs - 1 tandem, 3 randomly selected scouts, all bearing randomly drawn A deck damage of value greater than 1.
    Select scouts randomly how you like, or, use this format or similar with your own models if it helps:
    Roll D8 -
    2,5,8 = Nieuport 17 (one may be A deck gunned if more than one appears)
    7 = Spad VII
    4,3 = Sopwith Pup
    1,6 = Sopwith Triplane (one may be A deck gunned !)

    Draw damage cards until total is over one.
    Should you be unfortunate enough to draw any special damage - resolve it before the start.
    If it's a boom it counts as half the planes start damage rounded up; if fire damage, draw the 3 cards.
    Should a wound be drawn on the tandem & the observer hit play the Wounded Observer option with these penalties applied:
    ie 4 move gun jam & no shoot after steep moves (Split S, Immelmann). A second hit and observer is incapacitated for the rest of the game.

    Eagles - 3 scouts, also bearing randomly drawn A deck damage of value greater than 1.
    Select scouts randomly how you like, or, use this format or similar with your own models if it helps:
    Roll D8 -
    Halb D.III – 2,5
    Fok D.III – 8 (or any odd Fokker other than yourselves!)
    Alb D.II – 3,6
    Alb D.III – 1,4,7

    Draw damage cards until total is over one as above.

    Deployment:

    Attachment 317739

    Bulldogs start on the right hand edge in a scattered open formation, using a D6 randomly roll for each planes position.
    Scouts start with their base rear edge on the edge of the mat, the tandem with it's base rear edge 1/2 ruler inboard.
    Only one scout per slot,(16.3cm), though one may be in the same slot as the tandem, which I suggest can be started in slot 3 or 4 to keep it in the centre of the table if preferred.

    Eagles start top, or, bottom of the mats, randomly roll their positions on a D6, only one scout per slot:
    1 - Top in second half of countryside mat
    2 - Top in first half of trenches mat
    3 - Top in second half of trenches mat
    4 - Bottom in second half of trenches mat
    5 - Bottom in first half of trenches mat
    6 - Bottom in second half of countryside mat

    Modifiers:
    Crash landing anywhere on the trenches mat is always bumpy and counts as NML for purposes of C/W rolls, though counted as friendly territory (FT) for E&E purposes if the model's put down behind the rearmost trenches of the relevant side.
    These are roughly marked with orange lines in the photo but I'm sure you'll work out what's behind friendly lines if you need to !
    As always if you're in FT there's no need to roll E&E !

    Altitude:
    Starting at Alt 3 for both sides to keep out of range of trenches as they cross / fly along them.

    Limited Ammo:
    Having been in action already both sides have limited ammo.
    Ammo = 2 +D3 bursts.
    Each plane will have at least 3 - 5 bursts max. Holding fire for close range shooting may be an idea to maximise their effect.

    Victory Points:
    Each Bulldog plane that makes it home (over the left edge) +2pts
    Tandem downed +3pts
    Each enemy scout downed +2pts
    Each enemy FRTB +1pt
    (Eagles FRTB can leave any open side of the countryside mat)

    Hopefully this makes sense and will provide an entertaining match up !

    If there are too many models for your liking feel free to downscale the forces, or, if you feel like throwing all in you can do that too. If time is an issue then set a time limit so that the Eagles break off due to lack of fuel and see how the mop flops.



    The Original Thread is here

    And if you want to see how it's done:

    Flash (Bulldog):
    https://www.wingsofwar.org/forums/sh...mber-27th-1916

    Baz (Eagle):
    https://www.wingsofwar.org/forums/sh...th-2016-by-Baz

    Hu Rhu (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-by-Hu-Rhu

    Vagabond (Bulldog):
    https://www.wingsofwar.org/forums/sh...mber-27th-1916

    ShadowDragon (Bulldog):
    https://www.wingsofwar.org/forums/sh...y-ShadowDragon

    Stumptonian (Eagle):
    https://www.wingsofwar.org/forums/sh...16-Stumptonian

    Teaticket (Eagle):
    https://www.wingsofwar.org/forums/sh...1916-teaticket

    Malachi (Eagle):
    https://www.wingsofwar.org/forums/sh...916-by-malachi
    Last edited by flash; 10-05-2022 at 01:24.

    "He is wise who watches"

  15. #15

    Default

    Scores On The Doors

    Dave (Flash): Bulldog - Played 12+1
    Bulldogs: 0 KIA: 0 POW; 2 Aces; 18 Victories, 7 probable's, (44 victories in total all campaigns)
    Eagles: 4 KIA; 0 POW; 0 Ace; 8 Victories, 6 probable's, (22 victories in total all campaigns)

    Barrie (Baz): Eagle - Played 12+1
    Eagles: 1 KIA: 1 POW; 1 Ace; 19 Victories, 5 probable's, (19 victories in total all campaigns)
    Bulldogs: 4 KIA; 1 POW; 0 Ace; 8 Victories, 6 probable's, (8 victories in total all campaigns)

    Gary (Hu Rhu): Eagle - Played 11+1
    Eagles: 1 KIA: 2 POW; 2 Ace; 22 Victories, 1 probable, (22 victories in total all campaigns)
    Bulldogs: 3 KIA; 1 POW; 0 Aces; 8 Victories, 3 probable's, (8 victories in total all campaigns)

    John (Vagabond): Bulldog - Played 12+1
    Bulldogs: 2 KIA: 1 POW; 4 Aces; 22 Victories, 7 probable's, (54 victories in total all campaigns)
    Eagles: 1 KIA; 1 POW; 0 Ace; 8 Victories, 4 probable's, (31 victories in total all campaigns)

    Paul (ShadowDragon): Bulldog - Played 12+1
    Bulldogs: 0 KIA: 1 POW; 5 Aces; 31 Victories, 2 probable's, (57 victories in total all campaigns)
    Eagles: 6 KIA; 2 POW; 0 Ace; 7 Victories, 5 probable's, (16 victories in total all campaigns)

    Pete (Stumptonian): Eagle - Played 12
    Eagles: 0 KIA: 1 POW; 3 Ace; 21 Victories, 13 probable's, (65 victories in total all campaigns)
    Bulldogs: 8 KIA; 0 POW; 0 Ace; 10 Victories, 1 probable, (25 victories in total all campaigns)

    Peter (Teaticket): Eagle - Played 12
    Eagles: 1 KIA: 0 POW; 3 Ace; 18 Victories, 12 probable's, (54 victories in total all campaigns)
    Bulldogs: 4 KIA; 3 POW; 1 Ace; 3 Victories, 8 probable's, (25 victories in total all campaigns)

    Chris (Malachi): Eagle - Played 12
    Eagles: 0 KIA: 1 POW; 2 Ace; 18 Victories, 5 probable's, (18 victories in total all campaigns)
    Bulldogs: 0 KIA; 2 POW; 0 Ace; 2 Victories, 7 probable's, (2 victories in total all campaigns)


    Paul (Tikkifriend): Bulldog - Played 3
    Bulldogs: 0 KIA: 0 POW; 0 Aces; 5 Victories, 0 probable's, (23 victories in total all campaigns)
    Eagles: 0 KIA; 0 POW; 0 Ace; 0 Victories, 0 probable's, (10 victories in total all campaigns)

    Mike (Mikeemagnus): Bulldog - Played 2
    Bulldogs: 0 KIA: 0 POW; 3 Aces; 3 Victories, 1 probable, (44 victories in total all campaigns)
    Eagles: 0 KIA; 0 POW; 0 Aces; 0 Victories, 0 probable's, (8 victories in total all campaigns)

    Edward (Kustenjaeger): Bulldog - Played 2
    Bulldogs: 0 KIA: 1 POW; 0 Aces; 2 Victories, 3 probable, (2 victories in total all campaigns)
    Eagles: 0 KIA; 0 POW; 0 Aces; 2 Victories, 2 probable's, (2 victories in total all campaigns)

    Dan (Camelbeagle): Eagle - Played 1
    Eagles: 0 KIA: 0 POW; 1 Ace; 2 Victories, 1 probable, (16 victories in total all campaigns)
    Bulldogs: 0 KIA; 0 POW; 0 Aces; 1 Victories, 0 probable's, (7 victories in total all campaigns)

    Barry (gully_raker): Bulldog - Played 1 RIP mate
    Bulldogs: 0 KIA: 0 POW; 3 Aces; 2 Victories, 0 probable's, (30 victories in total all campaigns)
    Eagles: 0 KIA; 0 POW; 0 Ace; 0 Victories, 0 probable's, (7 victories in total all campaigns)
    Last edited by flash; 10-05-2022 at 01:51.

    "He is wise who watches"



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