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 the same level, or, overlapping the 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.
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