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Thread: Flying with the Schlachtstaffeln

  1. #1

    Default Flying with the Schlachtstaffeln

    This game started out as a low bombing exercise to test out the rules I've been working on for the next Flight Club in October but became more of a strafing game as you will see.
    The rules were made especially for use with the German ground attack aircraft provided by ARES - Halberstadt CL.II & Hannover CL.IIIa but of course will be suitable for similar machines and marks of the types.

    These machines flew with the Schlachtstaffeln (battle flights) in a ground support role and attacked trenches and troops from very low levels with guns, stick grenades and mortar bombs.
    ARES, thus far, have not provided any special rules for use of these specialist aircraft, however, we do have as yet unpublished rules regarding their arcs of fire from Andrea, the game's designer.

    Halberstadt CL.II, Hannover CL.IIIa - altitude and arc's of fire:
    This rule can be used if the altitude rules are also in use:
    These planes have higher rear machine guns that can be turned 360 and used to engage targets at higher altitude levels, ignoring the firing arcs and any blindspots.
    It should be noted that these machines rear guns also have a wider arc at targets on the same level, similar to that of the Roland C.II, and can engage targets anywhere but their machines front firing arc, or rear blindspot.
    Use the rear arc of fire on the card/base with the rear blind spot for targets at lower altitude.

    Hannover CL.IIIa has a reduced rear blind spot due to its special tail design: the blind spot is effective only against targets at lower altitude, while the sight to target at the same altitude is not blocked. (This rule does not affect points cost if in use).

    Both planes were armed with:
    1 x 7.92mm LMG 08/15 'Spandau' machine gun, synchronised
    1 x 7.92mm Parabellum MG14 machine gun, on a ring mount for the observer*
    10 x 'stick' grenades
    5 x 2kg 'Wurfgranaten' trench mortar fragmentation bombs, aka Fliegermaus. (Not 10kg each as usually stated).
    (*There are pictures of planes with a co-axial Lewis Gun fitted but this was not standard)

    Low Level Bombing:
    The standard bombing and altitude rules effectively state the minimum altitude for bombing is level 2 as at altitude 1 an aeroplane cannot drop bombs but that doesn't fit well with low level bombing.
    It also sets out that the bomb card is placed in front of the model's base on the arrow of a stall or straight card depending what was laid previously.

    These ground attack types will work differently, dropping their bombs & grenades from altitude level 1, the weapons falling on the movement card of their next move ie behind the aircraft.

    The weapons are dropped by the observer by hand so he is unable to use his machine gun. In the firing step he prepares his grenade or bomb; declaring he is dropping one & placing the bomb card alongside the base.
    The bombs land in the next movement step; the bomb card is placed over the movement card after the model is placed. This ensures that whatever manoeuvre is made by the plane the bomb lands in a straight line once dropped.
    Direct hits, near misses & misses are adjudged with the card placement as usual. Only direct hits count their points, near misses don't count against entrenched targets.
    Mortar bomb = 2pts; stick grenade = 1pt. Trench / gun cards valued at 5pts.


    The Game:
    The idea was to have one machine attack the trenches escorted by the second machine to protect against a defending fighter. The hope was that the first would expend his bombs on the first run, they would then switch roles and run back along the line doing the same. No plan, of course, survives first contact with the enemy !
    The cards are placed 'trench up' to be revealed when nominated for an attack. A marked guns are AAMG, B firing with 360 arc. A marked guns are inf MG positions. Positions showing buildings are HQ's.
    I didn't include trench fire in this game.


    The Germans approach the trenches already at level 1, Friedrich & Gottfried in the red & black Halberstadt are designated hitters.
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    T/2Lt Adrian Franklyn having seen the approaching danger has swooped down to take them on from the other end of the trench line
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    Friedrich nominates the first target which is revealed as an infantry MG position; his long range burst has no effect
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    His second close range burst causes much damage
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    Gottfried sets his gun aside, reaches for a trench mortar and prepares it.
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    Gottfried releases the bomb and he scores a near miss but has no effect on the target.
    Friedrich is over the next trench already & cannot shoot.
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    Whilst Gottfried is busy with bombing Franklyn has closed the gap & opens up on the Halberstadt - the Hannover pilot does his best to intervene
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    Friedrich slips the onrushing Camel as Gottfried silences the inf MG, jamming his gun in the process.
    The Hannover gunner rakes Franklyn's Camel setting it on fire.
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    The Hannover pilot reveals the next position as an AAMG, causing it serious damage but the returns fire sets them on fire & damages their controls
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    The rear gunner stays on the Camel, damaging his controls also
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    As the Hannover turns the AAMG clobbers them with withering fire (I somehow missed the jam in the excitement)
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    Friedrich closes at speed and silences the AAMG with a destructive close range burst for little in return.
    Franklyn puts a burst into them (missed Gottfried's return fire - was thinking he would be preparing a bomb but the pilot negated the need).
    Meanwhile the Hannover finds a second AAMG which jams in their exchange, which proves fatal for the Hannover
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    Gottfried scores another fire on the Camel and wounds Franklyn as they exchange at close range; he damages their controls.
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    Friedrich silences the second AAMG as Gottfried sees off the Camel
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    Friedrich opens up on a HQ area but does nothing significant to it
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    Gottfried batters the area (noticed later an A card has crept in to the B stack)
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    And polishes it off as they make a turn for home
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    Franklyn is back but overtaken by fire and piles in
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    T/2Lt Franklyn SD-FLM-WIA 0 kills
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    Hannover SD-EXP 0 kills
    Halberstadt FRTB-D 1 kill. 4 positions silenced
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    Lots of errors made as usual but lessons learned and lots to think on - spacing of the targets, gunner concentrates on bombing, weave in inf ground fire.

    Sapiens qui vigilat... "He is wise who watches"

  2. #2

    Default

    Some interesting thoughts on low level bombing Dave, with a nice AAR to show them in action.
    Cheers

  3. #3

    Default

    Excellent job on the rules set & playtest AAR!

  4. #4

    Default

    Nice to see some progression in the rules in Ares' absence.


    I decided I didn't like the look of "one peg" (after seeing my photos) when we played the OTT mission vs the tank-refueling trucks and would use 2 if playing a similar mission in future (but treat it as level 1)
    It just looks too low.

  5. #5

  6. #6

    Default

    Thanks chaps.

    Quote Originally Posted by Stumptonian View Post
    ...I decided I didn't like the look of "one peg" .. and would use 2 if playing .. in future (but treat it as level 1). It just looks too low...
    Can't disagree with that observation Pete, one peg not only looks a bit wrong it also makes it harder to move the planes and add markers to bases etc. Doubling up is a good option, I'd happily use 4 pegs as Alt 1, with my Alt rules using pegs as climb tokens it would be an easy option.

    Sapiens qui vigilat... "He is wise who watches"

  7. #7

    Default

    Good stuff, there, Dave!

    Plenty of new stuff to digest.

    I. too, find that a single peg is of limited use - I only drop that low for landing or take-off!
    A gimbal-mounted plane is restricted in banking when only a single peg is in use.
    I laugh in the face of danger - then I hide until it goes away!

  8. #8

    Default

    Great looking game Dave. Love the red Halberstadt. Some interesting rule amendments to bring into our games too.

  9. #9

    Default

    Nice one Dave. Love the Halb. Ground attack rules look sound.

    I have run some similar games with J types that have downward only firing front guns.(observer has his normal Parabellum) Makes them a little more vulnerable to enemy aircraft. Once someone flew under my wife's J type and he was quite surprised when she blasted him. I have the J types ignore the first of each kind of special damage they are hit with by ground fire.

  10. #10

    Default

    Quote Originally Posted by Teaticket View Post
    .. I have the J types ignore the first of each kind of special damage they are hit with by ground fire.
    Thanks Peter, that's a nice touch. I understand some types had armoured floors and such but had ignored it as much fire when low down can come in at oblique angles rather than from directly below. This is an elegant solution.

    Sapiens qui vigilat... "He is wise who watches"



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