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Thread: OTT-BYM Mission 4 – Fly by Night – 27 October 1916 {Stumptonian}

  1. #1

    Default OTT-BYM Mission 4 – Fly by Night – 27 October 1916 {Stumptonian}

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    Adler airfield, near Wasquehal, Northern France.

    Oberleutnant Bernhard Wienand begins his briefing …

    “Meine Herren, uns wurde eine weitere Rettungsmission zugewiesen....“
    < Gentlemen, we have been assigned another recovery mission. >

    Groans from the assembled airmen are quickly hushed.

    “Diesmal kein Flieger, sondern ein Agent mit äußerst wertvollen Informationen über neue Waffen, die vom Feind entwickelt werden.“
    <Not an airman this time, but an agent with extremely valuable information regarding new weapons being developed by the enemy.>

    “Er operiert unter Deckung in der Stadt Provins südöstlich von Paris, etwa 300 km von hier entfernt.“
    <He is operating under cover in the town of Provins, southeast of Paris, roughly 300km from here.>

    „Das Oberkommando hat festgestellt, dass es möglich ist, ein Flugzeug zu entsenden, um den Agenten zu entfernen, aber am besten nachts bei Dunkelheit gehandhabt wird.“
    < High Command has determined that sending an aircraft to extract the agent is possible, but, will be best handled at night, under the over of darkness.>

    “Sie müssen an einer vorher festgelegten Stelle zwischen Arras und Amiens landen und tanken, die im Landebereich mit Lichtern gekennzeichnet ist.Derselbe Ort wird auf Ihrem Rückflug verwendet.“
    < You will need to land and refuel at a predetermined spot between Arras and Amiens, which will be marked with lights in the landing area. The same location will be used on your return flight.>

    “Ich werde zwei Scouts entsenden, um den Zweisitzer zu begleiten.“
    < I am assigning two scouts to accompany the two-seater. >

    “Fiedler, da Sie beim letzten Mal so einen Admiralsjob gemacht haben, werden Sie den Zweisitzer wieder fliegen.Nach wie vor ist der Beobachtersitz leer.“
    <Fiedler, since you did such an admiral job last time, you will again fly the two-seater. As before the observer seat will be empty.>

    “Willkommen zurück, Leutnant Hübner. Ich beauftrage Sie und Baumann, die Begleitpersonen zu fliegen.“
    <Welcome back Lieutenant Huebner. I am assigning you and Baumann to fly the escorts.>

    “Dies wird eine fast mondlose Nacht sein, die die Extraktion vor dem Feind verbirgt, aber die Navigation erschwert.Passen Sie auf, meine Herren. Und viel Glück.“
    < This will be a near moonless night, which will hide the extraction from the enemy, but it will make navigation difficult.
    Take care, gentlemen. And good luck. >

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    Fiedler, flying a Roland C.II approaches the outskirts of Provins.
    For a moment he thinks he has found the extraction point, but then realizes the airfield below is an Entente one.

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    Hübner, in a camouflaged Albatros D.II, has become separated from Fiedler in the darkness and approaches the area from the east.

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    There is activity on the Entente airfield!
    The Roland has been heard by infantry stationed nearby.

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    Bulldog pilot A/Lt Duncan Moore rolls his Sopwith Pup to the edge of the airfield.

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    Fiedler and Hübner are closer than they realize but cannot see each other in the darkness.

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    Hübner dives, hoping to spot some kind of landmark.

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    He gets a short glimpse of the Roland and turns.

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    Two SPAD S.VII are lining up to follow Moore.

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    2Lt Charles Gordon begins his takeoff, with 2Lt Edward “Call me Eddie” Duke close behind.
    The Roland passes by just ahead.

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    Suddenly searchlights illuminate the area.

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    The sudden brightness startles Ltn Burkhard Baumann who is just arriving from the south.
    Like Hübner, he dives, hoping to stay out of the beam’s path.

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    [Overview at the end of Turn 2.]

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    A trainee pilot flying a BE.2c arrives from the south west, approaching the town of Provins.
    He is on his first solo ‘night flight’ and wishes he had his instructor with him.
    Can’t see a bloody thing …” he mutters, but then notices a glow from the east as the searchlights come on.

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    A searchlight briefly catches the Roland as the Entente pilots slowly climb.

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    Gordon is lucky his SPAD has more lift than Moore’s Pup as he passes just overhead.

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    The searchlight sweeps though the darkness and both friend and foe see each other.

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    Tikka tikka tikka
    Baumann dives and shoots out one of the searchlights.

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    Da da da d …
    Baumann gets a nasty surprise as a Lewis gun shoots back at him.
    Luckily the gun jams.
    Curses can be heard from the airfield …

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    Fiedler approaches Provins and is of two minds when a searchlight suddenly comes to life.
    Dieses verdammte Licht wird mich allen und jedem enthüllen!
    < That damned light will expose me to all and sundry! >

    But it has also revealed the landing strip where he is to pick up the agent.

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    A second searchlight catches Baumann in its beam, but the Albatros it out of range for the accompanying Lewis gun.

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    Hübner is one altitude higher than Moore and Duke and cannot make out any targets in the blackness.
    [Scenario-specific rules prevent any shooting. “A plane that did not fire in the previous phase can only be shot at if at short range and the same altitude.”]

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    Fiedler dives his Roland and prepares his approach.
    The agent is hiding in some trees and nervously watches the airfield.

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    Tikka tikka tikka

    Hübner dives [and uses his Sniper Skill] to fire at Duke.
    The SPAD takes a bit of damage to its rudder controls.

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    As he approaches the airfield, the trainee suddenly spots Baumann’s Albatros.
    He nervously manages to squeak off a quick shot …

    Da da da

    In the dark he can’t tell if he hits anything.

    [Note: I determined that Baumann would not get a return shot because the BE.2 had not been illuminated by the searchlight and would not have time to fire.]

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    Fiedler corrects his approach with a sideslip to the left.

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    Tikka tikka

    Hübner takes advantage of the silhouetted SPAD and Duke takes some heavy damage.

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    “Scheiß- ….”

    Hübner has lost sight of his quarry.

    [Note: Gordon is arriving on the scene.]

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    Fiedler dives ….

    “Um Gottes Willen!”

    He realizes he has waited too long and does not touch down.

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    Baumann has flown an Immelmann turn and strains to see the BE.2 that shot at him.

    [Note: Moore can bee seen approaching but cannot see anything.]

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    Hübner is caught by the searchlight.

    Tikka tikka

    “Was zum Teufel?!”


    Out of nowhere Gordon hits the Albatross and damages the rudder controls.

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    Hübner curses some more when he tries to turn right but cannot.

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    Fiedler turns to try and get a better approach.
    Unknown to him, Duke is coming up on his tail.

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    Tikka tikka tikka tikka

    Back in the air over Provins Hübner [again using his Sniper Skill] lets off a withering stream of fire.

    “Aaargh!”
    Gordon screams as a bullet rips through his shoulder.
    He manages a weak shot in return.

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    Tikka tikka tik….

    The Trainee receives some damage from close range but Baumann curses as one of his guns jams.
    He has no idea that a Sopwith Pup is closing from behind.

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    Tikka tikka BOOM!

    An explosion lights up the Albatros and Baumann’s attack comes to an abrupt end!

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    The Albatros hits the ground not far from the airfield.
    Looks like Baumann’s war might be over ….

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    The trainee waves a ‘Thank You’ at Moore, but the Pup pilot cannot see it.

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    Hübner passes by the SPAD and contemplates his next attack.
    Gordon struggles with his stick, barely keeping his aircraft under control.

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    Tikka tikka tikka.

    Back at the extraction zone, Fiedler is suddenly startled when Duke fires at his Roland from close range.

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    Hübner has ‘Immelmanned’ and strains to see his target as he tries to close the distance.

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    Gordon is woozy as he escapes from Hübner into some low cloud.

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    The trainee sees his landing strip clearly in the glow of the one remaining searchlight.

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    Back at the other landing strip, Duke has flown a Split-S and tries again to spot the Roland.

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    The trainee rights his approach and prepares to land.

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    The BE.2c dives ….

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    Too late!

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    The trainee overshoots the landing strip …

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    … and comes to an embarrassing end.

    Oil drips onto the engine and starts to smoke,

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    Fiedler finally coaxes his Roland into a right turn as the jammed control cables reset.

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    Having lost sight of the SPAD, Hübner performs a Split-S and heads back toward the town.

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    [Overview at the start of Turn 9]

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    Fiedler dives for another attempt, not realizing Duke is behind him.

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    Hübner sees Duke in the searchlight’s path but is out of arc for a shot.

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    Fiedler is oblivious to the Pup that is also eyeing him up …..

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    Hübner closes in on Duke ….

    Tikka tikka BOOM!

    His sniper skill comes into play again.
    [Note: This was a long range shot. The green gun jam would not have mattered anyway due to his Bullet Checker skill.]

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    Duke crashes near a railyard and Hübner has his first kill of this campaign.

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    Fiedler has managed to squeak to a stop on the edge of the airfield, totally oblivious to what just went on behind him.
    He is also unaware of Moore closing in his Sopwith Pup …

    The agent has been watching from the edge of the trees, and is about to run to the Roland when he sees the Pup approaching.

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    Tikka tikka

    Moore shoots at the Roland but does no damage.

    Tikka tikka
    BOOM!


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    Hübner has his second kill of the night!
    [His 13th overall]

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    Fiedler struggles to turn his aircraft when there is a new pair of hands to help.
    The agent has run to assist.

    Once the Roland is turned he clambers into the back seat and Fiedler prepares for takeoff, cautiously avoiding the wreckage.
    The pilot is still strapped into his cockpit, but can be seen struggling to undo his harness.

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    Fiedler gets the Roland airborne and flies toward the town, thankful that there does not seem to be any AA to go along with the searchlight.

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    Fiedler sees the outline of an Albatros and closes up just behind.
    Both pilots are pleased to be heading home, but wonder what has become of Baumann.

    “Hat er es überhaupt in die Gegend geschafft?“ ponders Hübner.
    <Did he even make it to the area? >

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    Back at the Bulldog airfield several ground crew have just finished righting the trainee’s BE.2 but it will require some work to make it airworthy.

    They realize that the SPAD is still idling on the airfield.
    The trainee hobbles over to the aircraft and sees the pilot slumped over in the cockpit.

    2Lt Gordon has been forced back to the airfield and successfully landed, only to have bled out from his wound.

    ==========================================================================
    Butcher’s Tally

    Bulldogs

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    SPAD S.VII


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    2Lt Edward Duke EXP FT No Kills.
    C&W: 5 -3 EXP = 2: KIA

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    Sopwith Pup

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    A/Lt Duncan Moore EXP FT 1 Kill (Baumann)
    C&W: 9 -3 EXP = 6 : Injured 1D3(6) : Skip 3

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    SPAD S.VII

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    2Lt Charles Gordon FRTB-W No Kills
    FRTB: 4 & 6 = OK
    C&W: 2 +1 RTB -1 WIA = 2 : KIA

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    BE.2c

    Trainee Pilot RTB but crashed during landing.

    Adler


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    Albatros D.II


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    Ltn Burkhard Baumann EXT ET 1 kill (Trainee crashed on landing)
    C&W: 8 -3 EXP = 5: Injured 1D3(3) : Skip 2
    E&E: 4 -1 BEL -1 EXP -1 WIC = 1 : P.O.W.

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    Albatros D.II

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    Ltn Till Hübner RTB 2 kills (Moore and Duke) 1 Probable (Gordon)

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    LFG Roland C.II

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    Ltn Herbert Fiedler RTB

    Successfully retrieved the agent.
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    Victory Points


    Bulldogs:
    1 enemy scout shot down : 5 points

    Adler:
    Agent successfully extracted : 10 points
    Enemy planes destroyed : 3 x 5 : 15
    Total : 25 points

    Adler Victory!

    ----------------------------------------------------------------------------------------------------------------------------------------

    Interesting scenario, Paul.
    I would have liked to use the coast map option, but (just as well as it tuned out) didn’t want to risk it without a float plane.
    The additional night rules made it tricky. I had to take back shooting results a couple of times because I forgot the special scenario limits.
    The searchlights were an interesting add, but I think it would be better if they were able to attempt to follow an aircraft once spotted, rather than roll a random D6 each turn.
    By the time I thought of modifying the rule it was too far into the action.

    Three Booms!

    The C&W/E&E were a disaster!
    Two Bulldogs killed and Baumann gone for the rest of the campaign!
    His claim of the Trainee put him just 1 shy of ace.

    I think I might like to add that trainee as a rookie to my Bulldog roster, if that’s doable, Uncle(?)
    On second thought, probably not, as I already have 8 scout pilots.

    ------------------------------------------------------------------------------------
    Epilogue

    The Adler pilots have returned to base and gathered in the mess tent, awaiting the return of their comrade, Baumann.
    They are reluctant to toast their victory.
    Oberleutnant Wienand enters looking not too enthusiastic.

    The Adler pilots fear the worse, but he has not heard anything yet.

    "Ich habe ernste Neuigkeiten, meine Herren. "
    < I have grave news, gentlemen. >

    "Hauptmann Boelcke wurde getötet ..."

    < Boelcke has been killed.
    Last edited by Stumptonian; 10-10-2021 at 08:56. Reason: Photo captions out of sync.

  2. #2

    Default

    That was an exciting game, Pete. Very atmospheric photos too. Only the C&W/E&E rolls marred things, but them’s the breaks.

    Probably right about the searchlights being able to follow a plane - or at least a chance.

    Congrats to Hubner - within range of being a triple ace. He will be a beast after that.

  3. #3

    Bishop33's Avatar
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    Default

    Fantastic post

  4. #4

    Default

    Great story and resounding victory for the Eagles. I can see that the landing strips are very challenging (especially in the dark). I thought that the shooting would be very limited due to the night time rules, but with 3 shot down and a runway crash it seemed busier than normal (the 3 booms expedited this of course).

    A quick question, did you randomly throw for the searchlight each turn or each phase? I am thinking once a turn and if it sees anything then a d6 roll (50% chance) that it successfully follows in the next movement phase, etc.?
    Also assume that while sweeping to new position at the start of a new turn if it ‘sees’ a plane on route, will stop there?

  5. #5

    Default

    Quote Originally Posted by Baz View Post
    Great story and resounding victory for the Eagles. I can see that the landing strips are very challenging (especially in the dark). I thought that the shooting would be very limited due to the night time rules, but with 3 shot down and a runway crash it seemed busier than normal (the 3 booms expedited this of course).

    A quick question, did you randomly throw for the searchlight each turn or each phase? I am thinking once a turn and if it sees anything then a d6 roll (50% chance) that it successfully follows in the next movement phase, etc.?
    Also assume that while sweeping to new position at the start of a new turn if it ‘sees’ a plane on route, will stop there?
    Seems like reasonable modifications to the searchlight rule, Baz. Maybe post that suggestion in the searchlight thread by OldGuy59 so we can can find it later.

  6. #6

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    Quote Originally Posted by Baz View Post
    A quick question, did you randomly throw for the searchlight each turn or each phase?
    At the start of each turn.

    Quote Originally Posted by Baz View Post
    I am thinking once a turn and if it sees anything then a d6 roll (50% chance) that it successfully follows in the next movement phase, etc.?
    Also assume that while sweeping to new position at the start of a new turn if it ‘sees’ a plane on route, will stop there?
    That's along the lines of what I was thinking:
    1) Roll a D8 to determine initial placement.
    2) Roll a die for direction : 1-3 Clockwise / 4-6 Counter-Clockwise (or 1-4 / 5-8 using the D8)
    Use one of the game arrow tokens to note the direction and place beside the light.
    3) Each phase move the beam one sector in that direction.
    4) If it finds an aircraft (any aircraft) stop and roll a die to determine whether friend or foe. (Even: Friend Odd: Foe)
    If it is identified* as 'friendly' continue moving the beam each phase as normal.
    If it is identified* as an enemy keep the aircraft in the beam on a roll of 4-6 (or 5-8) each subsequent phase
    If they lose sight start the process again from 1)

    * Note the movement is determined by what nationality they think the aircraft is. You could use one of the nationality tokens to indicate that.

    The searchlights did have an effect on my game, but not as much as they probably should have.

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    Quite a bloodbath, Pete, and quite suspenseful!

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    Quote Originally Posted by Stumptonian View Post
    At the start of each turn.



    That's along the lines of what I was thinking:
    1) Roll a D8 to determine initial placement.
    2) Roll a die for direction : 1-3 Clockwise / 4-6 Counter-Clockwise (or 1-4 / 5-8 using the D8)
    Use one of the game arrow tokens to note the direction and place beside the light.
    3) Each phase move the beam one sector in that direction.
    4) If it finds an aircraft (any aircraft) stop and roll a die to determine whether friend or foe. (Even: Friend Odd: Foe)
    If it is identified* as 'friendly' continue moving the beam each phase as normal.
    If it is identified* as an enemy keep the aircraft in the beam on a roll of 4-6 (or 5-8) each subsequent phase
    If they lose sight start the process again from 1)

    * Note the movement is determined by what nationality they think the aircraft is. You could use one of the nationality tokens to indicate that.

    The searchlights did have an effect on my game, but not as much as they probably should have.
    That looks similar to my line of thinking. I am going to add in Teatickets night rules too which adds in the chance of spotting from close range aircraft too.

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    Pete, quite a wondrous advetnure! What kind of range ruler did you use for the searchlights?

  10. #10

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    Quote Originally Posted by camelbeagle View Post
    What kind of range ruler did you use for the searchlights?
    I used Keith's Martian Heat Ray (of which I luckily have 3 )
    Thanks for the feedback.

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    The skies were certainly alight with those boom cards Pete. Nice atmospheric photos and a riveting AAr . Incoming rep.


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

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    Apologies for delay, visiting grand babies ! That was a far more exciting episode than I had last weekend Pete, when anyone got a shot my anticipation was quickly doused by dire damage draws. If I can raise enthusiasm I will post the result in due course. Looks like Hübner did the heavy lifting for you again. The effect you got with the images was really well done.

    Onkel says:


    Mein Gott I hope the information is worth it's weight in man and machine, Baumann is a great loss to the Fatherland, as is his machine. We were successful though and Hübner wreaked havoc upon the enemy so we have things we can celebrate
    Ltn Herbert Fiedler is awarded the Iron Cross 1st class for his continued valuable service to the Kaiser. He has also picked up his pilots badge

    Pete - PM me a replacement for Baumann, please
    Last edited by flash; 10-11-2021 at 01:10.

    Sapiens qui vigilat "He is wise who watches"

  13. #13

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    Thanks, Onkel.
    It was definitely an interesting one to play.
    The Booms were out in force, that's for sure.


    I will send in a replacement for Baumann.
    Bummer - he was getting close to ace.

  14. #14

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    Quote Originally Posted by flash View Post
    Apologies for delay, visiting grand babies ! That was a far more exciting episode than I had last weekend Pete, when anyone got a shot my anticipation was quickly doused by dire damage draws. If I can raise enthusiasm I will post the result in due course.
    Sorry your mission didn't go so good, Dave. Sometimes they're like that - can depend on those pesky card draws. From Pete's game it looks like the searchlight rule is a worthwhile add - maybe with the changes suggested above as well. Gives that extra chance of a long range shot.

  15. #15

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    Quote Originally Posted by Stumptonian View Post
    At the start of each turn.



    That's along the lines of what I was thinking:
    1) Roll a D8 to determine initial placement.
    2) Roll a die for direction : 1-3 Clockwise / 4-6 Counter-Clockwise (or 1-4 / 5-8 using the D8)
    Use one of the game arrow tokens to note the direction and place beside the light.
    3) Each phase move the beam one sector in that direction.
    4) If it finds an aircraft (any aircraft) stop and roll a die to determine whether friend or foe. (Even: Friend Odd: Foe)
    If it is identified* as 'friendly' continue moving the beam each phase as normal.
    If it is identified* as an enemy keep the aircraft in the beam on a roll of 4-6 (or 5-8) each subsequent phase
    If they lose sight start the process again from 1)

    * Note the movement is determined by what nationality they think the aircraft is. You could use one of the nationality tokens to indicate that.

    The searchlights did have an effect on my game, but not as much as they probably should have.
    Pete, I've posted your suggestion as a reply in the thread for OldGuy59's proposed rule.

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    Well done Pete, I'm still in the middle of playing this and just assumed the searchlights lit up planes they were pointed at and followed them automatically. Humm.

    Nice atmospheric photos, something that's always difficult for night games and at the end of the day it was a good result for your guys.

    The searchlight shapes look spot on, really good, makes me a little envious, I did think of using a couple of small torches to achieve that effect. I did try it but not as nice as it could have been.

    Ltn Till Hübner is surely going to be a triple Ace sooner rather than latter
    Well done.

  17. #17

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    Great outing for Hubner. Nice to have retrieved the spy. Nice effect with the photos and search lights.

    For the search lights I gave it random movement right or left up to 90*. There was a 2/3 chance on staying on the spotted target if it was German, 1/3 if a friendly.



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