I started out to create a scenario to have some more practice with bombing. (The rules say you can’t measure, but they don’t say you can’t practice!) When looking for suitable target cards, I came across the trench cards. As I have the trench map, I thought they would work well. Then I noticed the picture of the rifle on the cards, so I went to the rule book to learn about the trench cards.
As there were only two of us available, Baxter flew both an Albatros C.III as the bomber and its escort, a Halberstadt D.III. I flew an A firing Nieuport 17 to defend the targets.
The bomber lines up the first target it has approached and only just misses out on wiping it out.
Its machine gun does the job, finishing off the post. (The green dice indicates the remaining damage after bombing. The damage card shows the damage taken from the machine gun.)
The Nieuport gives and receives. Unfortunately its gift results in a gun jam.
The Nieuport is the filling in a German sandwich. Meanwhile, the next trench fires at the Albatros at the same time as receiving fire from it.
The Albatros observer is busy giving more lead to the Nieuport, while the pilot is dealing with the trench ahead. Its close range firing ends the resistance from that trench, but not before receiving fire from the trench. As though it is not busy enough, it is also preparing to bomb again.
Again the bomb only partially destroys the target, and the gun is ineffective. Those in the trench fire at the plane.
The Albatros fires at the final trench emplacement doing some damage.
In the next exchange with that last trench, the Albatros comes off second best and tumbles to the ground. (The damage from the trenches is just the special damage, not the numbers. That is why just the special damage is visible.)
So there are two trenches partially destroyed, and still one German plane able to shoot, so the game goes on.
Meanwhile, the Nieuport has been dealing with fire, and an inexperienced pilot who keeps flying straight. The cumulative fire related damage does the Nieuport in. (The card labelled Fire is only the last damage received as a result of the fire or wrong manoeuvres.)
Here comes the Halberstadt! But its fire in ineffectual the first time. And very effective the second time!
The Halberstadt attacks the last remaining trench, which had been damaged by the Albatros, and gives it just enough lead to finish it off. The Halberstadt flies home with only a few scratches.
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