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Thread: OTT Edgy Young men (EYM) Campaign Rules.

  1. #1

    Default OTT Edgy Young men (EYM) Campaign Rules.

    Joining Instructions:
    If you are thinking of joining in this OTT BYM campaign then please read through this sticky thread.
    Games can take several hours to play, as can the AAR to produce and they can involve a lot of models as well as a lot of photographs.
    Gold or silver membership is required to allow for retention of images.
    If you have the inventory, the required membership, agree with the rules and, as importantly, can commit the kind of time required every month over the next 12 months then:

    PM Dave (flash) which side you wish to fly for and produce a list of pilot/crew names you have prepared.
    You will need 6 starting scout pilots (P) & 3 complete tandem crews (P2 & O) to start.

    There will be four games to each campaign month eg 5th, 10th, 15th, 25th October but we will only play 1 game a month.
    This means that for the 3 months of the period we campaign we'll get 12 months of gaming, we also get longer use of some of the kit. This also affects injury times for pilots and crew and there may be breaks in summer & at Christmas.

    Dave will provide a roster of opposition pilots all of which are linked through this thread.

    General Rules:

    This is not a historical recreation of the WW1 air war - it is a game, played along general historical lines.
    There will be at least two squadrons, a British and a German on the Western Front, 'The British Bulldogs', 52 Sqn RFC, and 'The Kaisers Eagles', that'll become known as Jasta 24 for the purposes of our campaign.
    (Though we have opened it up for players to be whatever nationality Bulldog, or, Eagle they wish on whichever front against their local opposition in the past that tends not to work out so well for some scenarios created).

    These units are fighter squadrons and the scenarios will be based around their actions as their tandem units are hived off as separate units but still under the banner of Bulldogs/Eagles and co-located with them on their home field.
    The British Tandem unit will be known as 57 Sqn, the Eagles tandem unit will become known as FF(A) 245 (bending history a little) and will be used where required as bait/targets etc for scenario purposes.

    Players will enlist in their chosen side naming their pilots and crews and using aeroplanes from their collection. Each pilot will be given a roster of opposition pilots to fly against and feature in their stories, unless they opt out.
    The start of this Campaign is 1st January 1917, the intent is to run to end of March 1917 with four scenarios per campaign month so a collection of early war types for that period will be essential.
    This will result in 12 months of gaming.

    Each month a mission scenario is posted by one of the players, prefix BRF. Players use their pilots to complete the mission, sometimes with & always against AI pilots, using whatever aircraft they like that were possibly available by that date (see post #6). They then write an AAR with photos and post it in the sub-forum with the prefix AAR.
    All that is asked is that you play the scenario set; within the rules & write the AAR using the title & date of the scenario (makes it easier to compile the collection).The reports should be written with "WW1 flavour" so that the story of your squadron members grows as the missions pile up over time and the scenarios should be played with sincerity, an eye for drama and fluff !
    Note, if you're writing a scenario try not to create something that requires additions to the roster - like a dozen extra pilots or crews.

    Please do not to use the image method for your BRF or AAR's, they can be hard to read, they create more work to transfer and if we get hacked again, or you delete them for any reason, the scenario will be lost & nothing is left for posterity.

    Wings of Glory rules will apply along with some OTT Campaign house rules (below).
    Solo Rules will be used for the AI pilots. There are a number available in the files.
    (Richard Bradleys Advanced 'solo' charts developed by Blackronin will be used for AI aircraft; 2nd Gen charts; the universal diceless system ; Dave's D8 AI solo charts...) Solo Charts here in files

    If you fail to post for three consecutive months it is presumed you have withdrawn from the campaign unless you PM flash otherwise and your roster will be hidden. Your pilots & stats will be left untouched in case you return but your opposition pilots may be removed & used to replace the fallen for other players.

    The idea is to have fun & tell your new mates about it in tales of your pilots derring-do and images. The campaign rules are the baseline arrived at following a number of lengthy campaigns, experience tells that we will all do it slightly differently but at least we'll all start in the same place, use the same ace abilities, roll on the same result tables.

    Forum Medals are awarded at the end of the campaign.


    The OTT House Rules:

    For this campaign some of your pilot and crews will be given an inherent ace skill that can be used once per game & will be the first ace skill they achieve. (there are a couple of skills that are de facto full skills, you don't gain a second skill for achieving ace) These skills will be randomly assigned by Uncle from the OTT Ace Skills below and will appear dark grey in the roster until the full skill is achieved when it will become black.

    Pilot management: We use the OTT spreadsheet for personnel and opponents. Click on: Entente or Central Powers
    Dave (flash) will be the only gamer allowed to make entries/changes - any issues PM him !

    Pilot usage:
    It is usual, unless stated otherwise in the scenario, that you only fly as one of your pilots in a mission, everything else is handled by the AI. Of course, you may need to take over another pilot if yours is downed during a mission, or, to handle something specific for a few moves that the AI can't always cope with, like bombing, photographing, landing.
    The reason is mostly to represent the lack of comms in the air and to counter the God like overview a player has of a battle field.
    You will have enemy pilots assigned to you (found lower down your sides roster) that you can assign to enemy aircraft as you wish - but - please use scout pilots for scouts and tandem crews for the two-seater's - as their medals/awards are tallied differently. If you think you don't have enough pilots/crew PM flash and more will be assigned.
    At the end of a game you work out the tally for all the pilots, both yours and your enemy, & Uncle (flash) will check the result before adding it to the roster.

    Butchers Tally:
    All will use the Butchers Tally format for all pilots involved at the end of your AAR (regardless of photos) in this format:

    Pilots name & aircraft identifier / what happened to them & where / injuries (if any) / Victories or not & Probable's

    eg: Lt Stan Deasey: DH.2 #4 - EXP-ET / WIA 1 Kill (Goering) & Probable FRTB-D (Udet)

    Please note - All on one line, no job titles, no medals, no shorthand, no notice of damage in the example

    Use this to help calculate what happens to them & write it out eg:

    Lt Stan Deasey: DH.2 #4 - EXP-ET / WIA 1 Kill (Goering) & Probable FRTB-D (Udet)
    Crash: Rolled 9 -3EXP -1WIA = 5 Injured - Skip 1D3 Scenarios. Rolled 3 = Skip 2
    E&E: Rolled 12 -1EXP -1BEL -1WIA -1WIC = 8 Landed almost home! - Skip 1 Scenario. Total Skips 2


    Tally Glossary:
    RTB- Returned to base
    FRTB - Forced Return To Base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    NML - No Mans Land
    BEL - Behind Enemy Lines
    DRK - Darkness
    SEA - Sea, or, other water landing. (well someone's bound to !)

    Failure to do so will result in your being cursed roundly by Uncle..

    All tallies will be checked & kills confirmed on the roster by my alter ego "Uncle" or "Onkel" or "Oncle" or "Oom" depending which side you are on !



    Victories: There will be no shared kills in OTT campaigns. (If in doubt who got the kill, ie two or more aircraft could have finished the target aircraft in the same phase then the nearest aircraft is adjudged to have fired first & gets the kill).

    This also applies to two-seater crew. Only the shooter is credited. Whilst not historically accurate their actual kill count will be !

    Ace Abilities: We use the amended Ace Abilities as shown in the post below. An inherent, one use, ace skill will be given randomly to some of your roster, that is the first ace skill they'll achieve. Further ace abilities will be earned with victories. Fifth time's a charm !

    Explosion Card: Explosion cards are expected to be played. The pilots and crews survival, or not, will be determined by rolling dice using the Resolution Crashes/Wounds table in post 2 of this thread !
    The Critical Hits Deck (available in the files section) may be used for 'colour'.

    AI Special Damage: Unlike it's stated in RB's rules in OTT all special damage for the AI applies - if it suffers rudder damage then either turn it the other way or sub in a straight or other card ie do whatever is best for that aircraft at that time. Same with engine damage - just sub one move with a stall; same with fire, do whatever you think is best for the AI machine. Be the I in AI !

    Morale:
    All aircraft will actively engage until they are:
    a. Within 3 of destruction, or,
    b. Within 5 of destruction if on fire, or,
    c. The pilot’s wounded on A deck 5 or B deck 3 (includes those with strong constitution) or,
    d. The engine is damaged,
    They will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !
    If possible leave the board at the nearest friendly edge but in dire circumstances they may just need to escape the battle area so any edge will do (unless stated otherwise in BRF) - they could also dive/over dive out of combat, of course, and head for friendly territory but they should still react to enemy aircraft actions - not fly dumb without any reaction to being shot up. Be the I in AI & do what is best in the situation given.

    Wounded pilots:
    Wounded pilots bugging out - Rather than they just go we use the damage number to dictate the result ie the potential severity of the wound. So,on a Wounded Pilot A deck hit of 5 or B deck hit of 3 the pilots head for home but on a Wounded Pilot A deck 3 or B deck 1 they will stay in the fight. This means your pilots may fight on in spite of a wound, or, equally, may push off home. The cards will decide.
    Two pilot wounds – if your pilot receives a second wound, he is not immediately killed. He is, however, shot down and the appropriate post game results applied to combat die rolls ie 2WIA (+ appropriate EXP/FLM/SD)

    Collisions:
    If models are at the same level and a base cannot be placed because it overlaps central peg of the other aircraft a collision occurs: 1 C damage card to each aircraft involved. NB: Other than the Explosion card Special Damage is ignored.
    Option: Those who wish to use the resolve collision cards may do so.

    Altitude:
    Scenario will be written without altitude in mind - those who wish to play with altitude may add that dimension to their game if they to wish using whatever altitude rules they prefer.

    2nd AAR:
    If you post a second (or more) AAR from the same scenario your pilots are still at risk and any results from enemy action stand but any kills you score are counted as probables i.e. Unconfirmed kills. So make sure the first one you post is the one you want counted.

    Optional Rules:

    Lewis Gun Restrictions:
    Lewis guns had 97 Round pan mag from Nov 1916 to equip all squadrons. RoF is 500-600 Rpm; or 8-10 Rps - that's 10-12 sec in a 97 drum. In the game that's 6 rounds of shooting for the 97 rd pan before you have to reload. (At close range that's 12 cards of damage with +1s where appropriate)
    For those with a fixed over-wing weapon eg N.17, SE5/a, it takes 3 moves (1 GT) to reload their Lewis Gun
    For cockpit mounted weapons, or, over-wing models with Foster mounts (eg RFC N.17, SE5s) it takes 3 moves (1 GT) to reload the Lewis Gun but they are restricted to non steep moves to do so.

    Parabellum MG14 Restriction:
    Parabelllum MG had 200 round drum mags, RoF is 700rpm, or, 11.6 rps - that's (very roughly) 18 sec of ammo per drum. In the game that's 9 phases of shooting per drum before you have to reload. (At close range that's 18 cards of damage with +1s where appropriate, or, nearly half a B deck !

    Rudder Jams:
    Play the Rudder Jam damage as normal, ie no move in that direction for 1 game turn, then remove one L or R turn as appropriate from the manoeuvre deck for the rest of the game (and a one appropriate sharp turn if aircraft has one); damage is cumulative. This is a house rule but it adds a permanence to the damage and is representing reduced rudder efficiency.
    Clarification: Sideslips are not counted as turns for removal in this rule; Only 1 turn card removed per damage unless the aircraft has an appropriate sharp turn then it is 2 turn cards, one long, one sharp.

    Wounded Pilot:
    In addition to the usual rules a pilot taking a wound will, in his whole next turn, fly the same manoeuvre that he was flying when he took the hit (eg if he was turning left he will play 3 left turns) and will be unable to shoot.
    He will begin the next turn with a straight and again will not be able to shoot but after that card he can play whatever card he likes & shoot as current restrictions allow. If he was wounded whilst playing a card that would make an illegal move when played three at a time then it is considered he has spun away from the battle out of control & come to in time to save his aircraft & get home. This is a house rule, it reflects the impact of taking a wound & getting it back together.

    Wounded Observer:
    Option for obs/recon/bomb missions:
    a. You knock him down for the remainder of the turn he is hit in.
    b. He stays down the whole next turn.
    c. He returns to action at the beginning of the next turn with these penalties applied:
    ie 4 move gun jam & not after steep moves, Split S, Immelmann, climb cards.
    d. A second hit and observer is incapacitated for the rest of the game.

    Gun Jams:
    Suggested optional rule for twin mounted guns.
    Playing the guns as separate guns on a twin mount, as Andrea has already provided as an 'unofficial' optional rule, are a must to make it viable, playing with single guns it may be a spoiler.
    It allows for easy fix 1 & 4 jams to be quickly cleared in a single phase, a 2 fixable jam cleared in 3 phases (hammer); a 3 & 2 unfixable jam stops it for the game.

    In an A deck a Red 0/GJ could signify a 3 or 2 unfixable jam,
    a Green 0/GJ, or, Green 2/GJ could be #1, or, #4 type jams taking one phase to fix.
    The Red 2/GJ could be a fixable #2 jam that takes three phases to fix.
    In a B deck the two Red 0/GJ could signify a #3 or #2 unfixable jam,
    the two Green 0/GJ, or, Green 1/GJ could be #1, or, #4 type jams taking one phase to fix.
    The red 1/GJ could be a fixable #2 jam that takes three phases to fix.

    This keeps it within the existing framework without introducing dice or the multiple reasons why a jam could happen.
    Both guns are also jammed if two gun jam cards are received in a single phase, or, a second jam card shows in a subsequent phase.

    Altitude for AI: Should you want to play a scenario using official altitude rules then this simple mechanic can be employed for the AI pilots (by you playing the I) to get them on terms with their adversary. :
    AI pilots can react to the upward or downward movement of another aircraft by using the next straight it draws to substitute a dive card, or, the next straight or steep drawn to substitute a climb card; unless they have engine damage, in which case only straights may be converted into climb cards. The AI can climb until they're an altitude level above its target if so wished to gain advantage.

    Bomb Loads:
    Option for bombing missions - rather than using cards, ensure your target has a sensible value given.

    Machine ------------------- Payload Kg / lb -------------------- Damage full load / half load
    RAF BE2 - 100 / 224 ---------------------------------------------------- 11pts / 5pts
    RAF FE2b - 235 / 517 ----------------------------------------------------26pts / 13pts
    Sopwith 1½ Strutter (Two Seat) - 60 / 130 --------------------------- 6pts / 3pts
    Sopwith 1½ Strutter (Single Seat) - 120 /260 ----------------------- 13pts / 6pts
    Albatros C.III - 90 / 200 ----------------------------------------------- 10pts / 5pts
    Rumpler C.I - 100 / 220 ----------------------------------------------- 11pts / 5pts
    LFG Roland C.II - 50 / 110 ---------------------------------------------- 6pts / 3pts
    Voisin III 150 / 330 ----------------------------------------------------- 16pts / 8pts

    Near Miss is counted as half the damage rounded down.

    How To Bomb !


    Not an option:

    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:

    Pilots name / what happened to them & where / injuries / Victories or not & Probables
    eg: Lt Stan Deasey: SD-ET / WIA 0 Kills & 1 probable FRTB-D (Udet)

    Use this to help calculate what happens to them & write it out eg:
    Lt Stan Deasey: DH.2 #4 - SD-ET / WIA 1 Kill (Goering) & Probable FRTB-D (Udet)
    Crash: Rolled 9 -1SD -1WIA = 7 Injured - Skip 1D3 Scenarios. Rolled 3 = Skip 2
    E&E: Rolled 12 -1BEL -1WIA -1WIC = 9 Didn't even see me! Total Skips 2

    Doing this will help me out greatly as the calculation can be quickly checked and corrected if required

    RTB- Returned to base
    FRTB - Forced return to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded in Action (ie shot)
    WIC - Wounded in Crash
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    NML - No Mans Land
    BEL - Behind Enemy Lines
    DRK - Darkness
    SEA - Sea, or, other water landing. (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed
    Last edited by flash; 10-09-2022 at 09:20.

    "He is wise who watches"

  2. #2

    Default

    Resolution of Crashes/Wounds etc

    This is how we resolve what happens when a pilot is shot down, crashes, or, is wounded:

    Crash & Wounds:

    Roll 2D6, apply modifiers & check result table

    Modifiers to Crash dice roll:

    Ace: +1----------------------------------------If your pilots full (not inherent) skill is Acrobatic/Evasive/Daredevil/Lucky Git
    Exploded: -3 ----------------------------------Boom card drawn for any reason - overrides flamer/collision
    Flamer: -2 ------------------------------------Downed by fire, or, downed whilst burning
    Collision: -2 -----------------------------------Downed due to Collision (Not cumulative with the above)
    Shot Down -1 ---------------------------------Just shot to bits! (Not cumulative with the above)
    Wounded: -1 per wound ----------------------Receive 2 wounds & you're shot down but you may survive !
    Landed safely in Aerodrome: +1 -------------Made it !
    Crash landed in No Mans Land or Sea -1 ----Not the safest or smoothest place to land
    Crashing in darkness -1 ----------------------Sorry - Didn't see that !
    FRTB -1 * --------------------------------------FRTB-E/W/F/D.. Roll2D6 - Crash on a double. Roll for C/W result if you crash & include this modifier.

    * FRTB - crash landing:
    In a nutshell; if your pilots are FRTB-E/W/F/D.. Roll2D6 - They crash on a double.
    If they crash - roll for the C/W result and include both the +1RTB and the -1FRTB modifiers.
    If they don't crash they stuck the landing & no c/w roll is required unless they're WIA.
    In which case a standard C/W roll is made without the -1 FRTB modifier

    Crashing and Wounded Effects Result Table:
    2 or less - Dead!
    3-4 - Injured - Skip 1D6 Scenarios
    5-6 - Injured - Skip 1D3 Scenarios (1-2=1; 3-4=2; 5-6=3)
    7-8 - Injured - Skip 1D2 Scenario (1-3=1; 4-6=2)
    9+ - All well when you land well !




    Escape & Evasion:

    Roll 2D6, apply modifiers & check result table

    Modifiers to the EE dice roll:
    Boom/Flamer: -1 --------------------- Smoke/flame of your aircraft's funeral pyre draws unwanted attention
    Wounded: -1 per wound-------------- Includes wound sustained from crash ie a crash result between 3 or 8 = -1WIC
    No Man's Land: +1 ------------------- Not far to go now !
    Behind enemy lines: -1 -------------- Dodge the patrols and find a friendly local
    In Sea: -1 ---------------------------- Cumulative with above
    Crashed in darkness on land +1 ---- Darkness may be your friend
    Crashed in darkness at Sea -1 ------ Darkness may not be your friend

    Escaping Enemy Territory Result Table:
    2 or less - Captured! The war ended for this pilot...
    3-4 - Captured and escaped! - Skip 1D3 Scenarios (1-2=1; 3-4=2; 5-6=3)
    5-6 - In hiding! - Skip 1D2 Scenarios (1-3 = 1; 4-6 = 2 )
    7-8 - Landed almost home! - Skip 1 Scenario
    9+ - They didn't even see me!

    You will notice landing in NML is penalised but is still rewarded for escape purposes, whereas, landing behind the lines is penalised. A sea landing is penalised in both and is cumulative with being Behind enemy lines for E&E calculation.


    To Clarify:
    You need only roll on aircraft that crash for any reason or wounded pilots in any circumstance or a combination of both.
    Planes that get off the table are presumed RTB unless they are on fire with cards still to draw, in which case those cards are drawn and result applied, off table overdives do not count, if they survive they are RTB if not they are flamers and kill can be awarded.

    Concurrent Penalties:
    Crash & E&E results will be counted as being concurrent so whichever is highest result is the total skipped.
    eg. Crash results in a skip 3 & E&E results in skip 2 you will only skip total of 3. (appears as R R W on roster).
    Or, crash results in a skip 2 & E&E results in skip 3 you will only skip total of 3.(appears as W W R on roster).
    If tied result then it will likely just show as W's on the roster.


    'Forced' Landings:
    If your machine has been badly mauled & FRTB but it's unlikely you can escape the table you have the option of a forced landing:
    As your machine has health points you are attempting a 'controlled landing', result is similar to the FRTB requirement:
    Roll2D6 - They crash on a double.
    If they crash - roll for the C/W result and include the -1FRTB modifier with any others applicable.
    If they don't crash they stuck the landing & no c/w roll is required unless they're WIA.
    In which case a standard C/W roll is made but without the -1 FRTB or +1 RTB modifiers.
    If you are behind enemy lines just have to roll for E&E with the standard mods for BEL, NML/SEA or WIA - and count the machine as a kill to the opposition (as you're downed)
    RTB is different as you're landing on an approved strip with support of staff to help so it has a positive modifier, landing safely elsewhere is effectively a zero, ie no modifier; a crash brings a negative -1FRTB modifier.

    Butchers Tally Example:

    Pilots name & aircraft identifier / what happened to them & where / injuries / Victories & Probable's

    eg: Lt Stan Deasey: DH.2 #4 - EXP-ET / WIA / 1 Kill & 1 Probable FRTB-D
    Please note - All on one line, no job titles, no medals, no shorthand, no notice of damage in the example

    Use this to help calculate what happens to them & write it out eg:

    Crash: Rolled 9 -3EXP -1WIA = 5 Injured - Skip 1D3 Scenarios. Rolled 3 = Skip 2
    E&E: Rolled 12 -1EXP -1BEL -1WIA -1WIC = 8 Landed almost home! - Skip 1 Scenario. Total Skips 2



    Notations to use in Tally:
    RTB- Returned to base
    FRTB - Forced return to base (Add cause: -D for damage; -F for fire; -W for WIA; -E for Engine damage eg FRTB-E)
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded in Action (ie shot)
    WIC - Wounded in Crash
    KIA - Killed in Action
    FT - Friendly Territory
    ET - Enemy Territory
    NML - No Mans Land
    BEL - Behind Enemy Lines
    DRK - Darkness
    SEA - Sea, or, other water landing. (well someone's bound to !)

    A note to all from Uncle - please don't combine the final crash results into the first bit of the Tally. That should just show what happened to the plane and pilot in the air or when it fell out of it ! ie: did it get shot down, how, where, was the pilot shot, did he get a victory etc, and it's from this the final crash result is then calculated. If you can conform to this it makes it soo much easier for me to check the maths.

    Recordings on the roster:
    FRTB will appear on the roster as FE (FRTB Engine Damage); FF (FRTB Fire Damage); FW (FRTB Wounded); FD (FRTB Damage).
    SB will be downed by explosion (Boom). SF is downed Flamer, SE as downed by Engine damage; SW as downed by wounds (ie 2WIA), S+W is still shot down and WIA (ie single wound); S still being just shot down.
    The idea being when you look at the rosters the entries will tell more of a story of your pilots career.
    Last edited by flash; 09-30-2022 at 08:36.

    "He is wise who watches"

  3. #3

    Default

    Medals and Awards

    This is a campaign award system to add a little 'colour' to proceedings and in no way meant to represent any real award system.
    Notations in parentheses show how the award will appear in the spreadsheet under 'Awards'. (Apologies to the German pilots, I know EK is the Iron Cross but not how the other medals would be shown).

    English pilot/observer awards:

    Kills---------------Ranks---------------------Award

    5 --- Enlisted ------------------- Military Medal (MM)
    5 --- Officers Capt & below ---- Military Cross (MC)
    10 --- Enlisted ------------------- Bar to MM
    10 --- Officers Capt & below ---- Bar to MC
    10 --- Officers Other ------------- Distinguished Service Order (DSO)

    In the unlikely event of more than 10 victories the following may be considered:
    Distinguished Conduct Medal (DCM); Distinguished Service Order (DSO); Victoria Cross (VC) may be used as an extra.

    To make up for lack of gongage the Entente airmen have a chance to be 'Mentioned in Despatches'.
    To be “Mentioned in Despatches” is when an individual is mentioned by name and commended for having carried out an noteworthy act of gallantry or service. A Despatch is an official report written by the senior commander of an army in the field. This might be considered as an extra.

    In addition French awards may also be awarded:

    Kills ------ Ranks -------- Award

    2 --- Officers & Enlisted --- War Cross with silver star (Croix de Guerre étoile de argent) (CdGs)
    4 --- Officers & Enlisted --- War Cross with silver gilt star (Croix de Guerre étoile de vermeil) (CdGg)
    5 --- Officers & Enlisted --- War Cross with Bronze Palm (Croix de Guerre avec palme de bronze) (CdGp)
    8 --- Officers & Enlisted --- War Cross with Bronze Palm (Croix de Guerre avec palme de bronze) (CdGp)
    10 --- (Enlisted only) ------ Military Medal (Médaille Militaire) (MMf)
    10 --- (Officers only) ------ Knight of the Legion of Honour (Chevalier de la Légion d'Honneur) (LdH)

    Légion d'Honneur (LdH): the highest decoration in France and is divided into five degrees: Chevalier (Knight), Officier (Officer), Commandeur (Commander), Grand Officier (Grand Officer) and Grand Croix (Grand Cross).
    Médaille Militaire (MMf): second highest award ranking immediately after the Légion d'Honneur for members of the military other than commissioned officers
    Croix de Guerre(CdG): For subsequent acts of bravery rather than a medal the recipient was awarded a bronze palm leaf for army citations; a silver gilt star for corps citations; a silver star for division citations; or a bronze star for Brigade & Regimental citations)
    Medaille d'Honneur avec Glaives (MdH): for bravery and dedication ranked after the Croix de Guerre in gold silver-gilt (Vermeil), silver (Argent) and bronze (Bronze). maybe an extra

    Belgian Medals:
    The war Cross - or Croix de Guerre was an award for bravery or other military virtue on the battlefield and to military personnel who were placed on inactive duty because of injury (were other service issues)
    When the person being awarded the Croix de Guerre was mentioned in despatches, this distinction was denoted by a device worn on the ribbon, either a small lion or a palm adorned with the monogram "A" for Albert.
    When awarded posthumously, the ribbon of the Croix de guerre was adorned with a narrow black enamel bar.


    German pilot/observer awards:

    Kills-------- Ranks ---------- Award

    0 --- Officers & Enlisted --- 3 Flights w/o loss Pilots badge (PB); Observers Badge (OB)
    1 --- Officers & Enlisted --- Pilots Badge (PB); Observers Badge (OB), (Flugzeugführerabzeichen;Beobachterabzeichen)
    3 --- Officers & Enlisted --- Iron Cross 2nd Class (Eisernes Kreuz II.Klasse) (EKII)
    5 --- Officers & Enlisted --- Iron Cross 1st Class (Eisernes Kreuz I.Klasse) (EKI)
    7 --- Enlisted Only --------- Member of the House of Hohenzollern (Hausorden von Hohenzollern - (Inhaber) (MHH)
    7 --- Officers Only --------- Royal House Order of Hohenzollern - Knight (Hausorden von Hohenzollern - Ritter) (OHH)
    8 --- Officers Only --------- Knights Cross - Military Order of St Henry (Ritterkreuz des Militär-St. Heinrichs-Ordens ) (KC)
    10 --- Officers Only --------- Blue Max (Order Pour le Merite) (BM)

    NB: Blue max - pilots initially entitled to the award upon downing eight enemy aircraft; by early 1917, it generally required destroying 16–20 enemy airplanes, and by war's end the approximate figure was 30. Last campaign year it was 8-10, this years will be 15 min.

    The War Merit Cross (Lippe) (WMC(L)) for distinction in wartime awarded to combatants and to non-combatants for significant contributions to the war effort. This will be an extra

    Order of the Red Eagle (ORE) - an order of chivalry of the Kingdom of Prussia awarded to military personnel to recognise valour in combat, excellence in military leadership, long and faithful service to the kingdom, or other achievements. This will be an extra

    Two-seater Crews:
    As well as their kills all two seater crews will be eligible for their medals after flying missions as per awards for kills; ie their kills will be added to their mission tally. Their ace skills still only come with 5 kills. This is because two seater crews get less opportunity than scout pilots in the campaign.
    Pilot, Observer & Air Gunner badges will be awarded on a similar basis to further 'bling' the crews !
    Last edited by flash; 10-09-2022 at 08:27.

    "He is wise who watches"

  4. #4

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    OTT Ace Abilities:

    Some pilots on your roster will be given an 'inherent ace skill' that can be used only once per game & will be the first ace skill they achieve when they get five victories. Your enemy will be similarly equipped.
    These skills will be randomly assigned by Uncle from the OTT Ace Skills below.
    These skills will be shown in dark grey in the usual place on the spreadsheet along with notes in the usual way. When the ace skill is fully achieved it will be shown in black.

    Manoeuvre Abilities: (Pilots Only)

    Acrobatic Pilot: (Same OTT)
    This pilot may perform a non-straight manoeuvre after an Immelmann, or, a Split-S.
    When you use this skill take five recovery tokens.

    Daredevil: (Same OTT)
    This pilot may perform two steep manoeuvres in succession.
    When you execute the second steep manoeuvre take four recovery tokens.

    Evasion Abilities: (Pilots Only)

    Lucky Pilot: (OTT Lucky Git)
    This pilot may choose to ignore a single damage card during the game after drawing and seeing it.
    The ignored card is shuffled back into the deck.
    To remember that this skill has been used discard its token.

    Personal Abilities:

    Strong Constitution:
    This ace ignores the effects of the first crewman hit special damage on himself.
    If the ace takes a second wound, and he is the pilot, he is incapacitated and the aircraft is eliminated.
    If he is the observer, or, other crewman, he is incapacitated by the second wound and can no longer fire his machine gun.

    Super Ace: Not A first choice skill
    This player discards two recovery tokens from each of the ace's skills after each manoeuvre rather just one.

    Double Ace: Not A first choice skill
    When another 'once per game' skill (such as Lucky Pilot or Intuitive) is used, do not discard that skill but take seven recovery tokens instead.
    To remember this skill has been used turn the card face down.

    Expert Trainer: Not A first choice skill
    This pilot allows another crewman within one ruler of distance to use one of his skills. The expert trainer does not take recovery counters for that skill, when used by another crewman, and can even use it himself in the same phase.
    Use once per game. To remember this skill has been used turn this card face down.

    Technical Abilities:

    Bullet Checker: (OTT Dedicated Ground Crew)
    During the first world war some pilots checked every single bullet before taking off and discarded half of them to avoid jamming problems during fights.
    When any airplane weapon with this ace on board fires ignore jamming cards with the green symbol; the weapons only jam when a card with the red symbol is drawn. (affects the whole airplane, even if the ace is incapacitated)

    Weapon Specialist:
    When un-jamming his own weapon this ace takes one phase less than usual.
    Two phases normally, three phases if wounded.

    Fire Expert:
    When receiving smoke or fire damage take two tokens instead of three.

    Stuntman:
    This ability can be used on single seaters only. Before anybody reveals a manoeuvre card, if this ace planned a straight manoeuvre you can declare that he turns the nose to right or left and skids while shooting. In the next firing phase his firing arc on the chosen side is widened as indicated (on the card - normal arc plus to 3 or 9 o'clock ie 90 deg left or right)
    When you use this ability take four recovery tokens

    Firm Hand:
    This pilot may ignore a rudder jam special damage.
    This skill can be used twice in the game - put a counter on it as a reminder each time the skill is used.


    Combat Abilities:

    Itchy Trigger Finger: (OTT Quick Shot)
    Aces with this skill are faster to shoot than everyone else.
    When they fire all the damage they cause is resolved before the simultaneous fire of the other airplanes that do not have an ace with this skill.

    Perfect Aim: (OTT Deadly Aim)
    When firing this ace may choose to have his opponent take one extra damage point when his attack inflicts damage. A card inflicting zero damage is still considered a zero.
    You must decide to use this skill before your opponent draws the damage card. When you use this card take three recovery tokens.
    Note the bonus granted by this skill is not cumulative with the bonus granted by the Aim optional rule if that rule is in use. If the disruption optional rule is in use the bonus granted by this ability is lost when the aces airplane is hit.

    Sniper: (OTT Marksman)
    When this ace fires at an enemy airplane he tends to hit a bull's-eye. When the ace fires the player may select one of the damage cards that his opponent would have to draw.
    The sniper player (instead of his target) draws two damage cards from the appropriate deck, looks at them, then gives the one of his choice to his opponent. The other card is shuffled back into the deck.
    When you use this skill take four recovery tokens.

    Sharp Eye:
    When this skill is used the ace can hit a plane at long range as if it were at short range giving it two cards of damage instead of one.
    This skill can be used twice in a game.

    Balloon Buster:
    When the ace fires at a balloon the target must tell the firer if at least one zero card is drawn and from which deck or decks but the target does not have to say how many 0's are taken.
    If so the firer may require the target to draw one additional damage card from the same deck as one of the 0 damage cards.Take four recovery counters. Until all are removed 0 damage cards are not declared by any balloon the ace hits.

    Precision Bombardier:
    This skill requires the use of the Dropping Bombs optional rule.
    When a bombing is declared, before showing planned manoeuvres, the player can say "short", "long" or nothing.
    If "short", place the card directly against the bomber base instead of using a stall or a straight to move it forward.
    If "long", after the bomb card is placed put the long side of a ruler against the front side of the bomb card and advance the bomb card by the ruler width by placing the front side on the other side of the ruler.
    You can put a second ruler on the long side of the bomb card if you want to be sure to move it straight.
    (affects the whole airplane, as long as the ace is not incapacitated)

    Perfect Bombardier:
    When a bomb card falls on a target, if the bomb card does not cover the red dot at its centre but it is within a rulers width of it, consider it as if it covers the red dot.

    Sneak Attack:
    When firing, if the shot is at short range, and the ruler reaches the target airplane stand passing through the rear edge of the target's base, the target draws a third damage card.
    When you use this ability, take two recovery counters.
    If higher machinegun optional rule is in use, overlapping targets hit thanks to that rule also draw an extra damage card.
    When playing with Advanced Rules, and extra damage card is also inflicted to targets at a higher altitude. There is not extra damage card against airplanes at the same altitude, if the firer has at least one climb counter, and the target has none.


    Adds a few more skills, gives us the recovery token framework.
    Last edited by flash; 11-17-2022 at 05:40.

    "He is wise who watches"

  5. #5

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    Scenario Running Order.

    Authors should aim to post their scenario by the 1st of the month or just before. Take note of aircraft types becoming available, as well as comments listed in the next post, as they may help/affect your story telling. This does not preclude you doing your history and own research !
    The dates given below are a guide only, basically we want a game in every week of a month so if something historically can be made to fit into your game then by all means change the dates.
    If you can't do any particular month or want to swap then PM Dave (flash) and we'll see what we can work out.

    Bear in mind that not everyone may have an extensive collection of early types so give options or be generic about types to be flown & try to keep the numbers in play sensible.

    2022


    Nov: ShadowDragon - Week 1 Jan 5th (This month: More Alb D.III for Eagles)
    Dec: Vagabond - Week 2 Jan 12th
    Jan: Stumptonian - Week 3 Jan 19th
    Feb: Baz - Week 4 Jan 27th (On 27 January, the Kogenluft issued an order grounding all D.IIIs pending resolution of the wing failure problem)
    Mar: - Off
    Apr: Malachi - Week 5 Feb 5th
    May: Teaticket - Week 6 Feb 12th
    Jun: Stumptonian - Week 7 Feb 19th (On 19 February, after Albatros introduced a reinforced lower wing, the Kogenluft rescinded the grounding order).
    Jul: Hu Rhu - Week 8 Feb 27th
    Aug: Off
    Sep: Mikeemagnus - Week 9 Mar 5th
    Oct: Malachi - Week 10 Mar 12th
    Nov: Teaticket- Week 11 Mar 19th
    Dec: - Week 12 Mar 27th



    https://www.wingsofwar.org/forums/sh...ealing-Secrets
    Last edited by flash; 11-17-2022 at 05:40.

    "He is wise who watches"

  6. #6

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    Aircraft types for campaign period:

    Dates are operational dates sourced from Wiki (Cross ref with Unofficial Stats sheet, Osprey books, the aerodrome, other online & book sources...) & given in relation to the campaign: Western Front Jan16 - Oct17.
    Nexus/Ares models marked *

    1917:

    In Service:

    Albatros C.I: In Service -until 17 - two-seater - mainly in a reconnaissance and observation role

    AGO C.I In service - German two-seater - recon - Until Sep16 ?

    Aviatik C.I: In service - until 17 - two-seater - recon/observation

    Bristol Scout: In service until Aug16

    *Fokker E.III: In service until Jan17

    Morane Saulnier Type L In Service - two-seater parasol - recon - Dec17 ? (Apparently was also a single seat fighter)

    Morane Saulnier BB In Service - two-seater - recon - Jan17 (Apparently was also a single seat fighter)

    *Morane Saulnier N: In service - Sep16

    Nieuport 10 (RNAS) In service

    RAF BE2c: In service until 17 - two seater - reconnaissance and light bomber, variants of the type were also used as night fighters

    RAF FE.2b: In service to Apr17 - two-seater - Fighter, subsequent day and night bomber

    Rumpler C.I: In service - until 18 - two-seater - recon & light bomber

    Nieuport 11: Jan16 French - Mar/Apr16? (RFC Mar16)

    *Airco DH2: Feb16 - Jun17

    *Nieuport 17: French: Mar16 - Jul17?.

    *Roland C.II: Mar16 - two-seater - Recon & fighter escort role

    Albatros C.III: Mar16 - two-seater - observation, photo-reconnaissance, light bombing and bomber escort

    Sopwith 1½ Strutter: 2 seat bomber/escort, also 1 seater bomber - RNAS Apr16, RFC Jul16

    Fokker E.IV: Jun16 - Jan17

    RAF FE.2d: - two-seater - Fighter, subsequent day and night bomber. A 3rd gun fitted sometime (Sept?) after arrival

    *Nieuport 17: RFC Jul16 - Jul17?.

    Halberstadt D.II: Jul1

    Fokker D.II: Aug16-Oct16.

    *Spad VII: French: Aug16 - (RFC:Oct16 - Jan18)

    RAF FE.8: Aug16 until Jul17

    *Halberstadt D.III: Aug16

    Albatros D.I: Sep16

    *Albatros D.II: Oct16

    Sopwith Pup: RNAS Oct16 - Apr17; RFC Dec16 until Dec17

    *RAF RE.8: Nov16 - two-seater - reconnaissance and bomber

    *Caproni Ca3: Heavy bomber. Intro dates vary from late 16 to early 17 for duration ?!

    *Albatros D.III: Dec16 (Feb17 out of service Halb D.II & Alb D.II stand in)

    *Sopwith Triplane: RNAS Dec16 until Nov17

    1917:

    January:

    Armstrong Whitworth F.K.8: two-seater - reconnaissance, observation, ground-attack, day and night bombing.

    February:

    Roland D.II: Feb17 - Jun17 ?

    March:

    *Airco DH.4: Mar17

    *Rumpler C.IV: Mar17 ?

    April:

    RAF SE5: Apr17 onward

    *Breguet Br14: Apr17 - two-seater - reconnaissance & bomber

    Bristol Fighter F2A: Apr17 - two-seater - fighter, reconnaissance & light bomber (NB pre Ares model)

    May:

    *Spad XIII: French May17 onward, (RFC Jun17 19 Sqn had 1 at least, 23 sqn Dec17 until Apr18)

    Albatros D.V: May17

    Airco DH.5: May 17 - Jan 18

    June:

    *Spad XIII: RFC Jun17 19 Sqn had at least 1 !

    *RAF SE5a: Jun 17 onward

    *Sopwith Camel: RNAS Jun17

    *Bristol Fighter F2B: Jun17 - two-seater - fighter, reconnaissance & light bomber Mid June onward

    July

    *Sopwith Camel: RFC Jul17

    August:

    *Halberstadt CL.II: Aug17

    *Hanriot HD.1: Aug17 (Bel)

    *Pfalz D.III: Aug17 (D.IIIa Nov17)

    October:

    *Fokker Dr1: Oct17 >>GROUNDED for NOV17<<

    *Albatros D.Va: Oct17

    November:

    *Pfalz D.IIIa: Nov17

    *Aviatik D.I: Entered AH service last quarter 1917

    December:

    *Fokker Dr1: Cleared for duty

    More info:
    A resource that may be of use is the set of random aircraft tables on the Wings of Linen wiki:
    https://linen.miraheze.org/wiki/Cate...m_Plane_Tables
    Last edited by flash; 10-21-2022 at 08:29.

    "He is wise who watches"

  7. #7

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    Info Useful - Solo Players - For The Use Of !

    This is a repository for my rambling thoughts and odd useful tidbits from the rules that crop up often.

    SOLITAIRE SCENARIOS AND ANTI-AIRCRAFT GUNS

    When playing a solitaire scenario, use the following rules for enemy anti-aircraft guns:

    Don’t place the 'shell' counter as per the multi-player rules but shoot as soon as any part of an enemy aircraft's base is within range of the gun (two rulers of distance).
    Draw an A damage card to see if the aim of the AA battery is correct.
    If there's no special damage on the card, the aim is wrong and the shot misses.
    If there's any type of special damage (including jammed guns) then a hit has been scored, ignore the result on the A card and draw a C damage card as the damage caused to the aircraft.
    Do not fire the gun as soon as it is reloaded, as per the multi-player rules. Instead, wait one phase, then shoot at any targets in range.
    (To clarify - a gun takes 3 phases to reload, it can then fire on the next ie the 4th phase)
    Don’t fire at a target if any point of the targets base is within a half-ruler of distance from a friendly balloon or aircraft base.
    If more than one target could be shot at by the AA gun, choose one randomly to be shot at, unless the scenario you are playing provides a specific rule stating which aircraft are more important. (For example, two-seaters may be seen as more important for artillery to shoot at than fighters.)

    NB: Rules taken from Burning Drachens & adjusted slightly to make them clearer

    AAA & AAMG RANGES

    For those of you that wish to step outside the AAA range imposed by the official rules I've found this info:
    The optimal operating altitude for balloons varied between 3,000 and 5,000 feet (1,000 and 1,500 metres).
    The Ordnance QF 13 pounder Mk III anti-aircraft gun, also known as 13 pounder 6 cwt, as seen mounted on trucks, has the lowest firing altitude of the British guns of 17,000 feet (5,200 m). I haven't seen the specs for Hun guns but I'd imagine the Krupp 77mm would out perform this. Bottom line being the balloons and aircraft will be well within range of dear old Archie !
    As for AAMG - effective range of a Vickers is 6500 feet (2000m), indirect fire is double that so they too will be well within range. It has been suggested that perhaps you should draw 2 damage cards & apply the lowest for targets at such altitude.


    RANDOM BOMBER MOVEMENT:

    For each plane that will be randomly flown, take the manoeuvre deck and remove the following cards: the climb, the dive, one stall, one turn to the left and one turn to the right. Only the other eight manoeuvre cards are used: three straights, one stall, and two turns to each side. Shuffle them well.
    Don’t plan any moves for the bombers. Each time one of those planes has to execute a manoeuvre, take the first card from its deck. Used manoeuvre cards are put in a discard pile for each plane, beside its manoeuvre deck.
    Each time the discard pile contains one turn to the right and one to the left, shuffle them back into the manoeuvre deck together with any straights or stalls. If there is a third turn in the discard pile, leave it in the discard pile.

    NB: Rules taken from Flight of Giants & adjusted slightly to make them clearer.



    SIMPLE ALTITUDE HOUSE RULES:
    Optional Solo Altitude Rules Flash is using in his scenario:

    The idea behind these rules is to treat altitude as it occurs in a bubble of air combat - or skirmish ranges if you prefer - adjustments up and down to bring guns to bear, or, avoid attack. A 'level of altitude' is about 6 pegs.

    Gaining Altitude:
    Aircraft can gain 1 peg on any Straight, 'straight' stall card, or Turn card but not on any sideslip card.
    Using a climb card a scout will gain 3 pegs, a two seater will gain 2 pegs *
    After any climb manoeuvre, you can only fire at a target at or above your current altitude.

    Losing Altitude:
    Aircraft can lose 1 peg on any Straight, any sideslip card, or Turn card but not on the straight stall card.
    Using a dive card a scout will lose 4 pegs, a two seater will lose 3 pegs **
    After any dive manoeuvre, you can only fire at a target at or below your current altitude.

    Shooting:
    There is no range penalty when shooting at targets above or below
    If you are shooting upwards you must gain 1 peg altitude
    (unless: using an upward firing gun, eg: Foster mounted gun on SE5a, N.17)
    If you are shooting downwards you must lose 1 peg altitude
    (unless: using a downward firing gun eg observers)
    You cannot fire a top wing mounted gun upwards on a dive or climb card (ie the red ones)

    Special:
    At greater than 5 peg altitude difference, attacking aircraft must dive or climb to fire their fixed guns at a target due to the angle of attack. (unless: using an upward, or, a downward firing gun)
    They receive the +1 damage bonus in the first phase of firing of this attack against aircraft.
    During ‘special manoeuvres’ the Immelmann card is 3 pegs up or down.
    After any dive manoeuvre, you can only fire at a target at or below current altitude.
    After any climb manoeuvre, you can only fire at a target at or above current altitude.
    After a 'straight' stall manoeuvre you can fire at a target at, above or below current altitude.

    *Expanding on climb cards:
    Those aircraft with a climb rate of 1 or 2 will go up 4 pegs (eg Dr1, SE5a, D.VII, Spad XIII);
    a climb rate of 3 or 4 will go up 3 pegs (eg Camel, Albatros DIII/D.Va, Dolphin);
    a climb rates of 5 or more will only go up 2 pegs (eg RE8, 11/2 Strutter, Gotha).
    Remembering that they can all climb a couple of pegs on their manoeuvres as well as the climb card in a game turn.
    (You can apply the climb rate to the Immelmann card if you wish...Mike ! )

    **Expanding on Dive cards:
    Aircraft may dive up to 4 pegs - recognised good divers (eg Phoenix D.I; SPADs) may dive 5 pegs.
    Aircraft may over-dive and by so doing will lose an extra 2 pegs.
    Recognised weak divers (eg Alb D.III) can dive 4 pegs without trouble but they draw an B damage to represent potential for structural damage if they over-dive. (optional)

    Zoom Climbing:
    An aircraft which dives using over-dive may elect to ‘Zoom Climb’ the following movement turn.
    By using the‘Zoom Climb’ manoeuvre, the aircraft recovers all its previous altitude minus one peg providing only climb or straight manoeuvres are used that turn.



    Copy in the Files here

    Advice on usage:
    a. Move aircraft
    b. Check if they are in range to fire
    c. Check if they need to climb or dive to fire and climb/dive 1 peg if move card allows

    Suggested Tweaks & Mods:

    Trevs:
    1. No firing if difference is more than 5 pegs
    2. Normal firing at short/long range for same or 1 peg difference
    3. Short range for more than 1 peg difference




    Bombs & Bombers:

    Bombing ideas for use in OTT Campaign:

    Machine ------------- Payload Kg / lb ------------- Damage full load / half load
    Breguet BR.14 B2 - 256 / 564 ------------------------------------------ 28pts / 14pts
    Bristol F.2 Fighter - 108 / 238 ------------------------------------------ 12pts / 6pts
    Caproni Ca.3 - 800 / 1764 ----------------------------------------------- 88pts / 44pts
    Caproni Ca.4 - 1438 / 3170 ----------------------------------------------- 158pts / 78pts
    Curtiss H.16 - 105 / 231.5 ------------------------------------------------- 12pts / 6pts
    De Havilland/AIRCO D.H.4 - 209 / 460 ------------------------------- 23pts / 11pts
    De Havilland DH.9 - 209 / 460 -------------------------------------------- 23pts / 11pts
    Felixstowe F.2A - 209 / 460 ------------------------------------------------ 23pts / 11pts
    Handley Page O/400 - 1655 / 3649 ----------------------------------- 182pts / 91pts
    R.E.8 - 112 / 247 ----------------------------------------------------------- 12pts / 6pts
    S.E.5a - 45 / 99 ------------------------------------------------------------- 5pts / 2pts
    Saml S.2 - 40 / 88 ------------------------------------------------------------ 5pts /2pts
    Camel - 36 / 80 -------------------------------------------------------------- 5pts / 2pts
    Snipe - 36 / 80 --------------------------------------------------------------- 5pts / 2pts
    Sopwith 1½ Strutter Two Seat - 60 / 130 --------------------------- 6pts / 3pts
    Sopwith 1½ Strutter Single Seat - 120 /260 ----------------------- 13pts / 6pts
    Albatros C.III - 90 / 200 ------------------------------------------------- 10pts / 5pts
    Rumpler C.IV - 100 / 220 ------------------------------------------------- 11pts / 5pts
    LFG Roland C.II - 50 / 110 ----------------------------------------------- 6pts / 3pts
    Halberstadt Cl.II - 50 / 110 ---------------------------------------------- 6pts / 3pts
    Hannover Cl.III - 50 / 110 ---------------------------------------------- 6pts / 3pts
    Phönix C.I - 50 / 110 -------------------------------------------------------- 6pts / 3pts
    Pomilio PC - 150 / 330 ------------------------------------------------------ 16pts / 8 pts
    Ufag C.I - 150 / 330 -------------------------------------------------------- 16pts / 8 pts
    Friedrichshafen G.III - 1000 / 2205 --------------------------------------- 110pts / 55pts
    Gotha G.V - 500 / 1102 ---------------------------------------------------- 55pts / 27pts
    Zeppelin Staaken R.VI - 2000 / 4410 ---------------------------------- 220pts / 110pts - maybe option to split load down further ?

    Near misses count as half total drawn.


    Above drawn from info below by dividing the poundage of bombs carried by 20 - min of 5 as that destroys a trench.

    Aircraft Max Bomb Load (Kg/lb)

    Breguet BR.14 B2 - 256 / 564
    Bristol F.2 Fighter - 108 / 238
    Caproni Ca.3 - 800 / 1.764
    Caproni Ca.4 - 1438 / 3.170
    Curtiss H.16 - 105 / 231.5
    De Havilland/AIRCO D.H.4 - 209 / 460
    De Havilland DH.9 - 209 / 460
    Felixstowe F.2A - 209 / 460
    Handley Page O/400 - 1655 / 3649
    R.E.8 - 112 / 247
    S.E.5a - 45 / 99
    Saml S.2 - 40 / 88
    Camel - 36 / 80
    Snipe - 36 / 80
    Sopwith 1½ Strutter - 60 / 130 (260 single seat)
    Albatros C.III - 90 / 200
    Rumpler C.IV - 100 / 220
    LFG Roland C.II - 50 / 110
    Halberstadt Cl.II - 50 / 110
    Hannover CL.III 50 / 110
    Phönix C.I - 50 / 110
    Pomilio PC - 150 / 330
    Ufag C.I - 150 / 330
    Friedrichshafen G.III - 1000 / 2205
    Gotha G.V - 500 / 1102
    Zeppelin Staaken R.VI - 2000 / 4410

    The German P.u.W. bombs were:

    12.5kg (27.5Lbs); 50kg (110lbs.) 100kg (220lbs), 300 kg (660 lbs) and 1000 kg, (2200 lbs.).
    The 12.5kg bombs were internally stowed horizontally in bomb racks in most "C" types and "G"types.
    The 50 & 100kg bombs were externally stowed in bomb racks under the fuselage on some "C" types.
    300kg bombs were fuselage stowed under the fuselage of the AEG G.IV, Fdh G.III and Gotha G.II - G.V with the 50 & 100kg bombs stowed under the fuselage or wings.
    The 1000 kg. bombs were stowed under the fuselage of the Fdh. G.IIIa, Fdh. G.IV and Fdh.G.IVa.
    The Staaken "R" bomber could carry all the P.u.W. type bombs in internal racks except the 1000 kg bomb.

    Info on British Bombs:

    RFC used three types of bomb:
    High Explosive (ranging from the 1914 16-lb RL bomb with 7-lb of TNT to the 1918 3,300-lb SN with 1,500-lb of Amatol),
    Incendiary (from the 1914 Bomb Petrol Small with 6 pints of petrol, up to the 1918 Incendiary 6.5oz containing 2.5oz of Cendite in an Aluminium tube)
    and a single Anti-Personnel bomb, the 180-lb RL (AP) containing 21-lb of Amatol.

    HE type bombs: 10, 16 & 20lb (4.5kg, 7.25kg, 9kg) Hale & Cooper bombs could be strapped on scouts, 65lb (29.5kg), 100lb (45kg), 112lb (50kg) & 230lb [from 1917] (104kg) used against structures by FE2b's, DH4's, DH9's; 520lb (236kg) Anti sub used by RNAS, 1650lb (750kg) used by HP 0/400.

    Bomb Values:

    Divide the weight (kg) of the bomb by 10 & multiply that by two to give a value to the bomb damage. eg:

    RFC:
    10lb - 4.5kg/10 = .45, x2 = 0.9 call it 1
    16lb - 7.25kg/10 = .725, x 2= 1.45 call it 1.5
    20lb - 9kg/10 = .9, x2 = 1.8 call it 2
    65lb - 29.5kg/10 = 2.95, x2 = 5.9 call it 6
    100lb - 45kg/10 = 4.5, x2 = 9
    112lb - 50kg/10 = 5, x2 = 10
    230lb - 104kg/10 = 10.4, x 2 = 20.8 call it 21
    1650lb - 750kg/10 = 75, x 2 = 150

    RNAS:
    520lb - 236kg/10 = 23.6, x 2 = 47.2 call it 47 (Anti Sub)

    German:
    10kg/10 = 1 x 2 = 2 (Wurfgranaten 15 - trench mortar fragmentation bombs)
    12.5kg/10 = 1.25, x 2 = 2.5
    50kg/10 = 5, x 2 = 10,
    100kg /10 = 10, x 2 = 20,
    300kg/10 = 30, x 2 = 60,
    1000kg/10 = 100, x 2= 200

    Of course you will then need to assign appropriate values to targets,...
    a trench/AAMG/AA have a value of 5 for strafing purposes so not a bad place to start - a couple of German 12.5kg bombs would deal with that, or maybe a handful of RFC 10 pounders (4.5kg/10 = .45, x2 = .9 but call it 1) or, a load of 16lbs (7.25kg/10 = .725, x 2= 1.45 say 1.5, or even 20lbs (9kg/10 = .9, x2 = 1.8 call it 2)

    Near misses count has half value of bombs dropped.

    How to Bomb:

    Rules say:
    Execute the manoeuvre and, before weapon fire is resolved, put the bombs in play.
    If the last manoeuvre of the bomber was a stall, put a stall in front of the base, then put the bomb card so that the arrow on its rear matches the one at the rear of the card.
    If the last manoeuvre was not a stall, put a straight in front of the plane and do the same.
    A soon as they are placed on the table, the bombs hit the ground.
    If the red dot on a target card is totally covered by the bomb card, the target takes full damage (or the player scores full victory points). If the red dot is not totally covered but even a little part of the target card is, the damage (or the
    score) is halved (round down). If no part of any target card is covered, the bombs missed. In any of the three cases, remove the bomb’s card.
    You cannot take measurements to evaluate if your bombs will strike the target or not.
    Bombs cannot be dropped just after an Immelmann/Split S.
    Link to demo thread: https://www.wingsofwar.org/forums/sh...t-(Revision-C)

    Jasta Strength:
    The Feldflugchef Order 929/16 dated 31/08/16 lays down the establishment of a Jagdstaffel as:
    14 single seat fighter aircraft (later18)
    1 Staffelfuhrer
    1 Adjutant
    12 pilots (later 16)
    1 paymaster
    1 master technician
    1 Disciplinary Sergeant major
    1 Disciplinary Sergeant
    1 Medical NCO
    6 NCO's - duties various
    14 Engine fitters (later 18)
    28 Airframe riggers (later32)
    6 motor mechanics
    2 Electricians
    2 Joiners
    2 Steel cable workers
    1 Shoemaker
    2 Leather workers
    1 Tailor
    2 Clerks
    2 Telephone operators
    5 men for general duties
    2 Armourers
    2 motor cyclists
    15 soldiers for transport duties
    16 Drivers & assistants
    3 Automobiles
    4 heavy lorries
    1 Mobile workshop
    1 Water lorry
    1 Lorry with electric generator
    2 Trailers

    From Appx 1 - Osprey Airwar 13 - German Fighter Units 1914 - May 1917 by Alex Imrie

    This is the ideal of course, I have seen mention elsewhere of more machines - 4 spares plus 3 more held at the Armee Flugpark, however, it's probably safe to say this was seldom met. Strength was more likely 12 on hand with 8 or 9 serviceable at any time due to maintenance, bad landings and combat damage. The pilot strength was probably an average of 11-12 and this was reduced by leaves and injuries to probably 8-9 at best.

    By early 1917 most Jagdstaffeln were operating at half strength due to problems in supply of aircraft and pilots. Realising this would prevent the formation of more Jagdstaffeln the Kogenluft issued an order to increase the establishment of Jagdstaffeln given above by a further four machines, pilots, four fitters and four riggers when the personnel & aircraft became available. Kogenluft 62015/17 dated 1st May 1917.

    From - Osprey Airwar 17 - German Fighter Units June 1917 - 1918 by Alex Imrie

    Most pilots were Leutnants or NCO pilots. Not unheard that Ltn were jasta leaders.


    Balloon Colours: lifted from the aerodrome:

    "The German Parsevals-Sigsfeld Drachen (Dragons) were yellow as were the French copy of the Drachen. The British copy were camouflaged in greens and browns.
    The French Caquot Typ.M and Typ. R were yellow. The British Type M and Type R were camouflaged in olive green. The American made were camouflaged in Olive Green. The German AE was camouflaged olive-brownish green. Late production had light blue bellies.
    The balloon fabric was very fine woven cotton fabric coated with liquid rubber by the Allies and an ersatz rubber liquid then colored in the final rubber coating. It was referred to Balloon Fabric and still is today. ( At least to 1988 when I retired. Today it is used for sails on ship models.)
    Germany, Belgium Drachens at the beginning of the war flew their National Flags for identification on the Balloon Cable Bridle. Around October 1914 Germany painted a straight sided cross on both sides of the envelope. About May-June 1915 France painted the French Cockade on the sides of the envelope. The RFC/RAF never marked their balloons. The USA painted the red, blue white cockade on the sides of the envelope.
    Part I of Gasbags,Dragons and Elephants will be in Issue No.204, and Part II will be in No 205 of WW1 Aero. There are photos and color illustrations in booth issues."
    Dan-San 2010

    More on balloons here: http://www.westernfrontassociation.c...-bal-west.html

    RFC OR (other ranks)
    The 1918-1919 NCO ranks were: Warrant Officer Class I, Warrant Officer Class II, Flight Sergeant, Sergeant, Corporal, Air Mechanic 1st Class. Air Mechanics 2nd and 3rd Class were the equivalents of Army Privates. In 1919, AM 3rd Class was abolished and a new rank of Leading Aircraftman was introduced above AM 1st Class.

    Thoughts on armament: re rates of fire. https://www.wingsofwar.org/forums/sh...ll=1#post99848

    Thoughts on Gun Jam variable optional rules:
    Something reasonably straight forward I worked out within the available framework for those that want it that need not be a game-ending event. Playing the guns as separate guns on a twin mount, as Andrea has already provided as an 'unofficial' optional rule, are a must to make it viable, playing with single guns it may be a spoiler.
    It allows for easy fix 1 & 4 jams to be quickly cleared in a single phase, a 2 fixable jam cleared in 3 phases (hammer); a 3 & 2 unfixable jam stops it for the game.

    Taking a quick scan of the decks - in an A deck a red 0/GJ could signify a 3 or 2 unfixable jam, a green 0/GJ, or, green 2/GJ could be #1, or, #4 type jams taking one phase to fix. The red 2/GJ could be a fixable #2 jam that takes three phases to fix.
    In a B deck the two red 0/GJ could signify a #3 or #2 unfixable jam, the two green 0/GJ, or, green 1/GJ could be #1, or, #4 type jams taking one phase to fix. The red 1/GJ could be a fixable #2 jam that takes three phases to fix.
    This keeps it within the existing framework without introducing dice or the multiple reasons why a jam could happen.


    Online game feedback:
    support@direwolfdigital.com

    "He is wise who watches"



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