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Thread: All The OTT Edgy Young men (EYM) Campaign Scenarios - Jan-Mar 1917

  1. #1

    Default All The OTT Edgy Young men (EYM) Campaign Scenarios - Jan-Mar 1917

    You will find here a compilation of all the 'Edgy Young Men' solo campaign scenarios created by 'pilots' engaged in the campaign namely:
    Dave (flash), Paul (Tikkifriend), Peter (Teaticket), Pete (Stumptonian), John (Vagabond), Paul (ShadowDragon), Barrie (Baz), Chris (Malachi), Gary (Hu Rhu), Mike (Mikeemagnus)

    The original threads are still available (linked in the posts) if you want further reading but the bones of the originals have been put here for your convenience. We hope you enjoy them.

    If you get into the AAR's then please leave a comment for the author, if only a couple of words, the games can take hours to play and the AAR take hours to prepare for your viewing pleasure and showing your appreciation, especially in REP, will be.. appreciated!

    Cheers Dave - flash.
    Last edited by flash; 10-29-2022 at 00:24.

    "He is wise who watches"

  2. #2


    OTT-EYM Mission 1: When the Blood Runs Cold – 5th January 1917 by ShadowDragon

    It’s was a new year but it was the same old war but the weather was miserable. Not that one would complain since the winter had put an end to the abomination called the Battle of the Somme, but there was still fighting and dying and, if it was cold on the ground, it was colder a few thousand feet up.

    You are a sole scout pilot. Your wingman had to return to base due to engine trouble. Your mission had been to fly just across No Man’s Land, chase off any enemy observation planes you might find and head home for a cup of something to warm you.

    Without a wingman, you check your six. An enemy scout has dropped out a cloud – right on your tail. You recognize the plane; it belongs to a feared enemy ace. Your blood runs cold and you freeze – just for an instant. You must act fast for you’ll be the ace’s next kill.

    Mat Set Up: A No Man’s Land (NML) mat and a mat of any other type that will be enemy territory; these are joined on the long sides.

    Plane Positions: Your plane starts heading on the middle of the edge of the NML mat heading into enemy territory. The enemy ace is 1 ½ rulers directly behind you if you’re both at the same altitude; and 1 ruler if the ace is one level higher.

    Altitude (if you are playing altitude): Your plane starts at 4 pegs and the ace starts at 4 pegs (on a roll of 1-4 on a 6-sided dice) and 5 pegs (on a roll of 5-6).

    Enemy Aces:

    You can choose one of the following as appropriate with the noted ace skills. The plane chosen can be the one the pilot was flying in early January or the most up-to-date plane available – your choice or select randomly.

    German Ace: Baron Manfred von Richthofen

    Plane = Albatros D.II or D.III
    • Acrobatic Pilot
    • Itchy Trigger Finger
    • Sniper
    • Super Ace
    • Lucky

    British Ace: Robert Alexander Little

    Plane = Sopwith Pup or Triplane
    • Itchy Trigger Finger
    • Perfect Aim
    • Sniper
    • Super Ace
    • Lucky

    French Ace: Georges Guynemer

    Plane = Nieuport 17 or SPAD VII
    • Acrobatic Pilot
    • Daredevil
    • Good at Escaping
    • Itchy Trigger Finger
    • Sniper
    • Super Ace

    Fictional Ace: (3 compulsory ace skills plus 2 other ace skills)

    Plane = Whatever is appropriate for the nationality chosen
    Three (3) compulsory ace skills:
    i) Acrobatic Pilot
    ii) Perfect Aim
    iii) Lucky
    Plus two (2) other skills from the following (your choice or select randomly):
    i) Daredevil
    ii) Strong Constitution
    iii) Super Ace
    iv) Bullet Checker
    v) Fire Expert
    vi) Itchy Trigger Finger
    vii) Sniper
    viii) Sharp Eye

    Another Historical Ace:
    Choose an appropriate plane.
    Use any official skills for the pilot, if any, but, if the pilot does not already have 5 or more skills, add additional skills to bring the total number up to 5. Choose from first from the “Fictional Ace” compulsory skills and then from the optional skills.

    “Not Yet His Time” rule – for any named enemy ace that is shot down or behind enemy lines, the enemy ace automatically gets the best result (i.e., a safe landing and escapes without being seen). A forced-return-to-base FRTB landing roll is not automatic but if the plane crashes the enemy ace walks away unscathed.

    You do not get such a rule – your pilot follows the OTT rules! Too bad. It just might be your pilot’s time.

    Game Duration: If neither pilot has been shot down or FRTB previously, the game ends after 12 turns (12 rounds with the champion). The enemy ace will dive into a cloud for whatever reason – low on fuel or out of ammo.

    Victory Conditions

    Start at the top and work your way down the list. The first condition that applies defines the victory or defeat.

    1) The enemy ace is shot down – It’s a glorious victory, regardless of what happens to your pilot who is a hero (even if posthumously so)
    2) The enemy ace is FRTB – It’s propaganda victory, if your pilot is still flying okay (i.e., not shot down or FRTB).
    3) Both planes are FRTB or the game goes to 12 turns with both planes still flying okay – It’s a comforting victory. No big deal but at least you survived the ordeal.
    4) You are FRTB but the enemy ace is still okay – it’s a defeat but at least you’ve irked the enemy ace by denying him his next kill
    5) You are shot down – it’s defeat but you’ll go down in history as one of the enemy ace’s victims
    6) You leave the game mat for any reason other than a FRTB condition prior to game turn 12 – it’s an ignominious defeat that was observed by all the chaps in the trenches. A black for your squadron.

    The Original Thread is here

    And if you want to see how it's done:

    Flash (Bulldog):

    Mikeemagnus (Bulldog):

    Tikkifriend (Bulldog):

    ShadowDragon (Bulldog):

    Vagabond (Bulldog):

    Hu Rhu (Eagle):

    Baz (Eagle):

    Teaticket (Bulldog):

    Stumptonian (Eagle):

    Malachi (Eagle):

    Last edited by flash; 12-03-2022 at 04:32.

    "He is wise who watches"

  3. #3


    OTT-EYM Mission 2 - Hunting and Hunted in the Clouds - January 12th 1917 - Vagabond

    "Well young man, I have a job for you”.
    Don’t you just hate it when the CO is pleasant to you, it means you’re going to get a tricky job to do, one that might just get you killed.
    “Thank you Sir, and what might that be” you enquire carefully.
    “Well the jolly old bombers went across the lines yesterday and claim they’ve destroyed all three of their targets. Naturally HQ believes them but Wing would just like to make sure, so we’d like you to fly over each of the target sites and just confirm they’re all destroyed. This map is marked up with the coordinates and if you could be off in 30 minutes that would be nice”.
    “Yes Sir” you respond dejectedly and off you toddle.

    I don’t think I’ve seen a game that uses clouds, although I’m sure there have been plenty that I’ve missed. Anyway I thought I’d try and create a scenario that uses the idea of flying through clouds, from the concept of hiding in them to escape an enemy, to the fact that it was very difficult to fly in a straight line through them and not go astray.

    I’ve played this scenario through 4 times and twice I got shot down easily as well as fairly quickly and twice I achieved the objective but the game was fairly long. Please read through my ideas and if at the end of it you think I’m barking mad I’ve provided a simplified scenario that is perhaps more in line with the usual ones we carry out.

    Firstly you will need 3 targets, I have 3 bridges on my mat and they’re in quite a good position but all that’s important is that they are positioned so that your pilot has to cover most of the board to spot all 3 targets and then make it home and that clouds can cover the targets as they move across the board.
    I’ve indicated positions on the diagram below but if you have obvious targets on your mats that will do the job use them, just ensure that the moving clouds are able to cover the targets when they get to them. See Cloud movement below.

    To view a target you need to be within ½ a movement stick distance from your central peg to the centre of the target and travelling at any speed. The target must be free from cloud cover, if there is a cloud over the central point of the target you can not see it and will have to come back to get a clear view.

    Next you are going to need clouds, at least 6 of them but 7 or 8 will work as well. I suggest you just use A4 or Letter size white paper and cut out rough cloud shapes; make them as big as possible. I used 1 cloud that was 2xA4 (far right) and joined the 2 sheets together on the long flat side with a bit of masking tape.
    For my trial games I used 1 double sized cloud and 5 or 6 smaller ones, you could have more clouds or substitute an extra double sized one but if you use too few you will get swarmed by the enemy and too many and they can’t see you most of the time. I think 7 in total is probably about right.
    The explosion markers are obviously the targets.

    This drawing is from the Entente perspective, you chaps flying for the other side will have to turn it round, sorry.
    The left edge is home, you fly from the centre of the home edge, around the board and exit anywhere off the home edge, also note - all the board is Enemy Territory.

    There are three targets (the black dots) to check, in any sequence that seems safest, the moving clouds will provide cover for your pilot and if you are unlucky they will also cover the target as you arrive to view it.

    Cloud Placement:
    To place the clouds roll 2 D8 dice, one for the North South axis and one for the East West one. These are the blue numbers on the diagram but use whatever suits you to place them randomly.

    If you get 2 clouds in the same rectangle just re-roll the dice. If you decide you don’t like the placement, maybe because they’re all in one corner then change it to suit your sense of aesthetics. If you don’t have D8’s use some other random method of placement. When you place a cloud make sure it’s long side is horizontal and ensure that it can move in a line to cover a target, see later.

    Enemy Plane Placement:
    There are 3 enemy planes, your choice of plane within ones available at the time. They will arrive on the North, East or South edge for the Entente and North, West or South for the Central Powers. I just used 1D8 per plane to give a position but any random method will do. Each plane arrives independently and it may be that 2 planes arrive at the same point, that’s fine, or you may want to re-roll so they all arrive at a different point, it’s up to you.
    Note the planes are on patrol and if they don’t spot an enemy because it’s hidden by cloud the AI will use position 12 o’clock and opening to create its move sequence. The idea being that the patrol will cross the board to the opposite edge and then return to their starting point, repeat this until enemy spotted.
    It would be advisable to avoid starting a plane in position 3 and another one in 4 or similarly 5 and 6 because they will collide at the beginning of the game.

    Your Plane Placement:
    You are in a plane of your choosing starting from the centre of your home edge, you fly to the check the targets in any order and then exit anywhere on your home edge. I would avoid using a plane that is faster than the enemy, otherwise you will just be able to outrun them too easily.

    Sequence of Play:
    Plan your move.
    Plan AI moves
    Then on the 1st phase of the movement turn, before any plane moves, you move the clouds up to 4”/100mm to the right. See below.
    Then move planes as normal.

    Cloud Movement:
    Clouds move once each Turn, NOT each phase and move down wind. The wind blows from left (East) to right (West), irrespective of whose side you are flying for. Clouds move a random distance, between 1” and 4”.
    I used a D8, 1,2 =1”, 3,4 =2”, 5,6 = 3” and 7,8 = 4” to give a random movement. I did this for each cloud but you could roll 1 dice and move all the clouds the same distance if you prefer.

    When the leading edge of a cloud moves off the table on the right hand side, bring it back onto the table on the left hand side in a random position.

    The idea being that you use the clouds as cover to hide from the enemy but there’s a possibility that they will cover your target at a crucial moment and you will have to stooge around until you can see it. The random movement is just to make it a little more difficult to know where they will be when you plan your move.
    The 1” to 4” movement is faster than they would realistically move but creates uncertainty and the possibility of cloud covering and clearing over the target in a timely manner.

    Use of Clouds:
    These are some thoughts I had on using clouds, pick and mix to suit your tastes and if you have any other ideas please share them so anyone can adopt them if desired.

    No one can see into, or in a cloud.
    There is no shooting in a cloud.
    There is no shooting in the first phase of movement out of a cloud. (Out is signified by the front edge of the planes base leaving the cloud.)
    Collisions are more likely in a cloud, (any part of a base overlapping a base is a collision. Not the central peg as we play it)
    There is no Immelmann Turn in a cloud.

    Movement of Planes in a Cloud:
    The diagram shows my thoughts on getting lost while flying through a cloud, the bigger the cloud and the longer you are in it, the more chance you will get lost. The dotted line simulates the variation from a straight line and the solid line is just to make it easy to calculate from the centre point of the cloud.
    Use the movement cards to determine when you exit the cloud but roll a dice to determine where you exit.

    Small cloud A – Entering on long edge with a short distance to travel before exiting on the far side. A fairly tight range of exit points.
    Note the dice indicate where you exit. 1,2 top left, 3,4 top centre. 5,6 top right, using a D6.

    Small cloud B – Entering on short edge with a long distance to travel before exiting on the far side. A fairly wide range of exit points, same as above but using a D8.

    Large cloud C – Entering on long edge with a long distance to travel before exiting on the far side. A wide range of exit points.

    Large cloud D – Entering on short edge with a very long distance to travel before exiting on the far side. A very wide range of exit points including going round in a circle.

    These are just some ideas, simplified on the basis that the plane is flying in a straight line i.e. 180’ but if it is doing various banks and side slips its planned exit point will not be 180’ from where it entered. Use the movement cards to determine where it should exits and then use the above to calculate it’s deviation from that point.

    The other alternative is, don’t get lost, and just use movement cards as designated. I would recommend this course of action for your pilot because you’re going to need all the help you can get, but not for the enemy.

    If a plane doesn’t completely enter a cloud but keeps part of its base outside the cloud then use the movement cards as normal.

    I shall use the getting lost options for the enemy but for my pilot I’ll use the movement cards as designated.

    Using the AI with clouds.
    If your plane is hidden, i.e. out of sight perhaps behind a cloud and the enemy realistically doesn’t know where it might be then use 12 o’clock and opening to give the clock face to use as specified in the opening patrol criteria. However if that’s a dumb move or you think it should be something else, go with your decision.

    If an enemy pilot sees your plane enter a cloud, he will assume you will fly in a straight line and therefore use the most likely exit point from the cloud to designate the clock face used to determine planned AI movement. Also once you have been spotted and the enemy has a realistic chance of knowing roughly where you might be then use that as the aiming point for the AI in the future.

    Winning and Losing:
    You win if you view all 3 targets and make it home and land alive. If you don’t - you lose.

    If you view all 3 targets and then get shot down in Enemy Territory you get a winning draw if you make it home on the Escape and Evasion Table.

    I’d like to propose a slight amendment to the FRTB rule for this scenario only. If you have seen 2 targets and have only got to check the last one to complete the mission successfully I suggest YOU decide if you will carry on or not. It’s a risk and may lead to a medal if successful or a bawling out from Uncle either way.

    OK thanks for bearing with me through all that and hopefully it’s reasonably clear but the main thing is for you to do what you think makes sense to you, adopt, exclude or amend my ideas as you wish, and as I said, any thoughts you have, please post them so that we can select the options that appeal to us as individuals.

    However if you think it’s too complicated or you just don’t fancy messing about, this is the alternative.

    The Simplified Version: 3 targets and 3 enemy plane’s, placement as above, don’t use clouds, you fly 2 Scouts, one is designated as the spotter and that plane has to view all 3 targets from within ½ a ruler and make it home as above. The other plane is your wingman and his job is just to protect you.

    Winning conditions as above, and using the Spotting plane only.

    The Original Thread is here

    And if you want to see how it's done:

    Mikeemagnus (Bulldog):

    Hu Rhu (Eagle):

    Flash (Bulldog):

    Vagabond (Bulldog):

    ShadowDragon (Bulldog):

    Stumptonian (Eagle):

    Baz (Eagle):

    Teaticket (Bulldog):

    Malachi (Eagle):

    Last edited by flash; 03-01-2023 at 02:04.

    "He is wise who watches"

  4. #4


    OTT-EYM Mission 3 - Take These Broken Wings and Learn to Fly – 19th January 1917 - by Stumptonian

    The Albatros D.III entered squadron service in December 1916, and was immediately acclaimed by German pilots for its manoeuvrability and rate of climb. However, two faults with the new aircraft were soon identified.

    Like the later models of the D.II, early D.IIIs featured a Teves und Braun airfoil-shaped radiator in the center of the upper wing, where it tended to scald the pilot if punctured. From the 290th D.III onward, the radiator was offset to the right on production machines while others were soon moved to the right as a field modification. Aircraft deployed in Palestine used two wing radiators, to cope with the warmer climate.
    More seriously, the new aircraft immediately began experiencing failures of the lower wing ribs and leading edge, a defect shared with the Nieuport 17.

    On January 23 1917, a Jasta 6 pilot suffered a failure of the lower right wing spar. On the following day, Manfred von Richthofen suffered a crack in the lower wing of his new D.III. On January 27, the Kogenluft (Kommandierender General der Luftstreitkräfte) issued an order grounding all D.IIIs pending resolution of the wing failure problem.

    At the time, the continued wing failures were attributed to poor workmanship and materials at the Johannisthal factory. In fact, the real cause lay in the sesquiplane arrangement taken from the Nieuport. While the lower wing had sufficient strength in static tests, it was subsequently determined that the main spar was located too far aft, causing the wing to twist under aerodynamic loads. Pilots were therefore advised not to perform steep or prolonged dives in the D.III. This design flaw persisted despite attempts to rectify the problem in the D.III and succeeding D.V.

    Apart from its structural deficiencies, the D.III was considered pleasant and easy to fly, if somewhat heavy on the controls. The sesquiplane arrangement offered improved climb, maneuverability, and downward visibility compared to the preceding D.II. Like most contemporary aircraft, the D.III was prone to spinning, but recovery was straightforward.

    Place two mats joined on the short edge or three mats joined on the long edge.
    If you do not have enough space use the “slide one mat off” system.

    One map will be No Man’s Land and the other(s) will be one of the other Ares mats (Countryside, City, Industrial Complex) which will be considered enemy territory. If using 3 mats they will represent Entente / No Man’s Land / German territory.
    If you do not use Ares mats, just consider one half of the playing area to be No Man’s Land and the other to be Enemy Territory.

    Phase One
    Entente aircraft will be comprised of 3 bombers and 2 escorting scouts

    The Entente will start one ruler from the western edge, heading toward the far opposite edge of the table.
    [Note: Photo shows 1½ rulers, which is incorrect]

    The bomber objective is to exit the board at the far edge of Enemy Territory.
    Any Entente aircraft that are forced to return to base (FRTB) can exit from any edge of No Man’s Land (or Friendly territory if using 3 mats)
    A bomber that is FRTB may drop its load to enable full movement.

    The German force will be comprised of 4 scouts, at least two of which should be an Albatros D.III
    If you do not have any D.III you can substitute an alternate, but for game purposes consider it to be a D.III

    Maneuver Deck: J
    Damage Deck: A
    Damage Limit: 14
    Climb Rate: 4

    The Germans will start at Altitude 6 on the same edge of the mat where the Entente entered and use a random selection to place them in the left, center or right sector of the starting edge.
    (see Red Numbers 1, 2, 3 in the following photo.) They can be placed as one group of four, or split into two groups.

    When the Germans are within one ruler range of the enemy they must plan an Overdive to attack the Entente group.
    Target priority should be the bombers.
    No change in altitude can be played before this Overdive.
    If not using altitude you will still need to perform the Overdive procedure for the first attack.
    The Overdive sequence is Stall / Dive / Straight.

    Special Scenario Rule
    Albatros D.III are subject to possible structural damage during an Overdive.
    Draw an ‘A’ damage card after the initial Dive card and then again after the following straight.
    Disregard any Special Damage except the Boom card and Rudder Damage.
    The Boom card will be considered to be 7 points for an Albatros D.III

    If any numeric damage other than 0 is drawn during the Overdive procedure you must draw an ‘A’ damage card after any steep maneuver performed by this aircraft for the remainder of the scenario.

    If there is zero damage during this test the aircraft may perform as normal for the remainder of the game.
    Note: Lucky Pilot or Firm Hand may not be used to negate this damage.

    If an Albatros D.III that suffered structural damage is within 5 of its damage limit it is subject to FRTB-D and must exit the board from any edge.

    Phase Two
    Once the Entente Bombers have exited the mat remove any German Planes that are not executing an FRTB.
    They will be considered to be following the Entente group off the table.
    The German planes will return and be placed at the edge of the mat the Entente exited from, heading back toward the opposite end.
    The rest of the scenario will be a Dog Fight.

    A new Entente force, comprised of one less scout than the Germans currently have, starts at the join between the two mats, heading toward the Germans.

    If none of the German aircraft suffered structural failure in Phase One they must again use the Overdive procedure for their first attack: Start them at Altitude 6 and the Entente at Altitude 4.
    Otherwise, use a random method to determine initiative and place the group with higher initiative one level higher.

    Victory Conditions:

    Entente Points
    Bomber exits the far edge of the mat 3
    Scout Shot Down 2
    Scout FRTB or downed by structural failure 1

    German Points
    Bomber Shot Down 3
    Bomber FRTB 1
    Scout Shot Down 2
    Scout FRTB 1
    Structurally damaged D.III RTB 1

    The Original Thread is here

    And if you want to see how it's done:

    Baz (Eagle):

    Flash (Bulldog):

    ShadowDragon (Bulldog):

    Mikeemagnus (Bulldog):

    Vagabond (Bulldog):

    Stumptonian (Eagle):

    Hu Rhu (Eagle):

    Teaticket (Bulldog):

    Malachi (Eagle):

    Last edited by flash; 03-04-2023 at 03:51.

    "He is wise who watches"

  5. #5


    Mission 4 OTT EYM - Bombs and Blondes - 4th February 1917 by Baz

    On 22nd December 1916, Admiral von Holtzendorff composed a memo which became a pivotal document for the resumption of unrestricted U-boat warfare in 1917. He proposed breaking Britain’s back by sinking 600,000 tons of shipping per month, expecting Britain to sue for peace within 6 months.
    On 9th January 1917 the Kaiser met with Chancellor Hollweg and military leaders at Schloss Pless to discuss measures to resolve Germany’s increasingly grim war situation. The campaign was bogged down in France and Allied divisions outnumbered the Germans. The military staff urged the Kaiser to unleash the submarine fleet on shipping travelling to Britain. On 31st January 1917 the Kaiser duly signed the order for unrestricted submarine warfare to resume effective from 1st February 1917.

    On 3rd February 1917, in response to the submarine campaign, President Wilson of the USA severed all diplomatic relations with Germany, and the US congress declared war on 6th April 1917.
    The German plan was initially successful and led to food rationing in Britain and propaganda material.

    Meanwhile the Americans, although not actively involved at this stage, sold Liberty Bonds to fund the Allied war effort.

    In lieu of the above order from the Kaiser, construction of U-boat pens and bunkers was started to house the fleet in striking positions. One such construction started in Zeebrugge harbour in 1917, it was in the area of 80m x 10m constructed of concrete piles and a thick concrete roof.

    La Dame Blanche
    Around the same time, a network of spies (many of them women), in German-occupied Belgium was formed and provided valuable information of German troop movements and construction progress, ship and U-boat movements, etc. By watching the Germans, they provided important data on daily movements of the Germans to British Intelligence in the Netherlands.

    The Mission

    The British wish to bomb the ongoing construction of the submarine pens at Zeebrugge to delay and frustrate the Germans.

    Two maps, countryside to the left, Coastal to the right (or equivalent). The whole area is German occupied. If necessary, the scouts need to exit the north eastern edge up to the centre join.

    Mission 1
    A bomber (Short, Caudron, Handley 0/100 or a two seater if not available) has been sent to undertake this mission, however things are complicated due to the high level intensity of city defences (Archie, etc) around Zeebrugge. For this reason, the bombing must be carried out at high level (at or above altitude 5) to negate the enemy fire which will make it more difficult. The target area is indicated below. It will need to exit the W edge for safe return to base.

    Mission 2
    The Belgium spy who provided this information has been compromised, and for her own safety must be extracted, a makeshift landing strip has been cleared north of the city for this purpose protected by local resistance groups. A two seater (no observer) must be used for this purpose (Sopwith 1 1/2, RE8, Fe2b, Be2c). It will need to exit the W edge for safe return.

    Please use the RAP rules for bombing and landing/takeoff except where noted differently below.

    For landing, the plane must be at Altitude 1 and execute Dive (centre peg must finish over landing strip for this manoeuvre or the plane will crash and is eliminated) - Straight -Stall ( if the plane finishes either the straight or stall with it’s peg off the landing strip it will take and A damage for each).
    The plane must be stationary for 1 complete turn (3 phases) for the spy to get into the plane and the resistance to swivel/turn the plane on the airstrip ready for takeoff. Double this (2 turns) if the plane landed off of the strip to allow the resistance to wheel it back on course.
    Once in place, the spy has had basic machine gun training so can fire, load and unjam the gun. However, she has never fired from a moving plane before, only on a fixed tripod, so to allow for this, all damage cards will be at -1 and unjamming will be take 5 phases rather than 3.
    Takeoff will be as per the RAP book.

    Entente forces

    Bomber (or relevant two-seater) starting at Altitude 5 one ruler from the SW corner. (independent unit from Bulldogs)
    Two-seater (no observer) starting at Altitude 3 behind the bomber straddling the SW corner (see diagram)
    Scout escorts x2 (Pups, Tripes, DH2, Nieuports) starting at Altitude 4 1/2 ruler to the left and right of the bomber.

    Central forces

    NB Kogenluft has issued an order grounding all Albatros D.III’s pending resolution of the lower wing/strut issues so none to be used.(use Alb. D.I/II, Halberstadt D.III, Fokker D.II, etc).
    Scout patrol (x3) starting at Altitude 4 in NE corner 1/2 ruler from E edge, then 1/2 ruler between each plane.
    Landing strip ( approx 25cm x 7cm) to be 1/2 ruler from centre map joint edge and middle. Target card at mouth of canal on Coastal map or 1 1/2 rulers in form E edge and 1 1/4 rulers in from N edge.

    NB if playing Central forces, you will either need to control the bombing sequence and landing/takeoff for the Entente or to contrive a scenario switching forces around (use AEG G.III or Friedrichshafen bombers and relevant two seaters)

    Victory Points
    Bomber hits target. 20pts
    Near miss. 10pts
    Scout shot down 5pts
    Scout FRTB 2pts
    Spy returned to base 10pts

    Bombs miss target altogether 10pts
    Bomber SD or FRTB a before dropping bombs 15pts
    Bomber SD or FRTB after dropping bombs 7pts
    Scout/2-seater shot down 5pts
    Scout/2-seater FRTB 2pts

    The Original Thread is here

    And if you want to see how it's done:

    ShadowDragon (Bulldog):

    Baz (Eagle):

    Mikeemagnus (Bulldog):

    Flash (Bulldog):

    Vagabond (Bulldog):

    Hu Rhu (Eagle):

    Teaticket (Bulldog):

    Last edited by flash; Yesterday at 02:13.

    "He is wise who watches"

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