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Thread: OTT EYM Mission 3 - Take These Broken Wings and Learn to Fly – 19 January 1917

  1. #1

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

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

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    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.

    Setup

    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.

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    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 1-1/2 rulers, which is incorrect]
    If using altitude start the bombers at Level 4. Escorting scouts may start at Altitude 5.
    Note: Bombers are considered to be carrying a full load and must play one stall each Turn.

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    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.

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    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
    Last edited by Stumptonian; 01-23-2023 at 08:59. Reason: Minor change for Entente Scouts

  2. #2

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    Nice one Pete, I enjoyed the opening intro.

    New Year sale? 2 games for the price of one.

    Happy New year.

  3. #3

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    Pete, firstly can I say that I love the premise of the game and the method of calculating structural damage for the D.IIIs and am looking forward to trying it out.

    However can you explain Part 2 again as I am unclear which planes remain on the table and why?

    Shouldn't they all (German that is) have to return to base? If I have only one German who is FRTB how are the Entente expected to have one less? Also do the Entente escorts remain as well or are they deemed to have left with the bombers?

    Sorry if I am being thick.

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    Thanks Pete, looks like another fun one, time to break out the tandem crews !
    Any clarifications I'll copy across when done.

    Sapiens qui vigilat "He is wise who watches"

  5. #5

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    Thanks Blackbird singing at the dead of night. I'll have a good read and get back to you if needed. Meantime, season's greetings all

  6. #6

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    Quote Originally Posted by Hu Rhu View Post
    However can you explain Part 2 again as I am unclear which planes remain on the table and why?
    Shouldn't they all (German that is) have to return to base? If I have only one German who is FRTB how are the Entente expected to have one less?
    Also do the Entente escorts remain as well or are they deemed to have left with the bombers?
    Sorry for the confusion.
    The Germans all follow the bombers (and their escorts) off the table, except for any that are in the process of FRTB at that point. Those will continue their FRTB.
    Those that left the table now come back on and face their new opponents.

    New Entente scouts will be placed for phase two. Since the Adler are likely pretty shot up by then the Bulldogs get one less aircraft.

    P.S. Uncle I have added some clarifications to my original post.
    Last edited by Stumptonian; 01-01-2023 at 08:54.

  7. #7

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    Pete, thanks for the clarifications. It all makes sense now.

  8. #8

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    Quote Originally Posted by Stumptonian View Post
    P.S. Uncle I have added some clarifications to my original post.
    Roger that Pete, copied over, thanks

    Sapiens qui vigilat "He is wise who watches"

  9. #9

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    Should be an interesting game, Pete. I gather phase 2 ends when one side's planes are all shot down or FRTB. Is that correct?

  10. #10

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    Very nicely done.

  11. #11

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    Quote Originally Posted by ShadowDragon View Post
    Should be an interesting game, Pete. I gather phase 2 ends when one side's planes are all shot down or FRTB. Is that correct?
    Or when you decide "Enough is enough"


  12. #12

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    Printed off my copy this morning, picked planes, pilots & crews, now just have to find some time to get this game on the table ! It should be a good outing, I'm looking to start over NML & play over 2 ET mats - it might make FRTB harder but it's only 'cos I don't feel I should be chased out of my own ground by the bally Hun, though they can chase me over their ground as much as they like !

    Sapiens qui vigilat "He is wise who watches"

  13. #13

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    Gave this a start this afternoon, thought I'd be clever and instead of playing a stall each turn I gave the Harry Tate's the next slower deck ie the Y deck but I'm going for a restart as the Albatrii were really struggling to catch up to engage, so I'll start them just over a ruler length apart in the hope they'll be in range by the end of the second turn. I'm thinking to trigger the overdive when they are well within range as the stall of the overdive will cost them some range.
    Suggest you chaps check the distances, I continued to move a pair of machines up the table with the BRF setup and the bombers were into the third mat before the Albatrii were in range to engage, I don't think that's the intention.

    Sapiens qui vigilat "He is wise who watches"

  14. #14

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    Quote Originally Posted by flash View Post
    Gave this a start this afternoon, thought I'd be clever and instead of playing a stall each turn I gave the Harry Tate's the next slower deck ie the Y deck but I'm going for a restart as the Albatrii were really struggling to catch up to engage, so I'll start them just over a ruler length apart in the hope they'll be in range by the end of the second turn. I'm thinking to trigger the overdive when they are well within range as the stall of the overdive will cost them some range.
    Suggest you chaps check the distances, I continued to move a pair of machines up the table with the BRF setup and the bombers were into the third mat before the Albatrii were in range to engage, I don't think that's the intention.
    Did the same thing yesterday and got to 3rd map before engagement. Started again this morning giving the Harry’s two stalls (1st and 3rd phases) and no stalls for the chasing Albatros’s until they were in overdive. Worked much better catching the bombers and escorts in No-mans land. Will give the bombers 1 stall only ( random phase) from there on now that they have been caught and play the Albatros with full deck to finish the game.

  15. #15

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    Sorry guys.

    My cockup.
    When writing up the BRF I picked the wrong file.
    I had originally tried it at 1/2 ruler and found that was too short for the entente.
    I bumped it up to 1 ruler but somehow added the 1 instead of overwriting.
    Using those notes I posted the photos.

    I even made a graph paper visual in Excel that showed one ruler.

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    The Germans should be able to Overdive and reach the bombers in turn two.

    I have edited the BRF
    Last edited by Stumptonian; 01-05-2023 at 11:53.

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    Thanks Pete, I'll amend the other copy, I liked Baz's solution too. Should get into action later today with any luck

    Sapiens qui vigilat "He is wise who watches"

  17. #17

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    Some suggestions after playing the scenario and seeing a couple of AAR.

    1) Keep the separation at 1 ruler. I see now reason why the Germans would call off their attack because the tandems are a little further into German held territory.

    2) Scrap the 1 point bonus for a structurally damaged DIII RTB. The Germans have enough in their favour as it is.

    3) If playing altitude, allow the escorting scouts to start one level above the tandems - i.e., at altitude 5. This gives them some chance of doing their job of "escorting" and intercepting enemy scouts.

  18. #18

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    Hi Pete I've got this set up and would like to clarify your intentions for the opening 2 turns of the game before I start.

    Turn 1 the Dlll's are exactly 1 ruler behind the tandems, but in your photo the scouts are behind the tandems and so within 1 ruler of the Dlll's. Is it your intent that the overdive starts Phase 1 of the 1st Turn. The Dlll's are faster than my Strutters and so will be shooting at the end of phase 3 of turn 1.
    You said earlier that they should be able to reach the bombers during the 2nd turn and if so, was your intent for the Dlll's to fly 1 turn (3 Phases) in level flight and then they will be within 1 ruler of the bombers and so start the overdive Turn 2 phase 1.

    I'm assuming the Entente see the Bad Guy's at the beginning of the 1st Planning Turn and react immediately or is your intent that they will only react when shot at?

    Bombers carrying bombs are playing 1 stall to simulate the extra load, do you envisage this as a steep move and so for example they couldn't play a dive next to the load penalty of the stall?

    Happy with whatever you come up with.
    Cheers

    Hi Pete, nothing heard so I'm going with the highlighted section and if I'm diving, I'll play the stall but may play it next to the dive. I'll take Dave's thoughts of 1 turn 3 phases straight flight for both sides and the Entente react at the start of turn 2.

    Cheers
    Last edited by Vagabond; 01-16-2023 at 07:53.

  19. #19

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    Actually the photo shows the tandems 1.5 rulers from the edge, John, a set up error on Pete's part.
    Under Phase 1:
    ..The Entente will start one ruler from the western edge, heading toward the far opposite edge of the table.[Note: Photo shows 1-1/2 rulers, which is incorrect]..
    After turn 1 the D.III's should be within 1 ruler and can therefore initiate their over dive and attack the tandems as per the instructions:
    "When the Germans are within one ruler range of the enemy they must plan an Overdive to attack the Entente group."
    I limited my reaction to after the first turn after the D.III's enter the table but nothing is specified and I played the stalls as steep (I even used a slower deck too !), though if you're diving you're gaining speed, so maybe you don't need a stall in the turn you play one ?
    Last edited by flash; 01-23-2023 at 01:11.

    Sapiens qui vigilat "He is wise who watches"

  20. #20

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    Quote Originally Posted by Vagabond View Post
    Hi Pete, nothing heard so I'm going with the highlighted section and if I'm diving, I'll play the stall but may play it next to the dive. I'll take Dave's thoughts of 1 turn 3 phases straight flight for both sides and the Entente react at the start of turn 2.

    Cheers
    Sorry, John,
    I was out of town at a gaming convention south of me and just got back this morning.
    Go with the red highlighted text.
    The Entente don't see the Germans until they have been attacked.

  21. #21

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    Quote Originally Posted by Stumptonian View Post
    Sorry, John,
    I was out of town at a gaming convention south of me and just got back this morning.
    Go with the red highlighted text.
    The Entente don't see the Germans until they have been attacked.

    No worries Pete, game played.

    I did however see the Germans at the end of the first turn, so planning for turn 2 the British react to German planes above and behind them, at the same time the Overdive starts. It sounds as though you intended the British to react for planning turn 3 after they had been shot at turn 2 phase 3 so I gained an advantage, sorry.
    Just have to put it down to our cat like reflexes and a strong desire to stay alive.
    Cheers

  22. #22

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    Quote Originally Posted by Vagabond View Post
    I did however see the Germans at the end of the first turn, so planning for turn 2 the British react to German planes above and behind them, at the same time the Overdive starts. It sounds as though you intended the British to react for planning turn 3 after they had been shot at turn 2 phase 3 so I gained an advantage, sorry.
    I liked your take and rolled for the Entente to get an option to spot the Adler, which they did.

  23. #23

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    Come on Pete, you played this game days ago and I seem to recall somewhere you saying "I've retired, I'll have lots of time now" I keep checking in to see how you went on. Where's the AAR?

    Only joking of course but I am looking forward to seeing how things went.

  24. #24

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    Quote Originally Posted by Vagabond View Post
    Come on Pete, you played this game days ago and I seem to recall somewhere you saying "I've retired, I'll have lots of time now" I keep checking in to see how you went on. Where's the AAR?
    Finishing it off right now (I started yesterday).
    It's a long one. Not looking forward to the photo issues on the site.


    Retired: Yes
    Lots of time: I know not of which you speak.

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    Not sure yet how everyone else did but I have to rename this, "Lambs to the Slaughter". Probably how Pete envisioned this.

  26. #26

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    Quote Originally Posted by Teaticket View Post
    Not sure yet how everyone else did but I have to rename this, "Lambs to the Slaughter". Probably how Pete envisioned this.
    Not exactly sure how Pete envisioned this, but it did make me think, "Beware Germans bearing scenarios"; although, Baz's scenario may have righted the ship. "Lambs to the Slaughter"? Yeah, that's about right. Looking forward to your AAR.

  27. #27

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    You win some, you lose some Peter. Its all in the luck of the cards. Grab a whiskey, that'll put things right again Looking forward to a good read.



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