OTT FYM Mission 6 - No One Left Behind - 12 May 1917 – Teaticket
All too common, on a routine flight one or more planes could be shot down behind enemy lines. With experienced pilots at a premium, the retrieval of downed top pilots became, if possible, one more mission added to the daily work load.
Picking up a valuable pilot from behind enemy lines or plucking him out of the English Channel was a dangerous challenge. A challenge for sure and one eagerly taken on to bring back a friend.
Today’s mission is a sea rescue of a downed friendly pilot. (If you do not have any planes that float, then you will be going behind enemy lines to save your comrade.)
Sea rescue.
Flying for the Entente
Friendly forces – (use Entente Map)
One floating plane – if a 2 seater the rear seat will be empty until filled with the rescued pilot. The rear gun can be fired by the rescued pilot.
(If a single seater the rescued pilot will have to squeeze himself in the fuselage or on the deck behind the pilot.)
Two escorting B firing scouts.
Enemy forces – three scouts, two A firing, one B firing. (Albatros DII and or DIIIs. One has a permanently jammed gun.)
Flying for the Central Powers
Friendly forces - (use German map)
One floating plane – if a 2 seater the rear seat will be empty until filled with the rescued pilot. The rear gun can be fired by the rescued pilot.
(If a single seater the rescued pilot will have to squeeze himself in the fuselage or on the deck behind the pilot.)
Two scouts, one A firing, one B firing. (Albatros DII and or DIIIs. One has a permanently jammed gun.)
Enemy forces – three Sopwith Triplane scouts (use whatever planes you have but use Triplane stats)
Setup
Friendly planes are, A = rescue mission plane, B & C friendly scouts.
Enemy scouts are at 1, 2 & 3.
Friendly mat edge is to the south at the yellow line. Both mats are enemy territory.
Each rescue search area is 1 x 3/4 range rulers.
See photo #3 for search area placement.
The rescue.
The rescue plane must first find the downed pilot. Once the downed pilot is found you must land in the area he was spotted in to pick him up.
First fly through the area with the ‘1’. Fly a stall in it and roll a d6. On a 1 the pilot is spotted. The rescue plane must leave the area before it can land in it. (You first have to spot the downed pilot, then leave the area, turn back, re-enter the area and land to pick up the pilot.) If the roll was over 1, fly to area 2. Stall in the area and roll a d6. On a 1 or 2 the pilot is here. Leave the area and return to land. If the downed pilot is not here fly to the 3-4 area. Stall in the area and roll a d6. 4 or less and the downed pilot is here. Leave the area and return to land. If the roll was above 4, fly to the 5 area. Stall in the area and roll a d6. On a 5 or less the downed pilot is here. Leave the area and return to land. If the roll was a 6 the downed pilot cannot be found. Return home across the yellow line.
If the downed pilot is found, land with the normal landing sequence of dive, straight, stall. Wait 2 movement cards before starting the take off sequence, stall straight, climb.
The rescued pilot must be returned by leaving across the yellow line.
Special rules –
Enemy scouts will engage the friendly scouts. When one scout (either side) is either downed or FRTB the enemy will then be able to attack the rescue plane. Each turn roll a d6 for each enemy plane to see if the rescue plane becomes its target.
Make the die roll reasonable depending on how engaged the enemy is with the friendly scouts. Minimum of 2 chances in 6. Chances can be higher if the enemy has a unimpeded path to the rescue plane.
Land rescue –
Replace the mats with all land mats of your choice. Planes will set up as shown. Search and exit area will remain the same.
Replace the floating plane with a tandem.
If using altitude, rescue plane starts at level 2, all scouts are at level 4.
Victory conditions -
If you rescue the downed pilot and have none of your pilots die or are captured, you can claim victory.
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