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Thread: OTT-EYM Mission 12 – Last Man Home – March 27th 1917 by ShadowDragon

  1. #1

    Default OTT-EYM Mission 12 – Last Man Home – March 27th 1917 by ShadowDragon


    OTT-EYM Mission 12 – Last Man Home – March 27th 1917 by ShadowDragon

    EYM Scenario by flash:

    https://www.wingsofwar.org/forums/sh...-1917-by-Flash

    The squadron commander, Sir Henry Rumsbottle – or Rumsbottom, as he was referred to by some in the squadron – had called the flying crew together.

    “Men, we have a special request from the Admiral at Dover, for two of our best pilots to put on a flying show for his wife’s birthday. The Admiral says further that this would cancel the remaining debt owed for his wife’s broken china.”

    Jack Wilde and Jock MacDonald breathed a sigh of relief over the last part. Who knew that fine china was so expensive or that a flight sub-lieutenant’s wages were so low. It had been more than half a year and less than half the debt had paid off – from their already meagre wages.

    “That would be you Jack Wilde and Bruce Dundee. See the orderly for what’s needed and be on your way. I want you back here at the station with no dilly-dallying on the way back. Do you understand me.”

    “Yes, sir,” both Jack and Bruce replied and left at once. They needed no encouragement for a short vacation in Blighty.

    “The rest of you will get on with it. There’s a bombing mission for the tandems and, Nigel, you’ll lead the remaining scouts to provide protection going and coming. One more thing, chaps. Since we’ve bombed all the hospitals, churches, and schools in the vicinity, do try to find a military target this time, um?”

    Flight Commander Nigel Flashman twirled his mustache as he sometimes did when he was annoyed. Humph, he thought to himself, two of our best pilots. Sure, Jack record wasn’t rivalled in the squadron, but Flashman’s own score was just one behind Bruce’s. But he sure if he objected to Rumsbottle, the old man would say something about the squadron needing Flashman’s leadership. Ah well, someone needed to do it even if it was, apparently, an unrecognized and thankless job. Not that Flashman minded. He’ have both Jock MacDonald, a solid airman, and Tom Watson, who was as aggressive as they come. Afterall young Tom had two balloons to his credit and that takes a pair of iron balls.

    (Note: on the storyline – due to action taking place in groups on different parts of the mats, I’ve included periodic overview photos. In between those photos I follow the action in one area and then the action in another rather than jumping back and forth each phase.)

    Later that day…things had gone reasonably well. The Yanks had returned unscathed, but the Frenchies were nowhere to be seen. Before long three Hun scouts appeared near the trench line. Flashman knew they would likely stay their side of the line, so Seadogs would have to stir them up lest they bounce Michel and Louis – assuming the Frenchies weren’t already shot down.


    While the Huns were reluctant to cross No Man’s Land, they had no hesitation with engaging the Seadogs. The two sides twisted and turned. Tom got separated from Flashman and Jock – as did the Hun leader – Emil Hess. Finally, Flashman and Jock got the remaining two Huns as sandwich filling. Which ever way they turned either Flashman or Jock would be on their tails.
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    Flashman was closer and seemed the greater threat, so both Huns, Johann Schmidt and Joachim Joachim Büttner, turned towards him, but it was not enough to evade Flashman’s Tripe. Bullets ripped through Albatros’s engine signalling the end of the battle for Johann.
    Jock failed to notice the Rumpler behind him and closed the other half of the sandwich. His fire was at long range and not nearly as effective as Flashman’s.
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    Johann and Joachim did their best to evade the two Seadogs, but to no avail. Their enemy were on their tails, taking apart their aeroplanes bit by bit. Johann feared that he’d hardly make their side of No Man’s Land never mind the aerodrome.
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    Despite his damaged machine, Johann managed to reverse through an Immelmann to at least warn of the Britisher. Johann cursed – his machineguns jammed and the damage was minimal. Fortunately for him Flashman noticed the Rumpler and gave it his attention (sharp eye skill used) for even less reward than Johann got – a jammed machinegun and no damage at all. Jock was having a lot more success much to Joachim’s dismay.
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    Flashman’s Tripe got a wee bit close to the Rumpler but there was not collision as Flashman had been climbing to gain an advantage over the Huns. Both Johann and Joachim finally shook their foes. Bullets flew but to no effect than scaring a bird or two. (Johann shouldn’t have fired here, but the damage was zero, so I left it as is.)
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    Meanwhile, Tom had found himself well across the lines facing the Hun flight’s leader, Emil. His position was good – not has good has Flashman’s had been but still good. Tom noticed their missing Strutter. Emil was between the Frenchies and safety. It was Tom’s job to distract the red Albatros.
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    Tom timed his turn perfectly and had the Hun dead in his sights. It would have been a devastating attack if only his machineguns were on the same page. Tom was rewarded – as had been the case for Flashman and Johann.
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    Regardless, it did distract the red Albatros. It turned towards Tom. The two flew past each other with the Hun heading away from the Strutter.
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    M…de, thought Michel as they approached No Man’s Land and spotted the melee in the skies. At least Tom drove off the red Hun. That would give Michel and Louis time to at least reach No Man’s Land unopposed.
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    Tom finally cleared his machinegun, but no found himself rather farther away from the red Hun than he intended. Thankfully the Tripe was a fast machine.
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    Overview for Turn 2.2: Emil has executed an Immelmann and has the choice of engaging either Tom or the Strutter. Flashman and the Rumpler are finally separating without either being able to get a shot off at the other. Johann needs to return to the barn. Finally Jock is chasing down Joachim off to the south of the other action.
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    Tom reaches the red Albatros before Emil can engage the Strutter. Tom’s shot scores well (6 points) but Emil scores an engine hit on Tom. The Tripe will need to head back to the station. Michel is close enough to fire at Emil but only gets a jammed machinegun. The Rumpler’s observer gives Flashman a farewell salute but inflicts no damage. (Note: it looks like I forgot to move the Strutter but it’s also possible that the photo for the previous phase had the Strutter one phase ahead. I suspect I forgot to move it.)
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    The Rumpler crosses Tom’s path. Tom fire but to no avail. Emil passes by the Strutter. Louis fires as he does so but, like a few others, is also rewarded with a jammed machinegun.
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    Tom and the Frenchies are heading home, as are the Rumpler crewmen, Erich and Kurt. Kurt again fires what amounts to warning shots at Tom.
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    The two damaged scouts, one German and one British, heading for their respective bases find themselves facing each other. Surprised by this random occurrence, both fire to some effect but not enough to bring down either one. For the Rumpler and the Strutter things are looking good. The Rumpler is well over the lines and nearing safety, the Strutter still has enemy ahead.
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    Joachim and Jock had paired off. Jock is trying to use the superior manoeuvrability of the Tripe to his advantage.
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    Joachim anticipates this and turns to intercept Jock. He has his opportunity, but it fails him – yet again jammed machineguns.
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    As Jock and Joachim, Jock notices Joachim using a hammer on his machineguns. That was an Allied secret, Jock thought. Someone’s been blabbing to the Huns.
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    Overview for Turn 4.2: Jock and Joachim are turning about for another go at each other while the Strutter strays into the middle of their fight. The Rumpler looks to be clean away. Johann and Tom had their brief exchange and are now separating. The two enemy leaders have paired off against each other.
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    Joachim is shocked to see the Strutter suddenly cross in front of him. No matter – one target is as good as another. The Strutter suffers (5 points) from Joachim’s attention.
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    Louis has finally cleared the jam and manages a burst at the Albatros which bursts on fire. However, Joachim has the Strutter’s – and Michel’s - number. Michel slumps in his seat. It does not look good to Louis as looks over his shoulder as his comrade.
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    The Strutter is finished and the pilot, Marcel is unconscious - perhaps dead. Louis crosses himself and says a quick prayer before the Strutter smashes into No Man’s Land.
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    Meanwhile, the two enemy flight leaders are in a fierce fight. Flashman uses his stuntman skill to skid his Tripe to the left for a close in shot at Emil but does naught more than use up a couple of B-deck zeros.
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    No fear – after a neat Immelmann, Flashman makes up for the missed opportunity. Fortunately, for Flashman, Emil has conveniently climbed up to Flashman’s altitude (altitude 5). Below them Johann appears (altitude 4 – so not shot at Flashman). Johann’s Albatros is in perilous shape. Johann warily looks up a the CDL Tripe hoping his enemy will ignore him. (Note: I think there’s a missed +1 for a sequential shot but I’m leaving the story as is. It would change the story slightly but not the outcome.)
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    Johann is in luck since Flashman continues to hound Emil to Emil’s consternation. How much more damage can his red Albatros take? Not much, Email must return to the aerodrome.
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    Overview – Turn 5.2: Tom and the Rumpler (just off to the right of the photo) are nearly at their respective mat edges. Johann is a little further from safety but there’s no one in pursuit of him. Two duels remain – Flashman versus Emil and Jock versus Joachim with Jock seeking to avenge his fallen French comrades.
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    Shortly afterwards, Tom exits the battle. The movement card in front of Tom’s Tripe is the one for turn 5.3. The mat edge is right at the photo’s left edge.
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    The Rumpler is not quite out of the battle but will exit in Turn 6 and there’s no enemy anywhere near the Rumpler.
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    A turn later, Johann nears the mat edge. He will exit on Turn 7. As can be seen there are no Seadogs near enough to intercept. (This is a bit ahead of the other action, but it’s included so as not to distract from the two duels going on over No Man’s Land.)
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    Going back a little to Turn 5.3 – Jock assesses his options. He dearly wants to make the Hun pay for downing the Strutter. The Albatros is on fire and very badly damaged. Jock guesses that the Hun will make a run for home and turn to the right, but Jock’s Tripe might just be fast enough to intercept him.
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    Joachim assesses his badly damage aeroplane. The fire isn’t doing a lot of damage, but his machine can’t take a lot. The best he can hope for is to get back to friendly territory and land as best he can.
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    Jock guesses rightly and makes his move to intercept the flaming Albatros.
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    In a classic movie motif – or what will become a classic movie motif – of air combat, Jock dives on his foe with guns…er, gun…blazing. The Albatros crumples and then glides…er, make that it then plummets to the broken ground of No Man’s Land. A rough end for the enemy, but Jock was in no mood for sympathy.
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    Over to the other duel – Emil knows he needs to break off the fight. He executes an Immelmann which gives him a fleeting shot at Flashman, but it’s only that a fleeting shot.
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    Flashman also executes an Immelmann to return the favour for slightly more damage, but slightly more is nearly enough for the red Albatros. Emil will need to be lucky to make it home.
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    Luck smiles on Emil as Flashman’s machinegun jams.
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    Emil dives while Flashman hammers away at this Vickers.
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    Flashman pursues and dives after Emil.
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    Emil continues seek safety by diving away from his foe.
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    Flashman’s Vickers finally comes to life but does not damage to the red Albatros.
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    Both planes continue to dive with Flashman above Emil (altitude 3 versus 2). Flashman continues firing at this enemy. Finally the red Albatros banks with its nose heading towards the earth.
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    Flashman’s 12th kill – enough to tie Bruce Dundee. Flashman looked at his gruesome handiwork with small bit of satisfaction. The war was becoming a brutal business. Little did Flashman know that April 1917 was just around the corner.
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    With no more foes in the sky, Flashman and Jock follow Tom back towards the Naval Station. Shortly after they landed, they received word that fate had not been kind to one of their French comrades. Marcel had died instantly – a bullet through his heart – or at least that’s the story his family would be told. Perhaps it was true. Louis was more fortunate and escaped the wreckage of the Strutter with only slight injuries. It left Flashman in no mood to celebrate his victory, but no one in the squadron took Marcel’s death harder than the American, Petty Officer Jim Haviland. That did surprise a few but not Jock MacDonald who was one of the wiser members of the squadron.


    Note that I used the AI for all planes in this game.


    Result – having lost the Strutter and the Rumpler getting to safety, it’s a Hun win. However, I think the Seadogs did a fairly good job of trying to keep the German scouts occupied. Initial damage to the Strutter and a chance encounter with good damage cards proved too much for the tandem. The Rumpler might not have had a free run if Flashman hadn’t drawn a “jam” on his first go at the Rumpler and if Tom hadn’t received the engine damage. So, good job to the Adlers for keeping the Seadogs off the Rumpler. Fair is fair.

    Special damage cards didn’t really have an influence on the game. There were no “booms”. The single “fire” card was insignificant as was the single “wound” card (not even for the C&W roll). It was all hard work through damage points. The Seadogs drew 5 jam cards while the Alders just 2, but the game seemed evenly matched despite that.

    Good mission, Dave. Despite jams showing up here and there, there was still lots of shooting going on – almost every phase someone was shooting at someone
    Last edited by flash; 12-14-2023 at 08:34.

  2. #2

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    Butcher’s Tally

    The Sea Dogs

    FCdr Nigel Flashman: CDL Tripe: RTB / 1 kill (Hess)
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    FSL Jock MacDonald: Tripe blue rondels: RTB / 1 kill (Büttner)
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    FSL Tom Watson: PC10 Tripe: FRTB-E / 0 kills & 1 probable (Schmidt FRTB-E)
    FRTB - rolled 4+6 = Stuck the landing
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    s/Lt Michel Lannes: (P2) Strutter: SD-NML / WIA / 0 kills
    (WIA in addition to the prior WIA)
    C&W = 4 -1SD -1NML -1WIA = 1 - Dead ! KIA

    Cpl Louis Perrin: (O) Strutter: SD-NML / 0 kills
    C&W = 9 -1SD -1NML = 7 - Injured - Skip 1D2 Scenario, rolled 6 = skip 2
    E&E = 7 -1WIC +1NML = 7 - Landed almost home ! - Skip 1 scenario.
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    Adlers

    Ltn Emil Hess: Red Albatros DIII: SD-FT / 0 kills
    C&W = 6 -1SD = 5 - Injured - Skip 1D3 Scenarios. Rolled 6 = Skip 3
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    Ltn Johann Schmidt: Light Blue Albatros DIII: FRTB-E / 0 kills & 1 probable (Watson FRTB-E)
    FRTB - rolled 1+2 = Stuck the landing
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    Fwbl Joachim Büttner: Green DIII: FLM-NML / 1 kill (Strutter)
    C&W = 5 -2FLM -1NML = 2 - Dead ! KIA
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    Fwbl Kurt Strähle: (P2) Rumpler: RTB / 0 kills
    (The only WIA is the prior WIA which is ignored for C&W)

    Ltn Erich Heiligers: (O) Rumpler: RTB / 0 kills
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    Last edited by flash; 12-14-2023 at 07:21. Reason: Tally Tidy

  3. #3

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    Good game and a victory to the Eagles on paper due to the tandem getting home. I think the Eagle pilots need to get to the target range with their poor shooting and number of chances despite having ‘A’ guns the Brits have outshot them nearly every time!
    Again two fatal die rolls causing havoc to the rosters.

  4. #4

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    Well played, Paul, that was a lively scrap to finish the campaign on, though the Bulldogs lose as the tandem went down your chaps did pretty well in knocking the Eagles about, at least they know they've been in a fight !

    Uncle says:
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    Bad luck losing the tandem, chaps but well done on the victories, you gave the bally Hun a thick ear and no mistake. That's something to celebrate


    On t'other side:
    Fwbl Hans Becker (a Fire Expert) joins the Eagles to fill the billet left by Büttner.

    Fwbl Kurt Strähle is awarded the Iron Cross 1st class for his continued excellent service to the Kaiser und fatherland

    Paul, please PM me a replacement for s/Lt Lannes
    Last edited by flash; 12-14-2023 at 10:08.

    Sapiens qui vigilat... "He is wise who watches"

  5. #5

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    It was noted in a PM that a couple of Adlers turned away from Seadogs at 12 o'clock (Turn 1 planning phase - blue and green Albatros turn away from Jock's Tripe) and suffered because of it. I responded in the PM but thought I would post here since some others might have a question about that.

    For the blue Albatros (Johann) i had it react to Flashman (CDL Tripe) since it was clearly the nearest, most threatening enemy. For the green Albatros (Joachim) I randomly chose if it would react to either Tripe. I can't remember the odds, but probably 50:50. As it turned out, Joachim's Albatros reacted to the CDL Tripe.

    The question got me a bit curious - obviously, otherwise why would I be a Bulldog with a bone.

    Anyway, last night I gamed what would it be if both Albatros used Jock's Tripe as the target. I used the same cards for the Tripes for turn 1 but after that the AI chart since things would be different. The results:
    1) Johann's blue Albatros is still forced to return to base but with slightly less damage. Jock got an extra shot at long range but Flashman one less at close range. Johann's path home was further to the north so he would likely not engage Tom. End result is that Johann still returns (FRTB-E).
    2) The Rumpler was shot down. Flashman engaged it sooner and ended up tailing it to take it down. Flashman's eventual engagement with Emil (red Albatros would be further to the south.
    3) Joachim had less damage
    4) Jock had very slight damage
    5) Joachim and Jock were circling - as they were in the AAR but much further away from the eventual path of the Strutter. I did not game the dog fight between Joachim and Jock, but it was clear the Strutter would make it to safety.

    One thing to note was that by using Jock as the target, which was a 10 or 11 o'clock target - not 12 o'clock since Jock was at about 11 o'clock and moving towards 10 o'clock, the Albatros ended up against the mat edge which serious affect their later manoeuvre options.

    Now I'm curious how others would have played the the choice of AI targets for the Albatros for turn 1.
    Last edited by ShadowDragon; 12-24-2023 at 13:14. Reason: Question was clarified to be specifically about turn 1

  6. #6

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    Quote Originally Posted by Baz View Post
    Good game and a victory to the Eagles on paper due to the tandem getting home. I think the Eagle pilots need to get to the target range with their poor shooting and number of chances despite having ‘A’ guns the Brits have outshot them nearly every time!
    Again two fatal die rolls causing havoc to the rosters.
    Thanks. I do quite regret the loss of both Marcel and Joachim. Marcel was good for the storyline and Joachim had been around for awhile and was nearly an ace - happy to have more Adler aces.

    I think you're too hard on the Adler's shooting. Except for the advantage of the initial positions and the inevitable situation when an airplane is being pursued while FRTB, I thought it was rather equal - i.e., a little less than average for both sides.

    Here are the statistics:

    Drawn damage cards: 14 for the Adlers vs 32 for the Seadogs. The difference is almost all accounted for by the initial advantage for the Seadogs (9 cards without reply) and Flashman's pursuit of Emil (3 cards).

    Damage points (ignoring the +1's): Adlers inflicted 18 points versus except 22 points (4 point lower but well within a standard deviaiton). The Seadogs inflicted 34 points versus an expected total of 36 points (2 points lower). Overall a 2 point advantage for the Seadogs; hardly a game decider.

    Jam Cards drawn: The Adlers drew 2 jams versus an expected 2.6 while the Seadogs drew 5 versus an expected 4.4. About a one card jam advantage for the Adlers, but not really a game decider.

    Critical cards drawn (wounds, engine damage, fire and booms): The Adlers drew 2 versus an expected 3.1 while the Seadogs also drew 2 versus an expected 4.4. A one card advantage for the Adlers, which may or may not had a significant effect.

    Anyway, as a person with a math background I always enjoy the opportunity to have a deeper look at the statistics. The game was decided by (1) the initial positions of the scouts combined with (2) both Flashman and Jock making full use of the opportunity. Tom did not and was, in the end, FRTB by Emil. So, a critically important opportunity for the Seadogs that was also capitalized on by good damage cards drawn at the right time.
    Last edited by ShadowDragon; 12-16-2023 at 18:50.

  7. #7

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    That math definitely hurt my brain, but I'll take your word for it.

    Very good AAR, with some super clear photos to follow the action. I particularly liked the overall scenario shot, which helped understand where people were in relation to others. With a confused start this was really useful.

    Despite losing the Strutter, I thought the Seadogs egded the fight on victories although I see that the card gods were out in force again during the C&W rolls. This scenario seems to have caused more deaths than all the others put together. Just about every one of us had at least one KIA.

    Rep on its way.

  8. #8

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    Quote Originally Posted by Hu Rhu View Post
    That math definitely hurt my brain, but I'll take your word for it.

    Very good AAR, with some super clear photos to follow the action. I particularly liked the overall scenario shot, which helped understand where people were in relation to others. With a confused start this was really useful.

    Despite losing the Strutter, I thought the Seadogs egded the fight on victories although I see that the card gods were out in force again during the C&W rolls. This scenario seems to have caused more deaths than all the others put together. Just about every one of us had at least one KIA.

    Rep on its way.
    If I don't do some math, my math skills will deteriorate...well, maybe they already have.

    Pity to lose Joachim since he was one shy of being an ace. I can always use more Adler aces - he says while whistling in the dark. What do you think, teaticket?

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    Not sure my maths is at your level, but the damage cards should be 14 to the Adler and 32 to the Bulldogs. Damage points (including +1’s and fire) was 20 to the Adlers and 40 to the Bulldogs, double the damage despite only having B guns which is where I was saying they need to visit the gun range.
    All in all, a good action though and enjoyable with the Bulldogs more or less scoring damage each phase.

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    Quote Originally Posted by Baz View Post
    Not sure my maths is at your level, but the damage cards should be 14 to the Adler and 32 to the Bulldogs. Damage points (including +1’s and fire) was 20 to the Adlers and 40 to the Bulldogs, double the damage despite only having B guns which is where I was saying they need to visit the gun range.
    All in all, a good action though and enjoyable with the Bulldogs more or less scoring damage each phase.
    My math is fine, but my eyesight is questionable. It IS 14 cards for the Adlers, and that's what I have on the spreadsheet. I read / copied another, irrelevant number; however the expected statistics are correct for 14 cards (12 A and 2 B). I counted the fire card but not +1's since these have nothing to do the actual vs expected statistics of damage points on the drawn cards. Thank goodness I was worried someone had slipped the Adlers a duff A deck.
    Last edited by ShadowDragon; 12-16-2023 at 18:52.

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    The Admiral says further that this would cancel the remaining debt owed for his wife’s broken china.”
    What a generous man

    Since we’ve bombed all the hospitals, churches, and schools in the vicinity, do try to find a military target this time, um?”
    Cannot think who might be responsible for that!

    A good long fight - personally I didn't even notice the bit about the Albatri turning away from their enemies - probably only too pleased they did It was a good fight Paul and we all of us, no exceptions, make decisions like that all the time - it's referred to as "using the I in AI" I think As for not moving the Strutter, well, we all make errors occassionally. Except myself, who makes them frequently Really enjoyed the fight and it proves that the Tripe is a match for any Albatros DII or DIII (0000000 uh oh - that should cause a stir )

    Merry Christmas to you and yours and catch up at the next show if not before.

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    Quote Originally Posted by mikeemagnus View Post
    Really enjoyed the fight and it proves that the Tripe is a match for any Albatros DII or DIII (0000000 uh oh - that should cause a stir )

    Merry Christmas to you and yours and catch up at the next show if not before.
    Well, not quite a match for the Albatros D.II/D.III; although flown by an ace it probably is a match. Flashman inflicted an extra 4 cards using 'sharp eye' twice and 'stuntman' once.

    Interesting to note, from the scoring info Dave provided, that prior to this campaign both Eagle and Bulldog players had about the same kill ratio in favour of their squadron (about 2.5:1). In this campaign, with those nefarious Albatros DII/III the Bulldog kill ratio has dropped by just over 20% to less than 2:1 while the Eagle player ratio has risen by more than 40% to 3.4:1. Says something for 'A Firing' guns, for sure.

    Happy Christmas to you. Here's to the next campaign. Planning to bash up a few Valom kits for it - Rumplers, Albatros D.V, F2B, SE5/5a and...oh my, some Sopwith Camels as well - 16 planes in all.
    Last edited by ShadowDragon; 12-17-2023 at 09:35.

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    Quote Originally Posted by ShadowDragon View Post
    Now I'm curious how others would have played the the choice of AI targets for the Albatros for turn 1.
    I usually have AI planes attempt to stick with a previous target, but will often use a die roll to determine their choice, unless one enemy is definitely more of a threat or is much closer.

    A technical Adler victory (foreshadowing Bloody April perhaps) but we'll take it.
    Lovely planes and photos/effects, as usual, Paul.

    Well done.

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    This turned out to be a real dog fight and as Gary said, it seems to have led to quite a few KIA for almost everyone, yourself included.

    Regarding target priority allocation I'm not sure I have a hard and fast rule, usually it would be an ongoing target, i.e. one that had already been attacked but if the attacker was attacked by a different plane they would probably change targets on the grounds that self preservation is more important than continuing to attack the same target, trying for a kill. However there are occasions where I've ignored that deliberately, if I thought circumstances dictated. For first encounters it would usually be the closest target in the firward arc, unless there was a greater threat. In your example it could have gone either way.

    Interesting statistics, and now i need to find Dave's analysis.

    Sorry to read about your mother in law, a merry Christmas be a stretch.

    Take care.

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    Thanks everyone for the comments and for the insight into how others decide on AI targets.

    Quote Originally Posted by Vagabond View Post
    Sorry to read about your mother in law, a merry Christmas be a stretch.

    Take care.
    Thanks...and, without going into details, it is a stretch this year but we're doing the best we can in the circumstances. Happy Christmas, all.

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    Very nicely done. Love the pictures, keep up the good work.

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    Phyrric Hun win as they got their tandem home while downing yours. At least your flyboys put it to their scouts. Well flown Paul.



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