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Thread: OTT FYM Mission 4 – And The Show Must Go On – April 26th 1917

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    Default OTT FYM Mission 4 – And The Show Must Go On – April 26th 1917

    OTT FYM Mission 4 – And The Show Must Go On – April 26th 1917

    April 1917 came to be known as “Bloody April” because it was a period when the see sawing of air superiority over the western front had swung, once again, in favour of the Luftstreitkräfte, the German air service. The Battle of Arras was under way and the Generals wanted reconnaissance, artillery spotting, bombing and ground co-operation from their airmen, no matter what the cost. The fact that the latter’s resources were out of date and under strength made not a jot of difference. The jobs must be done.

    So, young men, barely out of school, with very little training and no experience at all, jumped into various pushers, under gunned scouts and the likes of the BE2c and flew off into the blue yonder never to return. Life expectancy was very short indeed.

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    I believe that the true heroes of that period were not just the experienced guys; the hawks that lay in wait for the weak, successfully doing all the killing, although the daily strain they were under must have been enormous. No, for me the other true heroes of that month were those who learned very quickly indeed that they stood virtually no chance of surviving more than a couple of weeks at most, but still went ahead, following orders and trying to do the best they could for their fellows and their country, whichever side they were on. They did it successfully too , but more often than not they died in the process, having experienced nothing that life has to offer. Naive, yes, but very brave, certainly.

    So, whether you represent the Bulldogs or the Eagles, your mission is to act as Flight Leader and lead two other scouts, one a rookie, in support of a single tandem that is spotting for the artillery, up and down no man’s land, for ten “Turns” of the mission (including any of the moves during which their spotting may be disrupted). At the end of the runs across the mat, assuming it survives, the Tandem will leave the mission as if it has completed its patrol. So will the scouts, but only if the skies appear to be clear of enemy aircraft, or unless they are forced to do so.

    During the mission, the tandem will be assumed to be getting on with its job all the while it remains undisturbed by EA, regardless of the results of its efforts. But the moment it has received ten or more points of damage, it will dive away, its patrol incomplete, and head west (east if an Eagle) and home, leaving you and your flight to deal with the enemy alone.

    NB The mission set up photos have an Entente orientation. When flying for the Central Powers just reverse everything, as in a mirror image, so that your enemy is attacking from the north west, from their territory and No Man’s land is on the east side of the mission.
    Set Up : Two mats or their equivalent laid long edges together. One mat representing No Man’s Land, the other mat enemy territory. Then as below.
    In keeping with “Bloody April”, all Entente aircraft will be “B” firing. Central Powers aircraft may be “A” or “B” firing.

    Friendly Tandem
    The friendly tandem (whatever you like so long as it was available at the time), is placed at the south end of the No Man’s Land mat, in the centre position of the short side of that mat, facing north. It will fly, initially at altitude 4, on nothing but straights, unless forced to use a stall because of engine damage, or side slips because of fire damage. If attacked by enemy aircraft it “may” break off from its mission and fight back or retire (10 or more points of damage) using its normal movement deck. Once any enemy aircraft have ceased to attack, the tandem will attempt to resume its job, again using straights only for movement unless forced to do otherwise or unless forced to retire because of damage.
    When space runs out at the end of the south north run, simply turn the aircraft through 180 degrees and re commence the patrol in the opposite direction, again, from the centre of the short edge of the NML mat. If out of position having been attacked whilst flying north, but subsequently able to continue spotting, head for the nearest north edge of the NML mat, then having reached it, move the model back to its correct line and continue as above. Repeat this process until the end of turn 10. After that the tandem will head for the nearest friendly edge and leave, hopefully having completed its mission.
    NB. Do not be surprised if the tandem remains unmolested throughout. This will only mean that the escort has done its job well.

    Friendly Scouts
    The nearest friendly scout (again, whatever you like so long as it was available at the time) to the tandem is placed on co ordinates 1 ruler length to the east (west if an Eagle) and 1 ruler length to the north of the tandem. The remaining two friendly scouts are placed east (west if Eagle) of that in a “V” formation, so that the flight leader is in the forward position, with a half ruler distance between each aircraft, as shown in the photo. This “scout” flight is facing north and is flying initially at altitude 6 (4 if you are not playing altitude).

    NB One friendly scout pilot will be treated as a rookie. Use your least experienced pilot or treat one as a rookie because they are distracted by really bad news from home. Either way they are not permitted any ace skills and will fly as the rookie. – (See page 22 of Rule Book) in a nutshell:
    A rookie pilot can't shoot on a steep manoeuvre, Immelmann turn, Split S, or a climb.
    A gun jam lasts 4 turns, 5 if wounded.
    A rookie fires after all other non-rookie simultaneous fire is resolved; if he is shot down he doesn't get to return fire unless shot down by another rookie (not applicable in this game)

    Enemy Scouts
    Three enemy scouts (again your choice as above) appear in a “V” formation, at altitude 6 (or 4 as above), heading south west (SE if you are an Eagle) with the EA furthest north at co ordinates 1 ruler west (East if Eagle) and 1 ruler south of the NE (NW if Eagle) corner of the mat representing enemy territory, facing the SW corner of the NML mat (SE corner if an Eagle). Place the other two EA scouts a half ruler distance between each of the flight, again as shown in the photo. (In brief – the heading is 12/1 on the D8 charts, for all three EA).

    You may assume that the scouts have spotted one another from the outset.

    Objectives:
    Friendly scout flight – protect the tandem for ten Turns. Enemy scout flight, stop the tandem from doing its job. (Remember, no matter your objective, AI controlled aircraft always target the nearest EA).


    Victory points:
    Friends: Each enemy scout shot down or Forced To Return to Base = 10 points
    Artillery spotting patrol completed = 10 points
    Enemy: Each scout shot down or FRTB = 10 points each.
    Artillery spotting mission terminated before completion (SD or left the area early) = 10 points.

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    That’s it. Hope you enjoy the mission and watch your six!

    For those interested but not with us in the campaign, the original intention was to fly only one experienced pilot on the friendly side. Two scout pilots and the tandem crew were to be rookies. I play tested it this way with interesting results Try it yourself, solo or not.
    For practical reasons I present it as above.
    Mike
    Last edited by flash; 04-30-2024 at 10:10. Reason: Add rookie rule detail

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    Sorry about the early posting but I'm only going to be available to deal with questions today, Thursday and Friday, before Yon and I are away for the weekend playing English Civil War soldiers If you want to leave it until after that I trust I shall still be in one piece

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    Not too early for me, Mike. I’ll be away from next Tuesday (7th) until the 16th, so this gives me a chance to get er done before I leave. No questions from me - so far.

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    Looks good, Mike, you be careful out on the field
    The least experienced chap flying as a rookie opens the door for the story tellers amongst us - bad news from home, dear John letter, loss of a best chum, battle fatigue; all kind of distraction could play their part.
    Last edited by flash; 04-30-2024 at 10:24.

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

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    you be careful out on the field
    I'll do my best

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    Quote Originally Posted by mikeemagnus View Post
    I'll do my best
    Apparently, my best is not good enough. Just in the middle of the game and trying and trying and trying to be soooo damnably careful with chits and I discover I have the fire on the WRONG airplane!!!!!!! Argh!

    It's fixable, but...but...but...sigh! Part of the problem is that I don't have cards that match my specially painted up airplanes so I often put the damage cards on the wrong mat.

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    Quote Originally Posted by ShadowDragon View Post
    Part of the problem is that I don't have cards that match my specially painted up airplanes so I often put the damage cards on the wrong mat.
    Most of (if not all) of my cards match my models. (I have fleshed them out with downloads from the 'drome files or Wings of Linen.)
    I have printed off photo cards of all of the pilots and observers that I use in my AARs and put those on by the plane mats, so the name tags on the planes match up.

    That being said, sometimes I notice damage on the wrong plane but usually I catch it fairly quickly. Usually.

    For the no-name pilots like those used to flesh out the Bloody April scenario I put coloured cubes on both the aircraft stand and the plane mat.
    I would have used disks - I know I bought a bunch! - but for the life of me don't know where I put them ....

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    Apparently, my best is not good enough. Just in the middle of the game and trying and trying and trying to be soooo damnably careful with chits and I discover I have the fire on the WRONG airplane!!!!!!! Argh!

    It's fixable, but...but...but...sigh! Part of the problem is that I don't have cards that match my specially painted up airplanes so I often put the damage cards on the wrong mat.
    Ouch

    I put paper coloured dots on the aircraft base and its card, so that all that matters on the card is its firing arc. I also keep a paper record of every move and all action including damage. But that's more to do with being able to drop everything when necessary and pick up where I left off at a later date. Sorry to hear of your trials, Paul. Very frustrating.
    Last edited by mikeemagnus; 05-02-2024 at 03:09.

  10. #10

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    Quote Originally Posted by mikeemagnus View Post
    Ouch

    I put paper coloured dots on the aircraft base and its card, so that all that matters on the card is its firing arc. I also keep a paper record of every move and all action including damage. But that's more to do with being able to drop everything when necessary and pick up where I left off at a later date. Sorry to hear of your trials, Paul. Very frustrating.
    Trying to keep things straight is one of the reasons I have airplanes painted in different colours. Plus I use the WoW mats which are also coloured - e.g., the blue mat is for Jack Wilde unless Bruce Dundee's light blue Tripe is in play then it's for Dundee, the green is for Jack Wilde if Dundee's light blue is around, typically yellow or purple are used for the flight leader if it's an AI plane. So, in this mission it was yellow for Flashman, blue for Dundee and green for Wilde. That I would confuse Flashman's PC10 tripe and yellow mat with Dundee's light blue Tripe and blue mat it indicative of where my mind wanders during a game. I doubt either cards that match or coloured dots would do much. I suppose Uncle would have a better, more elegant solution, which might be ....

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    Add a single coloured dot to each plane base, the plane card and each card of the appropriate manoeuvre deck. Assuming you aren't also colour blind then you cant go wrong....

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    Quote Originally Posted by Hu Rhu View Post
    Add a single coloured dot to each plane base, the plane card and each card of the appropriate manoeuvre deck. Assuming you aren't also colour blind then you cant go wrong....
    Foolproof - except fools are so ingenious.

    Nothing could go wrong, except I'd need to put a coloured dot on the damage cards as well....but, but, but...what if I put the wrong coloured dot on the damage card.

    Anyway, this is why I use my iphone to take photos instead of my digital DLR, even though the latter takes better photos. It's much easier for me to go back and review. I take photos every phase even if I don't use them. Then when I muse..."are the number of recovery / jam / climb / etc. markers for this pilot correct. I flip back in the photos to count the phases. I also use the photos to backtrack when necessary - and provided not too many phases have gone by.

    I suppose having to complete each game in 3 hours maximum is a factor.

    Sorry, chaps. Thanks for the help but I am likely hopeless.

    I think the issue is absent-mindedness and not colour blindness.

    More seriously I have an ability to be able to focus on something despite a lot of distractions around me. The downside is that I'm not so good at attention to detail. Often I just don't see it at all; then when someone, like my wife says to go back on look in a certain spot, lo and behold, there it was and I can swear I look at that very spot. All of the suggestions are good but require attention to detail. It's possible for me but it takes a lot of concentration and energy on my part...and I do mean a lot! So, I guess I will have to live with it to some degree but with some failsafe mechanisms like an immediate photo record for reference.
    Last edited by ShadowDragon; 05-02-2024 at 10:49.

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    I suppose Uncle would have a better, more elegant solution, which might be ....
    Hahahahahaahahha

  14. #14

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    Quote Originally Posted by ShadowDragon View Post
    .. I suppose Uncle would have a better, more elegant solution, which might be ....
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    Sapiens qui vigilat... "He is wise who watches"



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