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View Full Version : Knights of the Sky: The Nivelle Offensive, April-May 1917



Crow
2016-10-08, 05:30 PM
Knights of the Sky

A WW1 Air Combat Management Sim

http://i2.cdn.turner.com/cnnnext/dam/assets/140606135346-16-wwi-main-timeline-0606-restricted-horizontal-large-gallery.jpg

Welcome to the Mission Results and Scoreboard thread. This is where you will view the results of your squadrons' forays into the sky, as well as view records of their exploits. In addition, any "IC" communications between players, as well as "IC" squadron updates and actions will be posted/handled here. We hope you have fun!

Mission Results




http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/ResultsB_zpsuecfdlav.jpg (http://s1364.photobucket.com/user/hrafnkolbrandr/media/ResultsB_zpsuecfdlav.jpg.html)

Reconnaissance B6 and Bridge Attack B1

The pilots of No. 19 Squadron, the Silver Angels took off and proceeded to "Point R", where they hooked up with an escort from No. 11 Squadron, and turned to proceed to their target. On arrival, they were met with flak; but the Strutters of No. 19 miraculously avoided it all while their escort circled overhead. The pair of Wilson and Richardson made the first pass on the bridge, their payload striking home on the first attempt! The hits were severe, taking the bridge out of service immediately. Porter and Montgomery dropped their bombs for good measure, and the target destroyed, fired a flare to signal their escorts and broke off for home, No. 11's Triplanes doing the same.

Now well away and without escorts, the flight was stunned as two albatross dove between them! The pilots of Jasta 9 had a recon flight coming through this area! The first missed the strutter of Wilson/Richarson, but the second struck telling blows to Porter and Montgomery's machine. The observers fired as fast as they could, but their efforts seemed in vain as the albatrossen stymied their attempts to disengage. Both machines took continued strikes from the german machines, until a wicked burst from Heinrich Rosenblatt's alb sheared off a portion of Porter and and Montgomery's Strutter. Completely out of control, the machine plummeted to the earth. The other albatross was forced to pull away to avoid the debris of the disintegrating Strutter, and this allowed Wilson and Richardson to dive away and open enough of a gap to make good their escape.

Jasta 9 Result: Success, 50 VP (Success +30, Kills +15, Damaged Enemy +5)
No. 19 Squadron Result: Costly Success, 30 VP (Success +30)


PilotAircraftKills

Heinrich Rosenblatt Albatross DIII - 1
- - -
Joshua Wilson (pilot) / Finley Richardson (gunner) Sopwith 1 1/2 Strutter - 6/C.Wing, 1/R.Fus, 5/L.Wing, 6/F.Fus -
Morgan Porter (pilot) / Tripp Montgomery (gunner) Sopwith 1 1/2 Strutter - -

*RED denotes minor wounded or damaged; RED BOLD denotes serious wounded PURPLE BOLD denotes dead or destroyed.

Offensive Patrol B3 and Line Patrol B5

Jasta 13, the Lucky Devils, took off in two flights to patrol the front line along the Aisne. About half way through their mission, the albatross flight at 9000 ft was jumped by four Nieuport 17's bearing the colors of Escadrille 37! Taken completely by surprise, the obsolete albatrossen stood little chance against the N17's, which slashed at them seemingly at will. Friedrich Muller showed great heroism, holding off two of the Nieuports by himself to keep his comrades in one-on-ones. Meanwhile below, the flight of Rolands led by Fritz Jaeger was climbing towards the fight; but it would be a long time for them to cover so many thousand feet.

Finally, Muller succumbed to the onslaught of the entente craft, and a well-placed burst from Henri Vanierr damaged the lower left wing of Friedrich's albatross, tearing it away. Muller looked on in horror as the stress of air flight pushed against the remaining upper left wing. With no lower wing and no supports, it bent grotesquely upward, until it finally snapped at the wing root, sending the albatross corkscrewing out of control. At 9,000 feet, poor Muller received no quick end; forced to contemplate what was coming below for quite some time before he hit. Meanwhile pilots Moser and Vogel had decided it was time to bug out. Moser was engaged by two of the nieuports, but managed a miraculous escape after forcing he two pursuers to break off to avoid hitting eachother. A distance away, Vogel managed to land some shots into the tail of his adversary, jamming the controls of Georges Vanierr, and giving Vogel a brief window to escape.

Still far below, Jaeger's rolands spotted the SPAD flight of Pierre Belonte circling above the engagement, which the french had well in hand. As the albatrossen dove away, Fritz made the call for his flight to get out as well. Escadrille 37 owned the sky today.

All wasn't entirely well for Escadrille 37 however. On return to their aerodrome, a nasty gust of wind tossed the SPAD of Pierre Belonte, just as he was preparing to set down. He struggled to recover, but he was just too close to the ground, and the SPAD crashed hard onto the aerodrome field. Pierre sustained minor injuries in the crash, which could have been a lot worse!

Esc. 37 Result: Success, 55 VP (Success +30, Kills +15, Damaged Enemy +10)
Jasta 13 Result: Failure, 10 VP (Damaged Enemy +10)


PilotAircraftKills

Pierre Bellonte SPAD VII - -
Maurice Abraham Nieuport 17 - 1/L.Wing, 5/R.Wing -
Henri Vanierr Nieuport 17 - 1
Gerorges Vanierr Nieuport 17 - 6/Tail -
- - -
Friedrich Muller Albatross DII -
Joachim Moser Albatross DII - 5/Tail, 1/L.Wing -
Erik Vogel Albatross DII - 5/C.Wing, 4/R.Wing -

*RED denotes minor wounded or damaged; RED BOLD denotes serious wounded PURPLE BOLD denotes dead or destroyed.


Offensive Patrol B4 and Reconnaissance B2

The Rolands and albatrossen of Jasta 16, the Winged Hussars were patrolling over newly-captured entente territory. Skirting just below the edge of the cloud cover, they spotted a flight of 4 triplanes a few hundred feet below them, and a two seater even further below. Aleksy Kozłowski gave the signal. The triplanes were caught completely off-guard as the Rolands blasted into their midst, putting rounds into three of the four tripes. They didn't even notice as the two albatrossen dove right through their midst down toward the two-seater. Jonathan Sutton, the observer on the two-seater in question (a DH4), spotted the fighters and gave his pilot a shove. Benjamin Johnson gave the DH4 some nose down to push away, but the combined efforts of the two german planes made it extremely difficult to escape. They riddled the aircraft with bullets, and Johnson's heart sunk when he noticed that the engine had lost compression. Sutton was firing away on the rear gun, but the albatross were making wide slashing attacks that made it difficult to hit them. Finally, a burst from Michael Koch's albatross struck the engine and it burst into flames. With air rushing past the DH4, the blazing inferno was fanned like a blacksmith's forge, straight back into Johnson's face. Poor Sutton could smell the burning flesh of his pilot being roasted alive as the plane careened towards the ground.

Meanwhile up above, the Triplanes were proving to be far superior to the Rolands in a maneuver battle; but the early strikes of the Rolands hindered them greatly. The first to fall was J. Eugene, who sustained a solid burst that ran from his tail assembly to his engine, and which jammed his controls and sent oil spilling from the engine. Gustav Rutkowski had little difficulty lining up a shot after that, striking the engine again, and causing it to explode with such force that the triplane was blown completely apart! Korneli Piotrowski was engaged in a deadly duel with his opponent, P. Kindred, in which they traded shots over and over again. With both of their machines severely damaged, Piotrowski was the more accurate shooter when it counted, putting a finishing burst into the left wing of Kindred's machine, sending it into an unrecoverable spin. At this point, the Greyhounds had had enough. Their charge had managed to take his pictures, but was shot down. There was no more they could do here; both remaining Greyhounds made it away.

Jasta 16 Result: Outstanding Success, 80 VP (Success +30, Kills +45, Damaged Enemy +5)
No. 11 Squadron Result: Costly Failure, 15 VP (Damaged Enemy +10, Some Film Recovered from Wreck +5)


PilotAircraftKills

Aleksy Kozłowski Roland DIIa - 1/L.Wing, 5/R.Wing -
Gustaw Rutkowski Roland DIIa - 1
Korneli Piotrowski Roland DIIa - 4/R.Fus, 5/Tail, 2/L.Wing 1
Michael Koch Albatross DIII - 1
- - -
R. Anson Sopwith Triplane - 10/R.Fus, 3/R.Wing -
J. Eugene Sopwith Triplane - -
P. Kindred Sopwith Triplane - -
Pilot LT Benjamin Johnson/Gunner SGT Jonathan Sutton DH4 - -

*RED denotes minor wounded or damaged; RED BOLD denotes serious wounded PURPLE BOLD denotes dead or destroyed.



Victory Points:

FactionVictory Points

Central Powers 140
Triple Entente 100



Squadron Rankings:

SquadronVictory PointsAircraft KillsBalloon Kills

Jaggdstaffel 16 "Winged Hussars" 80 3 -

Escadrille 37 55 1 -

Jaggdstaffel 9 "Grey Wulfen" 50 1 -

No. 19 Squadron "The Silver Angels" 30 - -

No. 11 Squadron RNAS "Greyhounds" 15 - -

Jaggdstaffel 13 "The Lucky Devils" 10 - -



Top Pilots in the Sky:

NameAircraft KillsBalloon KillsTotal

- - - -
Heinrich Rosenblatt 1 - 1
Henri Vanierr 1 - 1
Gustaw Rutkowski 1 - 1
Korneli Piotrowski 1 - 1
Michael Koch 1 - 1


Weekly Schedule

Sunday 11pm PST: Deadline for all players to have rosters updated (including repairs, personnel changes, etc) and reposted in Operations threads.

Tuesday 11pm PST: Players have communicated, and all missions have been allocated to squadrons in whatever manner they have agreed upon. Mission Plans for each squadron are posted in Operations threads before the 11pm/PST deadline.

Wednesday-Thursday: All missions are simulated.

Thursday Night-Friday Morning: Mission results posted and scores updated. Missions for the following week are issued in each faction's Operations thread so players may begin discussing them and planning allocations.

IC Squadron Updates

All players are encouraged to post in-character updates about the goings on within their squadrons, the war, etc, etc. Those postings should be made in this thread. Any player posting such an update will receive 3 Requisition Points which they may spend or add to their reserve. You may of course post as often as you like, but only one posting per week shall we eligible for the Requisition Point award.



Game Rules and Reference

Squadron Management (http://www.giantitp.com/forums/showsinglepost.php?p=21283927&postcount=2) - Personnel (http://www.giantitp.com/forums/showsinglepost.php?p=21283927&postcount=2) - Aircraft (http://www.giantitp.com/forums/showsinglepost.php?p=21283933&postcount=3) - Combat Resolution (http://www.giantitp.com/forums/showsinglepost.php?p=21283933&postcount=3)

Crow
2016-10-08, 05:32 PM
Squadron Management


The Squadron Room

http://beszelo.c3.hu/files/images/05R%C3%B6vid%20eligaz%C3%ADt%C3%A1s.jpg

Running Your Squadron

As Squadron Commander, you will responsible for maintaining your roster of pilots, ensuring they have enough machines available to fly, and developing plans for how they will conduct their missions. You will also work with other squadron commanders to ensure that missions are taken on by the squadrons best-equipped for the job, and arranging for specialized support from other squadrons when needed. Together, you will defeat the enemy and soar like eagles; but first, you need to put together your first squadron.

Your First Squadron

Creating a new squadron is easy. New squadrons receive a budget of Requisition Points with which to fill their their roster and hangar. First, you must choose your squadron's nationality. There will be 3 squadrons on each side of the conflict, which takes place in the months of April and May 1917 during the Nivelle Offensive. The three squadrons fighting for Germany and its allies will be fighting for The Central Powers. Those fighting for the Entente may be either British, or French. The only major difference for Entente forces is that nationality will have some effect on which craft are available for your pilots to fly. In the Aerodrome, nationalities allowed are listed for each available aircraft. Aside from this, the only differences are cosmetic. Rank structure and decorations for your pilots will vary depending upon your chosen nationality.

Next, you must spend your requisition points by filling your roster and your hangar with men and machines. Pilots cost 1 requisition point each, but aircraft prices can vary depending upon the overall capabilities of the aircraft. The maximum number of pilots or observers you can have on your roster is 16. There is currently no limit to the number of aircraft you may have in your hangars.

Allied Squadrons start with 75 requisition points to spend.
Central Squadrons start with 65 requisition points to spend.

*Note that damaged aircraft cost 1 requisition point to repair, otherwise it may go into the next mission already damaged (if no other aircraft are available); so it might be a good idea to hold some points in reserve.

Three of your starting pilots will begin as Novices, but hold a higher military rank than the rest of the squadron. One of these pilots will hold the third rank of your chosen nationality, while two will hold the 2nd rank. This means that your 3rd rank pilot may begin play with two perks, and your two 2nd rank pilots may begin play with one perk each. Perks and their effects, as well as everything else pilot-related are listed under Knights of the Sky.

It is important to note that you will lose pilots, and you will lose aircraft. Resist the urge to fill your squadron with only the most expensive aircraft, or too few pilots. If so, you may find yourself often outnumbered, or may even struggle to put enough machines in the air to accomplish mission objectives! Depth is important.

Because losses are expected, every squadron will receive reinforcements on May 1st of the conflict. At that time, both Central and Allied squadrons will receive 30 additional requisition points to choose replacement pilots and aircraft, or catch up on repairs.

There are other opportunities to gain additional requisition points throughout the conflict through IC posting and participation. These activities are heavily encouraged!

Sample Squadron and Template

Jasta 84 "The Smiling Vultures"

Personnel:

SkillRankNameAircraftMissionsKillsPerksDecorations

Novice Leutnant Jorg Mendel (Albatross D II/Roland D IIa/Albatross D III) - - Flight Leader, Tactician http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/IC2_zpsv48ltq4o.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/IC2_zpsv48ltq4o.gif.html)
Novice Vizefeldwebel Gustav Kalman (Albatross D II/Roland D IIa/Albatross D III) - - Flight Leader -
Novice Vizefeldwebel Kaspar Roman (Albatross D II/Roland D IIa/Albatross D III) - - Skilled Pilot -
Novice Unteroffizier Benno Feliz (Albatross D II/Roland D IIa/Albatross D III) - - - -
Novice Unteroffizier Alfred Oskar (Albatross D II/Roland D IIa/Albatross D III) - - - -
Novice Unteroffizier Adolf Rainer (Albatross D II/Roland D IIa/Albatross D III) - - - -
Novice Unteroffizier Joachim Utz (Albatross D II/Roland D IIa/Albatross D III) - - - -
Novice Unteroffizier Renatus Heiner (Albatross D II/Roland D IIa/Albatross D III) - - - -
Novice Unteroffizier Justas Egon (All Two-Seaters) - - - -
Novice Unteroffizier Benjamin Florian Observer - - - -
Novice Unteroffizier Heinz Joseph (All Two-Seaters) - - - -
Novice Unteroffizier Gunnar Reinhold Observer - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -

Personnel in RED denote minor wounds; RED BOLD denotes serious wounds

Hangar:

TypeDamage (Hits/Component)Modifications

Albatross D III - Distinctive Paint (Lt. Mendel), Aldis Sight
Albatross D III - -
Albatross D III 4/Tail 1/F.Fus -
Albatross D III - -
Albatross D III - -
Albatross D III - -
Albatross D II 1/R.Fus 6/L.Wing 3/Engine -
Albatross D II - -
Rumpler C IV* - High Bomb Sight
Albatross C VII* - -
A.E.G. C IV* 8/R.Wing 2/C.Wing 7/R.Fus -

*Two-Seater

Requisition Point Reserve: 0

Personnel:

SkillRankNameAircraftMissionsKillsPerksDecorations

- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -

Personnel in RED denote minor wounds; RED BOLD denotes serious wounds

Hangar:

TypeDamage (Hits/Component)Modifications

- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
-* - -
-* - -

*Two-Seater

Requisition Point Reserve:


Flying Off to Battle

Each week of the battle, it is expected that each squadron flies several sorties, however most of these do not result in enemy contact. For our purposes, this is abstracted and takes place in the background. Instead we focus on the engagements that do result in enemy contact. Each week, the Allied and Central sides will be presented with 3 important missions. Generally these missions will be in support of the Allied offensive on the Entente side, with the Central side attempting to thwart them, though Central squadrons will often be called in support of counterattacks. Missions are arranged so that both sides are attempting to meet their own objectives, and where they meet will not be predictable, but educated guesses may prove accurate. The squadrons that your flights run into may not be the ones you expect!

It is up to the Squadron Commanders to decide who will accept each mission. Each of the three squadrons should accept one mission. Most squadrons will want to use their own pilots and aircraft to conduct the sorties; but when specialized assistance is needed (such as a crack dogfighting flight to provide cover for a bombing run), or an ally is too depleted to reliably conduct their mission, Squadron Commanders can "loan out" pilots and machines to help out another squadron and support one another. Loaned out pilots and machines are completely under the control of the squadron on whose behalf they are operating, and answer to that Squadron Commander for that mission. In the end, each Squadron Commander on each side must be in command of 1 of the 3 missions available to their side, regardless of all other factors.

Below is an example of what the missions you receive will look like:

http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/Sample%20Mission_zpshlsclnrm.jpg (http://s1364.photobucket.com/user/hrafnkolbrandr/media/Sample%20Mission_zpshlsclnrm.jpg.html)

Mission #3: Observation Balloon Attack

The enemy's artillery has been giving us hell along the Aisne river. This is almost certainly due to the Observation balloons the allies have based outside the town of Berry au Bac. The Balloons are not heavily defended yet, but heavy entente patrols have been blanketing the area in support of their push towards Juvincourt. Destroy those observation balloons, and give our guys on the ground some needed relief!

Planning the Mission

When planning the mission, there are several factors which must be taken into account; but the following are the ones which must be included in any mission plan:

-Personnel: Which pilots are flying the mission?
-Machines: What craft will they be flying?
-Flights: How many flights will they be split into, and which pilots will make up each flight?
-Cruise Altitude: At what altitude should each flight fly along its route?
-Attack Altitude: At what altitude will each flight fly during an attack? (Primarily used in ground attack missions)
-Tactic: What Tactics will each flight utilize, if any? (Tactics are listed and described under Dogfight!)

-Instructions in Summary: This is a rough outline of how you want the flight to conduct the mission. Mention any special (or general) instructions you want each flight to follow as it flies this mission. Be creative, and be as detailed as you like (the more the better); the pilots will attempt to carry out your orders to the best of their ability.

- (optional) If you want, you can include your own D6 rolls. It will require quite a lot though, so include at least 40 or so. This can easily be accomplished using the RollV command [ rollv ] 40d6 [ /rollv ]

*Important Note! Each pilot and machine may only be assigned to a single mission in a given week. This is to ensure that all available personnel and machines will be available at the time the mission will be flown.

Sample Mission Plans and Template

Mission #3: Observation Balloon Attack

Flight 1:
- Gustav Kalman, Albatross D III (flight leader)
- Joachim Utz, Albatross D III
Cruise Altitude: 5,000ft
Attack Altitude: (Balloons) + 1,200ft
Tactic: Energy Fighting

Flight 2:
- Heinz Joseph/Gunnar Reinhold, Rumpler C IV (flight leader)
- Benjamin Florian, Albatross D II
Cruise Altitude: 3,500ft
Attack Altitude: (Balloons)
Tactic: None

Summary: Flight 2 will approach the target area with Flight 1 providing cover from above and behind. Upon arrival, Flight 2 will attack the targets. Flight 1 will continue to provide cover from above, and will not engage unless enemy craft arrive and attempt to engage Flight 2.

Mission #12: Line Patrol

Flight 1:
- Jorg Mendel, Albatross D III (flight leader)
- Kaspar Roman, Albatross D III
- Benno Feliz, Albatross D III
- Adolf Rainer, Albatross D II
- Renatus Heiner, Albatross D II
Cruise Altitude: 6,000ft
Attack Altitude: N/A
Tactic: Maneuver Fighting

Summary: The flight will conduct the mission as normal. The only exceptions being that both Jorg and Kaspar will attack in tandem the lead craft of any enemy flight encountered. The flight is to remain cautious, and will not engage enemy flights of equal or greater numbers if it can be avoided.
Mission Title

Flight 1:
- Pilot, Aircraft
- Pilot, Aircraft
Cruise Altitude: -
Attack Altitude: -
Tactic: -

Flight 2:
- Pilot, Aircraft
- Pilot, Aircraft
Cruise Altitude: -
Attack Altitude: -
Tactic: -
Summary:

It may be wise to resist the urge to throw all of your resources into battle each week. Aircraft will be damaged and pilots will be injured; and many will be shot down entirely. Damaged aircraft are out of action for the next week while the mechanic repairs them, as are pilots who sustained minor wounds and are healing up. Throwing in everything this week may leave you with very little to throw in next week!

Mission Results

Once all missions have been flown, the mission results will be posted. In these you will see the final results of the mission, the participating squadrons, and a tally of victory points gained by each side. Also included is a list of all participating pilots, their aircraft, and any kills they may have scored during the mission. A brief narrative of the mission will paint a picture of the action.

As mentioned earlier, Allied and Central missions will overlap; so each result will actually describe the outcome of two missions!

A sample mission result showing a small-scale mission:

http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/Sample%20Result_zpsf5rnewys.jpg (http://s1364.photobucket.com/user/hrafnkolbrandr/media/Sample%20Result_zpsf5rnewys.jpg.html)

Mission #3: Balloon Attack, and Mission #26: Bomb the Artillery

The men of The Smiling Vultures approached the observation balloons outside Berry au Bac. With their cover flying high above, they atttacked confidently, and managed to flame three balloons before the rest were reeled in. Unteroffizier Florian's Albatross was damaged by flak during the attempt.

Returning to their lines, the flight spotted an allied two-seater belonging to the 244th Aero bombing german artillery emplacements near Juvencourt! Vizefeldwebel Kalman and Unteroffizier Utz dove on the two-seater while the rest of the Vultures continued on. They managed to damage the two-seater of Sergeant Jack Webley, but couldn't finish it off because Leiutenant Herb Aston swooped down on top of them in his powerful SE5! Lt. Aston shot down the albatross of Utz on the first pass. With his opponent still above him, and now outnumbered, Kalman bugged out, but not before observer Hannover put a few bullets into his machine as a parting gift from the two-seater!

With nobody left to stop them, Sergeant Webley and his observer successfully took out the Artillery emplacements.

244th Aero Result: Outstanding Success, 50 VP (Success +30, Kills +15, Damaged Enemy +5)
Jasta 84 Result: Costly Success, 35 VP (Success +30, Damaged Enemy +5)


PilotAircraftKills

Gustav Kalman Albatross DIII - 2/F.Fus -
Joachim Utz Albatross DIII -
Heinz Joseph/Gunnar Reinhold Rumpler CIV -
Benjamin Florian Albatross DII - 4/L.Wing -
- - -
Herb Aston SE5 1
Jack Webley/Jim Hannover Sopwith 1 1/2 Strutter - 3/R.Fus, 5/R.Wing -

*RED denotes minor wounded or damaged; RED BOLD denotes serious wounded PURPLE BOLD denotes dead or destroyed.



After the Mission

Mission results will be announced by PM. It is important that once results are announced, you record any changes to your squadron, and post an updated roster in the OOC thread. Please note any changes to your roster, such as promotions, skillup, etc; as well as any requisitions you have made, when applicable.

Personnel


The Knights of the Sky

https://upload.wikimedia.org/wikipedia/commons/6/65/24th_Aero_Squadron.jpg

As glorious as the machines of the sky are, they are useless without the men to fly them. New pilots are requisitioned similarly to aircraft, and cost 1 requisition point; found in the Aerodrome section.

Aircraft Training

Pilots begin as Novices without any skills. When you first requisition a new pilot, he will be trained in the piloting of a single, small group of aircraft, chosen by the squadron commander. These groups are outlined in the Aerodrome section. If an existing pilot wishes to expand the number of craft he is trained in, he may take a week off from combat operations at the squadron commander's discretion to train in an additional aircraft group.

Gunner/Observers are not trained to pilot any aircraft, but may ride in any two-seater available. If a Gunner/Observer wishes to train as a pilot, they may take a week off to train in the piloting of a single aircraft group.

Gaining Experience

Pilots and Observers gain experience by surviving missions and scoring kills. A Novice pilot is almost a liability in the air, and it is important to get them some experience as soon as possible. Luckily, pilots of this era were often fast learners. It is important to note that Novice Pilots cannot benefit from flight tactics such as Energy Fighting unless accompanied by a flight leader with the Flight Leader perk. Only missions where contact is made with the enemy count for purposes of gaining experience. Each time a pilot moves up in their level of experience, they can choose a perk which will grant them benefits in a variety of situations. The experience levels and thresholds to reach them are as follows:


ExperienceRequirements

Novice New Pilot, Cannot benefit from Tactics chosen for flight
Driver Survived 1 Mission
Jock Survived 2 Missions
Experienced/Ace Survived 12 Missions or Scored 5 Kills
Journeyman/Double Ace Survived 24 Missions or Scored 10 Kills
Bagger/Triple Ace Survived 36 Missions or Scored 15 kills
Accomplished/Quadruple Ace Survived 48 Missions or Scored 20 kills
Master/Ace of Aces Survived 60 Missions or Scored 25 kills


Rank and Promotion

Every unit has a chain of command, and yours is no different. Every rank above the first grants the pilot or observer 1 perk. Each time a pilot advances in experience level, there is a chance they will receive a promotion as well. To determine this, a d6 is rolled. On a result of 1, the pilot has been promoted, and may choose an additional perk. New squadrons my choose two pilots or observers to begin at the 2nd rank for their faction, and one pilot or observer to begin at the 3rd rank (these characters begin with perks 1 and 2 respectively, that can be selected by the squadron commander). Starting pilot/observers of second rank are not eligible for promotion until completing their 2nd mission, while starting pilot/observers of 3rd rank are not eligible for promotion until reaching 12 missions or 5 kills. The ranks available for each nationality are as follows:


RankFrenchBritishGerman

1 (starting) Sergent Sergeant Unteroffizier
2 Adjutant 2nd Lieutenant Vizefeldwebel
3 Sous-Lieutenant Lieutenant Leutnant
4 Lieutenant Captain Oberleutnant
5 Capitaine Major Hauptmann


Pilot Perks

Every time a pilot or observer is promoted in rank, or increases in experience, they get to choose a perk. The list of available perks is as follows:


PerkEffects

Manhunter Pilot/Observer hits are scored on double 1's and double 2's
Sniper Pilot/Observer hits on double 1's, 2's, and 3's - requires Manhunter
Headhunter Pilot/Observer hits on double 1's, 2's, 3's and 4's - requires Sniper
Scourge Pilot/Observer hits on double 1's, 2's, 3's, 4's, and 5's - requires Headhunter
Black Knight Pilot/Observer hits on all doubles - requires Scourge
Three-Pointer +10% Landing chance
If It Flies Additional +10% Landing chance - requires Three-Pointer
Skilled Pilot +1 on opposed combat tests
Expert Marksman Additional +1 on opposed combat tests - requires Skilled Pilot
Hotshot Additional +1 on opposed combat tests - requires Expert Marksman
Checks Six +2 to initiative order
Tiger Additional +2 to initiative order, requires Checks Six
Ambusher +10% chance to surprise when assigned as flight leader
Ghost Additional +10% chance to surprise when assigned as flight leader - requires Ambusher
Cautious +1 on opposed rolls to disengage from combat
Survivor Additional +1 on opposed rolls to disengage from combat - requires Cautious
Slippery -30% chance to be captured if downed
Chameleon Additional -20% chance to be captured if downed - requires Slippery
Tough Guy +10% chance to survive crashes
Man of Iron Additional +10% chance to survive crashes, all wounds reduced one level - requires Tough Guy
Flight Leader Allows Novice Pilots in the Flight Leader's flight to benefit from flight Tactics
Tactician Allows Novice Pilots in all flights within the same mission to benefit from Tactics - requires Flight Leader
Instructor Allows all Novice Pilots in the same squadron to benefit from Tactics - requires Tactician
Tactical Genius Allows the Tactical Genius (only) to benefit from two Tactics at once - requires Instructor
Bomber +10% chance to hit while bombing
Sword of Damocles Additional +10% chance to hit while bombing - requires Bomber
Alert -10% chance to be surprised (pilot/observer's craft only)
Hawkeye Additional -10% chance to be surprised (pilot/observer's craft only) - requires Alert


Hidden Attributes

In addition to the perks you select, every pilot that joins your roster has a set of hidden attributes that will affect his conduct and effectiveness in the air. Some pilots may be exceptionally skilled in dogfighting, while others may be particularly disadvantaged. Some may be brash and impetuous, while others may be overly selective in their choice of engagements. Some may be natural leaders, and others may be insubordinate! The only way to truly know a pilot's tendencies is through observation of their actions over the space of several missions.

Decorations

Commendations and Awards serve no mechanical purpose, but are a fun way to recognize deserving pilots who perform amazing feats of bravery in the skies. If a squadron commander believes that a pilot is deserving of a decoration, he may submit a request to command; detailing the circumstances and justification for awarding the decoration. If the command agrees, a request is sent to the appropriate authorities and a roll (d6) is then made; and compared to the decoration chart below. On a successful roll, the pilot receives the award. All awards have a category, as follows:

Service - Awarded for reaching specific milestones.

Category A - Suitable accomplishment or act of bravery. These may be awarded to a pilot who scores and important double kill, a confirmed kill over a feared enemy ace, who drove away a larger flight of enemy aircraft, saved an experienced wingman, and so-on.

Category B - Outstanding accomplishment or act of bravery. These may be awarded for scoring a triple kill, or acting as flight leader for an exceptionally successful mission where enemy losses were severe and friendly losses were minimal, and so-on.

Category C - Most outstanding accomplishment or extreme act of bravery. These are awarded for only the most outstanding of events. Even enemy squadron commanders must agree that the award is suitable to the circumstance, and such a nomination must not be opposed by more than one other squadron commander.


CategoryAwardNationalityCriteriaRoll Required

Service http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/CdG_zpsdvbyunmr.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/CdG_zpsdvbyunmr.gif.html) Croix de Guerre French 10m or 4k, or each 2m or 1k thereafter 1 or 2
B http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/LdH_zpso88f88vt.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/LdH_zpso88f88vt.gif.html) Legion d'Honneur French - 1, 2, or 3
- - - - -
A http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/MC_zps9fwa1nlm.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/MC_zps9fwa1nlm.gif.html) Military Cross (officers) British - 1, 2, 3, or 4
A http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/DSC_zpstq2ndm5n.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/DSC_zpstq2ndm5n.gif.html) Distinguished Service Cross (officers) British - 1, 2, 3, or 4
A http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/DFC_zpsuyn43pir.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/DFC_zpsuyn43pir.gif.html) Distinguished Flying Cross (officers) British - 1, 2, 3, or 4
B http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/DSO_zpshzssmmmk.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/DSO_zpshzssmmmk.gif.html) Distinguished Service Order (officers) British MC, DSC, or DFC 1 or 2
C http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/VC_zps3zwuxpct.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/VC_zps3zwuxpct.gif.html) Victoria Cross British - 1 or 2, 1, 2, or 3 if ace with over 25k
- - - - -
Service http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/IC2_zpsv48ltq4o.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/IC2_zpsv48ltq4o.gif.html) Iron Cross, 2nd class German 1k, or each 1k thereafter 1, 2, 3 or 4
Service http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/IC1_zpswjusjry3.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/IC1_zpswjusjry3.gif.html) Iron Cross, 1st class German 5k and IC2, or each 1k thereafter 1 or 2
Service http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/KCH_zps5yfkwitn.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/KCH_zps5yfkwitn.gif.html) Knight's Cross of the Royal House Order of Hohenzollern* (officers) German 20m or 12k, or each 5m or 1k thereafter 1 or 2
Service http://i1364.photobucket.com/albums/r725/hrafnkolbrandr/PLM_zpsku5xjoqg.gif (http://s1364.photobucket.com/user/hrafnkolbrandr/media/PLM_zpsku5xjoqg.gif.html) Orden Pour le Merite "The Blue Max"* (officers) German 20k and KCotRHOH, or each 1k thereafter 1 or 2

*Will not be awarded posthumously

Crow
2016-10-08, 05:34 PM
Aircraft


The Aerodrome

https://upload.wikimedia.org/wikipedia/commons/thumb/5/51/Issoudun_Aerodrome_-_Field_3_1918.jpg/1024px-Issoudun_Aerodrome_-_Field_3_1918.jpg

This is where you can find all aircraft statistics and requisition costs; as well as the cost of new recruits to fly them. Starting Allied Squadrons receive 75 points with which to requisition their initial manpower and machines. Starting Central Squadrons receive just 65 points. The game will be following the Nivelle Offensive of 1917, with air operations running from April 1st to May 14th. Squadrons on both sides will receive 30 additional requisition points to spend on replacements and reinforcements on May 1.

*Note that damaged aircraft cost 1 requisition point to repair, otherwise it may go into the next mission already damaged (if no other aircraft are available); so it might be a good idea to hold some points in reserve. If a squadron expends all of their Requisition Points, other squadrons within their faction may donate points to the needy squadron. This represents requesting equipment or scrounging unneeded parts from neighboring aerodromes.


Aircraft and Pilot Requisition Costs


Crew PositionCostTrained Aircraft (Pick one group)

Novice Pilot 1 (Nieuport 17/S.P.A.D. VII)
(Sopwith Pup/Sopwith Triplane)
(R.A.F. S.E.5, May 1917)
(Albatross D II/Roland D IIa/Albatross D III)
(All Two-Seaters)
Novice Gunner/Observer 1 None


Fighter Aircraft

Entente ModelsCostAvailability//Central ModelsCostAvailability

R.A.F. S.E.5 (available May 1917) 6 British (May 1917) // Albatross D III 4 German
S.P.A.D. VII 5 French, British // Roland D IIa 3 German
Sopwith Triplane 5 British // Albatross D II 2 German
Nieuport 17 4 French, British // - - -
Sopwith Pup 3 British // - - -


Two-Seater Aircraft

Entente ModelsCostAvailability//Central ModelsCostAvailability

De Havilland 4 9 British // Rumpler C IV 10 German
Sopwith 1 1/2 Strutter 7 French, British // D.F.W. C V 9 German
Armstrong-Whitworth F.K.8 6 British // Albatross C VII 8 German
R.A.F. R.E. 8 6 British // A.E.G. C IV 7 German
- - - // Roland C II 7 German


Allied Fighter Specifications

Nieuport 17
http://www.wwiaviation.com/drawings/nieuport-17-300px.png
French/British Single-Seat Fighter
Armament: 1 ff Vickers
Ceiling: 17,500 ft Dive: 1,350 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 100 400
5,000 - 9,950 100 90 350
10,000 - 14,950 90 80 300
15,000 and up 80 70 200

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 10 14 10 10 10 10


R.A.F. S.E.5 (available May 1917)
http://www.wwiaviation.com/drawings/RAF_Se5a-B4863-300px.png
British Single-Seat Fighter/Ground Attack
Armament: 1 ff Vickers + 1 ff overwing Lewis
Ceiling: 17,000 ft Dive: 1,500 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 120 90 300
5,000 - 9,950 110 80 200
10,000 - 14,950 110 70 100
15,000 and up 100 70 50

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 16 12 12 12 12


Sopwith Pup
http://wwiaviation.com/drawings/sopwith-pup-300px.png
British Single-Seat Fighter/Ground Attack
Armament: 1 ff Vickers
Ceiling: 17,500 ft Dive: 1,500 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 110 100 250
5,000 - 9,950 100 90 200
10,000 - 14,950 90 80 150
15,000 and up 90 80 100

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 10 14 10 11 11 11


Sopwith Triplane
http://www.wwiaviation.com/drawings/sopwith-triplane-n5382-300px.png
British Single-Seat Fighter
Armament: 1 ff Vickers
Ceiling: 20,500 ft Dive: 1,450 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 110 100 350
5,000 - 9,950 100 90 300
10,000 - 14,950 100 80 200
15,000 and up 90 70 150

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 10 15 10 11 11 11


S.P.A.D. VII
http://www.wwiaviation.com/drawings/spad-s7-300px.png
French/British Single-Seat Fighter
Armament: 1 ff Vickers
Ceiling: 18,000 ft Dive: 1,550 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 120 90 300
5,000 - 9,950 110 80 250
10,000 - 14,950 110 70 200
15,000 and up 100 60 100

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 16 12 12 12 12



Allied Two-Seater Specifications

Armstrong-Whitworth F.K.8
http://www.wwiaviation.com/drawings/armstrong-whitworth_fk-8-B-5782-300px.png
British Two-Seat Recon/Ground Attack
Armament: 1 ff Vickers + 1 flx Lewis
Ceiling: 13,000 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 80 150
5,000 - 9,950 90 70 100
10,000 - 14,950 90 60 50
15,000 and up - - -

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 15 11 11 11 11


De Havilland 4
http://www.wwiaviation.com/drawings/Dayton-Wright-DH-4-Squadron-D_day_Wing-Northern_Bombing_Group_USMC-sn-D-5-A-3293-La-Frene_France-Oct-1918-300px.png
British Two-Seat Recon/Bomber
Armament: 1 ff Vickers + 1 flx Lewis
Ceiling: 16,000 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 120 80 250
5,000 - 9,950 110 80 200
10,000 - 14,950 100 70 100
15,000 and up 90 60 50

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 16 11 12 12 12


R.A.F. R.E. 8
http://www.wwiaviation.com/drawings/RAF_RE-8-A3660-300px.png
British Two-Seat Recon/Ground Attack
Armament: 1 ff Vickers + 1 flx Lewis
Ceiling: 13,500 ft Dive: 1,200 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 80 200
5,000 - 9,950 90 70 100
10,000 - 14,950 80 60 50
15,000 and up - - -

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 10 14 10 10 10 10


Sopwith 1 1/2 Strutter
http://www.wwiaviation.com/drawings/Sopwith-1-1-2-Strutter-sn-17-9739-No3-Wing-RFC-France-early-1917-300px.png
French/British Two-Seat Recon/Bomber/Ground Attack
Armament: 1 ff Vickers + 1 flx Lewis
Ceiling: 15,500 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 70 250
5,000 - 9,950 90 70 150
10,000 - 14,950 80 60 100
15,000 and up 70 60 50

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 10 15 10 10 10 10



Central Powers Fighter Specifications

Albatross D II
http://www.wwiaviation.com/drawings/Albatros-DII-Rudolph_Freiher_Von_Esebeck-300px.png
German Single-Seat Fighter
Armament: 2 ff Spandau
Ceiling: 17,000 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 70 250
5,000 - 9,950 90 70 150
10,000 - 14,950 80 60 100
15,000 and up 80 60 100

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 15 10 11 11 11


Albatross D III
http://www.wwiaviation.com/drawings/Albatros-DIII-jasta-24-Altemeiert-300px.png
German Single-Seat Fighter
Armament: 2 ff Spandau
Ceiling: 18,000 ft Dive: 1,350 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 80 300
5,000 - 9,950 90 70 250
10,000 - 14,950 90 60 150
15,000 and up 80 60 100

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 15 10 11 11 11


Roland D IIa
http://www.wwiaviation.com/drawings/LFG_Roland_D-III-300px.png
German Single-Seat Fighter
Armament: 2 ff Spandau
Ceiling: 16,400 ft Dive: 1,500 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 110 70 250
5,000 - 9,950 100 70 200
10,000 - 14,950 90 60 150
15,000 and up 80 60 100

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 15 10 11 11 11


Central Powers Two-Seater Specifications

A.E.G. C IV
http://www.wwiaviation.com/drawings/AEG-CIV-sn-4762-17-300px.png
German Two-Seat Recon/Ground Attack
Armament: 1 ff Spandau + 1 flx Parabellum
Ceiling: 16,400 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 70 200
5,000 - 9,950 90 70 150
10,000 - 14,950 80 60 100
15,000 and up 70 60 50

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 15 11 11 11 11


Albatross C VII
http://www.wwiaviation.com/drawings/Albatros_C-VII-300px.png
German Two-Seat Recon
Armament: 1 ff Spandau + 1 flx Parabellum
Ceiling: 16,400 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 70 200
5,000 - 9,950 90 70 150
10,000 - 14,950 90 60 100
15,000 and up 80 60 50

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 10 15 10 11 11 11


D.F.W. C V
http://www.wwiaviation.com/drawings/dfwc5-estonia-300px.png
German Two-Seat Recon
Armament: 1 ff Spandau + 1 flx Parabellum
Ceiling: 21,000 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 80 250
5,000 - 9,950 100 70 200
10,000 - 14,950 90 70 150
15,000 and up 80 60 100

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 15 11 11 11 11


Roland C II
http://www.wwiaviation.com/drawings/LFG-Roland-CII-KAGOHL2-Kasta8-Mont-Murville-Aerodrome-may-june-1918-300px.png
German Two-Seat Recon
Armament: 1 ff Spandau + 1 flx Parabellum
Ceiling: 16,500 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 100 80 150
5,000 - 9,950 90 70 100
10,000 - 14,950 90 70 100
15,000 and up 80 60 50

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 16 11 11 11 11


Rumpler C IV
http://www.wwiaviation.com/drawings/rumpler-c-4-300px.png
German Two-Seat Recon
Armament: 1 ff Spandau + 1 flx Parabellum
Ceiling: 21,000 ft Dive: 1,400 ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 110 80 300
5,000 - 9,950 100 70 250
10,000 - 14,950 100 70 200
15,000 and up 90 60 150

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

6 11 15 11 11 11 11


Plane Template
Model
Nationality/Designation
Armament: Guns
Ceiling: - ft Dive: - ft
Performance:

AltitudeTop SpeedTurn SpeedClimb

To 4,950 - - -
5,000 - 9,950 - - -
10,000 - 14,950 - - -
15,000 and up - - -

Durability:

EngineFuselage FFuselage RTailL WingC WingR Wing

- - - - - - -


Field Modifications

Some pilots or squadrons may wish to make field modifications to their fighters to increase their capabilities in one or more areas. These modifications cost requisition points, representing the hard work and man hours which go into modifying the aircraft and installing the equipment. Being non-standard additions to the aircraft, they can be a bit expensive. Modifications apply only to the aircraft on which they are installed. If the aircraft is destroyed, so too are all of its modifications.

Field Modifications

ModificationDescriptionEffectRequisition Cost

Overwing Machine Gun An additional forward-facing machine gun mounted over the wing. This provides better firepower at the cost of increased weight and drag (max 1 per aircraft) +1 ff machine gun, -10 speed and turn, -50 climb 2
Additional Observer Gun An additional machine gun mounted on the observer's flexible mount. This provides better firepower for the observer, at the cost of increased weight and drag (max 1 per aircraft) +1 flx mount machine gun, -10 speed and turn, -50 climb 2
Aldis Gun Sight A collimator gun sight aligned with the aircraft's main guns. This allows the pilot to make difficult shots at greater distances +1 to first opposed combat test when initiating combat as aggressor 1
High-Altitude Bomb Sight A specialized sight installed below the observer to aid in high-level bombing +10% chance to hit during high-level bomb attacks. A two-seater without high level bombing capability which installs this modification gains the ability to do so at a 10% chance to hit (as opposed to the normal 15%) 1
Distinctive Paint One of the squadron's pilots has been granted a personal aircraft. His distinctive paint job singles him out in some way Allies and enemies alike can spot this pilot from a distance, and effects will vary depending upon his reputation. It can also help to *build* that reputation 1


Combat Resolution


Dogfight!
Air Combat Resolution


http://historyonfilm.com/wp-content/uploads/2012/11/vlcsnap-2012-11-22-00h08m47s90.png

Initiative

Combat takes place in rounds. Each round, two formations of aircraft act; Order is determined by rolling 2d6, with the highest initiative score acting first. The only exception to this initiative rule is that aircraft with higher altitude act prior to those with lower altitude (according to their own initiative). Generally once an aircraft with higher altitude has acted, they are then considered to be at the same altitude as the enemy formation; The only exception to this rule is aircraft who are utilizing the Energy Fighting tactic, who may be able to maintain their altitude advantage. The Initiative score rolled is retained through the entire combat.

Surprise

A formation flying at a higher altitude than their opponents has a chance to surprise an enemy formation. The base chance to surprise the enemy formation is 50% for a formation of 1 aircraft flying at a higher altitude than the enemy. Each addition craft in the formation reduces the chance to surprise by 5%. Skilled pilots or aces can potentially modify this percentage further. Surprise grants a bonus to the ambushing side's opposed combat rolls, but is only applicable in the first round of combat in which the two sides engage.

Depending on the altitude difference between the two sides, and the dive speed of the attackers, it may take more than one round for the ambushing formation to reach their targets. In this case, the formation must roll again each round to retain the element of surprise. If successful, all bonuses will still apply when the two sides make contact. For this reason, flights aiming to ambush the enemy should be careful not to fly *too* far above the altitude at which they expect to find the enemy.

Basic Combat Resolution

When an aircraft engages another, attacker and target each roll 1d6, adding all applicable modifiers in an opposed test. The winner of this contest then rolls 1d6 per forward-firing gun on their aircraft to determine how many hits they score. The location for these hits are rolled randomly as follows:

Hit Location

Roll (d6)Hit Location

1 Center Wing*
2 Left Wing
3 Right Wing
4 Tail
5 Rear Fuselage**
6 Forward Fuselage***

* Possible Pilot Hit - roll 2d6, on double 1's pilot is hit
**Possible Observer Hit (if applicable) - roll 2d6, on double 1's observer is hit
***Possible Pilot/Engine Hit - roll 2d6, on double 1's pilot is hit, on an 8 or higher the engine is hit

Once a component takes hits equal to half (round up) of its total durability, it sustains critical damage, which can have a number of different effects (potentially destruction). Note that Center Wing and Rear Fuselage sections are exempt from critical hits; as there aren't many critical components to damage. Once it has taken hits equal to its total durability, it is destroyed, and the aircraft is shot down.

Critical Hit Tables (2d6)

Engine

Roll (2d6)Effect

2 Engine Explodes- aircraft shot down/destroyed
3 Engine Running, on fire - pilot must land immediately
4 Fuel Line Hit - engine quits, must glide to landing
5 Intake Manifold Hit - cut top and turn speed by 20, and climb to 100' maximum
6 Carburetor Hit - no effect
7 Carburetor Hit - cut top and turn speed by 10, and climb by 50
8 Intake Manifold Hit - cut top and turn speed by 10, and climb by 50
9 Mechanism Hit - cut top speed to equal turn speed, and cut climb by 50
10 Oil Leak - roll 1d6, engine quits after 1,2,3, or 4 turns, on 5-6 no effect
11 Prop Hit - engine unbalanced, must cut power and glide to landing
12 Compression Loss - cut top speed to equal turn speed, and cut climb by 100. If above 9,999ft, cut speed additional 10, and climb additional 50

Forward Fuselage

Roll (2d6)Effect

2 Controls Destroyed - shot down out of control
3 Ammo Belt Cut - roll 1d6, result is number of bursts remaining for affected gun (roll 1d2 to determine gun)
4 Landing Gear Damaged - -20% landing chance
5 Aileron Cables Hit - cut turn speed by 30
6 Guns Hit - roll 1d6, 1-3 one gun out, 4-6 both guns out
7 Fuel Tank Hit - danger of fire or explosion, roll 1d6, 1 - engine explodes, 2-3 - running but on fire, 4-6 - fuel leak (1d6 turns before shut down, firing guns with fuel leak 30% likely to cause explosion)
8 Rudder Cables Hit - cut turn speed by 20
9 Elevator Cables Hit - no climbing, dive speed limited to 1000
10 Fuel Tank Hit - see 7
11 Tire Hit and Deflated - -10% landing chance
12 Controls Jammed - No maneuvers possible, roll 1d6 per turn, on 1-3 unjammed

Tail

Roll (2d6)Effect

2 Tail Skid Damaged - -10% landing chance
3 Controls Jammed - see table above
4 Controls Jammed - see table above
5 Stabilizer Damaged - cut dive by 100
6 Rudder Hit - see table above
7 Elevator Hit - see table above
8 Stabilizer Damaged - cut dive by 200
9 Tail Structure Damaged - cut climb by 100, dive by 300, and turn speed by 10, add one point to damage taken
10 Rudder Hit - cut turn speed by 10
11 Elevator Hit - cut climb by 100, and dive by 200
12 Tail Skid Structure Damage - same as 2

Wing (Right or Left)

Roll (2d6)Effect

2 Aileron Cables Hit - same as Forward Fuselage 5
3 Aileron Jammed - cut turn speed by 30, roll 1d6 each turn, on 1-3 unjammed
4 Aileron Hit - cut turn speed by 10
5 Strut Hit - cut climb by 100 and dive by 600, turn speed by 10, add two points to damage taken
6 Wing Structure Damaged - cut dive by 100
7 Aileron Hit - same as 4
8 Aileron Hit - cut turn speed by 20
9 Wing Structure Damaged - cut dive by 200
10 Strut Hit - cut climb by 50 and dive by 400, add one point to damage taken
11 Wing Spar Hit - cut dive by 200, add two points to damage taken
12 Aileron Hit - same as 4


Pilot/Observer Hits

Roll (d6)Effect

1-2 Minor Injury*
3-4 Serious Injury**
5-6 Killed

*This character will be out of action for 1 week (if they survive the mission!)
**The character must immediately disengage and attempt to land. If they survive, they will be out of action for 4 weeks

Combat Modifiers

There are a number of circumstances which can modify an aircraft's chance to win an opposed combat roll. These are listed here:


CircumstanceModifier

Surprise +2 to ambushing formation
Altitude Greater than Opponent +1
Tactic: Maneuver +1 if turn speed is greater than opponent
Tactic: Maneuver +1 if climb rate is greater than opponent
Tactic: Energy +1 if top speed is greater than opponent
Numerical Advantage +1 per ally in excess of enemy (max +2, no shoulder-shooting!)
Pilot Skill/Attributes variable


Gunner/Observers

Two-seaters with flexible firing mounts have an observer who will fire on enemy aircraft. Observers act on the same turn as their aircraft and will fire on enemy aircraft with whom the two-seater is engaged, taking in account all normal modifiers. They roll a d6 to attack, comparing the total to the target's opposed roll with the two-seater. Gunner/observers take a -1 penalty to this roll to reflect the difficulty of firing from a moving and unstable platform whose movement they cannot control. The Observer Gunnery tactic can eliminate this penalty.

Bugging Out

An aircraft that has not been engaged in its two previous turns may elect to bug out on it's turn with no penalty. However, things are a bit more tricky for craft already engaged in a dogfight. On its turn an engaged aircraft may attempt to use its action to disengage. All engaged aircraft make opposed rolls, taking into account all relevant modifiers, with the escaping aircraft receiving a +2 on the attempt. If the escaping aircraft possesses a higher dive rating than its opponent, they receive an additional +1 on the opposed test for every 100ft of difference in rating (minimum +1). If the escaping aircraft wins the opposed test, it has successfully disengaged.

In the case of craft engaged by multiple opponents; the craft escapes any opponents who fail the opposed test, but any who succeeded remain on their tail and roll to determine hits scored on the fleeing craft. On the next opposed test between the two, the escapee must attempt to disengage again, with success meaning they have finally extracted themselves from the combat.

Sometimes the best thing to do is to disengage. Pilots don't often willingly sign up for suicide missions, and if things aren't looking their way, they'll bug out to fight another day. A formation will attempt to disengage if it is reduced to at least 50% of its original strength, or if they are outnumbered 3 to 1. These thresholds may be adjusted by the squadron commander prior to the mission if desired; but be wary not to throw away valuable war material and manpower in hopeless battles!

In addition to the base threshold, individual pilots may choose to disengage if they are severely wounded, or their machine has take damage which prevents them from continuing the fight. Squadron commanders may elect to direct their pilots to show chivalry in such situations, and allow stricken opponents to escape. Others may choose to have their pilots ruthlessly go for the kill. While pragmatic, such behavior may be met in kind!

Numerical Advantage

Multiple aircraft attacking the same aircraft receive a bonus to their opposed rolls (outline above). The recipient of such an attack may still win the roll. If this is the case, they will only get the opportunity to fire on one of their attackers.

On a pilot's turn, he can attack whoever he likes (happens once per round); if the pilot is attacked by somebody else, he can return fire once per round as well. So if he is attacked by two enemy craft, and somehow managed to win the opposed check against both, he may only return fire on the first one.

So a pilot can only fire on the enemy a max of twice per turn, once on offense, once on defense.

Ground Attack

Some missions will require the destruction of ground-based targets. Aircraft can make ground attacks by bombing them. When making ground attacks, aircraft may face resistance from ground-based machine gun fire, AAA or infantry small arms. Only a few aircraft are capable of true bombing. When in the process of actively bombing a target, the gunner/observer is unable to operate any flexible-mount weaponry, as he must focus on targeting the bombs. The choice between high-level bombing, or tactical bombing will be made by the squadron commander during mission planning.

High-Level Bombing

This method of bombing was wildly inaccurate, with aircraft dropping their bombs from around 10,000 feet in altitude. Strategic bombers carry a very heavy bomb load, dropping them all in one go; scattering the bombs over a wide area in an effort to hit the target. Despite the volume of bombs, each aircraft bombing a target in this way has only a 15% chance of destroying their target. While encumbered with this bomb load, strategic bombers have the following reductions in performance: -20 top speed, -10 turn speed (60 minimum), -50 climb, and -1000 ceiling
Available Aircraft: Sopwith 1 1/2 Stutter, De Havilland 4

Tactical Bombing

This method of bombing is more accurate, but places the aircraft and its crew at greater risk. Some craft may hold four bombs mounted on racks beneath the lower wing, while others are only capable of carrying a single device. Tactical bombers carrying four bombs are limited to 5,000 ft in altitude while laden and have their top and turn speeds reduced by 10, and their climb reduced by 100. All tactical bombers must descend to just 400 feet above their target to drop their bombs. When used in this way, each bomb dropped has a 50% chance of hitting its target.
Available Aircraft (Multiple Drop): Sopwith 1 1/2 Strutter, Armstrong-Whitworth FK8, RE8, Sopwith Pup, SE5
Available Aircraft (Single Drop): AEG C IV

Tactics

Before sending a formation out on a mission, the squadron commander will give their flight some basic instruction regarding what to do if they run into the enemy. This is represented by the formation's selected Tactic.

Tactic: Energy Fighting
This represents using speed and altitude to keep your aircraft in a higher energy state than the opponent. It is characterized by high circling, dives, and high yo-yo's to bounce down on top of an opponent before zooming back up to altitude while the opponent struggles to return fire without stalling. Energy Fighters with a higher top speed than their opponent receive a +1 to their opposed combat rolls in addition to any bonus granted by higher altitude. An Energy Fighter with a higher altitude than its target who is successful in its attack does not lose its altitude bonus after the attack.

Tactic: Maneuver Fighting
This represents the classic furballs that most people picture when imagining a dogfight. Here scissor-turns, loops, and barrel rolls are king. Pilots in aircraft with greater turning speed and climb rates will be at a great advantage here. Maneuver Fighters who possess a better climb rate or turn speed than their opponent receive a +1 to their opposed combat rolls. Maneuver fighters possessing better climb and turn receive a +2.

Tactic: Discretion
Sometimes it is more important to ensure everybody makes it back to the aerodrome in (close to) one piece. Discretionary fighters are cautious and conservative and if possessing a greater dive speed than their opponent, receive +1 on attempts to disengage; in addition to all other modifiers.

Tactic: Observer Gunnery
Two-seaters can be instructed to keep their maneuvers smooth to provide a better platform for the observer to fire a flexible-mount weapon. Formations of Observer Gunners can take a -1 on opposed combat rolls in order to eliminate their gunner's penalty to hit.

Tactic: Ground Attack
Aircraft using this tactic receive a +10% bonus to all attempts to drop bombs on ground targets, but take a -1 penalty on all opposed combat rolls. Gunner/Observers do not take this penalty, but as normal cannot engage in gunnery while in the process of bombing a target.

Landing

At the end of the mission, everybody needs to be able to put the plane back on the ground, but the technology isn't perfect, and there is always a chance that something goes wrong. The base chance to set down an aircraft is 70%, modified by the following:


CircumstanceModifier

Landing at Aerodrome +25%
Forced Landing (fields, no-man's land, etc) -10%
Minor Wound -10%
Serious Wound -20%
Aircraft Damaged variable
Pilot Skill/Attributes variable


Crashes

If shot down, a pilot has a 5% chance of surviving the crash with serious injuries. If the crash took place during a landing or forced landing, the pilot's chance is 40% (Rolls up 15%- unhurt, 25%- minor wound, 40%- serious wound). Pilots who survive being shot down or forced to land in enemy territory and are not seriously wounded, have a 65% chance of being captured by the enemy. Pilots downed in no-man's land have a 30% chance of being captured. Captured pilots sit out the remainder of the war in POW camps.

RagingKrikkit
2016-10-14, 10:49 PM
RECCOMENDATION FOR DECORATION

NAME: Aleksy Kozłowski

RANK: Leutnant

UNIT: Jaggdstaffel 16

DECORATION: Iron Cross, 2nd Class

DESCRIPTION: On 1 April 1917, while serving as a Flight Leader for Jaggdstaffel 16 "Winged Hussars", Leutnant Kozłowski detected a De Havilland IV escorted by four Sopwith Triplanes conducting reconnaissance of recently vacated German positions in the vicinity of Ham. Maneuvering his flight into an advantageous position, Kozłowski ordered his flight of three to dive on the enemy fighters, allowing the second flight of his squadron to engage the enemy reconnaissance craft without interference. Catching the enemy unawares, Leutnant Kozłowski's flight was able to engage the enemy long enough for the second flight to destroy the hostile two-seater while his wingmates destroyed two enemy fighters, despite flying inferior aircraft. By his effective planning, Leutnant Kozłowski facilitated the destruction of three Entente aircraft and denial of valuable intelligence to the enemy. His actions reflect great credit upon himself, Jaggdstaffel 16 "Winged Hussars" and the German Army.

OOC: Okay, it's not technically appropriate via the listing, but I'd rather have the Germans only have performance medals rather than service ones, so I'm going to pretend that they work like that until Crow shuts me down.

Crow
2016-10-14, 11:00 PM
RECCOMENDATION FOR DECORATION

NAME: Aleksy Kozłowski

RANK: Leutnant

UNIT: Jaggdstaffel 16

DECORATION: Iron Cross, 2nd Class

DESCRIPTION: On 1 April 1917, while serving as a Flight Leader for Jaggdstaffel 16 "Winged Hussars", Leutnant Kozłowski detected a De Havilland IV escorted by four Sopwith Triplanes conducting reconnaissance of recently vacated German positions in the vicinity of Ham. Maneuvering his flight into an advantageous position, Kozłowski ordered his flight of three to dive on the enemy fighters, allowing the second flight of his squadron to engage the enemy reconnaissance craft without interference. Catching the enemy unawares, Leutnant Kozłowski's flight was able to engage the enemy long enough for the second flight to destroy the hostile two-seater while his wingmates destroyed two enemy fighters, despite flying inferior aircraft. By his effective planning, Leutnant Kozłowski facilitated the destruction of three Entente aircraft and denial of valuable intelligence to the enemy. His actions reflect great credit upon himself, Jaggdstaffel 16 "Winged Hussars" and the German Army.

OOC: Okay, it's not technically appropriate via the listing, but I'd rather have the Germans only have performance medals rather than service ones, so I'm going to pretend that they work like that until Crow shuts me down.

Your account of the events works. Though the germans essentially awarded them as service medals to the air service, you have to remember; at the time, shooting down an enemy aircraft was considered to be a significant feat of arms. They were still awarded as performance medals in the western sense; just more of a consistent performance over time matter, than a one-off thing.

Also, there were well over 4 million IC2's awarded in WWI, so....

RagingKrikkit
2016-10-14, 11:12 PM
OOC: Well, I'll count that as being shut down, then. Live and learn. Maybe I'll go back at some point and retcon that into a letter of commendation. I've always considered myself as having an above average amount of knowledge of the First World War (which isn't saying much in a world where Battlefield 1 almost got the no-go because EA was too afraid nobody would know what the hell it was about), but I get the feeling I'm going to walk out of this game with a lot more.

Crow
2016-10-14, 11:33 PM
OOC: Well, I'll count that as being shut down, then. Live and learn. Maybe I'll go back at some point and retcon that into a letter of commendation. I've always considered myself as having an above average amount of knowledge of the First World War (which isn't saying much in a world where Battlefield 1 almost got the no-go because EA was too afraid nobody would know what the hell it was about), but I get the feeling I'm going to walk out of this game with a lot more.

Not shut down at all. I loved the commendation letter! I just don't want you to feel constrained. :D

Icilia
2016-10-15, 07:37 AM
RECCOMMENDATION FOR DECORATION

NAME: Heinrich Rosenblatt

RANK: Unteroffizer

UNIT: Jasta 9

DECORATION: Iron Cross, Second Class

DESCRIPTION: Unteroffizer Heinrich Rosenblatt is being recommended for the Iron Cross (Second Class), for being the first pilot of Jasta 9 to confirm an enemy kill. Rosenblatt and his wingman engaged a pair of Strutters and managed to successfully down one of the two hostile aircraft whilst running escort for a reconnaissance mission over enemy territory. Rosenblatt and his wingman were not only able to down one of the two Strutters, killing the pilots, but also managed to deal significant damage (reportedly) to the other Strutter, whilst avoiding taking any damage to their own craft. As such, we recommend Unteroffizer Rosenblatt for this medal due to his achievement of damage against his foes.


MESSAGE TO JASTA THIRTEEN STOP
JASTA NINE SENDS REGARDS ON THE LOSS OF YOUR PILOT STOP
HIS SACRIFICE IS TO BE HONOURED BY ALL HERE STOP
GLORY TO CENTRAL STOP

RagingKrikkit
2016-10-15, 11:06 PM
In Laon, life went on as it always had. Far enough from the front that the shells did not reach it, their only reminders of the war were the German police force that had supplemented the local constables, the occasional column of boys headed to the front, and the rarer line of battered men headed away. But to the citizens of Laon, the war mattered little. One day it would be over, the Germans would go home, and life would go on as it always had.

But tonight, in a tavern on the edge of town, there was a raucous set of tables where the men of the Winged Hussars sat, raising drinks far after they had all forgotten how many times they had toasted their first three killers. Shouts of merriment filled the room again and again as they recounted the events of that morning, the tale growing grander with each retelling. From behind the counter, the bartender stood polishing glasses for the inevitable next round. He understood little of their revelry, nor did it matter to him. Life at the front was often short, and before long these men would be dead, their money locked away safely in his coffers, and life in Laon would go on as it always had.

Philistine
2016-10-16, 11:24 PM
1 April 1917

The last remaining personnel of No. 14 Squadron have departed Noyon now, returning to England to rebuild after the losses they suffered. The new boys in to replace them are No. 11 Squadron RNAS, the Greyhounds, freshly equipped with brand-new Tripehounds. They've already got into it with Jerry, unfortunately, and two pilots from 'A' Flight were lost before they even finished unpacking their gear. I'm glad I'm not a pilot myself. It's hard enough watching these bright, eager faces launch themselves skyward day after day, their numbers and enthusiasm dwindling perceptibly as weeks stretch into months without respite, and losses begin to mount. Eventually these boys will go the same way No. 14 went, and No. 23 before them, and No. 7 before that. And eventually another new squadron will arrive on the line, bright and eager, and will gradually be worn down just like the rest, and then another, and then another... The names change, the faces change, and every so often the places move a few miles this way or that, but those are mere details. The Greyhound boys are already showing signs of strain, badly enough that Lieutenant Anson - who barely avoided being shot down himself - decided he needed to take a decisive step to boost morale. Thus Sergeant Stanley is now Second Lieutenant Stanley, in recognition of the superior flying skills he's demonstrated. Only time will tell if this has actually improved the men's spirits, but the newly-minted second lieutenant is said to have stood his squadron-mates to quite a good meal and a round of drinks at the nameless little country inn just outside the village here, and certainly everyone staggered back to the aerodrome quite late that night. Perhaps a little celebration of one of their own will help. I don't know.

- Diary of Major John Reuel, Aerodrome Commander, Noyon, France

Crow
2016-10-18, 11:01 PM
Dearest Emily,

I've arrived in Eperney and have begun to settle in. The previous commander had run a tight operation. A place for everything, and everything in its place; but the crews' introduction to the western front hadn't gone well. Six men went up last week, and only two came back. Ultimately it was his nerves. That first week's losses were just too much and he couldn't handle it. So now I'm here.

I've had to beg command to send us a new DH4. Our RE8's are good enough at low altitude, but the Strutters that make up the rest of our strength are all-rounders which don't particularly shine in any one area. The DH4 is fast and gives us some options. I had requested a detachment of scout pilots, but Command responded that it would create "logistical difficulties". They never give us everything we need, and so we make due with whatever we can put together.

In my first days here, I made a wondrous discovery. It seems one of our number is a fantastic singer. His presence soothes the men greatly, and I should be careful to protect this man; but like all young men he is eager for adventure and wants to fly more than anything! I fear what it would do the men's morale if something were to happen to him. I have been trying to assign him only to low risk assignments.

With that said, there is still much to do here, and I find myself very busy. France is not so bad where we are, and certainly not so bad as the stories we hear from the front. I doubt many of our boys in the trenches eat so well as we do; nor is there much champagne to be had on the front. I am grateful for our comparatively posh living conditions, but the deadly combat we face is no less bloody than that which takes place in the trenches. I find myself missing you and our darling child more every day. The brass insist that our coming offensive will be the thunderbolt which wins the war. I pray that they are right.

Sincerely,
Your Charles