Over the Lines Setup Rules
WWI Aerial Combat
©1996,2001 Daryl Poe

Scenario Set-up

The year and season of the scenario must be selected, either by the players, the referee, or by random roll on the charts to the right. When the season is chosen, make another roll to check if there are cloud banks (which are more likely in some seasons than others). If there are clouds, they are assumed to be solid between two fixed inclusive altitudes: beginning at 2d6×1000' and ending 1d6×500' above that. Finally, roll for the time-of-day of the scenario.

Scenario Year
2-4 1915
5-6 1916
7-8 1917
9-121918
Scenario Season
Roll Season Clouds
2-5 Spring2-6
6-7 Summer2-4
8-9 Autumn2-5
10-12Winter2-7
Reroll if Spring 1915 or Winter 1918.
Scenario Time-of-Day
Roll Time-of-Day Sun from...
2-5 Morning East
6-9 Midday Overhead
10-12 Evening West


Mission Type

The referee may set up the mission type and attackers, or it may be rolled on the tables at right. First roll to see who is the defender in the mission, then roll the Mission Type.

The attacker will get a number of fighter aircraft to attack the defender. The defender gets forces depending on the mission type and a number of attacking planes. Planes should be within 12" of the entry edge (unless otherwise noted) and 6-12" from each other in a logical formation. Planes enter between minimum and maximum level speed, Even bank, Level pitch, and beneath their Ceiling Altitude.

Players or the referee can chose any planes that flew in the season of the scenario, or the players may roll on the random tables in Vintage Charts. Each player should fly one to three planes (but the sides should usually be roughly even).

Defender
2-6 Entente (Britain, France, ...)
7-12 Central Powers (Germany, Austria...)

Mission Type
2d6
Roll
Mission Type 1d6
Roll
Subtype
2-4Balloon Busting
5-6Reconnaissance 1-2Inbound
3Outbound
4Photo
5Artillery
6Contact
7-8Patrol/Dogfight
9-10Light Bomber 1-2Inbound
3Outbound
4-5Strafing
6Bombing
11 See Heavy Bomber Mission if German defender;
Light Bomber otherwise
12Heavy Bomber 1-3Inbound
4-5Outbound
6Bombing

Random Entry Table
2-5North
6-8Opposite Enemy
9-12South


Balloon Busting

The attackers are trying to shoot down two enemy observation balloons while taking minimal damage themselves. See the Balloon Rules for details on the balloons and ground guns.
Attacker Setup: Attackers start at an altitude of 500-5000' (their choice). Entente enters from the West edge; German, East. Before starting, the attackers can decide which planes are using incendiary ammo (which is more effective against balloons but less effective against other aircraft).
Defender Setup: Defenders get two balloons, two AA guns, two land-based machine guns and two less defending fighters than attackers (though at least one defender per player on that side). The balloons should be set up roughly 12" from each other near the center of the playing area at an altitudeof 1d6×500'. The AA guns and machine guns should be set up within 12" of the base of at least one balloon, and no less than 12" from another gun. Defender planes enter within 12" of the edge rolled on the Random Entry Table.



Reconnaissance -- Inbound

The defenders are intercepted as they are trying to reach a position that is off the opposite edge of the playing surface. The defenders want to move in that direction while staving off the attacking fighters; the attackers want to shoot down the incoming planes.
Defender Setup: Defenders use two observation planes and escort with one less fighter than the attackers. Entente enters from the West edge; German, East. Defenders start at an altitude of 1,000-20,000' (their choice). Recon plane altitude is announced; then defenders and attackers write the altitude of their fighters, then all planes are placed on the playing surface in any chosen formation.
Attacker Setup: Attackers enter from the opposite edge with fighters at any altitude. They secretly write the altitudes of their planes after the recon planes have announced theirs.

Reconnaissance -- Outbound

Use the Reconnaissance -- Inbound setup except that the observation planes are trying to make it back to their home base. Therefore, Entente defenders enter from the East edge; German, West. Use the Random Entry Table to determine the attacker's entry edge.


Reconnaissance -- Photo-Reconnaissance

The defenders are starting to conduct photo-reconnaissance over a target when enemy fighters try to interrupt their activities. The target is near the center of the playing area. The defenders pass one of their observation planes:

  • within 6" horizontally of the target
  • at an altitude listed on the Photo-Recon Altitude Table
  • at UE bank
  • at Level pitch
  • at speed one, two, or three higher than stall speed
Then it must return the plane to its entry edge safely.
Defender Setup: Defenders use two observation planes and escort with one less fighter than the attackers. Defender observation planes start within the range of altitudes shown on the Photo-Recon Altitude Table, or their ceiling, whichever is lower. If a could bank exists below the starting altitude range, disregard it. Entente starts with 12" of the West edge; German with 12" of the East edge. Recon plane altitude is announced; then defenders and attackers write the altitude of their fighters, then all planes are placed on the playing surface in any chosen formation.
Attacker Setup: Attackers enter from the opposite edge with fighters at any altitude. They secretly write the altitudes of their planes after the recon planes have announced theirs.

Photo-Recon Altitude
YearAltitude
19154,000-8,000'
19168,000-12,000'
191712,000-16,000'
191816,000-22,000'

Reconnaissance -- Artillery Cooperation

The defenders are starting to conduct spotting to help their artillery range in a target when enemy fighters try to interrupt their activities. The target is near the center of the playing area. In order to observe, the defenders must keep at least one of their observation planes within 24" horizontally of the target, at an altitude of 4,000-8,000'. The scenario continues until the attacking fighters are driven off or twenty turns of continuous observation have passed.
Defender Setup: Defenders use two observation planes and escort with one less fighter than the attackers. Defender observation planes start at 4,000-8,000' within 24" horizontally of the target. If a could bank exists below 5,000', disregard it. Defending fighters start within 24" horizontally of the observation planes. Recon plane altitude is announced; then defenders and attackers write the altitude of their fighters, then all planes are placed on the playing surface in any chosen formation.
Attacker Setup: Entente attackers enter from the West; German from the East. They secretly write the altitudes of their planes after the recon planes have announced theirs. They may choose any altitude within the capabilities of their planes.


Reconnaissance -- Contact Patrol

The defenders are trying to identify the position of friendly and enemy units near the front, when enemy fighters try to interrupt their activities. Scatter four tokens representing ground units within one foot of the north-to-south centerline of the playing area and at least a foot from each other and the edges. Add a machine gun to one of these tokens -- it is of the same . See the Ground Fire rules for details on these units. It is not known which side each unit belongs to until it is flown over at a low altitude. When a plane passes within 12" of one of these units, determine which side it belongs to and (potentially) start firing. Each of the four units must be observed by one of the observation planes passing within 12".
Defender Setup: Defenders use two observation planes and escort with one less fighter than the attackers. Roll 1d6: on 1-3, defenders start with 12" of the north edge, flying south; on 4-6, they start with 12" of the south edge, flying north. Defenders can choose the altitude of their starting planes, remembering that 600' will be their maximum altitude to observe the units (and that, only if they fly directly overhead). Recon plane altitude is announced; then defenders and attackers write the altitude of their fighters, then all planes are placed on the playing surface in any chosen formation.
Attacker Setup: Entente attackers enter from the West; German from the East. They secretly write the altitudes of their planes after the recon planes have announced theirs. They may choose any altitude up to 2000'.


Patrol/Dogfight

Two groups of enemy fighters meet and attempt to rid the skies of each other. Defenders and attackers have an equal number of planes. (The defenders can have one less if it's convenient for the number of players involved.)
Setup: Defenders start at an altitude of 1d6×1000' in 1915; 2d6×1000' in 1916; or 3d6 ×1000' in 1917-1918. Attacker altitude is adjusted from defender altitude as shown on the table to the right. Defending Entente planes enter from the West; German from the East. Attackers enter on the edge indicated on the Random Entry Table.

Dogfight
Attacker Altitude
2-3-200'
4-100'
5-6same
7+100'
8+200'
9+300'
10+500'
11-12+1000'

Bombing Raid - Inbound

The defenders are trying to reach a target that is off the opposite edge of the playing area when they are intercepted. The defenders want to move in the direction of the target while staving off enemy fighters; the attackers want to shoot down the incoming bombers.
Defender Setup: Defenders use two heavy or light bombers and escort with one less fighter than the attackers. Defending Entente planes enter from the West; German from the East. Defending bombers start at an altitude of 500-5000' (their choice). Bomber altitude is announced; then defenders and attackers write the altitude of their fighters, then both sides set out their formations.
Attackers Setup: Attackers enter from the opposite edge with fighters at any altitude. They secretly write the altitudes of their planes after the bombers have announced theirs.

Bombing Raid - Outbound

Having dropped their bombs, the defenders are trying to make it back to friendly lines. Setup is the same as Bombing Raid -- Inbound except defending Entente planes enter from the East; German from the West. Use the Random Entry Table to determine the attacker's entry edge.

Bombing Raid - Over Target

Roll on the Bombing Table to determine the target of the raid. The Bombing Rules outline how to hit the target. The target is two thirds of the way across the playing surface from the defenders to the attackers. The bombers want to destroy the target and escape; attackers want to save the potential target. Planes for both side are set up as in "Bombing Raid -- Inbound".

Bombing Target Table
Roll Target Size
2General's CarSmall
3HeadquartersSmall
4Artillery BatteryMedium
5TrenchworksMedium
6Infantry CompanyMedium
7Aeroplane HangerLarge
8Troop ConcentrationLarge
9Enemy AerodromeLarge
10FactoryHuge
11Railroad StationHuge
12Airship HangarHuge



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