Scenario Set-upThe 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. |
| ||||||||||||||||||||||||||||||||||||||||||||||||||
Mission TypeThe 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). |
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Balloon BustingThe 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.
|
Reconnaissance -- InboundThe 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.
Reconnaissance -- OutboundUse 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-ReconnaissanceThe 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:
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. |
| ||||||||||||
Reconnaissance -- Artillery CooperationThe 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.
|
Reconnaissance -- Contact PatrolThe 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".
|
Patrol/DogfightTwo 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.)
|
| ||||||||||||||||||
Bombing Raid - InboundThe 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.
Bombing Raid - OutboundHaving 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 TargetRoll 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". |
| |||||||||||||||||||||||||||||||||||||||
Forward to Main Rules
|
Back to OtL Index
|
![]() |