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Tabletop Gaming, Models, and Minis => Forum-Based Games => Topic started by: Silent Disapproval Robot on March 08, 2015, 12:58:08 AM

Title: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 12:58:08 AM
I'm having fun with this game and I was wondering if anyone is interested in a forum based version where everyone controls an individual bomber.  We can start with one of the smaller scenarios so everyone can get a feel for things and then work up to the campaign game if there's enough interest/enjoyment.

Sign up if you're interested.  I was thinking of starting with the Main Force scenario which sees 9 Lancasters in three waves of three taking off from England to attack the Möhne dam (and then on to the Eder if things go well enough).

(http://www.aviationartgallery.co.uk/Images/Large-Images/Dambusters-opening-shots.jpg)
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Staggerwing on March 08, 2015, 06:22:05 AM
If this is a 1-or-2 turn a day thing I'll step forward, provided that I don't need to buy the game to play.
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Barthheart on March 08, 2015, 06:46:45 AM
If this is a 1-or-2 turn a day thing I'll step forward, provided that I don't need to buy the game to play.

Ditto.
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Silent Disapproval Robot on March 08, 2015, 11:32:38 AM
Yeah, no need to buy the game.  I'll run it through VASSAL and post screenies.  The flight leaders of each of the three waves will be the most active to start with so they'd need to be available to make decisions/rolls and post responses in a timely manner or things could get bogged down. 
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Staggerwing on March 08, 2015, 11:37:10 AM
I could give you a morning and an evening response on weekdays and a few more per day on weekends. Would that be enough?
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Silent Disapproval Robot on March 08, 2015, 11:41:19 AM
Yup.  We could actually do it with 3 players, each one controlling a 3 Bomber flight.  That might go a bit more smoothly.
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: undercovergeek on March 08, 2015, 11:52:40 AM
Me me me me me
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Silent Disapproval Robot on March 08, 2015, 12:53:59 PM
OK, let's do it!

The first thing that needs to be decided is who will take command of each wave.  There are three waves in this scenario, each consisting of 3 bombers.
The First Wave contains the Wing Commander, Guy Gibson and will be in overall command.  (veteran crews are best, green are worst.  Only 1 elite crew member can use his skill bonus per scenario so in cases where there is more than 1 elite on a plane, you'll select which one to utilize for this mission.)

1st Wave
AJ-G for George: veteran crew, flight leader, Wing Commander (3 elite crew: pilot Guy Gibson: can re-roll any single check for any plane, once per mission.  Front gunner G.A. Deering: -1 to front gunnery checks.  Rear gunner R.D. Trevor Roper: -1 to rear gunnery checks)
AJ-M for Mother: veteran crew  (2 elite crew:  pilot J.V. Hopgood: ignore 1 map error result per mission.  Front gunner G. Gregory: -1 to front gunnery checks.)
AJ-P for Popsie: veteran crew (2 elite crew: pilot H.B. Martin: ignore 1 damage result.  Navigator J.F. Leggo: +1 to all navigation checks)

(http://img.photobucket.com/albums/v320/bogaty/1st%20wave_zpsan2nrt0f.jpg~original)



2nd Wave
AJ-A for Apple: veteran crew, flight leader (elite crewman: Pilot H.M. Young: can ignore map error once per mission)
AJ-J for Johnnie: seasoned crew (elite crewman:  Navigator V. Johnson: +1 to all navigation checks)
AJ-L for Leather: veteran crew (2 elite crew:  pilot D.J. Shannon: rolls 1 extra die for dam approach vector checks.  navigator D.R. Walker:  can draw 1 extra altitude chit during dam approach run)

(http://img.photobucket.com/albums/v320/bogaty/2nd%20wave_zpsykrsgiqp.jpg~original)



3rd Wave

AJ-N for Nuts: veteran crew, flight leader (elite crewman: pilot L.G. Knight: Jink and Weave - can avoid 1 unrevealed hazard per mission)
AJ-B for Baker: seasoned crew
AJ-Z for Zebra: veteran crew

(http://img.photobucket.com/albums/v320/bogaty/3rd%20wave_zpssppqzh2q.jpg~original)
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Silent Disapproval Robot on March 08, 2015, 01:00:32 PM
So we've got Staggerwing, Bartheart, and UCG.  You lot can pick a wave each or we can randomly determine who gets what with a die roll or two.
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Staggerwing on March 08, 2015, 02:03:43 PM
Do the 3 waves operate completely independently from each other?

If so I'm good with any of them or a random choice.
Title: Re: Who's wants to control a bomber in Enemy Coast Ahead (dambusters raid)?
Post by: Silent Disapproval Robot on March 08, 2015, 02:29:46 PM
The waves operate independently.  The game is divided into two main phases, the flight phase and the attack phase.  The flight phase tracks the progress of the bombers as they fly through different zones in order to reach the target dams.  Each zone generates a certain number of hazards as the bombers pass through.  If two or more waves (or detached bombers) are in the same zone, the senior commander gets to assign the hazards.  That means if the flight leader for 1st wave is in the same zone as 2nd or 3rd wave, the player controlling the 1st wave flight leader will assign hazards.  If only 2nd and 3rd wave are present, 2nd wave leader assigns the hazard.  If 1st wave is present but has lost AJ-G, then the leader of whichever other wave is present will assign the hazards.

 I've attached a photo showing the different zones.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 08, 2015, 03:03:52 PM
My vote's for random wave.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 08, 2015, 03:17:37 PM
Links for the Rule book and scenarios: http://www.gmtgames.com/p-439-enemy-coast-ahead-the-dambuster-raid.aspx
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 03:18:32 PM
OK, we'll do random.

1st wave will be d6 roll.  1-2 = Bartheart, 3-4 = Staggerwing, 5-6 = UCG.

(http://grogheads.com/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d6 : 1, total 1

Bartheart will control the 1st Wave

2nd wave will be 1-3 = Staggerwing, 4-6 = UCG

[blockquote]Rolled 1d6 : 1, total 1[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 03:26:54 PM
Looks like you can't go back and add to a post with a die roll.  Anyway, both rolls were 1 so:

1st Wave: Bartheart

2nd wave: Staggerwing

3rd Wave: Undercovergeek

Bartheart, you'll need to decide which elite crewmember you want for each of your 3 planes

AJ-G for George: (pilot Guy Gibson: can re-roll any single check for any plane, once per mission.  Front gunner G.A. Deering: -1 to front gunnery checks.  Rear gunner R.D. Trevor Roper: -1 to rear gunnery checks)
AJ-M for Mother:  (pilot J.V. Hopgood: ignore 1 map error result per mission.  Front gunner G. Gregory: -1 to front gunnery checks.)
AJ-P for Popsie: ( pilot H.B. Martin: ignore 1 damage result.  Navigator J.F. Leggo: +1 to all navigation checks)



Staggerwing, you'll have to select which crewmember you want for AJ-L.
AJ-L for Leather: (pilot D.J. Shannon: rolls 1 extra die for dam approach vector checks.  navigator D.R. Walker:  can draw 1 extra altitude chit during dam approach run)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 08, 2015, 03:30:00 PM
What's harder, getting your approach vector right or keeping your altitude in the zone?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 03:32:28 PM
You have a veteran crew so you'll get more chances to make altitude adjustments during your run, especially if the weather stays clear.  I'd say approach vector is a better bet.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 08, 2015, 03:34:12 PM
Gotta go w/ the D.J. then. O0
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 08, 2015, 03:43:20 PM
awesome - i was going to choose wave 3 - let the bombing commence!
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 05:07:50 PM
Bartheart, here's your flight.

(http://img.photobucket.com/albums/v320/bogaty/bartcrew_zpsgysph65s.jpg~original)




Staggerwing, here's your flight.

(http://img.photobucket.com/albums/v320/bogaty/staggercrew_zpsepjdokck.jpg~original)


UCG, here's your flight.

(http://img.photobucket.com/albums/v320/bogaty/UCGcrew_zps5gwwwyk2.jpg~original)


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 05:24:40 PM
Quote from: Scenario briefing
Flight of the Main Force
Scampton: 2130 hours, May 16, 1943
Wing Commander Gibson organized nine Lancasters into three sections (three bombers each), taking off at approximately 2130 hours.  Each wave flew separately but on the same route, crossing over the Dutch coast at about 2300 hours.  Gibson's vanguard by then had drifted south of the intended landfall point, but after climbing to 300 feet, and with the moonlight, Gibson's navigator was able to recalculate an adjusted course to the next turn point on the route.  Avoiding German nightfighter bases and known concentrations of anti-aircraft batteries, the Lancasters turned at the Rhine, but by then Gibson's two wingmen had lost him.  They continued on course but were engaged by flak from river barges and again near Dorsten, wounding two of AJ-M's crew and damaging one of its four Merlin engines. 

AJ-A led the second wave on the first's tail but also encountered flak and navigational glitches, AJ-L falling away from the other two bombers and ultimately arriving at the target a few minutes late.

The third wave followed and AJ-B piloted by Flight Lieutenant Astell struck an electrical wire pole as it made a navigational adjustment.  Its ordinance bounced and roll, and then exploded several hundred feet away.  None of the crew survived.

AJ-G arrived at the Möhne dam first and made an initial low-altitude pass to survey the defenses and the configuration of the dam and its approach.  This may have alerted the flak gunners.  Using VHF radio and Very light flares, Wing Commander Gibson oriented the rest of the pilots while he made the first run.

After verifying the breach in the dam, Gibson led the three Lancasters that still carried ordnance to the secondary target (Eder Dam).  The other bombers returned to base.  AJ-Z was hit by flak and crashed at approximately 0230.  AJ-A was hit by flak on the Dutch coast and crashed at 0300. 

After the last Upkeep was loosed on Eder Dam, breaching it, Gibson led the remaining Lancasters back to Scampton.  Although the plan was to regroup at Möhne, the bombers returned by a variety of individual routes.

Primary and Secondary targets
Möhne Dam is the Primary Target of all Main Force bombers.  Their Secondary Target is the Eder Dam.  Sorpe Dam is their Target of Last Resort.

Your goal is to breach two dams, but don't be shy about breaching a third if you can.  You've got the best flyers in 617 Squadron and probably all of 5 Group but you're flying on the deck and flak awaits at Möhne.  Much rides on the outcome, including an aeronautical engineer's career.


Your primary target is the Möhne Dam in the Ruhr.  Reconnaissance flights have been conducted (recon level two in all hostile zones and at all dams).  Photos indicate that the reservoir is completely full which should make breaching the dam easier.  There is heavy flak at the Möhne but no searchlights or barrage balloons were detected.
(http://img.photobucket.com/albums/v320/bogaty/mohne_zpst9rt4uid.jpg~original)
 

Should you successfully breach the Möhne and still have Upkeep ordnance left, you are to proceed to your secondary target, the Eder Dam in the Weser region.
Reconnaissance indicates no defenses present at the Eder.  The reservoir is completely full.
(http://img.photobucket.com/albums/v320/bogaty/Eder_zpsrlrujxem.jpg~original)

In the event that both the Möhne and the Eder are both breached, or should an attack on either become untenable, you are to attack the Sorpe Dam in the Ruhr.  Again, no defenses were detected and the reservoir is full. 
(http://img.photobucket.com/albums/v320/bogaty/sorpe_zpsawoym3uc.jpg~original)


(http://img.photobucket.com/albums/v320/bogaty/targets_zpsd34ajbmc.jpg~original)


The enemy alert level is 1.  They're at their posts but aren't expecting anything out of the ordinary.
(http://img.photobucket.com/albums/v320/bogaty/alert_zpsrw0hr1e7.jpg~original)


All bombers have successfully taken off and formed up into 3 waves over 617 Sqn's home field at Scampton, England. 
(http://img.photobucket.com/albums/v320/bogaty/start_zpsmzw9v8ct.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 06:04:07 PM
The game runs through a 10-step Flight Turn phase until the bombers reach their targets and then we drop down into the attack phase.

Here's a copy of the flight turn sequence.  It starts at the bottom and climbs up.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 06:25:46 PM
While we're waiting for Bart, we can proceed through part of the first turn.

The first step is the co-ordination phase.  When a wave's formation gets compromised for whatever reason individual bombers may get separated from the wave, get lost, etc.  Also, if a wave arrives at a target in an uncoordinated formation the bombers will arrive at random times during the attack phase.  During the co-ordination phase bombers can attempt to rejoin waves, formations can try to re-coordinate, and two or more individual bombers can try to form a new wave.

As all formations are in good order this turn we can skip this phase.

The next phase is the Wireless telegraphy phase.  Commanders can attempt to assign new targets to bombers during this phase but in this scenario no changes can be made until after the Möhne has been breached so we can skip this phase.

Next is the movement phase.  Any aircraft that isn't lost or delayed and still has an upkeep bomb attached must move along the flight path towards the target.

Quote
At 2100 hours all three waves left England at treetop level and proceeded out over the coast of England.

(http://img.photobucket.com/albums/v320/bogaty/coast_zpssmqq5d0a.jpg~original)


Next is the navigation phase.  Each wave must attempt to pass a navigation check.  As the waves are all in good formation it's the navigator in the flight leader's plane who makes a check.

All three flight leaders have veteran navigators so each of you please roll 2D6 and post the results.  You need to score 6 or higher to pass your nav check.

(http://img.photobucket.com/albums/v320/bogaty/nav_zpsiiyz1rk9.jpg~original)


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 08, 2015, 07:38:11 PM
OK, here goes:

[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 08, 2015, 07:40:56 PM
Damn, snake eyes  :(


BTW, for those who dont know, forum code for rolling dice is {roll}1d6{/roll}, only with ['s instead of {'s, and 1= how many dice while 6 = how many sides the die has. If you only have one die you still need the '1' in there. You can also use the (http://grogheads.com/forums/Themes/default/images/bbc/roll.gif) button above the posting window.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 08:15:16 PM
Ooh, that's bad luck. 

If Bart takes Gibson as his elite crewman on AJ-G, he could use his special once-per-mission re-roll ability to let you have another crack at it but, IMO, that'd be a huge waste to expend it this early in the game.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 08, 2015, 08:20:54 PM
Looks like you can't go back and add to a post with a die roll.  Anyway, both rolls were 1 so:

1st Wave: Bartheart

2nd wave: Staggerwing

3rd Wave: Undercovergeek

Bartheart, you'll need to decide which elite crewmember you want for each of your 3 planes

AJ-G for George: (pilot Guy Gibson: can re-roll any single check for any plane, once per mission.  Front gunner G.A. Deering: -1 to front gunnery checks.  Rear gunner R.D. Trevor Roper: -1 to rear gunnery checks)
AJ-M for Mother:  (pilot J.V. Hopgood: ignore 1 map error result per mission.  Front gunner G. Gregory: -1 to front gunnery checks.)
AJ-P for Popsie: ( pilot H.B. Martin: ignore 1 damage result.  Navigator J.F. Leggo: +1 to all navigation checks)



Staggerwing, you'll have to select which crewmember you want for AJ-L.
AJ-L for Leather: (pilot D.J. Shannon: rolls 1 extra die for dam approach vector checks.  navigator D.R. Walker:  can draw 1 extra altitude chit during dam approach run)

AJ-G expert will be Gibson
AJ-M will be Hopgood
AJ-P will be Martin
Hmmm... all pilots.....
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 08, 2015, 08:21:54 PM
My roll:

[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 08, 2015, 08:22:38 PM
Jeeze... not good either.... but I don't want to use Gibson yet for either roll....  :o
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 08, 2015, 08:51:15 PM
LOL.  Well this is going well.

(http://img.photobucket.com/albums/v320/bogaty/lancasters_zpshyfpmuyf.jpg~original)

Quote
Not long after the navigators look their last sightings off the receding English coastline, several bomber crews lost sight of their flight leaders and the formations began to spread out.  Whether this was due to nerves or the darkness was anyone's guess.

(http://img.photobucket.com/albums/v320/bogaty/navi_zpsnq4mtahs.jpg~original)

OK, Bart and Stagger, your formations are now compromised.  We'll have to wait to see if UCG can make it 3 for 3.


Once he does that, we will proceed to the next phase which is hazard placement.  Since this is the English Coast and relatively safe, only one hazard marker is drawn.  Since this is a non-hostile zone, the hazard cannot be evaded.  Bart, as Wing Commander you get to choose which wave will get afflicted with the hazard.  Once that's been decided, the flight leader of the wave with the hazard will assign it to one of the three planes in his wave and I will then reveal what it is.

(http://img.photobucket.com/albums/v320/bogaty/offcoast_zpsgmxqdeu3.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 09, 2015, 03:55:34 AM
ummm -

You rolled 2 dice:

2 2

its not an auspicious start is it?!
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 05:13:58 AM
Ack! We all must have been out drinking the night before the mission..... :P

Sorry UCG but your wave is going to get the hazard.....
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 09, 2015, 05:50:35 AM
No worries, our brave chaps will handle it
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 08:00:44 AM
OK UCG, select one of the bombers in your flight which will get the hazard.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 09, 2015, 08:48:31 AM
I'll nominate astell/number 3
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 09:35:08 AM
Quote
The bomb-aimer on AJ-B comes forward to tell Flight Lt. Astell that he's run through his checklists and discovered a problem.  There's a break in the connection between the bomb-aimer's pressel switch and the release mechanism.  "Somebody's going to have to go back and physically release the bomb when I give the signal."

AJ-B has a faulty release mechanism and will suffer a -1 penalty to its bombing run.

(http://img.photobucket.com/albums/v320/bogaty/fault_zps0gugd5tr.jpg~original)

 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 09, 2015, 09:38:13 AM
Well at least the wings didnt fall off
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 09:40:00 AM
Well at least the wings didnt fall off

 O0
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 09:48:35 AM
None of the other steps in turn one need to be processed so we're on to turn two.

Each of your formations is compromised.  The first step in each turn is the co-ordination check.  In this step you can try to tighten up your formation.  You don't have to do it but it'd be crazy not to, especially when you're still in a relatively safe zone off the English Coast.


In order to re-coordinate your wave you need to make a navigation check using the skill of the worst navigator in your formation.  Before you make the check you have to decide if you want to fire off a Very Light flare.   This will give you a -1 bonus to your check but it does make you more easy to spot for night-fighters.  Fortunately there's no threat from them over the English Coast.

Bartheart, all your navigators are veterans so you need to check against a skill level of 6.  You get a -1 bonus for having a veteran flight leader and you'll get an additional -1 bonus if you use a flare.   Decide if you're going to use a flare or not before you roll and then roll 2D6.  You'll need a 5 or better to reform if you don't use a flare and a 4 or better if you do.

Staggerwing and UCG, you both have a seasoned navigator in one of your bombers so the skill level is 7.  You both have veteran flight leaders so you get the -1 leader bonus and the flare bonus should you decide to use it.  Decide on flare use before rolling 2D6.  You'll need 6 or better without a flare or 5 or better with.

 
 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 09:52:17 AM
I'll use the VLF for the extra help...

[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 09:52:35 AM
Wheeeee  :)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 09:57:54 AM
*golf clap*
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: BanzaiCat on March 09, 2015, 11:01:46 AM
Nice work all! LMK if you need another in on this in a future mission! :)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 09, 2015, 12:26:21 PM
I went with flare and rolled a 7
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 02:15:51 PM
OK, Bart, both your and UCG's waves have successfully regrouped.

While we wait for Staggerwing, if you want you can go ahead and roll your nav checks for the North Sea sector as all three waves will be moving there once Stagger's made his attempt to reform his wave.  Same as before.  You need a 6 or better on 2D6.

 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 04:19:37 PM
Here we go.....

[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 04:20:26 PM
Now we're talkin. Let's go gettem Boys!
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 09, 2015, 04:39:04 PM
Double four
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 09, 2015, 07:06:50 PM
First... Flare!

Formation regroup... [blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]


Then: Nav check... [blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 07:51:36 PM
Quote
Gibson, worried that the formations were becoming too spread out pulled up to 300 ft and fired off a Very Light.  Other flight leaders followed suit and the formations tightened up as they lumbered towards the Frisian Islands at wave-top height.


All three formations are in good order and move into the North Sea zone. 

Bartheart, there are two hazards.  You have to spread them out as evenly as possible so assign one to each wave.  Wave leaders with a hazard will then assign it to one bomber in their flight.

(http://img.photobucket.com/albums/v320/bogaty/northcoast_zpsw92iajib.jpg~original)


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 07:53:27 PM
Well... let's spread them out then. One for my wave and one fer Stagger's.

AJ-P takes the hit fer my wave.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 09, 2015, 07:57:54 PM
AJ-J for Johnny takes one for the team.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 08:27:08 PM
Quote
As the flight slipped eastwards towards the Rhine, Flight Lt. Martin in P for Popsie began to feel some sloppiness in the control column and send Fg. Officer Chambers back for an inspection.  Chambers found a leak in the hydraulic lines to the elevators.  The leak was quickly patched but the loss of fluid meant a loss of fine control.


Bart, bomber P for Popsie suffers faulty controls and will draw 1 less altitude chit than normal during bombing runs.

(http://img.photobucket.com/albums/v320/bogaty/1stwavhaz_zpsc54i9shw.jpg~original)


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 08:33:37 PM
Quote
As AJ-A, the lead bomber in the 2nd wave, began to make its turn towards the Dutch Coast, Sgt. Nicholson, the navigator on AJ-J, used the signalling lamp in the sighting dome to send a Morse message to the navigator on AJ-A to inform him that according to Nicholson's calculations, they were making their turn too early.  The navigator aboard AJ-A was convinced his calculations were correct and they were making the turn on time.  The confusion would plague the flight throughout the mission.

Stagger, the navigator on AJ-J has suffered a map reading error.  Any nav checks this bomber makes (or any nav checks the wave makes while this bomber is in the formation) will take a penalty.

(http://img.photobucket.com/albums/v320/bogaty/2ndwavehaz_zpsdo6jc9ak.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 08:45:58 PM
That's turn two over.

As all three formations start turn three in good order, there's no need to conduct a formation check.  On the move phase, all three waves cross into the Dutch Coast zone.

(http://img.photobucket.com/albums/v320/bogaty/feetdry_zps55vkhztv.jpg~original)


Each wave needs to make a navigation check.  Bart and UCG, you need a 6 or better on 2D6.  Staggerwing, you'll need a 7 or better.

Once that's done, it's hazard time.  Things are about to get tense.



 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 08:58:59 PM
Ok Navigator, tell me we're on the proper course for now. I can see a coastline... who's is it?

[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 09, 2015, 09:00:47 PM
Nav: "That's the Dutch coast sir and we're right on course."

Gibson: "Good show. Keep your eyes open now, Gerry will be looking for us."


(Does that zone say we'll be getting at least 6 hazards?!?)  :o
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 09, 2015, 09:07:07 PM



(Does that zone say we'll be getting at least 6 hazards?!?)  :o

6?  No, that would be ludicrous.




*You'll be getting 7. 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 10, 2015, 03:57:10 AM
And a 1 and a 2 for nav check - yes, ill go via spain - see you guys there
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 10, 2015, 04:10:11 AM
Lancasters were capable of attaining Ludicrous Speed? Who knew?


Any way... Nav check: [blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 10, 2015, 04:16:10 AM
D'oh! At this rate we'll end up in Sweden with that crazy Yank pilot, Lt Orr.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 10, 2015, 06:35:32 AM
Quote
Gibson's flight remains in good formation as it crosses over the Dutch Coast but both Young's and Knight's flights became dispersed and crossed out of sight of one another soon after passing inland.


The Dutch Coast is a nasty bit of business.  It generates 3 hazards due to the heavy defenses, +1 for each wave or independent bomber, and +1 for the alert level for a total of seven hazards.

The hazards you faced so far were generally in the nature of human error or mechanical issues.  Now that you're in hostile territory, the hazards will tend to be in the form of threats from defenses and terrain. 

The good news is that you can evade some hazards.  Each hostile zone has a recon level that represents earlier scouting & photo reconnaissance missions that have located enemy defenses.   You can remove a number of hazards equal to the recon level which is 2 for this zone.

As you can see in the screen shot, you've got 7 hazards.  5 have question marks meaning they are unknown (but can still be evaded).  The remaining two are known hazards.  One is a flak battery and the other is a collection (gaggle?) of barrage balloons.  The strength of the flak batteries in the game ranges from highly ineffective to absolutely murderous.  Balloon concentrations are absolutely deadly though.  As the bombers were flying at less than 100 ft at night, they stood almost no chance of spotting the tethering cables holding the balloons in place.  Balloons offer a 50/50 chance of killing a bomber outright, but even if the bomber survives, it still takes damage unless it has a veteran crew in which case it has a 1 in 6 chance of surviving.

Bartheart, you can remove any two hazard markers of your choosing.  If you want one or two of the unrevealed hazards just let me know which ones by numbering from 1 to 5 from left to right in the screenshot.

Once that's done, you'll have to assign the remaining 5 hazards to the 3 waves.  Again, they've got to be spread out as evenly as possible so 2 waves will get 2 each and the remaining wave gets 1.  As before, once you get hazards assigned to your wave, spread them out as evenly as possible between the bombers in your wave.  Disregard any previous hazards affecting your bombers when deciding where to assign the new hazards.

UCG, remember that your flight leader has the Jink & Weave ability so he can discard a single hazard that's been directed at either his plane or his wave.  This might be the turn to use it.  You have to decide before the nature of the hazard is revealed.


(http://img.photobucket.com/albums/v320/bogaty/turn3haz_zpsivegoz39.jpg~original) 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 10, 2015, 06:46:56 AM
I'll be working until 7pm PST so take your time deciding.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 10, 2015, 07:05:45 AM
Nav: "Sir, we've lost visual with the other two waves again. Seems they missed the nav points."
Gibson: "Damn! This isn't a joy ride, what in bloody hell are they up to? Well I hope they still know the locations of the Ack-Ack and the Balloon farm that the Recon boys found earlier."

(We'll avoid the flak and balloons, thank you very much)

Gibson: "Ok everyone, keep your eyes open for any kind of threat. We're low an exposed here so keep sharp! I do hope that Knight is up to his usually fancy flying tonight..."

(Wave 1 will take the first 2 hazards, AJ-M and AJ-P, Wave 2 will get the next 1 and Wave 3 will get the last 2 - hoping that he can jink away from one.)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 10, 2015, 06:18:07 PM
OK, still need the hazard assignments for the planes in waves 2 and 3.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 10, 2015, 07:03:15 PM
ill use me jinkin' skill to avoid whatevers coming up
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 10, 2015, 07:55:43 PM
Meanwhile, onboard Lanc AJ-J 'for Johnny'...
Johnson the navigator shouts up to pilot Maltby, "Cap'n, 'ave ye ever 'ad the feelin' tha' there's a grea' big circle painted on our arse?". Maltby laughs and tells Johnson to pay more attention to his charts. A few moments the hairs on the back of Maltby's neck start to raise as well despite the lack of any apparent danger...
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 10, 2015, 09:02:14 PM
UCG, you didn't select a bomber in your wave so I'm going to assume you'll assign the hazard to Astell in AJ-B.


Anyway, here are Bart's results.

Quote
Gibson, aware of heavy concentrations of flak ringing a Luftwaffe base to the north, altered his flight path slightly southwards in order to give the German gunners a wide berth.  The roar of the bomber's Merlin engines couldn't be masked however and the German defenders came to life and began to sweep the skies with their searchlights.

(http://img.photobucket.com/albums/v320/bogaty/lights3_zpsn3vvdxsl.jpg~original)

Bartheart, your flight has been caught in the beams of two searchlights, ruining your crew's night vision.  The flight leader will have to make an immediate navigation check with a 2 point penalty.   Roll 2D6 and you'll need 8 or better to succeed.


(http://img.photobucket.com/albums/v320/bogaty/lights_zpsa5diuxen.jpg~original)


(http://img.photobucket.com/albums/v320/bogaty/lights2_zpsw0beomzg.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 10, 2015, 09:12:49 PM
Quote
Meanwhile, aboard AJ-J in the 2nd wave, Maltby again called back to his navigator for course confirmation.  Nicholson, still convinced he was in the right and the navigator in the lead plane had made an error, confidently called up.  "Yes, Skip, beariing 141 degrees.  That should take us right up the length of the canal and keep us out of sight of those ack-ack guns to the north."   Too late Maltby spotted the line of power poles.....

 Staggerwing, AJ-J has suffered a crash.  Roll 1D6.  On an odd number, the bomber is destroyed.  On an even number, it's damaged but also loses its ordnance.

(http://img.photobucket.com/albums/v320/bogaty/crash_zpswcijqkcu.jpg~original)


(http://img.photobucket.com/albums/v320/bogaty/down_zpswyzotwra.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 10, 2015, 09:25:06 PM
Quote
Knight, flight leader of the 3rd wave couldn't be sure if he truly saw anything or not but just for an instant, he thought he saw a shape blacker than the surrounding blackness blot out a star in the night sky.  Just for an instant, then it was gone.  He kicked the rudder over and dropped even closer to the deck.  Astell, piloting AJ-B, saw the sudden change in direction and tried to follow suit  "Where the bloody hell is he going?" he muttered.  He soon lost sight of the lead plane in the ground clutter.  His navigator tried to keep track of the sudden series of direction changes.  He climbed up to the dome to get his bearings.  "If that's Arnhem over there, then we must be just north of Nijmegen....or is that Groesbeek  ....?

UCG, AJ-B has suffered a map reading error.  They (or any flight they're in) will suffer a 1 point navigation penalty for the rest of the mission.  Knight's used his jink and weave ability so he can't use it any more during this mission.  As a bonus, I've flipped over his counter so you can see his smiling face and shiny medal!

(http://img.photobucket.com/albums/v320/bogaty/maperror_zpsgy9s90ak.jpg~original)


(BTW, you picked a good hazard to evade.  It was an Me-109 night fighter.)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 11, 2015, 04:12:47 AM
Lanc AJ-J suffers a great shock down the length of its fuselage while pilot Maltby desperately tries to keep up the nose...


[blockquote]Rolled 1d6 : 3, total 3[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 11, 2015, 04:22:00 AM
... but to no avail and the huge aircraft slowly sinks down through the air until the left wingtip touches onto the soil and the Lanc starts a deadly cartwheel roll for several hundred feet.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 11, 2015, 04:28:09 AM
Noooooooo
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 11, 2015, 06:08:48 AM
Gibson: "Blast! I can't see a bloody thing. Let's hope we can keep from flying into the ground until our vision returns."

[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 11, 2015, 06:15:15 AM
Nav: "Captain, were still on course... as far as I can tell in this hellish light."
Gibson: "Good to know. I'm going to    "
Nav: "CAPTAIN! Large ground explosion to the south of us! I just caught sight of a wing tip arcing up before the explosion. Must have been one of ours.... no way to know who it was though...."
Gibson: "Damn! Any chance anyone made it out?"
Nav: "Not from what I just saw..."
Gibson: "Rotten bloody luck."
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 11, 2015, 10:50:53 AM
Turn 4.

Coordination phase.  Bart, your wave is in good formation so you don't need to do anything this phase.

Staggerwing, with Maltby's plane down you no longer have the penalty from the map reading error.  To re-coordinate your wave you need a 5 or better.  You can use a Very Light and then you'll need a 4 or better on 2D6.

UCG, you'll need a 6 or better to re-coordinate your wave unless you use a Very Light and then you'll need a 5 or better on 2D6

Amazingly there hasn't been a single detachment from any wave so far so no stragglers have been created.  Regardless of the outcomes of your co-ordination checks, all three waves will be long gone from this zone when the hazard checks roll around so the use of flares won't generate any additional hazards. 

You can also roll nav checks after your co-ordination checks.
Bart and Stagger need 6 or better on 2D6.  UCG needs 7 or better. 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 12, 2015, 02:26:36 AM
I'm a 6 for recoordinating

And 8 for nav
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 03:39:59 AM
OK, your flight is able to reform and tighten up as you cross into the Ruhr.

(Did you use a Very Light?)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 12, 2015, 03:41:56 AM
I did
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 12, 2015, 04:26:00 AM
Coordination w/ flare:

[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]

Nav check:

[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 12, 2015, 04:26:56 AM
Good thing we used the flare gun.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 04:43:33 AM
That's the surviving bombers of  2nd wave reformed and in close formation as they cross into the Ruhr valley.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 12, 2015, 05:34:38 AM
Cue the theme tune
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 12, 2015, 05:54:53 AM
Nav check:

[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 12, 2015, 05:55:12 AM
Bugger!
 >:(
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 06:07:24 AM
Bart, your formation gets spread out as it drops into the Ruhr valley. 

As your three waves cross into the Ruhr, you get six hazards.  3 are unknown, two are known flak concentrations, and one is a known concentration of searchlights.

The recon level in the Ruhr is 2, so you can remove two of the six hazards.  Decide which two you want to remove (if it's any of the unknowns, just say 1, 2, or 3).  Once that's done, spread out the remaining four hazards.  Two waves will get 1 hazard each and the other wave will get two.

(http://img.photobucket.com/albums/v320/bogaty/t4haz_zpsdqx6jrjf.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 12, 2015, 06:18:00 AM
Nav: "Oops!"
Gibson: "Eh what?!? What do you mean by Oops?"
Nav: "Ummm... the formations come a part a bit after that last waypoint. Sorry Sir."
Gibson: "Bollocks! Right, so, do we still know where we are in relation to the flak batteries the recons mapped out?"
Nav: "Yes sir."
Gibson: "Great! Would you be so kind as to steer us around that mess."
Nav: "Yes Sir."

(We'll remove the 2 flak hazards. My wave will take the 1st unknown, AJ-G, and the searchlights, AJ-P, Stagger's wave will get hazard 2 and UCG's will get hazard 3.)
 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 06:26:32 AM
OK, Stagger and UCG, decide which bomber in your formation will get the hazard.

Bart.  OK, the first unknown hazard will go to AJ-G and it's yet another map reading error.

Searchlights are a bit different in that they affect the whole wave rather than individual aircraft within a wave.

As flight leader, Gibson's crew will have to make an immediate nav check due to the searchlights. The navigator's skill is 6 but the map error gives a 1 point penalty as do the searchlights so you'll need an 8 or better on 2D6.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 12, 2015, 06:36:45 AM
Can I use a Very Light here?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 06:41:35 AM
Nope.  The rationale is that the searchlights drown them out (plus I imagine that the crews would be reluctant to mark their position when lights and possibly flak are active in close proximity.)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 12, 2015, 06:51:12 AM
Makes sense.....

Nav check:

[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 12, 2015, 06:51:47 AM
D'oh!  :(
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 06:56:35 AM
OK, one of your bombers has become separated from the formation and will fly independently.  Select which one you want to detach.  If you choose Gibson, you'll have to bump one of the other two up to flight leader for now.

(http://img.photobucket.com/albums/v320/bogaty/barthaz4_zps8gshfw6e.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 12, 2015, 07:09:38 AM
Co-pilot: "Wow that was bloody bright.. I've still got spots in my eyes. How close are we to the others? Wait... where's Popsie?
Gibson: "What are you on about?"
Nav: "He's right sir. Popsie is no longer in sight. Must have gotten lost in the lights."
Gibson: "Bugger it all to hell! Martin's better than that!"

(AJ-P separates.)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 08:41:06 AM
Stagger and UCG, choose 1 bomber in your formation for a hazard.

Once those are resolved, it's on to the dam...if you can find it.









(and I just read some rules errata and clarifications and found that the Very Lights you fire do travel with you to the next zone on the move phase so their use is definitely more of a risk than as I've been using them as each one generates an extra hazard.  We'll continue playing the game as we have been but I'll remember for next time.  You caught the Germans napping this time out but they'll be ready next mission!) 

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 12, 2015, 08:45:22 AM
I'll choose my second bomber
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 08:57:12 AM
UCG, your flight stumbles into a previously undetected concentration of searchlights. 

(http://img.photobucket.com/albums/v320/bogaty/ucghaz4_zpsjezejpgy.jpg~original)

Your flight leader needs to make a navigation check. for the wave  His navigator's skill is 6 but he takes a 1 point penalty for the lights.  Astell's map error also adds another 1 point penalty to the mix.  You need an 8 or better on 2D6 to pass.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 12, 2015, 10:58:44 AM
so, ummm a 1 and a 2 is no good then?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 01:43:07 PM
It just means all the cool waves at school are going to point at you and call you uncoordinated.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 12, 2015, 06:16:10 PM
As is fitting, the Flight Leader's Lanc takes the hazard. Any flak less than 128mm should bounce off his stiff upper lip.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 06:29:24 PM
Quote
Young saw the searchlights come to life a few miles and banked right to avoid the beams.  He was just confirming the course change with the navigator when the rear gunner called out "Skip, break hard left now! Messerschmitt, 8 o'clock high!"  Young kicked the rudder hard over...

(http://img.photobucket.com/albums/v320/bogaty/staghaz4_zps5gffwv5u.jpg~original)


Wow Stagger, you get all the exciting ones, don't you?

The lead bomber has picked up an Me-109 night fighter.  Roll 2D6.  You need 6 or better to evade.

(http://img.photobucket.com/albums/v320/bogaty/staghazt4_zpshq8fzvuo.jpg~original)

(I know, it's not a 109 and it's the wrong type of Lanc but it's the only pic I could find.)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 12, 2015, 06:39:55 PM
Quote
Young kicked the rudder hard over...

[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 07:23:50 PM
Quote
Rounds from the Mk 108 gun pods slammed into the starboard wingtip of the Lancaster and began walking their way up toward the fuselage.  The rear gunner screamed defiance as he opened up with his .303s.  Young felt a cold pit in his stomach.  Time for desperate measures.

Because you have a veteran crew and an elite pilot, you get a last ditch chance to save yourself.  You need a 6 on 1D6.  (Unless Bart wants to use Gibson's ability.)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 12, 2015, 07:35:38 PM
Yes damn it! Gibson is madly rubbing his lucky rabbit`s foot until the fur is almost gone.  :o

Roll the evasion again!
 :D
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 12, 2015, 09:07:25 PM
Sorry.  I wrote the results page from my phone when I was away from the rulebook.  Gibson can only use his re-roll for planes in his wave, not others. 




(You're also not supposed to get veteran save ability against night-fighters but I think you should so that's my own little house rule change.)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 03:37:32 AM
My apologies for my recent screw ups with the rules guys.  I'm still learning the game (and probably shouldn't be trying to process turns at the end of a 12 hour night shift. Like I'm doing now... :-[)

Anyway, once Stagger's rolled his save check, his wave breaks up as the surviving bomber (bombers if Young makes his save) tries to distance itself from the Me-109.




Once that's done, all bombers then try to locate the dam in the target acquisition phase.

Bart, 1st wave formation is uncoordinated and AJ-P is now flying independently from the wave.  As wave leader, Gibson will check to see if he can locate the dam.  Recon level in the Ruhr is 2 and the dam recon level is also 2.  This means Gibson's flight will need to roll a 7 or better on 2D6 to locate the dam.  If he doesn't make the first roll, you can elect to make a Persistent Attempt.  To do so, you must make a navigation check (7 or better on 2D6).  If you succeed, your flight will have found the dam.  If you fail the Persistent Attempt, the wave will break up and each aircraft will act independently next turn.  If you elect to forego the Persistent Attempt, the wave will loiter in the area and can try again next turn but it will not be broken up.

Same thing for AJ-P.  He'll need a 7 or better on 2D6 to find the dam.  He can make a persistent attempt if he fails his initial spotting attempt.  He needs a 6 or better because he has a veteran crew and isn't suffering from Gibson's map error.  If he tries and fails the persistent attempt, he'll become lost and will have to spend next turn trying to reorient himself during the navigation phase next turn.  Again, it's your choice to make the persistent attempt or not.


Stagger, if Shannon lived, he'll need a 7 or better to find the dam.  He can try a persistent attempt if he fails the initial acquisition.  If he decides to make a a persistent attempt, he'll need a 6 or better on 2D6.  If he fails, he'll end up missing and have to try to reorient next turn.

Young's plane will need a 7 or better to find the dam.  If he fails, he can also try a persistent attempt. Because of his map error, he'll need a 7 or better.  Again, if he fails that, he'll be lost and have to reorient next turn.



UCG, you have the only intact wave left, but it is uncoordinated.  To spot the dam, you'll need 7 or better on 2D6.  If that fails, Knight can make a persistent attempt.  He'll need a 7 or better.  If that fails, one plane will become separated from the wave but will not become lost, just act independently starting next turn.   It's your choice whether or not you want to make the persistent attempt if the initial one fails.







Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 13, 2015, 04:31:51 AM
Just as a 30mm cannon round explodes near the Lanc AJ-J's wing root Pilot Young makes a last ditch attempt to spoil the Bf-109's aim. He drops the nose and banks hard to the right...

[blockquote]Rolled 1d6 : 1, total 1[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 13, 2015, 04:38:37 AM
(note:  above should be AJ-A, not AJ-J but I cannot edit because of the die roll)

 AJ-A's left side main wing spar fails due to the near simultaneous cannon shell impact and sudden stress from the hard bank. The left wing folds up and separates from the fuselage, which immediately flips over to the left and then noses straight down into the ground. There is no time for anyone to take to the silk...
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 04:49:01 AM
Quote
Corona controllers back in England note a marked increase in German radio traffic with confused reports of RAF heavy bombers spotted flying at low level.

German alert level goes to 2.


Stagger, you can check to see if Young spots the Mohne dam.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 13, 2015, 05:45:52 AM
You mean Shannon? Is AJ-L clear of the messerschmidt?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 05:48:30 AM
Yup, sorry.  I meant Shannon.  He's clear.  When a night-fighter successfully attacks a bomber, the wave breaks up and the survivors fly independently. 

Shannon can now attempt to locate the dam.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 06:11:52 AM
Gibson: "OK, everyone's eyes out the window and try and spot the bloody dam."

[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 06:17:39 AM
Co-pilot: "Not seeing anything Sir, just flat countryside."
Gibson: "Same on this side. Nav? How you way in the back there Tail?"
Nav: "Sorry, nothing sir."
Tailgunner: "Nothing but a large explosion some distance behind us sir."
Gibson: "Well keep looking! It's got to be here somewhere. The bloody thing's too big to move or hide."

(Persistent search nav check)

[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 06:19:58 AM
Co-pilot: "There it is! Just past the starboard wing tip."
Gibson: "Good job! Let's line 'er up."

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 06:22:35 AM
Meanwhile in AJ-P for Popsie...

Martin: "Where the hell is everyone?!? Nav, where are we?"
Nav: "Sir, by my calculations the dam should be near enough to spot."
Martin: "Ah good. Everyone start looking."

[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 06:25:02 AM
Nose gunner: "It's right there in front of us, just left of center."
Martin: "Bloody good eyes! Bombardier, the plane is yours. Let's destroy this thing first go 'round, eh?"
 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 06:27:54 AM
OK, Gibson spots the dam.  Because all the waves are uncoordinated, bombers will be arriving at different times determined by a D6 roll.  Gibson can launch a Very Light flare now and that will give all arriving bombers a -1 bonus on their arrival time roll.  It will also help with altitude checks during the bombing runs but the downside is that it also makes bombers easier to spot should a night-fighter show up during the attack phase.

A dam attack sequence lasts up to 8 turns and then the game turn advances one hour.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 06:32:54 AM
Gibson elects to use a Very Light.... need to get this dam.... and not waste the lives of the two bomber crews already down..... :(
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 06:38:08 AM
OK, roll a D6 for each of your 3 bombers.  Hopgood and Martin both get a -1 from the roll.  Gibson gets -1 for the light but suffers a +1  penalty for the map error.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 06:39:31 AM
Gibson:
[blockquote]Rolled 1d6 : 2, total 2[/blockquote]

Hopgood:
[blockquote]Rolled 1d6 : 6, total 6[/blockquote]

Martin:
[blockquote]Rolled 1d6 : 4, total 4[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 08:50:09 AM
Ok so Gibson will arrive on attack turn 2, Martin on 3, and Hopgood on 5.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 13, 2015, 09:15:38 AM
UCG, you have the only intact wave left, but it is uncoordinated.  To spot the dam, you'll need 7 or better on 2D6.  If that fails, Knight can make a persistent attempt.  He'll need a 7 or better.  If that fails, one plane will become separated from the wave but will not become lost, just act independently starting next turn.   It's your choice whether or not you want to make the persistent attempt if the initial one fails.

6 and 1 - phew!
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 13, 2015, 04:52:38 PM
Meanwhile, the tailgunner of AJ-L knows all too well what the great explosion behind them was and informs the pilot. "Poor beggars" is all Shannon says. The rest of his crew say nothing.

"Nav!" he shouts a few moments later. "What heading to the target?". The navigator calls up to him "'Hold on a minute Sar! I'll have 'er in moments!".

[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 13, 2015, 05:08:13 PM
After a few more minutes Shannon grows very impatient. "Nav! We've not got all night!"

"Right! Here's the heading now Flight Lieutenant... "

[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 13, 2015, 05:13:26 PM
Shannon banks slightly and assumes the heading he was given. Mere minutes later both he and Sumpter the bomb aimer shout out that they see the dam.








(BTW, here is a BBC site showing the names and pix of all the men in the raid (http://www.bbc.com/news/uk-22544568). Mouse over for their names, positions, nationality, and aircraft.)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 05:20:31 PM
Nice!

OK Stagger, roll 1D6 and subtract 1 from the result to see when Shannon gets on station.


UCG, do the same for AJ-N and AJ-Z.  1D6 -1 for each plane to see which turn they arrive on.  AJ-B has the map error so it's just 1D6 to see when he arrives.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 13, 2015, 05:22:03 PM
[blockquote]Rolled 1d6 : 5, total 5[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 06:31:03 PM
Shannon's plane will arrive on turn 4 along with Martin's.


Here's how the attack sequence works on an uncoordinated entry.

(http://img.photobucket.com/albums/v320/bogaty/attacktrack_zps72c13dwz.jpg~original)

(http://img.photobucket.com/albums/v320/bogaty/mohne_zpst9rt4uid.jpg~original)

(http://img.photobucket.com/albums/v320/bogaty/mohnemap_zpsacf9jhok.jpg~original)


The weather during the night of the raid started clear but it was quite common in May for light mist or fog do develop over the dam reservoirs as the night progressed.  The first bomber to arrive will roll an initial check to see if it's clear or if a fog or mist is obscuring the water surface.  This will get checked again during the attack run on turns 3, 5, and 7.

All bombers that arrive in an uncoordinated wave or independently will start in the circling far box unless their arrival turn check roll = 0 (possible with a Very Light mod) in which case they start in the circling near box.

The turn sequence is as follows:
1) Run phase
2) Approach and Release phase
3) Circling Phase
4) Status Phase

Any single bomber that starts the turn in the circling near box can start their approach run.  The bomber moves from the circling near box to the far approach box.

The bomber must decide whether or not to turn on their Aldis lamps at the start of their run.  The altimeters in the Lancs weren't accurate enough for the mission in question as the bombers had to be at exactly 60ft in order to successfully release an upkeep bomb so they used Aldis lamps instead.  Aldis lamps were two lights placed on the bottom of the Lancaster bomber's tail and middle section.  They were angled in such a way that the two beams of light would intersect at a single point on the water's surface when the plane was at 60 ft.

If you decide to keep the lamps off, you won't be able to make any altitude adjustments during your initial run.  The reason you might want to keep them off during your first few runs is that the lamps give the flak gunners on the dam and nice, bright aiming point and make the flak much more accurate (and it's already very nasty as is at this dam).   During your runs, your gunners can attempt to suppress and knock out the dam's flak batteries if the bomber can get close enough so you might want to use your first few runs to just degrade the dam's defenses.

Once you've made your decision regarding the Aldis lamps, you start your approach run.  Aldis lamps cannot be changed during a run.  They are either on or off for the duration of the run.

First, the bomber checks the quality of its initial approach vector by rolling 1D6 (I'll give you the results).

The bomber drops into the far approach box and checks its initial speed and altitude by drawing chits for each.  Depending on the weather, the crew quality, and the approach vector, it is possible that they cannot draw any chits in which case they're assumed to be flying erratically.
 
The flak gunners then fire.  They need a 4-6 on 2D6 to score a hit but if your Aldis lamps are on, they get to roll 3D6 and keep the best two.  They also get to re-roll doubles and so may score multiple hits in one turn.

If any flak hits, the bomber has the option to take evasive action as long as they have a speed or altitude chit to sacrifice.  50/50 chance to avoid a hit.

Next the bomber decides if it want to release the bomb early, pull up and go back to the circling near box, or continue on to the near approach box. 

If the bomber pulls up, this is considered to be a dummy run and the knowledge the pilot gains means they can make an additional adjustment to speed and altitude on their next run (even if they aren't normally allowed to draw a chit).

If the bomber proceeds to the near box, it can make either a speed or an altitude adjustment (provided it has a speed or altitude chit) by drawing a new chit and keeping the better one.

Flak fires again, evasive action can be taken, then damage is applied.

The front gunner in the bomber can now fire back at the flak.  Roll 1D6.  If the result is equal or less than the dam's flak level (in this case 3), the flak is degraded by 1 level.

The bomber decides if they want to release their bomb, pull up to the circling near box, or proceed to the close zone.

If the bomber proceeds to the close zone, they can adjust speed or alt again.
Then flak fires again. 
The front gunner fires again.
The bomber decides to release or pull up and return to the circling near box.

A release from the close zone is risky.  You have to make an additional check on the release quality by rolling 1D6. 1= badly muffed (-2 penalty). 2-3 = late release (-1 penalty).  4-5 = no change.  6= spot on (+1 bonus).

If a bomber releases upkeep at any stage, the bombing run is resolved (more on specifics later).  The bomber then goes into the Climb box.  Flak gunners fire.  Hits taken while in the climb box cannot be evaded.  The rear gunner can then engage flak if the bomber survives.

If the bombing run fails, a single bomber in the circling near box gets an approach observed chit which means they gleaned some useful info by watching the failed run and can make an additional speed or alt adjustment on their run.

After the run is complete, the turn proceeds to the circling phase.  Bombers in the climb box move to the circling near box.  Bombers in the circling far box can move to circling near.  Any bomber already in the circling near box that will remain there for this turn can fire another very light flare.

Then the status phase of the turn starts.
Visibility is checked on attack turns 3, 5, and 7 to see if the weather changes.
If an upkeep bomb was dropped, the dams defenses may have been degraded so a check is made against the current defense level of the dam.
Next, a check is made to see if any night-fighters show up in the area, if they spot any bombers, and if so, if they successfully attack.
Then the results of the bombing run are assessed provided there are bombers present in the circling near box to see, otherwise bombing results are postponed until someone can physically observe the dam.
Finally, the status of any Very Light flares is checked to see if they burn out.

The turn marker advances and the Attack Turn starts again with the Run Phase.


 

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 07:13:06 PM
...
(BTW, here is a BBC site showing the names and pix of all the men in the raid (http://www.bbc.com/news/uk-22544568). Mouse over for their names, positions, nationality, and aircraft.)

That is fucking brilliant!  :) :'(
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 07:23:33 PM
So who's first in?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 13, 2015, 07:25:52 PM
So who's first in?

We are currently waiting for UCG's results.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 13, 2015, 07:28:52 PM
Ah.....
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 10:55:20 AM
Nice!

OK Stagger, roll 1D6 and subtract 1 from the result to see when Shannon gets on station.


UCG, do the same for AJ-N and AJ-Z.  1D6 -1 for each plane to see which turn they arrive on.  AJ-B has the map error so it's just 1D6 to see when he arrives.

AJN rolls a 2

AJZ rolls a 1

AJB rolls a 5

The bbc link was awesome
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 11:27:00 AM
OK, on Turn 1, AJ-Z starts in the Circling Near box.

AJ-N starts in the Circling far box.  All other bombers are still on approach and will arrive as shown on the turn track.

(http://img.photobucket.com/albums/v320/bogaty/attackturn_zps7jjnsltt.jpg~original)



(http://img.photobucket.com/albums/v320/bogaty/AJzrun1_zpsudmcooe7.jpg~original)




UCG, Maudsley in AJ-Z is first on the scene and checks visibility while conducting an orbit of the dam.  Roll 2D6 to check local visibility.

(http://img.photobucket.com/albums/v320/bogaty/damsighted_zpsmhyvpsrz.jpg~original)



A question as the attack runs are quite involved, things might bog down a little here.  Do you guys want me to roll the flak attacks or would you prefer to roll them yourselves?

Also, concerning Gibson's Wing Commander ability.  There's a rule variant posted on the website that lets him apply his roll to any bomber making an approach provided Gibson is ether in the circling near box or flying escort.  Let's use that rule as it seems to match up with the history I've read where Gibson was constantly giving direction while the attack runs took place.








Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 11:35:44 AM
5 and a 3 on the 2 d6

And I'll vote for you to roll flak
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 11:43:56 AM
Quote
There are some fingers of light mist clinging to the sides of the hills surrounding the reservoir but the water's surface is still clear.  Maudslay completes his orbit of the dam.  There are no balloons present and he can't make out any searchlights but the flak guns are already coming to life as he lines up on his approach vector...

UCG, you can initiate an attack run now or you can circle.

If you do start a run, you need to decide if you want to turn your Aldis lamp on or keep it off.  Once that's decided, you need to roll 1D6 to check the quality of your initial approach.



Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 12:07:09 PM
Is there an advantage to circling?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 12:11:26 PM
If other bombers are present in the circling near box when you make a run, they can glean some information that will give them a bonus on their run should you release a bomb but miss.  They get no bonus if you pull up without releasing or if successfully score a hit.  You can also fire off another Very Light flare if you spend the turn circling but that's only useful if there's fog.   Circling now means that your other bomber in the circling far box could move up to watch your run next turn.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 01:47:17 PM
I'll make a run and switch the lights on
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 02:31:49 PM
OK, roll 1D6 for your approach.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 04:49:50 PM
tis a five
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 05:24:29 PM
A five gets you right into the slot and you're set up perfectly on your initial run-in.  AJ-Z has a veteran crew so you get to draw 3 speed and 3 altitude chits and keep the best one of each.  (I'll get VASSAL to randomly draw the chits.)

Quote
Maudslay:  "Right lads, let's not waste time.  Urquhart, watch those Aldis lights and let me know when we hit 60 feet.  Tytherleigh, get on those guns and get Jerry's head down, will you?"  Maudslay banked AJ-Z hard, lined up on the dam's two towers and throttled back slightly. 

Uruhart:  "We're still too high skip!"   

"and too bloody slow." muttered Maudslay after risking a quick glance at the airspeed indicator."


AJ-Z comes in at 65 feet and 216 mph.

(http://img.photobucket.com/albums/v320/bogaty/maudattfar_zps0imtwsbb.jpg~original)


20mm flak guns on the dam open fire.  The flak level at the dam is 3 so they will score a hit on a 4,5, or 6 on 2D6.  Because your Aldis lights are on, they get to roll a third die and then keep any two dice whose total combines to equal a hit.

[blockquote]Rolled 3d6 : 4, 5, 2, total 11[/blockquote]




Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 05:26:08 PM
4 and 2 equal a hit.  You can try to evade by sacrificing your speed or altitude chit or you can stay on target and take the damage.  If you try to evade, you roll 1D6 and avoid damage if the result is even but still take the damage if the result is odd.

(http://img.photobucket.com/albums/v320/bogaty/flak_zpsje2iov2i.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 06:01:07 PM
ill stay on target - im in a flying tank!
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 06:20:02 PM
Quote
Perspex shatters in the cockpit and front gunner's position as 20mm rounds rip into the Lancaster.  "Gunner, knock out those bloody guns!  Nav, what's our altitude?"

AJ-Z is now damaged so another hit will be lethal.  The bomber moves into the near release box.  You can make one adjustment to either speed or to altitude.  Which would you prefer?

(http://img.photobucket.com/albums/v320/bogaty/maudattnear_zpsxmlrfvem.jpg~original) 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 06:40:46 PM
ill take 'altitude' for 500 bob
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 06:47:39 PM
Quote
Maudslay edged the bomber up slightly.  Uruhart called out "altitude is perfect! Hold her steady there!"

Altitude is now at 60ft.



The flak gunners fire again.

[blockquote]Rolled 3d6 : 3, 5, 4, total 12[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 06:55:31 PM
Quote
A stream of tracers whipped past the nose of the Lancaster as the front gunner opened fire.

The flak gunners missed.  Your front gunner is now close enough to attack the flak batteries.

Roll 1D6, you need 3 or less to score a hit.


After that roll, you can decide to release the bomb now, pull up and declare a dummy run, or fly closer and risk a late release (50% of muffing it, 33% chance of a normal drop, and a 16% chance of a bonus, if you survive the flak).
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 06:59:01 PM
another 5,

lets release now
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 07:35:50 PM
OK, your altitude is perfect at 60 ft so you get to draw three release chits for that.  Speed is a little slow at 216 ft so you get two chits for that.  I'll get VASSAL to draw chits.

Here are your attack modifiers:
+4 bonus for your altitude
+2 bonus for speed
+2 for veteran crew
-1 for Lancaster damage


Roll 2D6 for your attack run.  You need a 15 or better to score a hit.  You have a total bonus of +7 so you need an 8 or better after modifiers. If you roll a 2 or a 3, it's a very bad drop and you end up damaging your bomber.

(http://img.photobucket.com/albums/v320/bogaty/bombsaway_zpsgalzcjbz.jpg~original)   


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 14, 2015, 07:52:03 PM
You rolled 2 dice:

6 2

Timestamp: 2015-03-15 01:51:43 UTC
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 08:32:57 PM
Quote
A tremendous column of water leaps up from the edge of the dam.  "Bloody hell!  You've only gone and hit the bloody thing sir" the rear gunner called excitedly over the intercom.  Fire from the dam's flak guns slackened but as the bomber began its climb, the guns in the valley opened fire.

Flak gunners fire as the bomber climbs.  They need a 4,5, or 6 on 2D6 (+ an extra D6 due to the Aldis lights).  There's no chance of evasion while in the climb.


[blockquote]Rolled 3d6 : 4, 6, 1, total 11[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 08:37:56 PM
Quote
Maudslay:  "This is Z-Zebra to G-George.  Bombs gone....orbiting right to assess the dama....." The radio suddenly goes silent.

(http://img.photobucket.com/albums/v320/bogaty/bombhit_zpsqtth6o7i.jpg~original)

AJ-Z was shot down as it tried to climb out of the valley.  As there's nobody there to see the results, your bomb results won't be known until later this turn provided Knight's plane doesn't get intercepted by a night-fighter.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 08:45:51 PM
Next up is the circling phase.  Knight's plane moves from circling far to circling near.

After that, I'll check to see if the bomb impact managed to knock out any of the flak guns. 

3 or less on 1D6 will knock out a gun.

[blockquote]Rolled 1d6 : 6, total 6[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 14, 2015, 08:50:11 PM
No damage to the defenses.

UCG, roll to see if a night fighter is in the vicinity.

A night fighter will show up on a roll of 2-4 on 2D6.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 15, 2015, 02:43:49 AM
A 1

My poor bomber - sob!
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 11:09:26 AM
2d6 roll?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 15, 2015, 11:40:14 AM
Ah 2 D6!!

4 and a 3
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 12:23:23 PM
Skies look clear for now.

BTW, I assumed you wanted Knight to move up from the circling far box to the circling near box but I neglected to ask.  Is that the case?

If so, he'll now be in a position to see the dam and can determine how much damage AJ-Z bomb did.  He'll also be able to start his attack run once that's been determined.

If you'd prefer for him to wait in the circling far box, we'll just jump ahead to turn 2 and Gibson will show up.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 15, 2015, 12:50:45 PM
No no lets go have a look see
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 12:53:49 PM
OK, roll 1D6 for your bomb results.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 15, 2015, 01:22:48 PM
It's a 5
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 02:10:10 PM
Quote
Knight conducts a low-level orbit around the dam just outside of effective flak range.  The water column from the bomb blast eventually subsides.  The dam is not breached.  Knight brings his plane around into the approach vector as Gibson arrives.   Corona radio intercept controllers back in England are reporting confusion in the German defense network but it's becoming clear that they're aware that the dams are being attacked.

Maudslay's bomb did 3 points of damage to the dam.  With a full reservoir, it will take 6 points to breach it.   The activity level at the dam has increased to 4.

(http://img.photobucket.com/albums/v320/bogaty/activlvl_zpssdtonyex.jpg~original)



Attack turn 2 starts.  The Very Flare is still providing light.  Bart, AJ-G is now circling far.  UCG, Knight's plane is circling near and can make an approach run if you want.

If you want to start the run, decide if you're going to turn on the Aldis lights and then roll 1D6 to check the quality of your initial approach vector.

(http://img.photobucket.com/albums/v320/bogaty/attt2_zpscwdeckji.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 15, 2015, 02:15:31 PM
lights on, and 1 on the D6  :o
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 02:27:06 PM
You're a madman!

Quote
The initial run in is erratic.  Knight seriously misjudges the amount of room he'll have to pull up from his dive and level off.

The approach run is poor.  Due to the skill level of the crew, you get to draw 3 altitude chits but  because of the bad vector, only 1 speed chit.  VASSAL will draw.

Knight comes in too high (65 ft) and way too fast (231 mph).

The flak gunners open fire. 

[blockquote]Rolled 3d6 : 1, 2, 3, total 6[/blockquote]

 

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 02:30:13 PM
Possible hit on the bomber.  Do you want to try and evade?  You'll have to sacrifice your speed or your altitude chit.  If you want to evade, roll 1D6.  You'll avoid damage on an even number, but take damage on an odd number.

(http://img.photobucket.com/albums/v320/bogaty/atkt2_zpsrqumogcl.jpg~original)

After you've decided if you want to try evading or not (and checked for damage), you can decide if you want to release the bomb early, pull up, or continue on the attack run.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 15, 2015, 03:55:41 PM
Take the damage and continue the run.... Any flak can bounce off my stiff upper lip
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 03:59:34 PM
OK, your bomber continues forward.  Do you want to try to adjust speed or altitude?

(and Knight doesn't have a stiff upper lip.  He's one of those shifty Antipodean criminal types.  Bloody colonials....)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 15, 2015, 05:33:42 PM
need to reduce speed
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 06:46:58 PM
Knight chops the throttle and settles the bomber in at the required 220 mph.  The flak keeps pouring in.


[blockquote]Rolled 3d6 : 6, 3, 1, total 10[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 15, 2015, 06:48:11 PM
Another hit.  You have to evade this one or the bomber is destroyed.  You can sacrifice either your speed or altitude chit and then roll 1D6.  On an even result, you evade the flak.  On an odd, the bomber is hit again and goes down.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 16, 2015, 04:24:19 AM
ill get rid on altitude chit and scored 2 on a D6
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 11:56:06 AM
Knight successfully manages to dodge the flak.

The front gunner opens up on the flak guns.  Roll 1D6, he hits on a 3 or less.

After that you can release your bomb, pull up and try the run again next turn with a Dummy Run bonus, or move forward into the close zone and risk a late drop (if you survive the flak).

If you release the bomb now, you won't have any altitude corrections so, if you manage to draw the best available speed check chit, you'll need a 10 or better on 2D6 to hit.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 16, 2015, 02:28:41 PM
4 on the D6

ill try the run again with a dummy run bonus
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 02:49:55 PM
OK, Knight pulls away from the dam and begins to circle again in preparation for his next run.

Roll 2D6 for night-fighter checks.  A night-fighter will show up in the area on a roll of 2-4.

I'll roll to see if the Very Light burns out.  It will do so on a 1 on 1D6.

[blockquote]Rolled 1d6 : 6, total 6[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 16, 2015, 02:50:38 PM
ive got 5 and a 3
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 03:02:06 PM
Still clear of night fighters.

On to attack turn 3.

Bartheart, Gibson moves up to the circling near box to join Knight.
Martin moves into the circling far box.


Staggerwing, Shannon joins Martin in the circling far box.


UCG, Knight's ready for another run.  You and Bart can decide if you want Gibson or Knight to go first.  Keep in mind that the flak level is still at 3 and if there's one more hit on Knight, he's a goner. 

(http://img.photobucket.com/albums/v320/bogaty/attt3_zps441sdjyq.jpg~original)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 16, 2015, 03:05:01 PM
ill defer to bart - see what he wants to do
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 16, 2015, 05:04:40 PM
You go first since you've already seen what's up.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 05:14:17 PM
OK UCG, decide if you want to go in with Aldis lights on or off then roll your approach vector check on 1D6.  With the dummy run, you can go in with the Aldis lights off and then use the dummy run chit to draw a single altitude chit even though you're not normally able to do so when Aldis lights are off.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 16, 2015, 08:13:35 PM
ive got 2 on a D6 and lets leave the lights off
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 08:29:57 PM
OK, Knight flips the Aldis lights off and dives in again.  His approach vector is erratic.  You get 1 speed chit and 1 alt chit in exchange for the dummy run counter.

(http://img.photobucket.com/albums/v320/bogaty/atkt3_zpsc1eqlvaz.jpg~original)




Knight comes in a little low at 56ft and way too slow at 212 mph.

(http://img.photobucket.com/albums/v320/bogaty/atkt3-2_zpso0taqgtp.jpg~original)


Flak opens fire.  Because the Aldis lights are off, the flak rolls 2D6 and will score a hit on a 4-6.

[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]





Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 08:31:14 PM
The flak misses!

You can pull up, release early, or continue your run.  If you continue your run, you can exchange either your altitude or your speed counter.  Which would you prefer to exchange?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 16, 2015, 08:32:55 PM
continue and change speed
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 08:35:58 PM
Knight opens up the throttle and overshoots the mark.  He's now going 227 mph which is a little too fast but better than before.

(http://img.photobucket.com/albums/v320/bogaty/atk3-3_zpshkkd1iax.jpg~original)

Flak fires again.  Hit on a 4-6 on 2D6.


[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 08:37:00 PM
Flak misses again.

You gunner can open fire now.  He needs a 3 or less to knock out some Hun guns.

After that, you can pull up, release the bomb, or continue forward and risk a late release.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 16, 2015, 08:40:07 PM
its a 3 - yesssssss!!!!

whats the advantage of a late release?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 08:43:57 PM
The front gunner rakes one of the 20mm guns on the dam tower, taking out the crew.


A late run is a really risky manouvre.  Basically, you've got to endure another round of flak (it now hits on a 3-5 on 2D6 due to the damage you did).  If you survive that, your bomb-aimer rolls 1D6.  You have a 3-in-6 chance of making things worse, 2-in-6 to keep things the same, and a 1-in-6 chance of getting a +1 bonus.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 16, 2015, 08:47:36 PM
ok ill go for release now
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 16, 2015, 08:56:32 PM
Bloody hell!  Knight somehow manages to line up perfectly at 60ft and 220mph despite making the run with no Aldis lights.

(http://img.photobucket.com/albums/v320/bogaty/atk3-4_zps7wyy0bog.jpg~original)

You need to roll a 15 or better on 2D6 to hit the dam.

 +4 for perfect altitude
 +4 for perfect speed
 +2 for veteran crew
 -1 for damaged Lancaster

Total bonus is +9.  You need a 6 or better on 2D6
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 17, 2015, 04:59:38 AM
Five and a four
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 17, 2015, 06:49:35 AM
Quote
The bomb skips to the edge of the dam wall, slams into the side and then the backspin pulls it beneath the water's surface.  Moments later, a huge plume of leaps up from the dam wall as Knight's damaged Lancaster struggles to climb out of the river valley.

(http://giant.gfycat.com/BriskImaginativeIridescentshark.gif)


The flak guns in the valley open up as Knight's bomber begins to climb out.  They will hit on a 3-5 on 2D6.  There's no chance to evade a hit.

[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 17, 2015, 06:53:48 AM
Quote
Tracers slammed into the wing spar of the bomber as Knight pulled back on the stick.  The strut, already damaged from an earlier hit, collapsed under the strain and the bomber spun in.


Knight's bomber has been destroyed.  Gibson is close enough to assess the damage.  UCG, roll 1D6 to see how effective the bomb was. 

I'll roll to see if the bomb blast knocked out any more flak.  It will have done so on a 2 or less. 

[blockquote]Rolled 1d6 : 1, total 1[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 17, 2015, 06:59:42 AM
Bart, while UCG rolls damage, you can roll to see if any night-fighters show up in the area.  They will do so on a 3-5 on 2D6. 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 17, 2015, 07:12:29 AM
Gibson: "Good shot Knight! Right on the dam!"
Rest of crew: "Yeah!"
Gibson: "Oh bugger....."

....long silence.....

Gibson: "Gunners! Keep a sharp eye out for night fighters!"

[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 17, 2015, 07:13:55 AM
 >:(

Tail gunner: "Something's coming up fast behind us, Sir!"
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 17, 2015, 08:14:27 AM
Fighters usually stayed around 14,000 ft for bomber intercepts.  During the raids they dropped down to about 3,000 ft which was still way too high.  Roll 2d6 to see if they spot you.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 17, 2015, 08:17:11 AM
Fighters usually stayed around 14,000 ft for bomber intercepts.  During the raids they dropped down to about 3,000 ft which was still way too high.  Roll 2d6 to see if they spot you.

See last post on previous page....  ;)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 17, 2015, 10:44:15 AM
Yup.  The first roll was to see if one showed up to investigate all the doins afoot at the dam.  The second roll is to see if it spots you, descends to your level, etc.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 17, 2015, 10:47:45 AM
Yup.  The first roll was to see if one showed up to investigate all the doins afoot at the dam.  The second roll is to see if it spots you, descends to your level, etc.

Gotcha.

[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 17, 2015, 11:25:22 AM
I rolled a 6 for damage
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 17, 2015, 09:05:40 PM
Quote
Fatally weakened by two successive blasts, the dam wall suffers a structural failure and collapses.  Millions of litres of water spill through the breach and down into the valley below.  The collapse of a portion of the dam wall drags a flak gun down with it.


(http://img.photobucket.com/albums/v320/bogaty/dambreach_zpsgupr2vvg.jpg~original)


UCG, your 2nd bomb did 4 points of damage to the dam, bringing the total to 7.  The dam needed 6 points to breach it.  The explosion knocked the flak defense level down to 1.

(http://img.photobucket.com/albums/v320/bogaty/mohnebreach_zpsybrnyujy.jpg~original)


Bartheart,  your rear gunner reports a possible night-fighter sighting roughly 3000 ft above your current altitude. 

You have some decisions to make.  You can stay and attempt another run to widen the breach.  The reason that you'd want to do this is that the game models the unreliability of damage assessments made by the bomber crews at night while under stress.  Once the mission ends, a morning recon flight will be send out to determine the exact damage.  There's a chance that it's going to be less than what is indicated now but even then, it's highly unlikely that the damage rating will be lowered to the point where the dam will be considered to be not totally breached.

Also, there is now a night-fighter nearby and the longer you stick around, the more likely it will be to attack.

If you want, you can give the orders to proceed to your secondary target, the Eder dam.  If you wish to do so, you can form the remaining bombers into 1 or more waves.  A wave must have at least two bombers in it.  Gibson will have to lead the first wave.  If you decide to create more, you can elect any other bomber as the flight leader for that wave as the original flight leaders of waves 2 and 3 are both down.

As all the remaining bombers are present at the Mohne, the wave or waves can be formed automatically and in good order and there's no need to conduct wireless checks.  The waves will form on the Ruhr Valley section of the map and begin their moves towards the Weser region next turn.


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 18, 2015, 07:27:20 AM
Gibson to all aircraft: "Knight's heroic last run has done enough damage here. Form up and head to the secondary target."

I believe we have enough planes to form 3 waves of 2 planes each. 1st wave will be AJ-G and AJ-M. Stagger's 2nd wave will be AJ-L and AJ-P. UCG's 3rd wave is AJ-B and AJ-Z. All flight leaders listed first.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 11:30:38 AM
Quote
Keenly aware of the looming night-fighter thread, Gibson made a rapid assessment of the situation.  If he split the remaining force into 3 separate groups and ordered each to find their own way to the Eder, the overall risk might be greater but he wouldn't be putting all his eggs in one basket should that fighter pounce.  Hopefully some would make it through.  He began to issue his orders.  "Hello, M for Mother.  Hopgood, you're with me."

"L for Leather, you take P for Popsie and make your way to the secondary."

"B for Baker, you and  Z for Zebra take the 3rd wave.  Understood?"



Astell:  "Hello leader, this is B for Baker.   Sir, Henry....Z for Zebra.... they didn't make it, sir.  I saw them go in after their drop.  It's just the five of us left, sir"


Bart, a wave needs two or more planes so AJ-B can't form a wave.  You can order him to fly independently but if he fails his nav check in the Weser zone, he'll get lost and will have to make a check each turn to get back on track.  Do you want to attach him to one of the other waves instead?

 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 18, 2015, 11:46:24 AM
Doh! I went back through the posts trying to find all the crashes and missed that one....

Gibson: "B for Baker, damn you're right. Ok you pull in with L for Leather and P for Popsie. We'll do it in two waves instead."

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 12:09:35 PM
Here are the new waves.

(http://img.photobucket.com/albums/v320/bogaty/newwave_zps9zgs9iqa.jpg~original)


Turn 5 starts.  The weather is starting to worsen and fog is starting to form in the river valleys.

Both flights turn SSE and start following the Weser river towards the Edersee reservoir.



(http://img.photobucket.com/albums/v320/bogaty/weserzone_zpsqdsbytsr.jpg~original)


Navigation checks. 

Bart, your flight needs a 7 or better  on 2D6 due to Gibson's map error.


Stagger, your flight also needs a 7 or better due to Astell's map error.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: bob48 on March 18, 2015, 12:45:51 PM
Great read so far lads, very entertaining  O0
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 18, 2015, 12:49:47 PM
Gibson: "Nav is that the Weser down there?"


[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 18, 2015, 12:50:37 PM
Gibson: "Nav? Damn it where are we?"
Nav: "Not quite sure sir...."
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 01:24:06 PM
First wave formation spread out.  While we wait for Stagger, you can have a look at the hazards generated and decide which 2 you want to evade.

There are 6 hazards (2 for the zone, 2 for the alert level, and 2 for the number of bomber waves).  Two are known flak positions.  The other 4 are unknown.  The zone has a recon level of 2 two so you can select any two hazard chits to remove.

(http://img.photobucket.com/albums/v320/bogaty/wesernav_zpsfgxfz6jb.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 18, 2015, 05:10:21 PM
Nav: "Sir, I have a better fix on our location, but it seems Hopgood has gotten separated. I got a fix on the flak batteries that the recon boys found earlier."
Gibson: "Well... I think we should steer clear so give a heading well wide of there."

(We'll toss the 2 flak hazards and 1st wave will get the first 2 unknowns and 2nd with get the next 2.)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 05:24:12 PM
Quote
The navigator gets on the comms and gives Gibson new bearings and flight times to avoid the known flak concentrations.  Unfortunately the new course brings the first wave over a previously undetected battery of 88mm ack-ack guns.  Gibson's plane skirts the edge of the barrage but Hopgood's plane flies right into the maelstrom.

(http://img.photobucket.com/albums/v320/bogaty/1stwvflak_zps2odlbypr.jpg~original)


Gibson runs into level 1 flak.  They will score a hit on 2-4 on 2D6
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]


Hopgood hits level 5 flak.  They will score a hit on a 6-9 on 2D6.
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 05:30:04 PM
Quote
Explosions buffet Hopgood's plane and shrapnel pings off the thin aluminum skin as he passes into the barrage cloud.


Because the roll was doubles, the flak gets to fire again.

[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]


Gibson's plane was also hit.  He can attempt to evade but if he does so, he'll become separated from the wave and become lost and will have to wait until next turn to roll a nav check to see if he gets his bearings.  If he chooses to evade, roll 1D6.  He evades on an EVEN result but takes damage on an ODD result.  He can also use his ability to re-roll the flak attack instead.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 05:34:03 PM
Quote
After what seems like an eternity to those inside, Hopgood's Lancaster emerges through the far side of the flak cloud.  The front gunner stares at the chipped and starred perspex in his turret and begins retching.  Hopgood silently crosses himself.


Hopgood's plane makes it through undamaged.  I forgot to mention that Gibson could also just accept the flak damage and keep flying.


Stagger, once you've rolled your navigation check, you have two hazards to assign.  Two bombers in your wave get one each and the third gets none.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 18, 2015, 05:47:35 PM
Meanwhile, Flight Lieutenant Shannon shouts back to the navigator again: "Walker! Have a gander at those precious maps o' yours and tell me where that bloody kraut dam is!". "Give us a minute Lieutenant- I need to get a fix first!" the Navigator yells back.


[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 05:49:12 PM
Your wave remains in good formation and on course.  Which two planes get the hazards?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 18, 2015, 05:51:24 PM
Give them to AJ-B and AJ-P.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 06:05:15 PM
Quote
The ad hoc second wave kept the Weser river in sight a few hundred meters off their port wings.  As they roared past a bend in the river, a German flak barge assigned to guard a nearby bridge opened fire with its 37mm guns.  Tracers rose up to meet AJ-B.  AJ-P jinked away from the threatening flak.  The sudden move disrupted the navigator's timings for the current course leg.  He still felt reasonably confident as to their location however."


AJ-B comes under fire from level 1 flak.  It will hit on a 2-4 on 2D6.

[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]



AJ-P suffers a map reading error.  No effect until the next navigation check.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 06:12:54 PM
(http://img.photobucket.com/albums/v320/bogaty/2ndwvhaz_zpsxijltmw5.jpg~original)

Quote
The 37mm rounds whip past harmlessly and seconds later, the trio of bombers were no longer within line of sight of the barge.


Stagger, 2nd wave arrives in the vicinity of the Eder dam in good order.  The flight leader can check to see if he's able to acquire the target.  The recon level in the Weser is 2 and the recon level at the Eder dam is also 2 so you need to roll a 7 or better to spot the dam this turn.  If you fail on your first roll, you my choose to  try a persistent attempt and roll again, but it that 2nd check fails, your formation becomes uncoordinated.  If you don't want to risk the persistent attempt, you can return in good order to the Weser zone and try again next turn (after nav checks and another round of hazards.)


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 18, 2015, 06:21:37 PM
Flight Lieutenant Shannon toggles the intercom switch. "Look lively lads! First one who spots the target gets a pint at the pub on me!"


[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 18, 2015, 06:25:16 PM
Sumpter the Bomb aimer and Jagger the front Gunner yell out simultaneously "I see it!"/"There! There it is!" Shannon would be buying two pints it seems...
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 06:38:28 PM
OK, as it's a co-ordinated entry, all three bombers arrive in the zone on attack turn one.  Shannon is the flight leader so he automatically starts in the Circling near box.

Bart, roll 1D6 for AJ-P.  On an EVEN result, he'll start in the circling near box.  On an ODD result, he'll start in the circling far box.

UCG, do the same for AJ-B.  EVEN=near, ODD=far.


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 18, 2015, 07:36:05 PM
Gibson: "Bloody hell! Where's that come from?!? Everyone alright? Check in and report any damage."

All positions check in and then..

Reargunner: "Ah... tail here.... ah.... I think I'm fine but it does seems a bit more drafty back here.... I can't see... wait... there it... Jesus H. Christ!"
Gibson: "You all right? What's the matter back there?"
Reargunner: "Oh, it's just a bloody big hole in the side of the aircraft is all. It just happens to be a foot from my arse! You still got tail controls? There's some hydraulic fluid back here..."
Gibson: "So far so good... "

Gibson's plane will take the hit.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 18, 2015, 07:37:36 PM
AJ-P rolls...

[blockquote]Rolled 1d6 : 2, total 2[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 18, 2015, 08:57:20 PM
OK, Gibson's plane is damaged.

AJ-P will start in the circling near box.

Bart, you can roll to see if Gibson's flight is able to spot the dam.  7 or better on 2D6.  If that fails, you can try for a persistent attempt.  Again, you'll need 7 or better on 2D6 should you decide to try for it.  If you do try a persistent attempt and it fails, the formation will separate and both planes will fly independently and will have to try to spot the dam again next turn (if they don't get lost during the nav check and somehow manage to survive the 6 hazards they'll face.)
 

Staggerwing, Shannon does a slow circle around the dam, just outside of probably flak range.  It doesn't look like the dam's been alerted.  Shannon can see no flak guns, no searchlights, and no balloons.  The biggest problem Shannon can see is the approach vector.  The run in will be very short so lining up, leveling off, and making speed and altitude adjustments all has to be done in seconds.  Then there's the slope of the Michelkopf mountain just on the other side of the spill gates.   It's far steeper and far closer than the sandbox scale models the pilots studied back at Scampton led them to believe.  Pullling up after a successful bomb run is going to be a close run thing.

(http://boardgamegeek.com/camo/aa7111d87ad7acfa7abb61aef3ed59fef0a6b12c/687474703a2f2f75706c6f61642e77696b696d656469612e6f72672f77696b6970656469612f636f6d6d6f6e732f7468756d622f622f62392f537461756d617565725f6465735f45646572736565732e6a70672f3130323470782d537461756d617565725f6465735f45646572736565732e6a7067)

 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 19, 2015, 01:34:01 AM
AJB rolls a 6
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 19, 2015, 06:08:52 AM
Gibson: "Nav, find me that bloody dam before the tail falls off!"
Nav: "Working in it sir..."

[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 19, 2015, 06:09:29 AM
Nav: "Got it!"
Gibson: "Good job!"

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 19, 2015, 06:14:19 AM
Because the 1st wave formation is uncoordinated, the bombers will be arriving at different times.
Roll 1D6 for each plane in order to see which turn they arrive on.  Either Stagger or UCG can fire a Very Light flare to aid your flight in finding that dam.  This will allow you to subtract 1 from the die rolls.  EDIT: and you have a plane there as well, I forgot.  If you want, that plane can fire a Very Light.


Also, anyone who's in the circling near or circling far box on turn 1 can roll 2D6 in order to determine local weather.  (Whoever checks in first can make the roll as everyone's got 1 plane in the circling near box.)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 19, 2015, 06:43:00 AM
AJ-P rolls for weather.

[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 19, 2015, 06:44:03 AM
AJ-G rolls for timing:

[blockquote]Rolled 1d6 : 3, total 3[/blockquote]

AJ-M rolls for timing:

[blockquote]Rolled 1d6 : 3, total 3[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 19, 2015, 06:46:59 AM
There's a light mist partially obscuring the surface of the reservoir.  This will make determining altitude more difficult.

AJ-G and AJ-M will arrive on turn 2.


Decide which of the bombers in the circling near box will make the initial run.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 19, 2015, 07:19:38 AM
Flight leader should make the first pass - AJ-L.... lead from the front.  O0
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 19, 2015, 08:57:39 AM
OK, Shannon will make the initial run.  Stagger, roll 1D6 two times to determine the viability of your approach vector.  There's no flak present at the dam so you needn't worry about turning the Aldis lights on or off.  Shannon's elite status allows him to roll two dice instead of one for his approach vector and keep the best roll.  6 is best, 1 is worst.

(http://img.photobucket.com/albums/v320/bogaty/ederapch_zpszdhwzlnh.jpg~original)

(http://img.photobucket.com/albums/v320/bogaty/ederatk_zpsfwdjnzin.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 19, 2015, 04:53:40 PM
Aboard AJ-L, Lead 2nd Wave pilot Shannon gets back on the intercom- "Chaps- we'll be taking a run at 'er so light the Aldis. Sumpter, It'll be your show soon enough so look lively man!'"

[blockquote]Rolled 1d6 : 3, total 3[/blockquote]

[blockquote]Rolled 1d6 : 1, total 1[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 19, 2015, 05:55:05 PM
Quote
Despite badly mishandling his initial dive, Shannon quickly manages to adjust.  He levels off at 65 ft and 220 mph but those adjustments used too much time.

Your approach was not good and you lost 2 of your 3 speed  and altitude chits.  You gained one altitude chit back due to the Very Light.  You got pretty lucky with the chit draws though.  Your speed is perfect but altitude is a little high.  The poor initial run means you'll take a -1 penalty to see if you clear the mountain when pulling up.  Do you want to release the bomb now (-2 early release penalty), pull up to circle and try again, or continue with your run?

(http://img.photobucket.com/albums/v320/bogaty/atk1_zpsq4fg4hjz.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 19, 2015, 07:08:23 PM
What roll results are needed to clear the mountains?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 19, 2015, 07:35:21 PM
4 or better on 2D6 before penalties. 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 19, 2015, 07:49:06 PM
So I need a 5 or better? Just the one -1 penalty?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 19, 2015, 08:28:14 PM
As of now.  There's a risk/reward component to runs on this dam.  If you look at the speed an altitude chits that you currently have, you'll see they tell you how many chits your can draw when it comes time to release your bomb.  AS of now, you can draw 3 speed chits and two altitude chits.  You flip the chits over to their pink side and they'll have an attack bonus number from 0 to +4.  At other dams, you'd just take the one with the highest bonus.  On the reverse side of some of the chits, there may also be a small black diamond with the letter M in the middle of it.  Each diamond adds a further penalty for the roll to see if you hit the mountain.  As such, you have to decide if it's better to take a +4 chit with an M on it or a +3 chit with no M.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 19, 2015, 08:44:55 PM
The +whatever gets played before the diamond so hitting the mountain doesn't eff up the Upkeep drop right?

Shannon is a proud son of the commonwealth and decides to stay on target. He hopes Sumpter doesn't realize how close a thing this is and let nerves distract his timing.




(Off to bed now. I'll check in to-morrow at first light)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 19, 2015, 09:11:50 PM
OK.  I'm working nightshift now so I won't be able to update until 7-8 am PST.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 20, 2015, 08:30:21 AM
Shannon's plane moves from the far attack zone to the near attack zone.  You can elect to try and alter either the speed or the altitude of the bomber by drawing a single chit and comparing it to the result you've already got and keeping the better of the two.  As you've already got the best possible speed chit, there's no point in drawing another so I went ahead and drew another altitude chit.  It was worse than the one you already had so there's no change.

You can now pull up and circle and try again next turn (after checking for night fighters), drop the bomb now, or proceed to the close attack zone and risk a late release.  I'd strongly recommend against the late release.  It's risky at the best of times but if there's one dam you definitely don't want to try it at, it's this one as you have a 5 in 6 chance of adding a 1 or 2 point penalty to the mountain clearance roll and only a 1 in 6 chance of improving your bomb run.

(http://img.photobucket.com/albums/v320/bogaty/shanatk_zps0qb0w2j7.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 20, 2015, 08:32:19 AM
Gibson: "Push the damn button!"

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 20, 2015, 12:23:38 PM
lol, c'mon Gibbo  :D
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 20, 2015, 12:27:51 PM
lol, c'mon Gibbo  :D

Not him over the target, it's Shannon that Gibson's yelling at.  :D
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 20, 2015, 12:34:37 PM
and him too  :-[
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 20, 2015, 04:37:21 PM
"Released!" yells Sumpter over the intercom as a slight shudder runs through AJ-L. The tail gunner strains his eyes trying to discern the bouncing Upkeep mine against the dark water's surface.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 20, 2015, 05:07:09 PM
I've attached a screen to illustrate the chit drawing process.  You can see two tan chits in the bottom right of the screen.  These were your speed and altitude apporach chits that you use to determine the quality of the release.  You can see the speed chit displays a speed of 220 mph and says"3 chits".  This means you draw three pink-coloured speed release chits and select the best one.  In this case, the best one gives you a +4. I've placed the three chits in a horizontal line to the right of the release box and circled the best one.

Your altitude approach chit shows a height of 65 ft and indicates that you can draw two altitude chits.  You drew a +1 chit and and +2 chit and both have a Michelskopf clearance penalty as indicated by the black diamond with the white M in the middle of it. 


(http://img.photobucket.com/albums/v320/bogaty/ederexp_zpsvbvdihtx.jpg~original)



So, for your bomb release you get the following bonuses:

+4 for perfect speed
+2 for altitude (a little too low)
+2 for a veteran crew

Total: +8

To hit the dam you need 15 or better on 2D6 so with the +8 bonus you need a 7 or better.




     
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 20, 2015, 05:28:49 PM
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 20, 2015, 05:57:57 PM
Quote
The bomb hits the water hard and takes a high bounce that comes dangerously close to slamming into the tail section of AJ-L.  It then skips across the reservoir and slams hard into the dam wall, exploding just below the surface.  AJ-L struggles to gain altitude.


(http://img.photobucket.com/albums/v320/bogaty/ederboom_zpsy7mws6xx.jpg~original)

It's a hit!  Now you just have to clear the mountain.

Roll 2D6.  You need a 4 or better but you have a -1 modifier for the approach vector, -1 for a near release, and another -1 for the low altitude so you need a 7 or better to avoid crashing into the slope.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 20, 2015, 07:13:57 PM
While the tail gunner shouts out "I think we got 'er Sir!" Shannon pushes all four throttle levers forward and pulls back hard on the Lancaster's yoke, desperately trying to find the very edge of the climb/stall envelope in an attempt to pass over the mountainsides ahead without robbing the aircraft of enough speed to maintain lift...


[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 20, 2015, 07:17:54 PM
... but the effort is in vain as the craft rushes ever closer to the side of the slope until the bottom of the fuselage strikes the mountain with a mighty blow.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 20, 2015, 07:26:20 PM
(http://img.photobucket.com/albums/v320/bogaty/edercrh_zpsowjnxngk.jpg~original)

Damn.  I don't think a single bomber has yet survived a drop.

Roll 1D6 do see how much damage your bomb did.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 20, 2015, 07:28:03 PM
[blockquote]Rolled 1d6 : 1, total 1[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 20, 2015, 07:33:48 PM
That's 3 points of damage.  The Eder needs 6 damage to be breached when it has a full reservoir.

Someone can roll 2D6 to see if any nightfighters respond to the explosions. 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 20, 2015, 07:42:40 PM
I'll do it, seeing as how I have no more aircraft and am now just a bystander (maybe a surviving crewmember watching from AJ-L's wreckage up on the mountain?)


[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 20, 2015, 08:05:27 PM
Skies are still clear of fighters.  Attack turn 2 begins.  Gibson and Hopgood arrive and begin circling.  Either Astell in AJ-B or Martin in AJ-P can make the next run.

Who wants to go next?

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 20, 2015, 09:46:18 PM
Stagger why don't you take AJ-P as I still have 2 aircraft in the other wave to run?

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 21, 2015, 06:55:30 AM
Thanks Barth- though I'm not sure if the crew of AJ-P is going to feel the same way...  :))
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 21, 2015, 07:01:32 AM
Lol it's a blood thirsty encounter
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 21, 2015, 07:32:42 AM
I'm sensing some reticence.  It's like a scene from the Deer Hunter now...but with Lancasters instead of a revolver.  Somebody's got to go next. Didi Mao!
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 21, 2015, 08:15:53 AM
I'll go
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 21, 2015, 08:32:48 AM
OK, Astell banks AJ-B over and rolls into the attack run.  Roll 1D6 for your approach vector.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 21, 2015, 09:16:13 AM
Meh - 2
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 21, 2015, 09:50:02 AM
Astell and his crew are seasoned so they normally get to draw 2 speed and altitude chits.  Your run-in is badly timed so you lose 2 speed chits.  The fog causes you to lose 2 altitude chits as well but you gain 1 back for the Very Light that was launched on turn 1.  You also suffer a -1 penalty when trying to avoid the mountain.

Basically, you won't be able to make any speed adjustments at all during this run.  Your initial altitude is low at 56 ft.
Do you want to pull up and circle, drop the bomb now, or continue on this run?

(http://img.photobucket.com/albums/v320/bogaty/ederastl_zps17uxapke.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 21, 2015, 09:54:14 AM
Let's continue see how we get on
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 21, 2015, 09:58:15 AM
If you continue, the best outcome you can achieve on this run is a +4 altitude chit.  You have a -1 penalty for a faulty release mechanism.  A seasoned crew gives a +1 bomb-aiming bonus so, at best, you'll get a +4 bonus which means you'll need an 11 or better on 2D6 to hit the dam.  If you pull up and circle, you'll get the dummy run benefit on your next run that will allow you to draw or exchange an extra speed or altitude chit. 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 21, 2015, 10:57:10 AM
Ahem, yeah that's what I said, pull up and circle

 :uglystupid2:
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 21, 2015, 11:06:00 AM
 ;D

OK, the run is aborted and Astell climbs out to circle around again.  Roll 2D6 to see if the Luftwaffe drops in.

Staggerwing, because Martin spent the turn circling, he can fire off another Very Light to help with the fog just in case the first one burns out.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 21, 2015, 11:49:13 AM
Three and a two
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 21, 2015, 12:31:40 PM
Quote
The wireless operator catches a glimpse of a single engine fighter as it flies past the burning wreckage of AJ-L.

A night fighter is in the vicinity.  Roll 2D6 to see if it spots any bombers.

(http://img.photobucket.com/albums/v320/bogaty/edernj_zpszintfday.jpg~original)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 21, 2015, 03:34:14 PM
five and a three
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 21, 2015, 04:04:34 PM
Quote
The wireless operator loses sight of the 109 as it passes below the far side of the ridge.  Both gunners' nerves are taut as they scan the skies.  Minutes pass with no further sightings of the fighter.


Turn 3 begins.  I'll roll to see if the Very Lights burn out.

[blockquote]Rolled 1d6 : 5, total 5[/blockquote]

Bart, Gibson and Hopgood draw closer and are now both in position to start their approach runs.  Any one of the four bombers can make the next run. 

UCG's bomber has the dummy run marker which means the pilot gained some info on his last run and can use the dummy run marker to draw or exchange one extra chit during his next run.

Who's going in?

Whoever it is can roll 2D6 to see if the weather has changed and then 1D6 to check their approach vector.
 
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 21, 2015, 04:05:39 PM
Both Very Lights are still burning.

(http://img.photobucket.com/albums/v320/bogaty/atkt3_zpsk3w8n573.jpg~original)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 22, 2015, 04:24:35 AM
Gibson: "Nav, signal AJ-M to begin his run."
Nav: "Right sir."
....
Hopgood: "Ok boys there's our signal to go. Lets take the rotten damn out."

Weather check:

[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]

Approach:

[blockquote]Rolled 1d6 : 1, total 1[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 22, 2015, 12:47:55 PM
Quote
A slight but steady breeze picks up granting Hopgood a reasonably good view of the water.  Hopgood dives in.  The dive is too shallow and a lot of space is lost before he's able to level out. He does so with commendable skill but his eyes are drawn to the burning wreckage on the slope of the Michelskopf.


The weather is now clear for turns 3 and 4.  Hopgood's run in a poor one so he loses 2 speed chits.  He has a veteran crew so he gets 3 altitude chits and 1 speed chit after the penalty.  He also gets a -1 penalty for clearing the mountain slope.  Initial speed is too fast at 227 mph.  Altitude is perfect at 60 ft.

Do you want to continue the run, drop now, or pull up and circle?

(http://img.photobucket.com/albums/v320/bogaty/hopatkfr_zpsfb5hsckg.jpg~original)



Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 22, 2015, 02:04:36 PM
Hopgood: "OK Aimer you have the bird. Make it a good drop."
Bomb Aimer: "Got it Sir."
Hopgood: "No pressure but do remember the mountain on the other side of the dam."
Bomb Aimer: "Uh, thanks Sir."

(We'll continue the run.)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 22, 2015, 02:29:26 PM
Quote
Hopgood struggles to get the speed down but is unable to do so.

No change in speed.  Additional -1 Michelskopf penalty if you drop from the near zone.

(http://img.photobucket.com/albums/v320/bogaty/hopatknr_zps6asxhvhk.jpg~original)

Do you want to drop now, pull up and circle, or continue to the close zone and risk a late release and more mountain penalties?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 22, 2015, 08:15:27 PM
Hopgood: "Ummmm... Aimer.... Mountain getting closer....."
Bomb Aimer: "Hold.... Hold it.... Bomb away!"

(Drop now)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 22, 2015, 08:42:51 PM
(http://img.photobucket.com/albums/v320/bogaty/hopatkrl_zps3nejheow.jpg~original)

Altitude is perfect at 60 ft.  Speed is slightly slow at 218 mph.

+4 for altitude
+3 for speed
+2 for veteran bomb-aimer

Total: +9.

You need 6 or better on 2D6 to score a hit.




Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 04:27:55 AM
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 05:06:07 AM
Hit!  Now to clear the mountain.   -1 for the approach, -1 for the near zone, -1 for the release speed chit.  7 or better on 2D6 to avoid hitting.  Gibson's in the near box so he can "coach" and provide a re-roll.

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 06:08:14 AM
Both pilot and co-pilot of AJ-M pull back hard on their yolks and the engines scream to full power. The airplane shudders hard under the strain. The rest of the crew are hanging on to anything they can to keep from rolling towards the rear of the plane.

As the mountain side looms ever closer.....

[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 06:11:59 AM
The plane clips the tops of some trees as it just makes the last few feet of altitude to safety.

Hopgood over the sounds of cheering from the crew: "Jolly good show! Tailgunner, what can you see of the dam?"

Damage check:
[blockquote]Rolled 1d6 : 1, total 1[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 06:15:57 AM
We'll keep the damage roll but the night fighter check comes first.  Apparently it took as much as 7 minutes for the bomb blasts to subside and the water pressure to do its work and break open a weakened dam wall.

2D6 to see if the night fighter returns to investigate the blast.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 06:17:07 AM
Fighter check

[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 07:19:08 AM
Quote
The remaining bombers on the Main Force circled the Eder for what seemed like an eternity.  The stain on the gunners' eyes began to tell as they kept up a constant scan for night fighters.  Gibson was just about to order in another bomber when the base of the dam seemed to slump outwards.  Seconds later, the dam wall collapsed as a massive breach opened.  Gibson ordered the wireless operator to transmit "Dinghy" back to England."

(http://img.photobucket.com/albums/v320/bogaty/dambrch_zpse6ofytml.jpg~original)

Hopgood's bomb did 5 points of damage.  The dam has taken 8 points of damage and needed 6 points for a breach.

(http://img.photobucket.com/albums/v320/bogaty/ederbrch_zps8nxqgtz8.jpg~original)


Turn 6 starts.  It's 0200 and visibility is worsening.   Once a bomber's ordnance is gone, it returns to England unless it's a flight leader.  As such, Hopgood breaks from formation and heads home.  The remaining bombers form into a wave (no coordination or wireless rolls are necessary as they leave the Eder dam site in good order).

(http://img.photobucket.com/albums/v320/bogaty/srpwv_zpsg2tznvwu.jpg~original)



(http://img.photobucket.com/albums/v320/bogaty/srp1stwv_zpswjiw8tlo.jpg~original)

Bart, Gibson needs to decide if he wants to try for the Sorpe or return to England.  Corona radio intercept in England reports indicate that the Germans are aware that the dams are being bombed and that they've ordered numerous night fighter scrambles but that there is still some confusion as to what altitude the attacking force is at.  (Alert level has gone from 2 to 3 meaning night fighters are more likely to show up at the end of each attack turn at a dam.)

If you press on to the Sorpe, you'll have to go back through the Ruhr zone and face at least one round of hazards (6 in total but you get to remove 2 due to recon).  If you RTB from the Weser zone, you suffer a -2 penalty to your RTB roll.  RTB is abstracted and you just roll 2D6 to determine the fate of the returning bombers.  There's a -2 penalty from Weser, -1 from Ruhr, 0 from the Dutch Coast.

 

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 08:59:24 AM
Gibson deliberates continue on to the Sorpe dam. Down to 3 planes from the original 9. His plane is damaged, AJ-P is having control surface problems and AJ-B has problems with it's Upkeep release mechanism.....

Gibson: "Nav, signal the other planes to turn for home. I think we've done our part for the war this night."
Nav: (heavy sigh) "Yes Sir!"

RTB roll:
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 09:35:19 AM
The remaining bombers split up and head back for England.

Bart, Gibson becomes lost on the way home.

Roll another 2D6 to see what happens to him.

Roll 2D6 for Hopgood.  He needs a 6 or better to return safely.  If that fails, roll another 2D6 to see what happens.


Staggerwing, roll 2D6 for Martin.  He needs a 6 or better to return without an event.  If that fails, roll another 2D6 to determine the outcome.


UCG, roll 2D6 for Astell.  He needs an 8 or better to return to Scranton.  If that fails roll another 2D6.




Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 09:44:23 AM
Gibson: "Nav! Where is God's name are we?"
Nav: "Um... not sure Sir. My circle of uncertainty has gotten rather large..."
Gibson: "You DID train as a navigator? Find us a way home. I don't want to go swimming this evening."

[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 09:45:03 AM
Hopgood:

[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 09:46:44 AM
Mosquitos from 542 Sqn (photo-reconnaissance) fly out on the morning of May 17th, 1943 to determine the effectiveness of the bombing. 


Mohne Dam:
AJ-Z (Maudslay's) bomb  (http://grogheads.com/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d6 : 4, total 4

AJ-N (Knight's) bomb:  (http://grogheads.com/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d6 : 4, total 4



Eder Dam:
AJ-L  (Shannon's) bomb:  (http://grogheads.com/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d6 : 6, total 6

AJ-M (Hopgood's) bomb:  (http://grogheads.com/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d6 : 6, total 6

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 23, 2015, 09:47:26 AM
5 and a 6 for me - lincolnshire here we come

i stayed at this base as an RAF cadet in 1989
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 09:51:11 AM
Photo-Recon reports both dams breached.  The Mohne is heavily damaged (7 pts) and there is extensive flooding downriver.  The Eder is nearly totally destroyed. (10 pts).  It's unlikely the Eder can be repaired before war's end.


(http://img.photobucket.com/albums/v320/bogaty/flood_zpsvjob6s1c.jpg~original)

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 09:54:25 AM
Gibson in AJ-G, returns safely after nearly losing a 2nd engine.

Hopgood in AJ-M returns without incident.

Astell's bomber is hit by flak over the Dutch coast but manages to make it back.



Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 09:57:43 AM
Fate of the downed bomber crews:

AJ-A (Young's) crew:  [blockquote]Rolled 1d6 : 4, total 4[/blockquote]

AJ-G (Gibson's) crew:  [blockquote]Rolled 1d6 : 2, total 2[/blockquote]

AJ-J (Maltby's) crew: [blockquote]Rolled 1d6 : 4, total 4[/blockquote]

AJ-L (Shannon's) crew: [blockquote]Rolled 1d6 : 3, total 3[/blockquote]

AJ-N (Knight's) crew: [blockquote]Rolled 1d6 : 1, total 1[/blockquote]

AJ-Z (Maudsley's) crew: [blockquote]Rolled 1d6 : 5, total 5[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 10:14:07 AM
Fate of the downed bomber crews:

AJ-A (Young's) crew:  Two crew members somehow managed to survive the night-fighter attack but both are soon captured and spend the remainder of the war in a P.O.W. camp. 

AJ-J (Maltby's) crew:   Two crew members survive the crash into the power lines but are wounded.  One dies in hospital a short time later.  The other recuperates and is repatriated to England at the end of the war.

AJ-L (Shannon's) crew:  The collision speed with the mountain was too great.  There were no survivors

AJ-N (Knight's) crew:  The plane was too low for anyone to bail out.  All perished when the plane went down due to flak.

AJ-Z (Maudslay's) crew:  Three crewmen managed to bail out at low altitude as Maudslay attempted to climb away from the flak.  They were treated rather roughly by the local civilian populace before being handed over to the Gestapo who interrogated them ruthlessly in an attempt to learn the secrets behind this new anti-dam weapon.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 10:20:45 AM
Ouch!   :(

Soooo.... how did we do game wise? What's victory conditions?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 10:24:10 AM
D'oh! I forgot about Gibson's re-roll ability.  Might as well use it now. 

I need to know if Stagger's plane made it before I can determine victory conditions.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 10:30:27 AM
Yeah I want to re-roll to try and not get lost...

Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 10:34:14 AM
OK, roll 2D6.  7 or better to return.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 10:34:40 AM
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 23, 2015, 10:34:52 AM
 O0
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 10:37:26 AM
Time for some revisionist history!  (shamefacedly scurries back to edit...)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: bob48 on March 23, 2015, 12:42:16 PM
This has been totally awesome! Well done guys  O0
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 12:43:18 PM
(http://news.images.itv.com/image/file/203916/article_d281da4735d9ae5a_1368449610_9j-4aaqsk.jpeg)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: BanzaiCat on March 23, 2015, 12:59:14 PM
This has been totally awesome! Well done guys  O0

+1

I was on the fence about getting this game, but after this it's on my eventual to-buy list!
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 23, 2015, 01:32:28 PM
had a blast - thankyou
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 01:35:35 PM
Just need to see if Stagger's plane made it back and then I can post the official mission results.

Again, sorry for all the rules screw ups on my end.  I had a lot of fun running it.  BTW you're all a bunch of filthy enablers!  I'm already an admitted Lancaster junkie.  As a result of running this session and watching Dam Busters again (I needed screen caps), I ended up buying the board game Bomber Command, 4 more books on Bomber Command, a 3-DVD set on the Dam Busters, and 2 T-shirts with Lancaster decals.


I need help....


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 23, 2015, 06:55:52 PM
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 23, 2015, 07:03:35 PM
One more Lancaster touches down on England's soil. Still, it will be a somber celebration down at the pub tonight.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 23, 2015, 07:44:00 PM
Four of nine bombers return from the raid.  The Mohne and Eder dams are breached.  The Sorpe was not attacked by the Main Force.

Quote
Barrage balloons will soon float over the remaining dams in the Ruhr, and Germany's Ministry of Armaments and Munitions will devote material and personnel to the repairing of the dams.  Recovery will take weeks, if not months.  Meanwhile, the British press is informed and headlines declare victory.  A Victoria Cross will be awarded, as well as many other decorations.  Vindicated, Barnes Wallis will continue work on other unique types of ordnance.  The war goes on...

(http://cdn.images.express.co.uk/img/dynamic/141/590x/Daily-Express-Dambusters-517245.jpg)




Congratulations, you matched the historical mission outcome which is rated as a brilliant success. 



I hope you guys enjoyed it.  I did.  I played the same scenario on my own twice and it was interesting to see just how differently the mission can play out.  My waves failed a lot of nav checks on my first run through and the waves got spread out between zones and just ripped apart by hazards.  On my second, the bombers made it to their targets OK but I had bad luck on the bombing runs and missed with most.  I was lucky in that I only lost 2 bombers but I only managed to take out one dam and damage another.


Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: undercovergeek on March 24, 2015, 03:15:31 AM
thanks SDR - really enjoyed that
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Staggerwing on March 24, 2015, 04:30:28 AM
Yes, thank you for letting us participate. It was a lot of fun.  :)
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 24, 2015, 04:37:02 AM
Thanks for running this game. It was fun and really gave me a feel for it and now I might have to pick it up. What do you feel the replay ability is? Are there variants to change up the play?
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Silent Disapproval Robot on March 24, 2015, 07:09:51 AM
There are 10 scenarios that come with the game. 1-5 are basically tutorials that just cover the attack phase at the different dams.  Scenarios 6-8 are of the type we just played and cover the flight of the main force, the diversionary force, and the reserve force respectively.  Scenario 9 combines scenarios 6-8 into one massive scenario.  Scenario 10 is the real heart of the game and adds a planning and training element and requires you to juggle various elements such as procurement, air and ground crew training, recon, security, etc.

I'm still enjoying it but I can see how it might seem a little too reliant on random chance.   There are several variants to the scenarios and the game designer has put up some errata and new/alternate rules at boardgamegeek.
Title: Re: Enemy Coast Ahead (dambusters raid)
Post by: Barthheart on March 24, 2015, 07:12:50 AM
Thanks for the info.