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Subject: Some scenarios for your consideration. rss

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James Brown
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Some scenarios for your consideration. Not all have been play tested so if you try one let me know how you did please. With thanks to Chris Buhl (fatgreta) for his help.


#1 Operation Judgement: a scenario for use with T.A.C.

On this scenario the victory conditions never worked, so just ignore them and see if this is fun for you.

May 4th 1945, northern Norway near the village of Kilbotn, (a natural harbor). The British are using Wildcat fighters (in British service it is called a Marlet) and Avengers armed with bombs, flying off of three escort carriers.

The German’s have:
Black Watch, a depo ship (formally a ferry) with 1 ship flak circle with only 1 dice damage, any plane flying over it will get flak 1 dice with a +1. Use the Agano cruiser for this ship. This is the target of the operation.

Thetis (formally a Norwegian cruiser converted to a flak ship) with two flak circles. Use the Chicago for this ship, all ship AA is at +1 not +2 as on the Chicago.

U-711 no flak circle but any plane flying over it (a 1” x 2” marker) will take 1 dice ship flak at +1. It takes one hit of a 6 to sink.

1 ground base flak circle.

2 sections BF 109G’s (from the air base at Bardufoss 50 miles east of Kilbotn) enter turn 4. One point each for the RN if shot down. There was not any fighters that made it to help historically, but these add a needed opposition to the scenario. A week before this happened the Wildcats/Marlets of these escort carriers mixed it up with 109’s from this air base, so I added them.

The British have:

3 sections Wildcat/Marlet fighters (as these are the FM-2 upgraded Wildcats give them 1 extra energy). These also have 2 250lb bomb each. Use like a dive bomber 2 dice +0 damage. One point for every plane shot down by Germans.

4 sections Avengers (armed with bombs). Two points for every plane shot down by Germans.

Special Rules: No flak circles placed till after turn 2 as complete surprise was achieved (the people manning the radar did see the air strike but did not tell anyone about it?).

Wildcat’s start 12”northwest from the nearest ship, Avengers start 16” from nearest ship, behind the Wildcat’s. The BF 109G’s start turn 4, 12” from nearest ship north east of ship.




#2 Mapping Mission (Old 666 at Bougainville): A scenario for use with T.A.C. (I always wondered why Hollywood never made a movie about this!)

June 16, 1943, in the sky over the island of Bougainville, part of the Solomon’s Islands chain.

Japanese have 4 elements of A65M Zero’s (this was what the base on Bougainville claimed was launched against Old 666, as they were getting ready to launch an air raid on the shipping at Guadalcanal for later that day, the crew of Old 666 claimed there was 17 (8 fighters taking turns shooting at you, might have seemed like 17).

U.S. has Old 666, a very heavily modified B-17E. Use a B-17F counter with the following mods to it. One dice of fixed forward firing gun with +1, for use by the pilot (Jay Zeamer), the side arks of fire get 1 extra dice of +1 as there was twin 50’s firing from them, 1 extra dice of +1 in the rear ark as there was 1 extra gun mounted under and behind the ball turret, and 1 extra dice of +1 in the front ark as there was an extra .50 cal for the bombardier (Joseph Sarnoski). Zeamer and Sarnoski both received the Medal of Honor, the rest of the crew all got Distinguished Service Crosses, and this was the most decorated mission during WWII for the U.S. The name Old 666 comes from the tail number on the B-17E, 41-2666.

Special rules:
Use the full 2 element side of the B-17 and the first hit is a free one, after the next hit flip and reduce the element and guns without the extra guns, to show that several crew members were killed or wounded. So it will take 3 hits to down this one B-17.

Starting positions: Old 666 starts and will have to travel 12” The Zeros will be starting 8” in front of Old 666 but two will start 6” north of the center line and two 6” south of the center line. Use the optional rule about deflection shots. (This scenario just may not work as it is just not hard enough to shoot Old 666 down, so I added one more hit to have to get before it is shot down).




#3 Radar Picket Station #1 (USS Laffey DD-724) April 16th 1945 30 miles north of Okinawa in the Ryukyo Island chain.

The USS Laffey and USS LCS-51 are on radar picket duty to warn the fleet of approaching kamikazes when dozens of them appear and attack the Laffey (the Laffey was hit by 6 kamikazes and 4 bombs and did not sink). (I used the Kagero class of Japanese destroyers I found in the Flight Operations Manual page 27, and the Dauntless page 23, I asked about any scenarios for it and was told it was going to be one for the B-25 not out yet. I just printed two out for this scenario as this is the only destroyer I found.)

The U.S. has the USS Laffey with one flak circle, USS LCS-51(roughly the same size as Laffey) with one flak circle, two elements of F4F-4 Wildcats but these are FM-2 Wildcats with a more powerful engine so give them 1 more energy. The Wildcats have to leave after turn 5 as they are out of ammo and are replaced by 4 elements of F4U-1A Corsair’s. The starting point for all F4U-1A’s is just behind the Laffey. Setup is just like the scenario Kamikaze that came with the F4U-1A Corsair, with the Laffey and LCS-51 starting on the Objective line and flak circles cannot be more than 16” from the ship they belong to.

The Japanese have 6 A6M-2 Zero fighters as half-elements like in the scenario Kamikaze that comes with the F4U-1A Corsair, (with the airframe upped to a 5 to represent the kamikaze knack of needing to be shot to pieces, and if they hit a ship they get two dice to see if they do damage) and 3 elements of A6M5’s entering one each on turns 4, 6, and 8 as escorting fighters for the kamikazes. Also add 3 elements of Ju-87 Stuka’s gest starring as D4Y Judy dive-bombers entering one each on turns 2, 4, and 6. The D4Y’s and the A6M5’s aren’t kamikaze. The A6M-2 Zero’s respawn only on odd turns and start 3” closer each odd turn (example is a A6M-2 shot down or crashed on turn 3 respawns on turn 5, 6” closer, on turn 6 it respawns on turn 7, 9” closer). No units can respawn after turn 9.

Game lasts 12 turns.




#4 Bomber Box, U.S. 8th Air Force (Mission #52) April 13, 1943 target Bremen northern Germany, the Focke-Wolf aircraft factory.

U.S. has 6 elements of B-17F bombers (try to keep then as close as possible for interlocking fields of fire for the B-17’s).

German’s have two flak circles and three elements of Bf-109F’s. Use the Factory Complex that came with the B-17F’s as well.

Start the B-17’s 12” from the Factory complex with the flak circles 6” in front of the bombers. The Bf-109”s start behind the factory.

Points for victory are 2 points for each hit circle not hit for the Germans and 1 point for each B-17F shot down. The U.S. gets 2 points for each hit circle, 2 points for getting any plane back to the starting line, and 1 point for any fighter shot down.

Aftermath: The Focke-Wulf factory had half of their buildings destroyed but 15 B-17F’s did not make it back (that is about 150 aircrew that did not return). (Try this without giving the B-17’s the +1 for shooting the fighters)




#5 Easter Sunday Raid April 5th, 1942 7:30 AM near Ceylon in the Indian Ocean.

The British have 4 elements of Hurricanes Mk-1, the heavy cruisers HMS Cornwall and HMS Dorsetshire, each with one flack circle.

The Japanese have 6 elements of Ju-87 Stuka’s gest starring as Aichi D3A “Val” dive-bombers and 3 elements of A6M-2 Zeros (the Val’s achieved a 90% hit ratio on this raid, not matched again in the war).

Setup like the scenario Prince of Wales that came with the G4M Betty but switch out the G4M’s with the Ju-87’s and the G3M Nell’s for the Hurricanes. (You might try this without the Hurricanes as they did not show up before the cruisers had been sunk.)

Have fun!




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Randy Wheating
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Thanks for sharing these. I will be trying these on for sure!
Applying TAC to true historical scenarios is a great aspect of this flexible game system. Expecting this to get even better as other aircraft, ships, targets, etc. come on line.
I am working on a multi game mini campaign loosely based on the Feb 1942 German 'Channel Dash' but turned around with RN flotilla dashing and Luftwaffe opposing. The idea is that games will represent encounters at 1000, 1200, 1400 and 1600 hrs with vessels surviving moving to next game.
Cheers, Randy
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James Brown
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Bikeguy32 wrote:
Thanks for sharing these. I will be trying these on for sure!
Applying TAC to true historical scenarios is a great aspect of this flexible game system. Expecting this to get even better as other aircraft, ships, targets, etc. come on line.
I am working on a multi game mini campaign loosely based on the Feb 1942 German 'Channel Dash' but turned around with RN flotilla dashing and Luftwaffe opposing. The idea is that games will represent encounters at 1000, 1200, 1400 and 1600 hrs with vessels surviving moving to next game.
Cheers, Randy



I like that idea!
 
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