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Subject: 281st Second group game on the forum! rss

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Jim P
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Good morning Gentlemen (and Ladies),

We have now completed our first 25 missions and there is a great group of cardboard pilots that has flown these us. Lionrampent did a stellar job organizing, posting and running this campaign. We are all grateful for his time and efforts to put this on.

As you know I am picking up the second leg, continuing what he had started, and plan to use 98% of the same format as before. Most changes I install will be cosmetic, like adding the date and maybe some historical information. But the guts of the campaign will mostly be the same. I will roll up targets, weather, flak and fighter cover for each mission. Lead and Tail ships will be done on a volunteer basis, again using the same formula as Lionrampent’s campaign, volunteers or, barring any, you roll a D6 in the Middle and Low-Low squadrons to draw short straw. The one change will be the use of the extra targets offered up in "The General Magazine" Vol. 23 – No. 5. Don't worry if you don't have this information. I will post the Zone modifications in the Briefing and a general location on the map for you to use.

Also, we are always looking for new blood to fly so if you missed out on the first campaign and want to step in and have a go, by all means do so!

I am going to introduce a few OPTIONAL house rules that players may incorporate into their games. But these house rules are completely up to the individual players to use. They will be posted in this thread so keep an eye pealed for future updates.

I hope this second campaign is as enjoyable for everyone as the first one was, so sharpen up those pencils and dust of the dice we are going to be in for a bumpy flight!

Looking forward to our Second Tour,
Jim P cool
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Jim P
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Optional House Rule 1:

Lucky Charm:

This is a personal “rabbit foot” (four leaf clover, religious medallion or rubber band) for crewmen that survive 10 missions. This “Lucky Charm” (LC) can only be used on the crewman that earned it and only on thing that personally affect that crewman. (ie failed frostbite roll, failed parachute roll, failed escape roll or wound rolls) There is only one roll per LC and if the result is worst than the original you MUST apply the LC roll. Crew members earn one LC per 10 missions completed and survived. These LC are available for use on the following mission, i.e. earned on mission 10 available on mission 11 and earned on mission 20 available on mission 21.

This rule comes from an online campaign I have played for since 2005. The campaign is the 88th BG (H) out of Italy.

http://www.b17pbemgame.com/88thBGHOME.htm


Jim P cool
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Jim P
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Optional House Rule 2:

Fuel Tank Fire:

Attempting to put out the fuel fire the pilot and copilot put the B-17 into a steep dive in hopes to blow out the flames. Below is a d6 table to help replicate this event.

1d6 Result;
1 = Fire Out (a)
2-3 = Fire Continues (b)..
4-5 = Fire Spreads (c)
6 = Fuel Explodes (d) ......

Notes:
(a) A die roll of 1 is always “Fire Out” result regardless of modifiers. You have dropped out of formation for rest of mission.
(b) Must roll for Fuel Leak on Table Bl-1: 10(g) (first Turn.) You have dropped out of formation for rest of mission. Must re-roll on this Table every turn after initial occurrence adding a +1 to the die roll.
(c) Fire spreads out of control and the crew MUST Immediately Bailout. Roll on Table G-6 per rules.
(d) Fuel violently react to the fire and crew MUST Immediately Bailout. Roll on Table G-7 per rules.

This rule came to me from an online campaign that S.Dixon put on. It was the 400th BG (H) (later the 10BW) were we flew out of England. This campaign is now finished. I adjusted the rolls a bit as I found it too deadly the way it was originally written.

Jim P cool

(Edited to refine the rule on 07-Sep-2010)
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Jim P
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Optional House Rule 3:

Fuel Tank Leak: (in addition to current rule)

After reading many books on the subject of WW2 heavy bombers one will see that there were times that a bomber with a fatal fuel tank leak was able to squeak out another ounce or two of petrol and make it home on fumes. To replicate this roll each CAZ on the following d6 Table AFTER you reach the limit of your fuel, determined at the leakage event on Table Bl-1; 10(g):

1d6 Result:
1-4 = Flight Continues...........
5 = Flight Ends Next CAZ
6 = Flight Ends Current CAZ..

-Add +2 to d6 for each CAZ traversed at full weight after leakage event.
-Add +2 to d6 for each subsequent fuel tank hit with the leakage result.
-Subtract -1 from d6 for each CAZ traversed in 2 turns after leakage event.
-Subtract -1 from the flight extension d6 if any one or more of the key engine management aircrew (pilot, copilot or flight engineer) have logged 10 or more missions. This d6 mod is applied only once regardless of the number of aircrew who qualify.

This one also came from S.Dixon's the 400th BG (H). This rule was the brain child of Mr B.Peckham who brought us the damage point chart used here.

CAZ = Combat Action Zone

Jim P cool

(Edited to refine the rule on 07-Sep-2010)
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Jim P
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Optional House Rule 4:
 
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John Kovacs
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I don't know, those house rules all look the same to me, man.
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René Christensen
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If this is what it takes to get through 25 mission....! laugh
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Jim P
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Infomanohio wrote:
I don't know, those house rules all look the same to me, man.


Cute, real cute!! zombie


Slotracer wrote:
If this is what it takes to get through 25 mission....!


No, first you have to fly them!

Just wanted to hold the top spots so people didn't have to root through page after page of smart-alecky comments to find them.....

Jim P cool
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Jim Rose
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jasta6 wrote:
Infomanohio wrote:
I don't know, those house rules all look the same to me, man.


Cute, real cute!! zombie


Slotracer wrote:
If this is what it takes to get through 25 mission....!


No, first you have to fly them!

Just wanted to hold the top spots so people didn't have to root through page after page of smart-alecky comments to find them.....

Jim P cool


Too late it appears! I like them...Especially the fuel tank fire. At least it gives you a shred of hope....
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Evan A
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House Rule 5

If your B-17F is shot down and the pilot live to get to England or it is badly damaged, Use The B-17G. The only major change is that Radio room gun is removed and the front gun is converted to a two turret gun.

It is optional. Or if you have the B-17G Addition to the game, use that one.
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Jim P
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Comm Cody wrote:
House Rule 5

If your B-17F is shot down and the pilot live to get to England or it is badly damaged, Use The B-17G. The only major change is that Radio room gun is removed and the front gun is converted to a two turret gun.

It is optional. Or if you have the B-17G Addition to the game, use that one.


Problem is the B-17G's didn't show up till later in 1943 (around August'ish) and we are just in January 1943. So you will have to wait for that mod...

Though the Bomber Escort YB-40 did have the extra guns and were introduced in May 1943. So we still have some time before that one too.

Jim P cool
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Jim P
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aerogoose wrote:

Too late it appears! I like them...Especially the fuel tank fire. At least it gives you a shred of hope....


The first three post were like the fourth post, blank, for a few hours at least. I'm still working on the fourth post rule!

Jim P cool
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Evan A
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jasta6 wrote:
Comm Cody wrote:
House Rule 5

If your B-17F is shot down and the pilot live to get to England or it is badly damaged, Use The B-17G. The only major change is that Radio room gun is removed and the front gun is converted to a two turret gun.

It is optional. Or if you have the B-17G Addition to the game, use that one.


Problem is the B-17G's didn't show up till later in 1943 (around August'ish) and we are just in January 1943. So you will have to wait for that mod...

Though the Bomber Escort YB-40 did have the extra guns and were introduced in May 1943. So we still have some time before that one too.

Jim P cool


It appears that from my guessing that it would take 4 more tours just to get the B-17G. (Assuming that we complete a tour in 2 months.)
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Jim P
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Comm Cody wrote:
It appears that from my guessing that it would take 4 more tours just to get the B-17G. (Assuming that we complete a tour in 2 months.)


That could be about right. But I was thinking of using historical dating and that could speed things up. As the early missions sometimes had three to four days between them.

jim P cool
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Jim P
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All personal of the 281st BG (H):

We are on alert for a mission today. You will find some information on crew assignments here and squadron assignments for the missions here .

Please get your crews ready to go as the ground crews took this week off to get your birds patched up and ready to go. We have two new crews and seven veterans of the first 25 missions. You will receive you briefing packets later today.

As always men Gods Speed and good luck!!

Major Reed Brandenberg
Squadron Operations
Elveden Hall, UK
3rd Bombardment Division HQ
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