URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       Airbattle Games
  HTML https://airbattle.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: IGNORE: Wing Leader Playtest Archive
       *****************************************************
       #Post#: 981--------------------------------------------------
       O11 Hunters in the Sky
       By: pilotofficerprune Date: January 19, 2019, 4:33 am
       ---------------------------------------------------------
       New scenario thread for playtest of Hunters in the Sky. Please
       do not create a new thread for this scenario.
       #Post#: 1703--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: chief2000 Date: February 13, 2019, 1:48 pm
       ---------------------------------------------------------
       Scenario: O11 Hunters from the Sky
       Version: v0.1
       Playtesters: Chris Bryans (Solo)
       Report:  This is my first playtest of this scenario.  I am
       dividing my AAR of this scenario into two parts, just as the
       scenario is.
       Set up:  Height error roll unsuccessful
       Turn one:
       No tallies this turn.  The Ju-88 target the heavy flak battery
       in the airfield square and begins a glide bombing profile.
       Knowing that the battery cannot fire while the G.I.s are taking
       off makes its job easier and will help the Ju-52s make their
       drop without as much interference.
       Turn two:
       Tally phase:  G.I #1 tallies Ju-52 #1.  No other tallies
       He-111 #1 moves into the first barrage square of the DD.  No
       casualties and cohesion roll is good.  As it moves into the
       second barrage square, same results
       He-111 #2 moves into first square of barrage zone.  No
       casualties, cohesion roll good.
       109D escort flying directly above He-111s also moves into the
       flak zone.  No casualties, cohesion roll good.  I should have
       had the 109D fly higher to avoid the flak zone but the trade-off
       of being unable to tally the G.Is was a deciding factor in
       positioning it directly above the bombers.
       Ju-88 moves into barrage zone of DD.  Heavy flak in airfield
       still cannot fire as the second G.I is taking off.  One
       straggler.  Cohesion roll good.  I should have also added the
       Light flak which would have added a modifier but forgot.
       Bomb run He-111 #1: unsuccessful
       Bomb run: Ju-88 unsuccessful.
       Aerial combat G.I. #1 vs Ju-52 #1:  Two losses and one straggler
       on Ju-52.
       Cohesion disrupts Ju52 #1 but G.I is ok
       Turn three:
       Height error for G.I 2, and 3 unsuccessful.  G.I #2 tallies
       Ju-52 #2.
       Ju-88 attacked by DD flak barrage:  N/A
       He-111 #1 attacked by flak barrage leaving target area: no
       casualties
       He-111 #2 attacked by flak barrage over target:  one straggler
       but cohesion roll is good.  Also attacked leaving target area
       but no casualties
       He-111 #3 attacked by barrage over target:  no casualties
       109D attacked by barrage, no casualties. Cohesion roll good.
       Second barrage also fails.
       Light flak direct fire vs Ju-52 #1 and #2.  #1 rolls cohesion
       and is good.  #2 nets a straggler.  Cohesion good.
       Bomb run He-111#2:  no effect
       Bomb run He-111#3: no effect
       Aerial combat G.I.  #1 and Ju-52#1 nets two losses on Ju-52#1.
       No losses on G.I #1
       Cohesion roll breaks Ju-52#1.  Cohesion on G.I is good
       G.I #2 attacks Ju-52#2: Two losses on Ju-52#2.  Cohesion roll
       good on Ju-52 but G.I #2 disrupts
       Turn four:
       109D tallies G.I #1
       109E #1 tallies GI 2 and second 109E will dive to its location
       via most direct route
       G.I #1 drops tally on Ju-52#1 and tallies Ju-52 #3
       G.I #2 drops tally on Ju-52 #2 and tallies Ju-52 #4
       G.I #3 also tallies Ju-52 #4
       DD and airfield heavy flak target both Ju-52 #1 and 2 which
       reach the target area above the airfield.
       Flak nets two losses on Ju-52 #1.  Cohesion roll ok.  Flak nets
       a loss on Ju-52 #2.
       Paradrop for both Ju-52 #1 and 2: no effect
       Aerial combat 109D vs G.I #1:  109D loses one, one straggler.
       No losses for G.I.
       Cohesion roll disrupts the 109D but breaks G.I#1.
       G.I #2 and 3 against Ju52 #4:  two losses on Ju-52#4.
       Cohesion roll ok but G.I #2 breaks.  G.I #3 cohesion roll good
       
       Turn five:
       109D drops tally on GI#1 and tallies G.I #3.  109E #1 also
       tallies G.I #3.  109E #2 fails tally on G.I #3
       Light flak A, Both heavy flak units (airfield, DD) fires on
       Ju52#3.  No losses.  Cohesion good
       Second attack on Ju-52 #4 nets one loss on Ju-52 #4, cohesion
       roll good
       Ju-52 #3 paradrop unsuccessful
       Ju-52 #4 paradrop 10% successful 12 bomb points = 1.2 (1 point)
       Aerial combat 109E, 109D vs G.I #3.  No losses.  G.I #3 breaks,
       109D disrupts and 109E#1 is ok
       
       Turn six:
       Airfield and DD heavy flak combine against Ju-52 #3 and #4
       exiting target area.  Ju-52 #3 loses one and breaks during
       cohesion check.  Nets 2 stragglers on #4.
       Victory:  Germans:  1 (paradrop)
       Dutch:  29 (one 109D and 14 Ju-52)
       Recommendations:  This is a fun scenario – if you’re the Dutch
       player.  Strangely enough the losses on the German side
       corresponded exactly the historical outcome.  In game terms it
       truly was the blackest day for the Luftwaffe.   It is important
       for the German player to knock out both flak batteries to
       prevent more losses to the Ju-52s as well as reduce or destroy
       the DD.   The bombing scores all the way around were very poor
       and a few more plays will see how they average out.  Even more
       critical is to provide greater coverage against the power of the
       three G.Is.  Most of the losses to the transports came from the
       G.Is and not the flak batteries.
       Since the airfield was not heavily damaged, I will have to
       replay this before moving on to the optional extension.
       1.
       placed its sweep missions much too high (corrected later) but I
       would place the 109E in R5 rather than V5. It is too high to
       intervene until it is too late.
       2.
       flights with one flight escorting the Ju52s and the other
       performing sweep in V5.  This would provide protection which the
       current configuration does not.
       3.
       #Post#: 1711--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: pilotofficerprune Date: February 14, 2019, 2:39 am
       ---------------------------------------------------------
       Great AAR! And thanks for the recommendations. They look pretty
       sound.
       I'll be producing a tweaked version at the weekend.
       #Post#: 1719--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: chief2000 Date: February 14, 2019, 8:49 am
       ---------------------------------------------------------
       Thanks Lee.  One thing I forgot - there was no special rule that
       the Heavey AA in the airfield space could not fire while
       aircraft were taking off.  I included that special rule based on
       the previous scenario (Flying Fish).  I believe that this a
       reasonable special rule to insert in this scenario as well.
       What do you think?
       #Post#: 1721--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: pilotofficerprune Date: February 14, 2019, 9:05 am
       ---------------------------------------------------------
       Let me take another look. That said, I think we only need to
       legislate for airfield barrage flak. Otherwise it's up to
       players to manage their own flak.
       #Post#: 1754--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: pilotofficerprune Date: February 16, 2019, 12:25 pm
       ---------------------------------------------------------
       Changes to the next iteration:
       (1) Brought the trailing sweep Bf 109 into the action at Q5
       (2) Added a rule to give the Dutch immunity to small arms
       barrage (to fix a take off problem)
       I will not be adding an additional Ju 88 squadron. this simply
       isn’t possible due to ID letter conflicts.
       Other than the small arms barrage issue I will not be regulating
       Dutch flak during take-off.
       #Post#: 2027--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: chief2000 Date: March 4, 2019, 3:20 pm
       ---------------------------------------------------------
       Scenario: O11 Hunters from the Sky
       Version: v0.2
       Playtesters: Chris Bryans (Solo)
       Report:  This is my second playtest of this scenario.  As with
       the first, the victory level was such that did not allow play of
       the extension (Germans did not inflict heavy damage on the
       airfield)
       Set up:  Height error roll unsuccessful for G.I A
       Turn one:
       G. I a failed tally of He111 S
       G.I L taking off
       Light flak direct fire against Ju88 – no effect
       Admin phase: redirect vector of G.I B and L to M-2 succeeds. I
       don’t know what I was thinking in sending the first G.I against
       the Heinkels in the first place!
       Turn two:
       G.I A tallies He111 S
       Bf109D  (B) tallies G.I A (G.I is intending to attack head on,
       so escort reaction cannot take place)
       G.I B taking off
       Light flak, Heavy flak direct fire targets Ju88 U netting a
       straggler.  Disrupts Ju88 during cohesion check
       Ju-88 bombing against light flight has no effect
       Direct fire from DD3 vs. He111 S no effect
       Direct fire from DD3 vs. He111 Q no effect
       He111 S bombing has no effect against DD 3
       Air Combat Bf109D (B) vs G.I A: no effect on either combatant.
       Cohesion roll:  both pass cohesion
       G.I attempts to break and fails.  Dogfight ensues
       Turn Three
       G.I L tallies Ju52 W and circles waiting for a head on pass
       G.I B tallies Ju 52 V
       Bf 109 A fails tally of G.I L
       Direct fire from DD3 vs He111 Q nets one loss.
       Cohesion: He 111 Q passes
       Direct fire from DD# vs. He111 T no effect
       Airfield direct fire heavy flak and light flak attacks Ju 52 W
       and against Ju 52 V no effect on either
       He 111 Q bombing has no effect against DD3
       He 111 T bombing nets two hits (10%) against DD3 – 3 victory
       points
       Air Combat
       Dogfight Bf 109D (B) vs G.I A: G.I A scores straggler on Bf 109D
       (B).  No effect on G.I A
       Cohesion:  G.I A disrupts.  Bf 109D (B) passes.
       G.I B vs Ju52V head on pass. No effect
       Cohesion:  Both pass cohesion
       G.I L vs. Ju52 W nets one loss on Ju-52 W but none of G.I L
       Cohesion:  Ju52 W passes; G.I L disrupted
       Turn Four
       Bf 109E (A) fails tally against G.I A
       DD3 direct fire vs Ju52V and W: nets one loss on Ju52V and on
       Ju52W
       Ju52 V disrupts in cohesion check
       Ju52W also disrupts in cohesion check
       Airfield flak and light flak direct fire on Ju52Y and Z
       No effect on Ju 52Y; one loss on Ju52Z
       Cohesion on Z is good
       Ju52W air drop fails as does that of Ju52V
       Air Combat
       G.I A vs Bf 109D (B) no effect on either combatant.  Cohesion
       check breaks G.I A but Bf109D (B) passes
       G.I B vs. Ju52V nets two losses on Ju52V.
       Cohesion: Ju52V breaks.   G.IB passes
       G.I L vs Ju52W.  No effect on either combatant
       Cohesion: G.I L breaks and Ju52W passes
       Airfield flak, light flak direct fire against Ju52Y and Ju52Z
       Attack on Ju52Y has no effect.  Attack on Ju52Z nets a loss
       Cohesion:   Z passes
       Turn Five
       Bf109D (B) fails tally on G.I B
       Bf109E (A) tallies G.IB
       Bf109E (I) fails tally on G.I B  (too high – he will have to
       come down some)
       All Flak targets Ju52Z and Y above the target.
       One loss each netted against both Ju52Z and Ju52Y
       Ju52Y and Z also fail in their air drops – no hits
       Air Combat
       Bf109E (A) vs. G.I B. No effect on either combatant
       Cohesion:  Bf109E (A) disrupts.  G.I B passes
       Turn Six
       Both DD and Airfield flak direct fire on Ju52 Y and Z.  No
       effect on either
       Dogfight Bf109E (A) vs. G.I B:  G.I B nets loss on Bf109E (A)
       but is not affected.
       Cohesion breaks Bf109E (A).  G.I B passes.
       Turn Seven
       Bf109D (B) fails tally on G.I B
       G.I B tallies Ju52Z
       Air Combat
       G.I B vs. Ju52Z nets three losses and one straggler on Ju52 Z.
       Cohesion G.I B passes and Ju52Z is broken
       Turn Eight
       Air Combat
       G.I B vs. Ju52Y nets three losses on Ju52Y but Ju52Y rolls
       boxcars and downs a G.I B.
       Cohesion:  Ju52 Y disrupts and G.I B disrupts
       Turn Nine
       Air Combat
       G.I B vs. Ju52Y nets a straggler and loss on the Ju52Y but the
       Ju52Y gunners roll another 12 and down another G.I (guess the
       Junkers gunner is pretty ticked!)
       Cohesion:  G.I B passes
       Ju52Y disrupts
       Victory:
       Germans:  3 vp (3 hits on DD3) + 3 vp (2 GIs)= 6 vp
       Netherlands:  1 vp (one Bf-109E) + 2 vp (one He111) + 28 vp (14
       Ju52)=  31 vp
       6-31= -25 (whopping victory for the Netherlands again)
       Recommendations:  This is one for the record books for me.  I’ve
       never played a game where one flight, or squadron for that
       matter, (G.I B) managed to rack up so many kills without even
       breaking. They scored ten kills (nine Ju52 and one Bf109E) while
       losing only two of their own.
       The Netherlands cleaned up on this one again.  The first part of
       the scenario is clearly imbalanced against the Germans as also
       shown by my first playthrough.  Ultimately, the goal is to
       heavily damage the airfield in order to move on to the optional
       extension to the scenario.  Here are some suggestions to make
       that possible:
       1.
       escort.  The starting position of R8 is much too high to respond
       to anything going on at altitude 2.
       2.
       flak but since there was no provision for glide bombing in the
       special rules (as there is in Flying Fish) I had to level bomb
       which did not even scratch the guns.
       3.
       only Ju 52s can attack the airfield.  Since the heavy flak is
       located in that square, can it be attacked separately?  Is there
       something already in the rules that states that if there is more
       than one target in a square that these targets can be attacked
       separately barring any special rules to the contrary?  If this
       is not the case, I would suggest moving the heavy flak one
       square to the left.
       4.
       flak in the airfield before the Ju52s can be affected by it.  In
       other words, tactically, the Germans should be allowed to take
       out the flak units before the transports get close enough to get
       hammered by them.
       5.
       the Ju52s.
       6.
       to go after the DD3.  The He111s by themselves have a difficult
       time hitting, much less sinking, the DD# with its -3 modifier.
       
       #Post#: 2029--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: pilotofficerprune Date: March 5, 2019, 2:30 am
       ---------------------------------------------------------
       Thanks for the great AAR. Now I have your data I'm going to have
       to deep-mine it and look for tweaks. I hadn't expected this one
       to be so one-sided, so clearly we're going to have to give the
       Germans a buff.
       A quick response to one of your questions: the Ju 52 attack the
       airfield but there's nothing in the rules to prevent other
       bombers attacking non-airfield targets in the same square.
       Let me do a deep read of your feedback and come back with some
       proposals for change. We need to give the Germans a decent
       chance of proceeding to Part 2 of the scenario. Your detailed
       AAR will be a big help in that.
       #Post#: 2030--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: pilotofficerprune Date: March 5, 2019, 4:04 am
       ---------------------------------------------------------
       So, let's break things down and look at the air combat first.
       Chris 1 - Losses: 1 Bf 109D, 14 Ju 52
       Chris 2 - Losses: 1 Bf 109E, 14 Ju 52, 2 G.Is
       Clearly the losses are disproportionate. The linking issue here
       is that the G.Is can molest the bombers unhindered and that
       throws the scenario way out of whack. We want a better balance,
       and that's not going to happen by keeping the German Bf 109E
       sweeps up so high.
       Let's look at that sweep for a moment:
       Chris 1 - Bf 109E #1 first tallies on Turn 4; #2 does not tally
       Chris 2 - Bf 109E #A first tallies on Turn 5; #I does not tally
       So a first step is to bring that sweep down lower, to a place
       where it can provide some coverage of the bombers. Chris has
       proposed we turn all or some of them into escorts, which is a
       step we can certainly consider if lowering the sweep doesn't
       work.
       #Post#: 2031--------------------------------------------------
       Re: O11 Hunters in the Sky
       By: pilotofficerprune Date: March 5, 2019, 5:58 am
       ---------------------------------------------------------
       Looking at the He 111 bombing against the DD, we get the
       following results:
       Chris 1 - No hits
       Chris 1 - 2 hits (two squadrons missed and one scored minor
       damage)
       By my reckoning, without any flak-inficted modifiers, the
       Heinkels should be scoring a average of 1.47 hits each on the
       DD, or 4.41 hits in total, which is worth 2 VPs, though it's
       only just a shade off 5 VPs. The pNs to score hits are as
       follows:
       2 hits (10%) = 41.7%
       5 hits (25%) = 16.7%
       10 hits (50%) = 2.8%
       A problem we have is that the DD gets to apply its full -2
       modifier. However, I believe it may have been either tied up at
       the time or had limited seaway. If we were to make the destroyer
       dead in the water, then the Heinkels would enjoy a lot more
       success. They would score an average of 3.78 hits each, or
       11.34, which would be worth 15 VPs. The pNs to score hits would
       be:
       2 hits (10%) = 72.2%
       5 hits (25%) = 41.7%
       10 hits (50%) = 16.7%
       Proposals:
       (1) Remove the 'Dutch flights immune to barrage' special rule,
       as this has been supplanted by the new take-off rule 13.7.2.
       (2) Rule the DD dead in the water.
       I'm not 100% on rule (2). The German has, very nearly, a 50%
       chance of scoring 5 VPs. It's very subject to air combat
       results, which would not be the case if we go with proposal (2).
       I need to sleep on this, but the case for keeping the status quo
       is strong.
       *****************************************************
   DIR Next Page