niedziela, 26 kwietnia 2020

One shot fighter - scenario for Blood Red Skies



Due to heavy casualties inflicted to arctic convoys by German Luftwaffe an urgent call arose for fighter cover to freighters. Having no spare carriers to engage there was a bold plan to install catapults with fighter planes on some transport ships. After a battle a fighter pilots could head his plane to the land or just jump out and pray to be picked out from freezy water fast enough.




The battle take place over freezy waters of Barents sea between attacking German Torpedo bombers (Ju88, He111 or He115) and small Hurricat party covering an arctic convoy. The scenario is to be played on 48"x48" table and need to be covered with proper sea playmat or at least any blue cloth.

On the north side of the table you need to place a heavy freighter ship (1/700 model of Liberty Class would be perfect, or any 10" length token) and right in the middle of the table place a destroyer model (or any 5" token).

The attacker force consist of two torpedo bombers (He111, He115 or Ju88) in one element starts game from the South edge of the table in any Advantage state (player's choice). The Defender air force consist of two Hurricats (take a stats from Hurricane MkII) starts as Disadvantaged 1" from the freighter.




Cards:
It is rocommended to use open play rules in terms of cards. One weather theatre card per player for North European area is obligatory. 

The attacker (German Luftwaffe) goal is to inflict as many casualties to the enemy ships as possible. The defender need to protect ships with a Flak fire and fighter component of Hurricats.






Victory conditions for the attacker:
- each hull hit to any ship: +1VP
- for each sunk ship: addtional +1VP
- for disengage the fighters: +1VP (only aplicable when at least one hull hit was inflicted)
- for each bomber engine damaged: -1VP
- for retreating attacking party: -1VP

Remember:
- German multiengine bombers may carry two torpedoes which gives a special +1 dice bonus during torpedo run .
- Light flak open fire to the nearest (whichever friend or foe) disadvantaged plane in the 6" range at the end of the turn.

 

Special Rules:


Flak barrage: defender may place Flak barrage 4 points strong at the start of the turn when at least one enemy plane is considered to be visible from any point of destroyer's deck.


Full steam ahead: At the begining of each turn defender player may (but don't have to) move the destroyer model 1" forward.





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