Red Falcons v. White Camels BatRep

Greetings all and Happy Fall! Working diligently away at some new homebrew rulesets, some solo campaigns for said rulesets, and miniatures for the long winter ahead. Played a quick game last weekend pitting the Soviet Red Falcon squadron against the RAF intervention force and their White Russian allies. Tested my homebrew rules which I have altered a bit since last sharing this project. 

....Somewhere over Russia, 1919. The rumble of biplanes through the crisp autumn air. Conditions optimal for dogfight. Our White Camel RAF intervention force is led by a White Russian Snipe piloted by the Ace Alexander Kazakoff, a single Camel triplane, and a DH.9 two seater. Their opponents are the flying Great War air museum, the Workers’ and Peoples’ Air Fleet. We'll just call them the Red Falcons for brevity sake. Consisting of a white French Nieuport, German Pfalz, and the squadron leader-the enigmatic Black Baron. Flying a sinister all black Fokker triplane, rumor tells that perhaps he's a German mercenary in paid service to the Bolsheviks Rubles are just as good as marks Comrade!


Turn Length: 5
Victory Conditions: DH.9 is shot down or the Red Falcons lose two 
planes and/or the Squadron Leader.

After Turn One

The Black Baron struck first doing damage to Kazakoff's Snipe and then zooming off towards the bomber. Next up, the Camel did damage to the Niueport with a roll of 17 and 20. On the following turn Kazakoff rolled a 1 for initiative order and finished off the Bolshevik Niueport in quick order. The DH.9 began shooting, successfully hitting the Black Baron only to suffer a jam to it's front guns on the third turn. The Black Baron executed a flawless Immelman turn pulling in behind the Camel, spraying the Englishmen's aircraft with one successful hit while the Pfalz attempted to hit the DH.9 with no luck. Starting the last activation, the Pfalz successfully hit the the Ace Kazakoff on it's second barrage. Shooting from the gunner's seat, the DH.9 successfully hit the green Pfalz on it's last activation of the game.




Each aircraft carries two small dice during the dogfight. The green dice indicates each pilot's activation order while the blue dice represents altitude. Change altitude to avoid enemies or anti-aircraft fire from below. After five turns of some hotly contested high altitude action all our daring pilots returned to their respective aerodromes low on fuel, save for the Niueport which lay smoldering in the Russian turf, Kaput!


Keep Rolling Those Crits
 -15mm Dieter

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