Over
the last few weeks we have been introducing some new players to Bag the Hun.
The first game was simply a clash between two fighter forces but in the second
we introduced dummy bogeys and bombers. For the third game I wanted to include
clouds and flak plus the opportunity to play with some different aircraft. To
this end the scenario I came up with was a trifle fanciful but hopefully fun.
The reason that I call it fanciful is that it is based upon night fighters, which I strongly suspect never fought in a manner likely to give a good game in
the traditional sense. At the moment, I'm part way through a book describing
night fighter actions over the east coast of England and it strikes me that
these are largely affairs of single aircraft. Not much good for a multi-player
game then. My solution was to run a small scale bomber escort game, more
typical of day time actions, but simply substitute appropriate night fighter
aircraft.
The
bomber force was represented by six Heinkel 111 bombers and the Axis objective
was simply to cross the opposite table edge with a full bomb load. The escort
force consisted of two pairs of Me 110 twin engined fighters. This time around there would be no aces or sprogs so the Me 110s were led by
veterans Hermann Grossburger and Franz Strudel; the remaining pilots all being
regular.
Opposing
them were a section of three Blenheim 1F night fighters, under Bomber Braddock,
and a section of three Defiants led by Trafford Park. Once again the
'characters' were classed as veterans with the remaining pilots being regular.
A
couple of points on table edge were designated as flak positions and dotted
clouds were randomly placed at altitude level 3.
To
increase the uncertainty associated with night fighting each side had a number
of dummy bogeys equal to the number of real bogeys.
There
are no rules for night fighting, except a single spotting modifier in the
spotting table, so I made a few rule tweaks for this game. The formation bonus
cards were now redesignated as bonus bogey cards as formation flying doesn’t
really fit with the night time feel.
To
begin the game the Germans deployed first at an altitude level of their choice
and the British deployed second; allowing them to react to the German
deployment in this way seemed a simple way to simulate the tracking of the
intruder force by radar, searchlights or whatever means available.
Unfortunately,
the Germans deployed in the most unsubtle way possible and placed everything at
the maximum altitude level of six. Hmmm – a bit of a slip up in scenario design
here I think!
Axis deploy on a broad front; everything at maximum altitude - subtle! |
This was most unfortunate
for the poor player running the section of Blenheims, as their ceiling height
is only level five! However, the Blenheims gamely played on, slowly climbing to
their maximum altitude and making spotting attempts on the opposing bogeys.
Allies Deploy; Defiants at altitude 6, Blenheims at 4 |
The
Germans made surprisingly quick progress across the table using the longer
bogey move plus the occasional bogey bonus to push their bombers forward. They
had covered more than half the table before a kette of 3 Heinkels was spotted
by Trafford Park and the Defiants (a good band name there!).
Heinkels, flying in very close formation, spotted by Trafford Park, |
The 2nd kette of Heinkels were spotted, very soon afterwards, by Bomber Braddock's Blenheims.
Another close formation of He 111s - very dangerous at night! |
Unfortunately, having spotted their quarry the Blenheims were unable to climb high enough to reach the Heinkels. To make matters worse they were now being targeted by their own flak. Up above them, the
Defiants put up a good show with their turret gunners pouring lead into the enemy bombers. However, these beasts are remarkably robust and escaped with nothing
more than scratched paintwork.
Defiants circle around their prey - watch those rear gunners boys! |
Unfortunately,
the Defiant’s attack had brought them into range of an escorting pair of Me110s
led by Franz Strudel.
Park's End |
The latter turned out to be a born killer; even at long
range he managed to roll an unnatural number of 5s and 6s causing Trafford Park
to lose control of his Defiant. To add insult to injury, this was swiftly
followed by Strudel’s character card that allowed another shot at the stricken
Defiant. Once again a crazy number of hits were achieved, inflicting engine
damage on the falling Defiant.
By
now the Heinkels had almost left the table so we decided to call it pub o’clock
with a decisive win to the Germans.
Algy uses 12 altitude bands, but it's a little more complicated. Catching the enemy can be a real headache.
ReplyDeleteWith the departure of Trafford Park will the Defiants need a new lead singer?
Love those wacky Defiants. I was surprised how little damage they did, do you have to get them up closer? But the He111 has a rear gunner with a factor of 3 so you don't want to linger too close. Strudel's long range double burst with the twin 20mm's was most pleasing if a tad lucky. I hope TP managed to bail.
ReplyDeleteYes I had a great time with the Defiants - very counter-intuitive and quite frustrating but fun nonetheless.
ReplyDeleteI'm sure TP will have bailed and the Defiants won't be without their lead singer for long - in fact I do believe their have already been sightings - in a chip shop with Elvis apparently!