Enemy Coast Ahead (dambusters raid)

Started by Silent Disapproval Robot, March 08, 2015, 02:58:08 AM

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Silent Disapproval Robot

#165
Possible hit on the bomber.  Do you want to try and evade?  You'll have to sacrifice your speed or your altitude chit.  If you want to evade, roll 1D6.  You'll avoid damage on an even number, but take damage on an odd number.



After you've decided if you want to try evading or not (and checked for damage), you can decide if you want to release the bomb early, pull up, or continue on the attack run.

undercovergeek

Take the damage and continue the run.... Any flak can bounce off my stiff upper lip

Silent Disapproval Robot

#167
OK, your bomber continues forward.  Do you want to try to adjust speed or altitude?

(and Knight doesn't have a stiff upper lip.  He's one of those shifty Antipodean criminal types.  Bloody colonials....)


undercovergeek


Silent Disapproval Robot

Knight chops the throttle and settles the bomber in at the required 220 mph.  The flak keeps pouring in.


[blockquote]Rolled 3d6 : 6, 3, 1, total 10[/blockquote]

Silent Disapproval Robot

Another hit.  You have to evade this one or the bomber is destroyed.  You can sacrifice either your speed or altitude chit and then roll 1D6.  On an even result, you evade the flak.  On an odd, the bomber is hit again and goes down.

undercovergeek

ill get rid on altitude chit and scored 2 on a D6

Silent Disapproval Robot

Knight successfully manages to dodge the flak.

The front gunner opens up on the flak guns.  Roll 1D6, he hits on a 3 or less.

After that you can release your bomb, pull up and try the run again next turn with a Dummy Run bonus, or move forward into the close zone and risk a late drop (if you survive the flak).

If you release the bomb now, you won't have any altitude corrections so, if you manage to draw the best available speed check chit, you'll need a 10 or better on 2D6 to hit.

undercovergeek

4 on the D6

ill try the run again with a dummy run bonus

Silent Disapproval Robot

OK, Knight pulls away from the dam and begins to circle again in preparation for his next run.

Roll 2D6 for night-fighter checks.  A night-fighter will show up in the area on a roll of 2-4.

I'll roll to see if the Very Light burns out.  It will do so on a 1 on 1D6.

[blockquote]Rolled 1d6 : 6, total 6[/blockquote]

undercovergeek


Silent Disapproval Robot

Still clear of night fighters.

On to attack turn 3.

Bartheart, Gibson moves up to the circling near box to join Knight.
Martin moves into the circling far box.


Staggerwing, Shannon joins Martin in the circling far box.


UCG, Knight's ready for another run.  You and Bart can decide if you want Gibson or Knight to go first.  Keep in mind that the flak level is still at 3 and if there's one more hit on Knight, he's a goner. 




undercovergeek

ill defer to bart - see what he wants to do

Barthheart

You go first since you've already seen what's up.

Silent Disapproval Robot

#179
OK UCG, decide if you want to go in with Aldis lights on or off then roll your approach vector check on 1D6.  With the dummy run, you can go in with the Aldis lights off and then use the dummy run chit to draw a single altitude chit even though you're not normally able to do so when Aldis lights are off.