Enemy Coast Ahead (dambusters raid)

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

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undercovergeek

ive got 2 on a D6 and lets leave the lights off

Silent Disapproval Robot

OK, Knight flips the Aldis lights off and dives in again.  His approach vector is erratic.  You get 1 speed chit and 1 alt chit in exchange for the dummy run counter.






Knight comes in a little low at 56ft and way too slow at 212 mph.




Flak opens fire.  Because the Aldis lights are off, the flak rolls 2D6 and will score a hit on a 4-6.

[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]






Silent Disapproval Robot

The flak misses!

You can pull up, release early, or continue your run.  If you continue your run, you can exchange either your altitude or your speed counter.  Which would you prefer to exchange?

undercovergeek


Silent Disapproval Robot

Knight opens up the throttle and overshoots the mark.  He's now going 227 mph which is a little too fast but better than before.



Flak fires again.  Hit on a 4-6 on 2D6.


[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]

Silent Disapproval Robot

Flak misses again.

You gunner can open fire now.  He needs a 3 or less to knock out some Hun guns.

After that, you can pull up, release the bomb, or continue forward and risk a late release.


undercovergeek

its a 3 - yesssssss!!!!

whats the advantage of a late release?

Silent Disapproval Robot

The front gunner rakes one of the 20mm guns on the dam tower, taking out the crew.


A late run is a really risky manouvre.  Basically, you've got to endure another round of flak (it now hits on a 3-5 on 2D6 due to the damage you did).  If you survive that, your bomb-aimer rolls 1D6.  You have a 3-in-6 chance of making things worse, 2-in-6 to keep things the same, and a 1-in-6 chance of getting a +1 bonus.

undercovergeek


Silent Disapproval Robot

Bloody hell!  Knight somehow manages to line up perfectly at 60ft and 220mph despite making the run with no Aldis lights.



You need to roll a 15 or better on 2D6 to hit the dam.

+4 for perfect altitude
+4 for perfect speed
+2 for veteran crew
-1 for damaged Lancaster

Total bonus is +9.  You need a 6 or better on 2D6

undercovergeek


Silent Disapproval Robot

QuoteThe bomb skips to the edge of the dam wall, slams into the side and then the backspin pulls it beneath the water's surface.  Moments later, a huge plume of leaps up from the dam wall as Knight's damaged Lancaster struggles to climb out of the river valley.




The flak guns in the valley open up as Knight's bomber begins to climb out.  They will hit on a 3-5 on 2D6.  There's no chance to evade a hit.

[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]



Silent Disapproval Robot

QuoteTracers slammed into the wing spar of the bomber as Knight pulled back on the stick.  The strut, already damaged from an earlier hit, collapsed under the strain and the bomber spun in.


Knight's bomber has been destroyed.  Gibson is close enough to assess the damage.  UCG, roll 1D6 to see how effective the bomb was. 

I'll roll to see if the bomb blast knocked out any more flak.  It will have done so on a 2 or less. 

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

Silent Disapproval Robot

Bart, while UCG rolls damage, you can roll to see if any night-fighters show up in the area.  They will do so on a 3-5 on 2D6. 

Barthheart

Gibson: "Good shot Knight! Right on the dam!"
Rest of crew: "Yeah!"
Gibson: "Oh bugger....."

....long silence.....

Gibson: "Gunners! Keep a sharp eye out for night fighters!"

[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]