6mm Wargaming





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Last updated

21st September 2014


6mm Wargaming



WW1 Scenarios

Balloon Busting


Location: Western Front - Late 1917/1918

Balloons have be used a lot recently by both sides to help with observation and to direct artillery fire more accurately. In this scenario, either side can be the attacker or defender and both players should chose historically matched planes.


Attackers Notes
Your mission is to attack the enemy balloons over the frontline and shoot down as many as possible. There has being reports of light AA fire and roving enemy fighters, but previous casualties have been light.

Your forces consist of 4 fighters of your choice.

Defenders Notes
Your mission is to protect your balloons against enemy fighters. They are defended by some AA guns on the ground, but these have proved very inaccurate. You have also been promised some fighter support but they only seem to turn up after the enemy has left.

5 x Balloons
8 x AA guns
1 x flight of 2 fighters, which appear on a roll of 5 or 6 on a D6 each turn

Victory conditions

  • Attackers - If at least 3 balloons destroyed

  • Defenders - If at least half the enemy fighters are shot down

  • Draw - Less than 3 balloons are destroyed and less than half the attackers planes are lost

Scenario Notes

  • Each player's planes must enter from opposite table edges.

  • The balloons must start in the own players 1/2 to 1/3rd zone of the table and be spaced reasonably evenly across the table.





Hunt for The Red Baron


Location: France - 1917

The Red Baron has been spotted in his red Fokker Dr1 along with his wingman, causing havoc amongst allied pilots. The allied command has decided that enough is enough, and they have ordered allied pilots to concentrate on finding and destroying the Baron. They believe that this will greatly help the war effort and raise the morale of the troops, who are tired of seeing allied fighters being shot down over the trenches.


British briefing
Baron von Rictofen has been reported in the area and the allies are pulling out all the stops to try and kill him. Unfortunately the allied high command doesn't have any spare resources so it's up to your squadron to perform the task. Causalities have been quite high and a lot of experienced pilots have been killed. Use your flight of 4 Sopwith Camels to hunt him down and remove this menace from the skies.

1 Sopwith Camel - Good Pilot
3 Sopwith Camels - Poor Pilots

German briefing
Intelligence reports that the Tommies have been very active and have increased their number of patrols recently. This has made it hard for the high command to gather intelligence about any enemy troop concentrations. Your mission is to remove the Tommy threat from the air by shooting down as many planes as possible, so the reconnaissance flights can gather better information.

1 Fokker Dr1 - Ace pilot (Red Baron)
1 Fokker Dr1 - Good Pilot

Victory conditions

  • British Win - If the Red Baron shot down

  • German Win - If the Red baron survives and at least two Allied planes are shot down

  • Draw - If less than 2 allied planes are shot down and the Red Baron survives.

Scenario Notes

  • Each player's planes must enter from opposite table edges.





Bomber Escort


Location: Western Front - 1917/1918

High command has sent a lone bomber on an important mission to destroy an enemy objective. This objective can be either a HQ, Airfield or Emplacement depending on what terrain you have available. The forces used for the mission have been kept small so they can slip through the enemy defences unnoticed. In this scenario, either side can be the attacker or defender and both players should chose historically matched planes.


Attackers Notes
Your squadron has been ordered to protect bombers that are flying on special missions. Your orders require that you stay very close to the bombers to help protect them. Your pilots are annoyed and would be much rather be shooting down enemy fighters than being sitting ducks for any enemy fighter attacks.

1 Bomber - either a Gotha or Straken which you must escort to the opposite end of the table.
1 flight of 2 fighters

Defenders Notes
While patrolling, you flight has noticed a lone enemy bomber escorted by a couple of fighters. It looks like they are on a special mission so you signal your flight to attack and shoot down the bomber.

2 fighters of your choice

Victory conditions

  • Attackers - If the target is destroyed

  • Defenders - If the bomber is shot down

  • Draw - Any other result

Scenario Notes

  • Each player's planes must enter from opposite table edges.

  • Place the objective anywhere in the opposition's 1/3rd of the table.

  • If the British player wishes to be the attacker then they may use a Handley Page O-400 bomber or similar.





Zeppelin Attack!


Location: Western Front - 1918

The German air force has launched a new Zeppelin to be used for attacks against targets in England. The Zeppelin is currently going through trials behind the German lines before being declared available for active duty. This may be played as a multi player game with each the attacker splitting their forces into 2 flights of 2 planes.


Attackers Notes
Intelligence reports a new Zeppelin has been launched in Germany and it is located in an airfield not far behind enemy lines. Your mission is to attack the Zeppelin before it is used to bomb targets in England.

2 flights of 2 fighters

Defenders Notes
The pride of the German Zeppelin fleets has been launched and you are completing the final testing and training mission before launching any attacks. High Command has been told that the new Zeppelin is invincible and they have provided very little air cover to protect this important machine.

1 Zeppelin (Z71) with two fighters attached. They may be launched individually at any time and take 1 turn to launch. They may stay on the table for up to 4 turns.
1 flight of 2 fighters, which appear on a roll of 5 or 6 on a D6 each turn. They appear 12" away from the Zeppelin and may stay on table for up to 8 turns before they must return to base

Victory conditions

  • Attackers - If the Zeppelin is destroyed

  • Defenders - If at least half the enemy fighters are shot down

  • Draw - Any other result

Scenario Notes

  • Each player's planes must enter from opposite table edges.

  • Each attacking plane has only 6 rounds of special incendiary ammo before it reverts back to normal ammo.

  • The Zeppelin must start in the own players 1/2 to 1/3rd zone of the table.