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Thread: How do you use AA guns?

  1. #1

    Wats3945
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    Default How do you use AA guns?

    I am interested in seeing how other groups use AA guns. How many do you place? How do you determine where to place them? How high can they fire?

  2. #2

    Default

    The AA guns used are generally dictated by circumstances Ben.
    Either the number and placing that the scenario dictates, or what number will give a balanced scenario and where you think they will be most effective in a game of your own designing.
    Fire is dictated by the rules in WoG unless you are putting on a scenario with special rules.
    You can pick up a lot of information by reading our AARs from the "Over the Trenches" solo rules game here:- http://www.wingsofwar.org/forums/for...r-the-Trenches

    Rob.

  3. #3

    Default

    Hey Ben,

    I created this summary for AA Guns. I hope it is a) correct and b) helpful.

    AA Gun Procedure:
    1. Before revealing a maneuver card an AA gun which is ready can launch
      1. Place the shell counter within the range limits (min level 2 and maximum level 6) (2 rulers altitude 2, 1.5 rulers altitude 3, 1 ruler altitude 4, .5 ruler altitude 5, on card altitude 6)
        1. A shell can only be placed on the card if at altitude 6.
        2. It cannot be placed on a Balloon.
        3. It cannot fire over or through a Balloon or Balloon Barrage.

      2. Put a tracking counter on the left corner of the AA Gun card

    2. Before the next maneuver phase, a shell with only a tracking counter on the left corner of an AA Gun card slides the counter to the top edge of the AA Gun card
    3. Before the next maneuver phase any AA Guns which have only a tracking counter on the side edge of their AA Gun card will explode
      1. Flip the shell counter to signify it will detonate
      2. Planes Maneuver
      3. Any planes whose bases overlap the counter take 1 C damage.
      4. If a shell is at the same altitude as a Balloon and explodes within ½ range it receives 1 C Damage.


    1. At the beginning of the a maneuver phase a launched shell (tracking counter on the top side or in the top left corner) can adjust altitude, adjust aim, delay the explosion, or hold fire
      1. If it adjusts aim it can either gain or lose one altitude level (as per max range based on altitude) or
      2. It can move up to one ruler distance from where it was (as per max range based on altitude) or
      3. It can stay where it is and be delayed or
      4. It can be moved back to the center of the AA Gun card ready to fire next segment.
      5. If the shell does any of the above the tracking counter stays or moves to the left corner of the AA Gun card.


    1. Reloading AA Guns
      1. Once a shell has exploded both the tracking counter and shell counter go off the board
      2. Before the next maneuver phase move both counters onto the corner of the AA Gun card
      3. Before the next maneuver phase move both counters onto the side of the AA Gun card
      4. Before the next maneuver phase move both counters onto the middle of the AA Gun card.
      5. Before the next maneuver phase the AA Gun is now ready to launch a new shell.



    Cheers,
    Michael
    Last edited by celticgriffon; 07-17-2013 at 15:08.

  4. #4

    Default

    I'm experimenting with AA shooting every turn. They shoot 2D6 in a random direction determined by a scatter die. It seems to streamline the shooting sequence and makes it dangerous for both sides. It also seems like you can have more guns spread out across the game board because any one gun is less effective. To me that makes it more realistic. AA was something pilots just got used to, if you got hit, you got hit. There wasn't often a concerted effort to avoid an AA emplacement.

  5. #5

    Default

    We use a home made 3d burst marker (cotton ball on a clear plastic base). Are rules are streamlined for faster play: once the first move has been plotted, the markers are placed on the table. They take effect when the second card is played just like air-to-air shooting. AA guns were very quick firing, so are assumed to be loaded and ready for action at all times. Placing the burst markers after the turn is plotted (but before the first move card is flipped over and played) simulates visually tracking the target.

    1. Plot moves as normal. Place AA burst marker(s)

    2. Play 1st maneuver card.

    3. Play 2nd maneuver card. Aircraft that overlap the base of the burst marker after playing this card are deemed hit.
    Last edited by Albert Ross; 07-25-2013 at 10:23.



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