Not sure if these are the latest, but Neil [Skafloc] has done a lot of work on these rules: WW2 Air to Surface Bombing Rules
Mike
"Flying is learning to throw yourself at the ground and miss" Douglas Adams
"Wings of Glory won't skin your elbows and knees while practicing." OldGuy59
Hi Kayden, I'm aiming to put some together for the Convoy Attack game that I'm running at Doncaster 2017. In the very early stages at the moment but when I've finished I will PM you the results. Will be a while yet as I don't need them until September and they will have to be play tested a couple of times. I have the broad outlines in my head but aircraft will have to be at a certain height and speed and will have to do the run in straight. There is also AA to consider and any CAP that might be in the vicinity so a lot to think about.
Thank you! I was also thinking of trying to make up some rules and try them out. I will download what has been posted and see what I can use from it.
Or ask Chris (Hedeby)!
After loosing 1 torpedo bomber he thought it best just to Kamikazi his 2nd onto the flight deck with torpedo still attached.....very effective it was too.
Or Marion (Deadly M...thats how she got her name!)
She sank 2 Battleships at Taranto, damaged a Cruiser then sank the Japanese carrier in the next game.
See you on the Dark Side......
I'm learning to fly, but I ain't got wings
Coming down is the hardest thing
Thats why she is Deadly M
I'm learning to fly, but I ain't got wings
Coming down is the hardest thing
I think the super simplified is take your bomb card and put it down..then flip it each time. If it's bomb side up when it crosses a ship - BOOM. But the rules are more detailed and nuanced!
That is how Neil's torpedoes work Mischa.
Rob.
"Courage is the art of being the only one who knows you're scared to death."
Nightbomber mentioned something about some torpedo rules he is working on. I guess it depends on how detailed you want things to be.
Neil,
If the an aircraft moves one card every turn, what rate do you move the torpedo card/what turn would you advance the torpedo card (I.e every 2nd and 4th turn) or what do you use?
I am gearing up to run a Pacific Theater cargo re-supply scenario (Liberty Ship resupplying a CVE Escort Carrier) using your torpedo rules where the IJN has set up an ambush using Val Dive Bombers modified (pure fiction at this point) to carry torpedoes.
Thank you for all of the work you did on those rules. I am pretty excited to get them in play.
Chris
For more discussion on torpedoes, see here:
https://www.wingsofwar.org/forums/sh...-Mk-II-Torpedo
Karl
It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus
That was very helpful Karl, thank you good sir...For more discussion on torpedoes, see here:
https://www.wingsofwar.org/forums/sh...-Mk-II-Torpedo
Karl
Still very much a discussion in progress. I'm looking at historical sources, and a couple highly detailed games I own.
One of them actually has the major results to ships happen as a post-game result. This would be due to the length of time even fatal damage would take to sink a ship as opposed to the time represented in the game. Given that it could take hours for a ship to sink, even with several torpedo hits, and the game could take only several minutes in real time, this makes sense.
Karl
It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus
I agree Karl,Still very much a discussion in progress. I'm looking at historical sources, and a couple highly detailed games I own.
One of them actually has the major results to ships happen as a post-game result. This would be due to the length of time even fatal damage would take to sink a ship as opposed to the time represented in the game. Given that it could take hours for a ship to sink, even with several torpedo hits, and the game could take only several minutes in real time, this makes sense.
Karl
With the big battles I've had with my brothers and friends, they have drug on 6 hours or more (including the ridiculous amount of smoke breaks) I figure a game represents only 5, 10 or 15 minuets of actual battle.
My brother Joe was using the weight of the ordnance divided in half as the amount of damage a ship would or target would take.
At 1:200 scale, each printed page would be a section requiring 200 points to destroy. For a ship to actually sink (according to his rules) 1/3rd of that ship's sections or more would have to have been "destroyed" at 200 points.
a destroyer (2 printed pages) would take only one 200 damage point section (1/2 being greater than 1/3rd) to sink; and, a CVE Escort carrier would also take at lease 1 200 damage point sections to sink (1/3rd).
If you had a 4 page cruiser or IJN carrier, it would take two 200 point sections to sink because a single section would only be 1/4th (which is less than 1/3rd).
Because of the time constraint (average battle only representing 5 to 10 minutes of actual flying), it becomes more of a points scored on target objective and less about actually sinking the ship, although it is a possibility within his rules.
By using Neil's rules/mechanics, it accounts for the actual reliability and logistics of torpedo delivery which would then be coupled with Joe's rules to account for the damage application.
I'm prone to over detail, so I would require the torpedo to travel at it's scale speed as referenced against the aircraft speed expressed through a 4 card play cycle.
I got the idea from the Wings of Glory rules in that an aircraft in taxi mode only moves 1 card per an aircraft's 4 cards. Depending on the speed of the torpedo, I'm guessing without doing the math yet that a torp would also travel 1 card for each 4 aircraft cards played (using Neil's torpedo card simply turned forward over itself idea).
I am leaning toward using the max altitude drop value for that type of torpedo coupled with the Wings of Glory bomb drop rules + Neil's travel and effectiveness rules + Joe's damage tabulation rules.
I am hoping to find out how all of this works during an all day solo battle involving a Liberty ship delivering supplies, ordnance, and aircraft to the US Gambier Bay (as discussed during thread: https://www.wingsofwar.org/forums/sh...st-a-Colleague) and a gaggle of IJN Vals modified to lumber Type 92s to target. I doubt anything will be sunk, but my story line will pick up with what the result of the damage leaves behind.
I'm also wanting to use Neil's damage allocation rules to narrate what ship systems were actually effected.
Great discussion on both threads by the way and super helpful...
Last edited by THECCRICH; 10-01-2017 at 08:51.
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