Skip-Bombing: Like a stone on a lake's surface, a bomb can be skipped across the surface of relatively-flat water. This allowed 5th AF attack pilots to engage in high-speed low-level attacks on shipping.
Rules: May only be performed at altitude 1. Once released, the bomb card performs the following series of movements: Fast straight; slow straight, stall straight. If the bomber performing the drop is moving at Slow speed when it drops its bomb, the bomb does not perform the fast straight. If the bomb's trajectory intersects the target card at any point during its movement, the bomb hits, and does damage as per normal rules.
Parafrags: Gen. George Kenney, commander of 5th AF, had a problem -- how to get bombs into the revetments used to hangar Japanese aircraft and store Japanese supplies. Oddly, he had developed a solution back in the 1920s: A small (24 lb.) fragmentation bomb attached to a parachute; when dropped, the bomb would drift down slowly, and the wind would carry it into the revetment, with deleterious effects on the contents of the revetment when it detonated....
Rules: Before the game, determine wind direction -- take a coin, chit, or other flippable object with a well-defined "top" direction to its artwork; and flip it; whatever direction it winds up pointing is the direction the wind is blowing. When a parafrag is dropped, it descends one altitude level every turn, and moves in the direction of the wind equal to the width of a standard round chit (1.5 cm.). When it reaches altitude 0, if its last drift leaves any part of the bomb card atop the target, the bomb hits, and does damage as normal.
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