Marechallannes
11-26-2012, 16:50
You know our next Midway Rising sorties are bomber escort & bombing missions.
http://www.wingsofwar.org/forums/attachment.php?attachmentid=66906&d=1353954816
I thought about the problem with the missing altitude rules, to simulate a dive bombing attack and the AA fire from the targets.
I prefer a simple solution, without huge printed ships, moving targets and a simple AA system.
Dave alis FLASH hasd a good idea to simulate altitude without real altitud rules. That's what we need for our Midway dive bombers, to start a determined level, maybe level 3 (= 4 altitude pegs) and finish the mission after the dive bombing at level 2 or level 1.
This is my proposal for escort ships, armed freighters, destroyers, etc...
http://www.wingsofwar.org/forums/attachment.php?attachmentid=66908&d=1353954816
The AA fire of the ship has a half ruler range from every point of the ship.
Enemy planes which get in range with the bases have to roll a dice. Attention: You have a higher risk the more lower you fly.
For example if you get in range of this ship you determine the altitude, maybe level 2. Then you roll a dice. With a result of 1 - 4 you draw an "A" damage counter and with a result of 5 - 6 a "B" damage counter.
To simulate a dive bombing plane, that's harder to hit I'll grant a bonus of - 1 when flying a dive bomb maneuver.
Here is my proposal for battleships, carriers, AA-cruisers, etc...
http://www.wingsofwar.org/forums/attachment.php?attachmentid=66907&d=1353954816
I know especially the attack on a big ship could be a death trap, but the ships don't move, so the fighters can stay away and avoid the fire.
..and the bombers should care for releasing the bombs at level 2.;)
I would add some special rules for rear gunners after a dive bombing maneuver, how much targets a ship can shoot at the same time, if one or two direct hits silence(s) a ship's AA guns & how the AI controlled fighters react on enemy dive bombers changing their altitude.
What do you think?
Is it too overpowered?
...too simple?
http://www.wingsofwar.org/forums/attachment.php?attachmentid=66906&d=1353954816
I thought about the problem with the missing altitude rules, to simulate a dive bombing attack and the AA fire from the targets.
I prefer a simple solution, without huge printed ships, moving targets and a simple AA system.
Dave alis FLASH hasd a good idea to simulate altitude without real altitud rules. That's what we need for our Midway dive bombers, to start a determined level, maybe level 3 (= 4 altitude pegs) and finish the mission after the dive bombing at level 2 or level 1.
This is my proposal for escort ships, armed freighters, destroyers, etc...
http://www.wingsofwar.org/forums/attachment.php?attachmentid=66908&d=1353954816
The AA fire of the ship has a half ruler range from every point of the ship.
Enemy planes which get in range with the bases have to roll a dice. Attention: You have a higher risk the more lower you fly.
For example if you get in range of this ship you determine the altitude, maybe level 2. Then you roll a dice. With a result of 1 - 4 you draw an "A" damage counter and with a result of 5 - 6 a "B" damage counter.
To simulate a dive bombing plane, that's harder to hit I'll grant a bonus of - 1 when flying a dive bomb maneuver.
Here is my proposal for battleships, carriers, AA-cruisers, etc...
http://www.wingsofwar.org/forums/attachment.php?attachmentid=66907&d=1353954816
I know especially the attack on a big ship could be a death trap, but the ships don't move, so the fighters can stay away and avoid the fire.
..and the bombers should care for releasing the bombs at level 2.;)
I would add some special rules for rear gunners after a dive bombing maneuver, how much targets a ship can shoot at the same time, if one or two direct hits silence(s) a ship's AA guns & how the AI controlled fighters react on enemy dive bombers changing their altitude.
What do you think?
Is it too overpowered?
...too simple?