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View Full Version : How often can I expect ground fire if I'm strafing?



Skyguy001
07-17-2011, 22:59
My question I guess would be to I get ground fire every phase or once per turn when I'm in range of the mud dwellers?:guns::confused:

Albert Ross
07-17-2011, 23:03
Every phase, just like aircraft fire:guns:

Oberst Hajj
07-18-2011, 02:04
Yep, every single phase. In one game I had about 27 damage cards from ground fire!

Linz
07-18-2011, 06:17
When firing on ground targets do you fly with no pegs and a climb counter or do you fly with one peg and only have the ability to hit at close range.
Linz

Oberst Hajj
07-18-2011, 06:47
You can do both. If you are flying at level 0 with a climb counter, you can shoot them at long or short range as normal. If you are at level 1, you only have an "altitude" shot at them... close range, but only a single damage card dealt.

Skyguy001
07-18-2011, 13:18
Yep, every single phase. In one game I had about 27 damage cards from ground fire!

Thanks... now I have to re think some tactics as the straight in approach was not working so good for me! :crash::surrender:

Linz
07-18-2011, 22:07
How do you show that a Siemenns Stuckett DIV that has a climb rate of 1 is still flying below level one?
Remembering that for this aircraft one climb counter equals one level.
See also Use of climb counters, Seimenns Stuckett D IV Climb Rate
Linz

Oberst Hajj
07-18-2011, 23:50
Thanks... now I have to re think some tactics as the straight in approach was not working so good for me! :crash::surrender:

Remember that the trench guns only deal special damage... not damage points.

Aero825
07-19-2011, 07:14
Back at Historicon this one guy fley a Camel in a circle around a AA machine gun, all this time taking shot after shot from the trenches that are also in the AA machine gun card.

Canuck
07-19-2011, 08:03
I think we need to differentiate damage incurred from "trench fire" vs that incurred from machine guns on the ground.

TRENCH FIRE simulates small arms fire from ground troops in the trenches. I believe a trench counter must be present Or the location of the trench be indicated. Trenches have a firing arc of 360o, and only inflict special damage in each phase of a turn you are in range.

MACHINE GUN fire requires an A or B firing machine gun card be placed on the board and you take corresponding damage each phase you are in the fire arc.

Did I miss anything?

Lugburz
07-19-2011, 08:05
Remember that the trench guns only deal special damage... not damage points.

Just to clarify, the "special damage only" is limited only to trenches and does not extend to Anti-aircraft Machine Guns or AA Flak batteries.

Canuck
07-19-2011, 08:08
Put it this way: trenches can only give special damage, not damage points. Artillery and machine guns give BOTH special damage and damage points.

Clear as mud?

Aero825
07-19-2011, 09:14
I'd say so.

Flying Officer Kyte
07-19-2011, 12:22
.

Clear as mud?

That's why I joined the R.F.C. Why don't ground based m/c guns suffer jams in all that mud?
Kyte.

Albert Ross
07-19-2011, 14:01
That's why I joined the R.F.C. Why don't ground based m/c guns suffer jams in all that mud?
Kyte.

They do, but it's a lot quicker to clear it and slap in a new belt/magazine when you have a loader and you're not also trying to control an airplane while avoiding being shot to ribbons....

Flying Officer Kyte
07-19-2011, 14:35
They do, but it's a lot quicker to clear it and slap in a new belt/magazine when you have a loader and you're not also trying to control an airplane while avoiding being shot to ribbons....

Hope you didn't miss the irony Stuart. Its like goldey, only made of iron.
Kyte.

Albert Ross
07-19-2011, 14:49
For missing irony, I take a daily pint of Guinness-y:pint:

(I got the iron cross once but the toaster said it was only sulking)

Flying Officer Kyte
07-19-2011, 23:53
For missing irony, I take a daily pint of Guinness-y:pint:

(I got the iron cross once but the toaster said it was only sulking)

Now tha is Irony Stuart. The one about the iron really creased me up.:lol:and I had to raise my glass to the toaster:pint:
If we are carrying on with this I guess we had better move it to the Officers Club.
Rob.

Hunter
07-20-2011, 04:41
I thought that at altitude the AA cannons only does special damage, no points. Am I missing something? If so, we bees playin' wrong!

Lugburz
07-20-2011, 04:48
Put it this way: trenches can only give special damage, not damage points. Artillery and machine guns give BOTH special damage and damage points.

Clear as mud?

I meant what Canuck said, but I can see how my post was confusing. Canuck has the right of it!

Oberst Hajj
07-20-2011, 05:04
This might help, quoted from BD:


GROUND FIRE
This section includes rules for ground fire, which may be used
in the scenarios provided or in those you design.

TRENCHES
If an airplane’s red dot is within one ruler of distance from a
trench card (even overlapping the card), the plane can be shot at
by infantry fire. The plane takes a single A card, regardless of the
distance. Ignore the damage points on the card and count only
special damage results. Each trench can make a single shot each
round: If there are several possible targets, the player controlling
the trench chooses among them. Infantry fire never jams.
Planes in the air can strafe trenches. If the plane can shoot the
trench card with a short-range shot (half a ruler), the trench
takes two damage cards. If the plane shoots the trench card with
a long-range shot (one ruler of distance), the trench takes one
damage card. Damage cards are kept face up beside the trench.
When a trench card suffers 5 or more points of damage, or if it
takes an explosion card, it is “silenced” and no longer produces
infantry fire. Trenches ignore other types of special damage.

ANTI-AIRCRAFT GUNS
Anti-aircraft (AA) guns are placed on the table at the start of the
game and they may never move or turn.
Anti-aircraft guns use the C damage deck. They have no arc of
fire. They start the game with an “artillery” counter on them, at
the center of the card, showing that they are loaded.
If an anti-aircraft gun is loaded at the beginning of a turn, it can fire during that turn. At the start of any round, just before maneuvers are revealed, the player controlling the gun can place the artillery counter anywhere on the table, so long as the edge of
the counter is no more than 2 rulers of distance away from the red
dot at the center of the gun card. The artillery counter may not
be placed above the AA gun card. After placing the artillery counter,
two airplane maneuvers are shown and executed. After that
second maneuver, if one or more airplane cards (friend or foe)
overlap at least part of the artillery counter, each of them takes a
C damage card. The counter is then removed from the table.
Artillery fire is simultaneous with all other types of fire.
The first maneuver phase after the AA fire has exploded, the
gun begins to reload. Take the artillery counter and place it
at the corner of the appropriate gun card. The next maneuver
phase, put the counter at the side of the card, and after the third
maneuver phase, place it in the center of the card to show that
the gun is reloaded and ready to fire.
Anti-aircraft guns can be strafed just like trench cards. Five
points of damage or any special damage card (except jammed
guns) silences them.

ANTI-AIRCRAFT MACHINE GUNS
Like normal AA guns, anti-aircraft machine guns are placed on the
table at the start of the game and they are never moved or turned.
Machine guns are marked A or B. They shoot and jam exactly
like A- or B-firing airplanes, depending on the letter on them.
In addition, the card can make one shot of infantry fire per
round, following the rules governing trenches.
Example: A SPAD XIII is overlapping an A-firing antiaircraft
machine gun card. Since it fires like an airplane,
the machine gun cannot fire on the SPAD. But since AA
machine guns can do infantry fire, the airplane takes an
A Damage card. If it was in front of the machine gun and
not overlapping the card, the SPAD XIII would take both
an A card from the machine gun and another A card from
the infantry fire. AA machine gun cards can be strafed just like trench cards. Any
special damage card (except jammed guns) silences the machine
gun, but the card can still make one shot of infantry fire per
round. When it suffers 5 points of damage or more, or if it takes
an explosion card, the machine gun card is completely silenced
(infantry fire included). If the optional Aim rules are in use, they
apply to AA machine guns.

COMBINING ALTITUDE WITH
BALLOONS AND GROUND FIRE

This section includes new rules that must all be used if you plan
to play with both the Altitude rules and the Ground Fire (page
9) and Balloons (page 11) rules.

STRAFING
Trenches and anti-aircraft batteries are at 0-level altitude, and
can be strafed by airplanes at 0 level at one ruler of distance or
less. They can also be strafed by planes at level 1 and at a halfruler
of distance or less: Treat this as a long-range shot (the target
takes only one card of damage). Infantry fire can also reach 0-level planes that are one ruler’s length away, and 1-level planes that are half a ruler away.

ANTI-AIRCRAFT GUNS
When placing the artillery counter on the table, the player must
declare the altitude at which the shot is aimed (minimum level
1, maximum level 5). Only planes and balloons at that level are
affected; those overlapping the counter but at different altitudes
are not. Subtract a half-ruler of range for each additional level
after level 1: The counter can be put at two rulers of distance
at altitude 1, one and a half ruler’s distance at level 2, one ruler
at level 3, a half-ruler at level 4, and must overlap some part the
gun card at level 5. (This rule supersedes the rule on page 10 that
the artillery counter may not be placed above the gun card itself.)

ADJUSTING THE AIM
If the “Adjusting the Aim” optional rule (page 10) is in use
together with the altitude rules, the player may either move the
artillery counter or declare it to be one altitude level higher or
lower. After that, two whole maneuvers must again pass before
the counter explodes.

ANTI-AIRCRAFT MACHINE GUNS
Anti-aircraft machine guns use the same altitude firing rules as
airplanes, and they are at 0-level altitude.

Hunter
07-20-2011, 05:17
I thought so, I knew I read this before. Thanks for the clarification.