Dark Horse
04-28-2012, 01:57
I have been reading the Osprey Aircraft of the Aces:”Soviet Aces of WW2” book this week and I was particularly intrigued on reading about the “Taran” Attack – the deliberate ramming of enemy aircraft and the encouragement given to this desperate tactic by Soviet High Command during 1941-42. There were even rules of engagement created to demonstrate to pilots the various possibilities, including:
1. To attack from the rear, using the propeller to chew up the enemy's tail section
2. To ram a wing into the control surfaces, or to tip the enemy’s wing if at low level
3. To deliberately aim at & fly into the enemy – which would tend to be rather fatal for all concerned. :eek:
There were 561 recorded “Taran” attacks on enemy aircraft between June 1941 and 1945. These attacks apparently accounted for 272 enemy bombers, 312 fighters, 48 recon & 3 transports. I say apparently because a quick calculation of casualties caused does not equate to attacks conducted…I am still trying to get my head around the possibilities of that one! :confused:
However here is my quick & easy version of rules to conduct Taran attacks in a WW2 game of DOW using Soviet aircraft. I would imagine that this kind of attack would be most encouraged with pilots of older types of planes like the I-153 and the I-16, which are going to be at a disadvantage in the game anyway against Bf-109s and the sturdier types of Axis bombers, unless numbers of aircraft are stacked in favour of the Soviets.
THE DARK HORSE “TARAN” RULES!
1. Any collision between a Soviet fighter and an enemy aircraft can be claimed as a “Taran” attack by the Soviet player (hopefully he/she would express it in terms of “It was deliberate!” mimicking the voice used by Gimli the Dwarf in “The Lord of the Rings” films ;) – although this is an optional extra and does not affect game play.)
2. Two “C” Damage tokens are drawn, one for each plane in collision, as per page 13 of the rulebook. If one or both players collect an explosion token then it applies to their own relevant aircraft.
3. If an explosion token is not drawn then the following alterations are made:
Both counters are compared – the one showing the greater number of damage points is allocated to the enemy aircraft. The counter with the lesser number of damage points is allocated to the Soviet aircraft. (If the points are the same you can come to a mutual agreement about which token is allocated to which plane...:D )
OPTIONAL RULES
As per the rule book, special damage is ignored except in the following cases:
1. If a rudder damage token is drawn it is allocated (with its damage points) to the enemy aircraft.
2. If an engine damage token is drawn then it is allocated (with its damage points) to the Soviet aircraft.
(I figured that even though these damage types are usually ignored, it is the kind of damage that would be typical in such an attack and the planes are so close (literally) that the respective pilots could well be aware of the damage caused.)
So there you have it. If you have suggestions or try these rules out then please let me know! :thumbsup:
1. To attack from the rear, using the propeller to chew up the enemy's tail section
2. To ram a wing into the control surfaces, or to tip the enemy’s wing if at low level
3. To deliberately aim at & fly into the enemy – which would tend to be rather fatal for all concerned. :eek:
There were 561 recorded “Taran” attacks on enemy aircraft between June 1941 and 1945. These attacks apparently accounted for 272 enemy bombers, 312 fighters, 48 recon & 3 transports. I say apparently because a quick calculation of casualties caused does not equate to attacks conducted…I am still trying to get my head around the possibilities of that one! :confused:
However here is my quick & easy version of rules to conduct Taran attacks in a WW2 game of DOW using Soviet aircraft. I would imagine that this kind of attack would be most encouraged with pilots of older types of planes like the I-153 and the I-16, which are going to be at a disadvantage in the game anyway against Bf-109s and the sturdier types of Axis bombers, unless numbers of aircraft are stacked in favour of the Soviets.
THE DARK HORSE “TARAN” RULES!
1. Any collision between a Soviet fighter and an enemy aircraft can be claimed as a “Taran” attack by the Soviet player (hopefully he/she would express it in terms of “It was deliberate!” mimicking the voice used by Gimli the Dwarf in “The Lord of the Rings” films ;) – although this is an optional extra and does not affect game play.)
2. Two “C” Damage tokens are drawn, one for each plane in collision, as per page 13 of the rulebook. If one or both players collect an explosion token then it applies to their own relevant aircraft.
3. If an explosion token is not drawn then the following alterations are made:
Both counters are compared – the one showing the greater number of damage points is allocated to the enemy aircraft. The counter with the lesser number of damage points is allocated to the Soviet aircraft. (If the points are the same you can come to a mutual agreement about which token is allocated to which plane...:D )
OPTIONAL RULES
As per the rule book, special damage is ignored except in the following cases:
1. If a rudder damage token is drawn it is allocated (with its damage points) to the enemy aircraft.
2. If an engine damage token is drawn then it is allocated (with its damage points) to the Soviet aircraft.
(I figured that even though these damage types are usually ignored, it is the kind of damage that would be typical in such an attack and the planes are so close (literally) that the respective pilots could well be aware of the damage caused.)
So there you have it. If you have suggestions or try these rules out then please let me know! :thumbsup: