1. The Campaign
The Campaign simulates, throughout the length of six scenarios, the Battle of Midway.
This Campaign has only one or two simple campaign rules. The rest is scenario driven.
The Campaign management comprehends only two aspects: Squadron maintenance and pilot evolution.
1.1. United States Navy vs. Japanese Imperial Navy
Each player chooses if he wants to belong to the Americans or to the Japanese.
Players choose 12 pilots that will pilot Wildcats and P-40's or Zeroes:
1 Ace with one Ace ability and the Evasion Ability;
3 Veteran pilots with the Evasion Ability;
6 Standard pilots and;
2 Rookies that have the "take two damage counters and choose the smaller Rookie Ability". Rookies stop being rookies after 2 combat missions where they successfully fire against the enemy or shoot down a plane.
1.2. Pilot Evolution
Pilots that survive battles and take down enemy planes evolve during the campaign.
A pilot gains abilities and looses the rookie ability by flying missions and taking down planes.
Each successful mission flown gives the pilot 1 Experience Point (XP). Successful missions are those where the pilot is not shot down and fires with success against at least one enemy plane.
Each plane shot down gives the pilot 2 Experience Point.
The first plane shot or the second successful mission erases the Rookie ability.
Three successful missions and a pilot becomes veteran with the Evasion ability.
Per 3 XP's a pilot can choose an ace ability.
When a pilot gains 5 kills he can chose an ace ability.
1.3. Squadron Management
This is pretty straightforward. Here we manage what happens to wounded pilots, shot down planes and replacements.
Wounded Pilots (roll 1D6):
1-3 - Out of Action;
4-6 - Just a bruise. Some iodine and I'm ready for action.
Modifiers:
Ace +2;
Veteran +1,
Rookie -1;
Bailed out/crash-landed -1
Shot Down Table (roll 1D6):
1-3 - KIA;
4-6 - Bailed out/Crash-landed.
Modifiers:
Ace +2;
Veteran +1,
Rookie -1;
Explosion -1
Pilot Replacement Table (roll 1D6)
1-2 - Rookie
3-5 - Regular
6 - Roll again: 1-5 - Veteran, 6 - Ace with 1 ace ability
Replacement pilot and plane will arrive (1D6):
1-3 - In time for the next battle;
4-5 - After the end of the next battle;
6 - Not in time to take part of the action (scratch one plane from your squadron)
2. Scenarios
The Scenarios will be written down as the Campaign evolves. We only need the first to start.
The scenarios may be played differently if you are American or Japanese. In the scenarios the different rules will be specified.
Scenario 1: Bombing Midway (Japanese bombers attack Midway while American fighters intercept them);
Scenario 2: Find the Flat Tops! (Both Japanese and American players will send patrol planes that will tangle with defensive fighters);
Scenario 3: Attack Transport Fleet (American Bombers attack a Japanese Transport fleet);
Scenario 4: Midway Rising (A general fighter vs. fighter battle);
Scenario 5: Akagi Down! (An attack with fighters and dauntless on the Akagi);
Scenario 6: Yorktown Down! (An attack with fighters and Vals on the Yorktown);
3. Solitary Rules
You can find the Solo Rules here:
http://www.wingsofwar.org/forums/sho...ced-Solo-Rules
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