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Thread: V-1 Buzz Bomb intercept anyone?

  1. #1

    Default V-1 Buzz Bomb intercept anyone?

    My 1/200 scale V-1's will be arriving soon and since we have a nice card and soon two ways of launching them, has anyone pondered a set of rules and procedures on intercepting a few, say 6 launched on London? Just wondering . . .






  2. #2

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    Well, you will need to figure out how to deal with the speed advantage as most interceptors were flat out in a dive and only just able to catch the V1. Decide on whether its a 'guns' or 'tip' intercept and figure out what the damage is when it explodes in your face when you shoot it !
    To do it within a table length I would suggest you run the the interceptors a higher speed than they should have until they get to close range then remove that advantage to simulate the speed bleeding off, give the V1 a low destruction point value, hopefully this will let the aircraft only have 2-3 shots at it before it runs away from them or blows up. For game purposes award victory points for kills & lost targets.

    Speeds: 640 km/h (400 mph) flying between 600 to 900 m (2,000 to 3,000 ft).

    I don't do WW2 so can't give detail but there's some ideas for those that do. I would use a Mossie or a Typhoon if you have them.

  3. #3

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    Sounds a tricky business to me chaps.
    Now when do these nice Lancasters arrive?
    Must have a word with Barnes Wallis!
    Rob.

  4. #4

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    Quote Originally Posted by flash View Post
    Well, you will need to figure out how to deal with the speed advantage as most interceptors were flat out in a dive and only just able to catch the V1. Decide on whether its a 'guns' or 'tip' intercept and figure out what the damage is when it explodes in your face when you shoot it !
    To do it within a table length I would suggest you run the the interceptors a higher speed than they should have until they get to close range then remove that advantage to simulate the speed bleeding off, give the V1 a low destruction point value, hopefully this will let the aircraft only have 2-3 shots at it before it runs away from them or blows up. For game purposes award victory points for kills & lost targets.

    Speeds: 640 km/h (400 mph) flying between 600 to 900 m (2,000 to 3,000 ft).

    I don't do WW2 so can't give detail but there's some ideas for those that do. I would use a Mossie or a Typhoon if you have them.
    Shooting down V1's from astern often resulted in the attacking aircraft flying through a very dangerous field of debris.

    Tipping the wing of a V1 was accomplished by sidling up to the rocket with your wing underneath then flicking it upwards sending the V1 diving into the ground. This method usually resulted in damage to the RAF fighter involved in this bold move.

    Pilots involved in V1 interceptions discovered that by placing the wing of their fighter OVER and just forward of the V1's wing it would spoil the airflow and send the rocket down without making contact.

    Needless to say the last method became the preferred option.

  5. #5

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    In any case, all you're really trying to do is achieve a slight speed advantage stern conversion intercept against a non-manoeuvring target. Apart from working out the intercept geometry (a mathematical exercise in angle off, displacement and turn point) it doesn't sound like much of a 'game' to me!

  6. #6

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    Quote Originally Posted by Baldrick62 View Post
    In any case, all you're really trying to do is achieve a slight speed advantage stern conversion intercept against a non-manoeuvring target. Apart from working out the intercept geometry (a mathematical exercise in angle off, displacement and turn point) it doesn't sound like much of a 'game' to me!
    Which is why, when I shot Kettering Bugs at the Germans, I had them escorted
    http://www.wingsofwar.org/forums/sho...Hunt-1919-quot

    Karl

  7. #7

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    Quote Originally Posted by Jager View Post
    Which is why, when I shot Kettering Bugs at the Germans, I had them escorted
    Well, I guess you can use He113s then.

    http://en.wikipedia.org/wiki/Heinkel_He_113
    Last edited by Baldrick62; 07-26-2013 at 14:42. Reason: He113 link added!

  8. #8

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    Seems like a better option and the He's can be escorted by fighter cover too.

    Quote Originally Posted by Baldrick62 View Post
    Well, I guess you can use He113s then.

  9. #9

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    Quote Originally Posted by clipper1801 View Post
    My 1/200 scale V-1's will be arriving soon and since we have a nice card and soon two ways of launching them, has anyone pondered a set of rules and procedures on intercepting a few, say 6 launched on London? Just wondering . . .
    As pointed out: Once the V1s are launched, they fly very fast in a straight line -- not terribly interesting. A somewhat-better scenario: The V1-carriers have to get within a certain distance of the far edge of the play area before they can launch.

    The big problem with intercepting the V1s themselves: Cursed-few acft. of any sort could catch them without having to dive from higher altitude; and in this game, that's not an option. The few units which could fly faster than the V1 aren't in the game yet (officially): P-51 Mustang; Spitfire Mk. XIV (Griffon engine); Hawker Tempest; Mosquito (fighter version); Gloster Meteor -- and all save the Mustang carry those godawful PoS 20mm cannons the British were so bloody enamored of despite all evidence to the contrary. So I think you'd have to look at an intercepting-the-launchers mission.

  10. #10

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    Quote Originally Posted by csadn View Post
    As pointed out: Once the V1s are launched, they fly very fast in a straight line -- not terribly interesting. A somewhat-better scenario: The V1-carriers have to get within a certain distance of the far edge of the play area before they can launch.

    The big problem with intercepting the V1s themselves: Cursed-few acft. of any sort could catch them without having to dive from higher altitude; and in this game, that's not an option. The few units which could fly faster than the V1 aren't in the game yet (officially): P-51 Mustang; Spitfire Mk. XIV (Griffon engine); Hawker Tempest; Mosquito (fighter version); Gloster Meteor -- and all save the Mustang carry those godawful PoS 20mm cannons the British were so bloody enamored of despite all evidence to the contrary. So I think you'd have to look at an intercepting-the-launchers mission.
    Well, since the date of this post, we have seen the release of both the P-51 and the Spit Mk. XIV and also the P-47 T-Bolt which was also used in V-1 intercepts (the 'M' Variant). Even if we officially do not have the "M" version, the ones we do have should suffice as "Proxies".
    As to the Tempests and Mosquitos, There are some fine examples of both on Shapeways in 1/200 scale and I figure at least two to four of each to form a flight should work. The only thing needed would be the aircraft stats and cards for them, and what Maneuver deck should be used. Obviously the larger type of maneuver deck as used with the P-51 et.al would be the best option.
    This is what I came up with for the movement of the V-1 Buzz Bombs:
    use the " A " deck and use only straights, 1 ea stall, left and right sideslips and one dive card. Shuffle then draw two random cards to start. Then draw one card randomly from the deck until exhausted.
    The Dive card: If the dive card is drawn and played, the V-1 falls to the earth and crashes.
    If the dive card is drawn in the starting plot, then replace the Dive card with another random card, and re-shuffle the maneuver deck.
    Use one maneuver deck for each V-1.
    If someone has a better suggestion for what maneuver deck to use instead of the "A" deck, please feel free to do so.

    I have purchased 4ea V-1 Doodlebug (Buzz Bombs) from Shapeways and have them pegged for use in WoG WW2 for an upcoming scenario.
    I plan on using the above as the movement for the Doodlebugs.

    I do like the option of having perhaps two of them underslung to an He-111 and launched. I also plan on having the Doodlebug (Buzz Bombs) being escorted one way or another.
    My aircraft suggested list is as follows:
    Aircraft Axis:
    As escorts;
    No more than 4ea Me-109E (at one altitude peg higher than V-1)
    No more than 2ea Fw-190D (at high altitude 3 pegs higher than V-1)
    No more than 2ea Me-110C (at one altitude peg higher than V-1)
    If using two He-111's as launching aircraft then add two additional escorts to the list.
    I would have the He-111's coming in at altitude 2 or 3 for the launching. Any escorts would be at the same altitude or one peg higher than the He-111's

    For the Allied aircraft, this is my suggested list:
    Aircraft Allies:
    P-51
    P-47
    Spitfire Mk IX (Proxy for the Spit Mk XIV)
    Hawker Tempest (would have to get from shapeways)
    Gloster Mosquito (would have to get from shapeways)
    And since we have them
    Bristol Beaufighter
    Thoughts?

  11. #11

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    If the V-1 on the launch rail is 1/200 scale, then you could run a 'bomb the launch site' mission. Such missions were among the lesser known activities on 617 Squadron in W.W.2. They had a Mustang and two Mosquitoes, which went ahead and marked the targets and then the rest of the squadron came in to bomb the targets. The raids were carried out in daylight with normal Lancasters and bombs.

  12. #12

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    Quote Originally Posted by Captain Knowitall View Post
    ...This is what I came up with for the movement of the V-1 Buzz Bombs:
    use the " A " deck and use only straights, 1 ea stall, left and right sideslips and one dive card. Shuffle then draw two random cards to start. Then draw one card randomly from the deck until exhausted.
    The Dive card: If the dive card is drawn and played, the V-1 falls to the earth and crashes...Thoughts?
    That number of cards, randomly picked, will make for a mighty short game would it not ? I'd suggest just playing straights until it's taken out or leaves the table on its way to the target.

    "He is wise who watches"

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    Quote Originally Posted by flash View Post
    That number of cards, randomly picked, will make for a mighty short game would it not ? I'd suggest just playing straights until it's taken out or leaves the table on its way to the target.
    Good point. Leave out the dive card.
    I still like the side slips and the stall card. Gives some variation to the movement of the buzz bomb. The gyro's adjusting the flight path and such. The stall would be a thrust hiccup of the engine.

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    Did you use magnets to attach the V-1 to the underside of the HE-111?

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    How many damage points for the V-1 Buzz Bomb? 9? 10? More? Less?

  16. #16

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    I don't remember if we came up with stats; math says 15 damage, but I would go to 12 with the cheap construction.
    Plus special damage could be construed as a kill.
    Might need to check the AARs and house rules threads.
    Karl
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus

  17. #17

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    My reply from 3 years ago (wow, 3 years )
    https://www.wingsofwar.org/forums/sh...l=1#post374644
    I gave them 14 points; I think 12 may be better.

    Karl
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus

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    Quote Originally Posted by Jager View Post
    My reply from 3 years ago (wow, 3 years )
    https://www.wingsofwar.org/forums/sh...l=1#post374644
    I gave them 14 points; I think 12 may be better.

    Karl
    Thanks!



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