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Thread: Fire in the Skies Rules:

  1. #1

    Default Fire in the Skies Rules:

    Fire in the Skies Rules:

    1. The Campaign
    The Campaign simulates, throughout the length of # scenarios, the ETO 1940-194#.
    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. Allied vs. Axis
    Each player chooses if he wants to belong to the Allies or to the Axis.
    Players choose 12 pilots that will pilot whatever models the players have available:
    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 combat missions where they successfully fire against the enemy or shoot down a plane and gain a total of 5XP.

    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.


    1.3. Squadron Management
    This is pretty straightforward. Here we manage what happens to wounded pilots, shot down planes and replacements.

    1.3.1. Start up squadron crew skills remain as they are ie ACE Evasion + 1 Skill, Vet Evasion, Rookie = Rookie.
    1.3.2. Rookies progress to standard after gaining 5 XP's from successful missions.
    1.3.3. Standard Pilots/Crew progress to Veteran after gaining 10 XP's from successful missions. Bonus gains evasion/hard as nails respectively.
    1.3.4. To qualify to be an ACE and have a free choice of ACE skill its the same as OTT every 5 kills.
    5. Replacement pilots/crew using the following start with the skills indicated:

    1.4. Pilot Replacement Table (roll 1D6)
    1-3 Rookie with Rookie ability
    4 Standard
    5 - Veteran
    6 - Roll again: 1-2 Standard, 3-5 Veteran + evasion, 6 - Ace with 1 ace ability + evasion

    1.5. Crew Replacement Table (roll 1D6)
    1-3 Rookie with Rookie ability
    4 Standard
    5 - Veteran
    6 - Roll again: 1-2 Standard, 3-5 Veteran + perfect aim, 6 - Ace with ace ability sniper + hard as nails

    1.6 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)

    1.7 Resolution of Crashes/Wounds etc:

    Roll 2D6

    Note can only bail out if peg height is 3+.

    Crashing/Bailing Out and wounded Effects Table: Roll 2d6

    2 or less - Dead!
    3 - Severely Injured - Skip 1D6+1 Scenarios then roll on table 1.8 for return
    4 - Badly Injured - Skip 1D6 Scenarios then roll on table 1.8 for return
    5 - Injured - Skip 1D3+1 Scenarios
    6 - Injured - Skip 1d3 scenarios
    7-8 - Concussed - Skip 1D2 Scenarios
    9 - Fuzzy head, Doctors orders - skip 1 Scenario
    10+ - All is well when you land well

    Modifiers to Crash dice roll:
    Ace: +1 (+ special see below)-----------Your pilots skill helps his landing
    Veteran: +1 -----------------------------Your pilots skill helps his landing
    Exploded: -4 -----------------------------Boom card drawn for any reason - overrides flamer/collision
    Flamer: -3 -------------------------------Downed by fire or downed whilst burning
    Collision: -2 ------------------------------Downed due to Collision
    Shot Down -1 ----------------------------Just shot to bits! (Not cumulative with the above)
    Wounded: -1 per wound ------------------Receive 2 wounds & you're shot down
    Rookie: -1---------------------------------Not like what the manual advised
    Bailing out: +1----------------------------Nothing like hitting the silk.
    Landed safely in Aerodrome: +3----------Made it !
    Crash landed in Enemy Territory/Sea -1 --Not the safest or smoothest place to land

    Ace Special:
    To Crash landing/bail out add +1 to roll for any of the following skills:
    Acrobatic Pilot
    Daredevil
    Exceptional Pilot
    Golden Touch
    Lucky Git

    Escaping Enemy Territory Table:
    4 or less - Captured! The war ended for this pilot...
    5 - Captured and escaped! - Skip 1D3+1 Scenarios
    6 - In hiding! - Skip 1D3 Scenarios
    7 - Almost home - skip 1d2 scenarios
    8 - The last hurdle! - Skip 1 Scenario
    9+ - Lucky break helpful natives or ship/plane/sub picks you up!

    Modifiers to the EE dice roll:
    Flamer: -1 (smoke of your aircraft's funeral pyre draws unwanted attention)
    Wounded: -1 per wound (Includes wound sustained from crash ie a crash result between 3 or 8 = -1WIC)
    Bailed out: -1 due to canopy being observed.
    Behind enemy lines: -2
    In Sea: -1 (Cumulative with above)

    A sea landing is penalised in both and is cumulative with being Behind enemy lines for E&E calculation.

    To Clarify:
    You need only roll on aircraft that crash for any reason or wounded pilots in any circumstance or a combination of both.
    Planes that get off the table are presumed RTB unless they are on fire with chits still to draw, in which case those chits are drawn and result applied, if they survive they are RTB if not they are flamers and kill can be awarded.

    Butchers Tally Example:

    Pilots name / what happened to them & where / injuries / Victories

    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    Use this to help calculate what happens to them & write it out eg:

    Crash: Rolled 9 -1SD -1WIA = 7 concussed - Skip 1D2 Scenarios. Rolled 4 = Skip 2
    E&E: Rolled 12 -2BEL -1WIA -1WIC = 8 last hurdle = skip 1! Total Skips 3

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded in Action (ie shot)
    WIC - Wounded in Crash
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    S - Sea (well someone's bound to !) [/B]

    1.8 Wounded Pilots returning to base or for severely/badly injured pilots after missed scenarios: (roll 1D6):
    1 - Out of Action for good
    2 - Out of Action for 2 Scenario
    3 - Out of Action for 1 scenario
    4-6 - Just a Scratch. Some iodine and he's ready for action.

    Modifiers:
    Each wound after the first -1
    Plane went down in flames but pilot survived -2

    (Added an 'out of action for good' to the wounds table & did away with the pilot modifiers - flash)

    1.9 Probables:
    If an aircraft that has engine/smoke/fire damage ongoing when it breaks off & it has to return over the sea then the pilot causing the engine/fire/smoke etc may claim a probable.
    Such damaged aircraft roll 1D6 - on a 1 they ditch - Roll on the Shot Down Table.

    Carrier landing table: Player may choose to ditch or carry out a deck landing.
    (For wounded pilots, engine damage, 50% or more damage)

    ROLL.DITCH........................................ROLL...DECK LANDING
    <0...KIA............................................-1<......KIA. PLANE BURSTS INTO FIRE.
    ..1...BADLY WOUNDED HOME FOR YOU......0.......BADLY WOUNDED HOME FOR YOU. UNDERCARRIAGE FAILS.
    ..2...WOUNDED MISS 1D6 SCENARIOS.... 1.......PLANE WRITTEN OFF/PILOT MISS 1D6 SCENARIOS
    ..3...WOUNDED MISS 1D3 SCENARIOS......2.......PLANE MISS 1D6 SCENARIOS/PILOT MISS 1D3 SCENARIOS
    ..4...MISS 1 SCENARIO..........................3.......PLANE MISS 1D3 SCENARIOS/PILOT MISS 1 SCENARIO
    ..5...PULLED FROM SEA OK.....................4+.....JUST MADE IT.
    ..6...PULLED FROM SEA OK.

    +1 Ace (+ special see below)
    +1 Vet
    -1 Rookie
    -1/wound
    -1 +50% damage
    -1 Engine damage
    -2 +75% damage
    -3 1HP remaining
    -1 damaged Carrier

    Ace Special:
    To Carrier landing/ditching add +1 to roll for any of the following skills:
    Acrobatic Pilot
    Daredevil
    Exceptional Pilot
    Golden Touch
    Lucky Git

    Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:

    Pilots name / what happened to them & where / injuries / Victories
    eg: Lt Stan Deasey / SD ET / WIA / 1 Kill

    RTB- Returned to base
    SD - Shot down
    EXP - Shot down Boom card
    COL - Downed by Collision
    FLM - Shot down flamer
    WIA - Wounded
    KIA - Killed
    FT - Friendly Territory
    ET - Enemy Territory
    S - Sea (well someone's bound to !)

    Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed
    Last edited by flash; 12-02-2018 at 01:23. Reason: Took out the red so it can be read !

  2. #2

    Default

    Ace Abilities for Solo Missions

    Acrobatic Pilot
    (Players and AI's)
    This pilot may perform a non-straight manoeuvre after a reverse manoeuvre. When you use this ability, take five Recovery counters.

    Daredevil
    (Players only)
    This pilot may perform two steep manoeuvres in succession. Take four Recovery counters when you execute the second steep manoeuvre.

    Exceptional Pilot
    (Players only)
    This pilot can use the Reverse Manoeuvre card twice in a row. Use the Exceptional Pilot counter to remember that you will make another Reverse Manoeuvre card. If two Reverse Manoeuvre cards are performed in succession, take four Recovery counters after the second manoeuvre.

    Golden Touch
    (Players)
    This pilot is gifted at dificult landings when his aircraft is badly damaged. Use only when attempting a landing with 50% or greater damage or when bailing out/crash landing.

    Evasion

    (Players and AI's)
    This pilot may choose to ignore a single damage token during the game, after drawing and seeing it. The ignored token is shuffled back into its group. To remember that this skill has been used, turn its token face-down.

    Good at Escaping
    (Players and AI's)
    This skill is useful only when the Tailing optional rule is in use. This pilot’s plane may not be tailed unless the tailing plane’s pilot also is an ace with the Good at Escaping skill.

    Super Ace
    (Players and AI's)
    The player discards two counters from each of the pilot’s skills after each manoeuvre, rather than just one.

    Perfect Aim
    (Players and AI's)
    When firing, this crewman may choose to have his opponent take an additional “A” token of damage, even if he did not shoot at the same plane
    in the previous firing phase. You must decide to use this ability before your opponent draws damage counters. This ability has no effect if you are using the Aim optional rule and the ace did shoot the same plane in the previous phase. When you use this ability, take three Recovery counters.

    Sniper
    (Players and AI's)
    When this ace fires at an enemy plane, he tends to hit a bull’s-eye. When he fires, he may partially choose one of the damage tokens that his opponent has to draw. Instead of his opponent drawing the selected token, the player controlling the sniper draws two of the tokens with the selected letter, looks at them, gives the one of his choice to his opponent, and places the other back among the others, reshuffling them.
    If the opponent had to draw multiple damage tokens, he draws the other tokens normally. When you use this ability, take four Recovery counters.

    Itchy Trigger Finger
    (Players and AI's)
    Aces with this ability may resolve their firing before other crewmen. If they do, all the damage that they cause is resolved before the simultaneous fire of crewmen who do not have the Itchy Trigger Finger skill. If the target plane is shot down, it does not get to fire (unless it is manned by another ace with Itchy Trigger Finger). When you use this ability, take four Recovery counters. Aces with this ability may choose to fire normally (to avoid taking Recovery
    counters) and may fire normally when their Itchy Trigger Finger skill has Recovery counters on it.

    Always coming Home
    Pilot's Only
    When crashes, the Pilot will always find a way to return home to the aerodrome. He has a +3 bonus when rolling for bailing out and escaping.
    Only one of your pilots may have this ability; it doesn't count as an 'ace abilty' but rather an inherent ability of the selected pilot from his start in the campaign.

    Lucky Git
    (Players and AI's)
    The first damage chit from the current turn that the player or AI draws is taken following these rules: take two damage chits of the appropriate colour. If the chits don't have special damage, use the one with smaller damage on in. If any of the chits have special damage, use that chit. If both chits have special damage, return both chits to the chit cup - no damage is dealt.

    Hard as Nails
    (Players and AI's)
    The first pilot wounded chit doesn't have any effect. Flesh wound! The second is treated as the first normal wound and the third will incapacitate/kill the pilot as per rules.

    Rookie Ability
    (Players and AI's)
    When being shot by a rookie, the player takes two damage counters per damage counter he receives and choose the smaller one. Rookies stop being rookies and become standard pilots after 2 combat missions where they successfully fire against the enemy or when they shoot down a plane.
    Last edited by Lt. S.Kafloc; 03-24-2016 at 15:53.

  3. #3

    Default

    Scenario Writing Running Order: (If scenario and author are in bold they are published).

    Fighter Command:

    Battle of Britain

    1. Battle of Dunkirk - 26 May to 4 June 1940.
    Scenarios:
    1 (skafloc),
    2 (skafloc)
    ,
    3
    (skafloc) .

    2. Kanalkampf, ("the Channel battles") - 10 July to 11 August 1940.
    Scenarios:
    4 (
    marechallannes) ,
    5(
    marechallannes), January 2015
    6 (tikkifriend)
    . February 2015


    3. Adlerangriff ("Eagle Attack"), the early assault against the coastal airfields. - 12 to 23 August 1940
    Scenarios:
    7 (skafloc) , March 2015
    8 (Blackronin)
    , April 2015
    9
    (RichJ). May 2015

    4. The Luftwaffe targets the airfields. The critical phase of the battle. - 24 August to 6 September 1940
    Scenarios:
    10 (marechallannes), June 2015
    11 (fast.git)
    , July 2015
    12 (7eat51)
    August 2015

    5. The day attacks switch to British towns and cities. - 7 September 1940 onward.
    Scenarios:
    13 (Blackronin), September 2015
    14
    (marechallannes), October 2015
    15 (skafloc)
    November 2015

    Middle East Command:

    Battle of Malta

    1. Italian siege (June–December 1940)
    Scenarios:
    1M (skafloc),
    2M (FO Kyte),

    3M
    (7eat51)
    4M (FO Kyte) December 2014

    2. Luftwaffe arrives (January–April 1941)
    Scenarios:
    5M (F.O. KYTE) , February 2015

    6
    M (Blackronin), April 2015
    7M
    (Blackronin) June 2015

    North Africa Campaign


    Italian Declaration of War - 10 June 1940
    Scenarios:
    7A (Blackronin),
    8A (Blackronin),
    9A (Blackronin)



    Scenario numbers: General to all theaters
    Scenario numbers: Special to all theaters
    Scenario numbers: Unique to respective theatres

    Pacific Theatre:

    Revised Mission List:
    1941 - early 1942

    Pre Mission 1: Attack the Airfield Axis: Marechallannes
    Pre Mission 2: Attack the Airfield Allies: Marechallannes

    Themes: (Pearl Harbor) / (Flying Tigers) / (Malaysia) / (Marshall/Gilbert Islands) / (Port Darwin Raid)

    Mission 1: Waking the Sleeping Giant Dec 41: gully_raker
    Mission 2: To even the odds Jan 42: Blackronin(strafing/defend)
    Mission 3: Feb 42: Marechallannes (ordinary fight in the air)
    Mission 4: Mar 42: Attacking the Marshall and Gilbert Islands - Allied Counter-attacking: Blackronin
    Mission CAP: Apr 42: Blackronin

    Coral Sea to Midway May/June 1942

    Themes : (Island attack) / (Fighter Duel) / Ship attack / Sink the carriers

    Mission 5: May Coral Sea: Tulagi (Americans strike Tulagi Japanese land based defend): Blackronin
    Mission 6: May Coral Sea: Americans attack Shoho. Japanese attack Oiler and Cruiser: tikkifriend
    Mission 7: May Coral Sea: US attack Shokaku and Zuikaku. Japanese attack Lexington and Yorktown: skafloc

    What if's:
    1. Shokaku and/or Zuikaku not damaged increased air superiority for Midway.
    2. Lexington not sunk/badly damaged increased US air superiority at Midway.
    3. Yorktown sunk decrease US air superiority at Midway.

    Mission 8: June Midway: (Midway Rising / Bombing Midway)
    Mission 9: June Midway: (Midway Rising / Find the Flat Tops)
    Mission 10: June Midway: (Midway Rising / Attack the Transport Fleet)
    Mission 11: June Midway: (Midway Rising / Sink the Carrier)

    Solomon Islands / New Guinea mid 1942 - mid 1943

    Themes: Japanese Attack on a town or harbour (Port Moresby/Java) / Shipping attack on a Supply Ship / Recon Mission - spot the Enemy / Stop the Troops Landing from Barges / Carrier plane Battles / Attack on own airfield or carrier / Bomb Rabaul or Truk / Sink the Carrier or Cruiser or BB / free choice / free choice

    July 2015 Mission 12: August 1942: Guadalcanal/Port Moresby
    August 2015 Mission 13: September1942: Japanese attack Saratoga or Wasp/US attack Ryujo
    September 2015 Mission 14: October 1942: The Slot/Santa Cruz
    October 2015 Mission 15: November 1942: 2nd Guadalcanal
    November 2015 Mission 16: December 1942: Tokyo Express and Ironbottom Sound
    December 2015 Mission 17: January 1943: New Guinea/New Britain/
    January 2016 Mission 18: February 1943: Allied air raids on Rabaul
    February 2016 Mission 19: March 1943: Battle of the Bismark Sea
    March 2016 Mission 20: April 1943: End of Yamamoto
    Last edited by Lt. S.Kafloc; 01-14-2016 at 15:43.

  4. #4

    Default

    Useful links:

    ETO Squadron Spreadsheets: https://docs.google.com/spreadsheet/...=sharing#gid=0

    PTO Squadron sheets: https://docs.google.com/spreadsheet/...neWNFMXc#gid=2

    RAF orbat BoB: http://en.wikipedia.org/wiki/RAF_Fig...of_Battle_1940

    Luftwaffe orbat BoB: http://en.wikipedia.org/wiki/Luftwaf...le_August_1940

    Target Cards etc:

    HMS KNIGHT: http://www.wingsofwar.org/forums/dow...o=file&id=1792

    HMS NORFOLK: http://www.wingsofwar.org/forums/dow...o=file&id=1793

    See through bomb card for more accurate bombing: http://www.wingsofwar.org/forums/dow...o=file&id=1474

    Torpedo Ref sheet: http://www.wingsofwar.org/forums/dow...o=file&id=1785

    Night fighting rules (if required): http://www.wingsofwar.org/forums/dow...o=file&id=1432

    Radar site target cards: http://www.wingsofwar.org/forums/dow...o=file&id=1431

    Air to ship rules (being amended but the method still the same): http://www.wingsofwar.org/forums/dow...o=file&id=1430

    There is a Centaur class carrier: http://www.wingsofwar.org/forums/dow...o=file&id=1464

    Roma and Littorio: http://www.wingsofwar.org/forums/dow...o=file&id=1802

    Fritz X (Glider Bomb): http://www.wingsofwar.org/forums/dow...o=file&id=1803

    Bolzano: http://www.wingsofwar.org/forums/dow...o=file&id=1804

    Duca D'Aosta and Eugenio Di Savoia: http://www.wingsofwar.org/forums/dow...o=file&id=1805

    MV Melbourne Star and MV Brisbane Star: http://www.wingsofwar.org/forums/downloads.php?do=file&id=1806

    SS Ohio and MV Wairangi:
    http://www.wingsofwar.org/forums/dow...o=file&id=1807
    Last edited by flash; 02-26-2014 at 23:55.



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