So here am I painting an Armstrong Whitworth Whitley, one of my favorite British bombers and thinking that it's a shame that they're only useful in WoG as targets when blam! I had an idea:
Play a series of scenarios with your bombers where both your pilots and gunners get experience.
Use the enemy fighters with your solo rules.
Missions might be:
1) Going to target
The bomber(s) is(are) flying to target filled with bombs and it(they) get intercepted.
Use rules for being loaded.
The bomber receives 1D damage chit before starting the game.
Intercepting fighters are 1D3 + number of extra bombers.
Use ammunition rules (6 shots per standard enemy fighters. -2 for rookies and +2 for experienced pilots)
If a fighter receives special damage roll a D6: rookies will disengage on a 3+, standard pilots on a 5+ and experienced on a 6+
The scenario ends when the bombers exit the second map.
For extra exp. points the player can press on and play Bombing or Returning. If they press on they receive another D damage chits. Flak is always present...
2) Bombing
Choose type of mission. High level or low level. Use what makes sense since the bomber that you choose or the armed branch might not make sense with certain missions.
2a) Low level target (warship, factory, train station, bridge)
Choose a target of convenience. Use bomber rules specific for the type of plane.
Use rules for being loaded up until bombs are dropped.
Intercepting fighters are 1D2 + number of extra bombers.
Use ammunition rules (6 shots per standard enemy fighters. -2 for rookies and +2 for experienced pilots)
If a fighter receives special damage roll a D6: rookies will disengage on a 3+, standard pilots on a 5+ and experienced on a 6+)
Roll for low level flak: Roll a D6 per bomber. On a 6 draw a C chit.
The scenario ends when the bombers exit the second map.
2b) High level target
Name a target. Power plant, factory, depot, city.
Use rules for being loaded up until bombs are dropped.
Intercepting fighters are 1D3 + number of extra bombers.
Use ammunition rules (6 shots per standard enemy fighters. -2 for rookies and +2 for experienced pilots)
If a fighter receives special damage roll a D6: rookies will disengage on a 3+, standard pilots on a 5+ and experienced on a 6+)
Roll for high level flak: Roll a D6 per bomber. On a 6 draw a D chit.
The scenario ends when the bombers exit the second map.
For extra exp. points the player can press on and play Returning. If they press on they receive another D damage chits. Flak is always present...
3) Returning
Bombers are unloaded and therefore can use normal movement rules.
Intercepting fighters are 1D2 + number of extra bombers.
Use ammunition rules (6 shots per standard enemy fighters. -2 for rookies and +2 for experienced pilots)
If a fighter receives special damage roll a D6: rookies will disengage on a 3+, standard pilots on a 5+ and experienced on a 6+)
The scenario ends when the bombers exit the second map.
Experience gained
Each single scenario gives each pilot and gunner 1 exp. point. Two scenarios in the same bomb run gives 3 exp. points. Three scenarios in the same bomb run gives you 5 exp. points.
Each successful bombing gives the pilot 2 exp. points.
Each enemy fighter shot down will give a gunner 3 exp. points.
Each fighter hit by a gunner (only the first time) will give that gunner 1 exp. point.
Per 4 exp. points the pilot can add a different maneover card to the plane (left and right if applicable) of the same speed band or under 1cm higher or lower. Be creative.
Per 4 exp. points the gunners can add 1A to their chits damage.
Per 5 exp. points the pilots and gunners can gain one special ability from the official list.
Bomber down
If your bomber is shot down use the following rules:
3+ on a D6 the crew member bailed out safely:
Explosion -2 to die
Twin engined +1 to die
3+ engines +2 to die
2+ on a D6 returned safely to aerodrome:
-2 over sea / Enemy territory
Bookmarks