Ares Games
Page 3 of 4 FirstFirst 1234 LastLast
Results 101 to 150 of 188

Thread: Fire in the Skies 2020: Battle of Britain Campaign Officers Mess

  1. #101

    Default

    OK, I will probably try it once again with complete restart. I found a nice way how to operate Stukas (not headed directly on target, roll 1D6 and if there is a 6, play a direction correction) so it was not as easy as it looked before.

    @gutland: How you handle with HP of ships and damage caused by bombs?

  2. #102

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    Quote Originally Posted by Dan-Sam View Post
    OK, I will probably try it once again with complete restart. I found a nice way how to operate Stukas (not headed directly on target, roll 1D6 and if there is a 6, play a direction correction) so it was not as easy as it looked before.

    @gutland: How you handle with HP of ships and damage caused by bombs?
    Ships and bombs:
    Before last scenario post update, there was some link (I believe), which let me click to "other" SCN incarnation here at Aerodrome, where other link , was to files with ship templates. So I have used them. For HMS Keith, there was directly one (13 hit points) and for HMS Whitshead there was MV Port Chalmers (85 hit points).

    Then I used Coastal Warfare rules for WoG v 1.1 (also downloaded from Aerodrome, is not Neil author?) as I already had studied it for our future WW2 campaign and like that.
    So, Do17 I used had "single" 220 HP bomb (able to kill all, but was shot down luckily ) and Stukas as you wrote 25 HP each. That was also why I let oposing Stukas to split group and flew 2 for HMS Keith, though being more far and 1 for HMS Whitshead, which was "unsinkable" anyway.

    Luckily there was direct hit to HMS Whitshead only .

    There is alsio different "hit evaluation" if I understand well: Bomb card center is evaluated against rectangle around ship and/or ship contour itself. Direct if within contour, near miss (half scoring) if not, but within rectangle.

    Operating Sukas:
    For me works wonder official "random" autopilot. All my group confirms. No one flies better , at certain point I stear them with human logic when necessary to Aim for something, turn back or avoid table edge. Sometimes dice is used to randomize when there are more options suitable, to be also not full predictable for human.

    For my rookie pilot their schwarm was hell. I let him approach bad , so he was target for all rear gunners. So Stukas flew through fighters. But it is life. For 2 fighters it was difficult to kill more than Dornier, max +1 Ju-87 in addition is real. I have also randomized which bomber appear first, the spacing and point on table edge as well..

    Other scenario note:
    As I have used hit points as per above, HMS Keith has filled up with passangers quite quick . I took a card per ship. So treating it ad hoc in game I started randomizing when it starts leaving pear after german crossed "half" (with initial speed of 1/4 of ruler width) (2 mm ca ) That was why it had dark smoke over chimneys .

    Click image for larger version. 

Name:	D2-20det.jpg 
Views:	69 
Size:	67.4 KB 
ID:	284957
    Last edited by gutland; 04-08-2020 at 03:34.

  3. #103

    Default

    Hope you get to finish the battle but either way like how you've amended the HP and damage

    I must revisit those air to ship rules and give them a good going over.

    NEil
    See you on the Dark Side......

  4. #104

    Default

    Just need to get the snow and rubble off the runways and I can get flying again.

    To many projects on the go only one table.

    Attached Thumbnails Attached Thumbnails 21511.jpg   21551.jpg  
    Last edited by Lt. S.Kafloc; 04-09-2020 at 01:36.
    See you on the Dark Side......

  5. #105

    Default

    Added the following skill:

    Perfect Bombardier:
    When a bomb card falls on a target, if the bomb card does not cover the red dot at its centre but it is within a rulers width of it, consider it as if it covers the red dot.
    See you on the Dark Side......

  6. #106

    Default

    Peter (teaticket) updated your sheet with the Struka and ME110 units. Check that the skills and Ace/Veteran stau]tus is in correct position please.

    Neil
    See you on the Dark Side......

  7. #107

    Default

    Quote Originally Posted by Skafloc View Post
    Perfect Bombardier:
    When a bomb card falls on a target, if the bomb card does not cover the red dot at its centre but it is within a rulers width of it, consider it as if it covers the red dot.
    I like it

  8. #108

    Default

    Thought you might.

    Neil

    Quote Originally Posted by Dan-Sam View Post
    I like it
    See you on the Dark Side......

  9. #109

    Default

    One question, since my brother (FlyBoy Nate) and I live in the same house, is it alright if we do a few of our missions with our units fighting each other in a scenario?

  10. #110

    Default

    I guess it's the best possible way. Crossing finvers for RAF

  11. #111

    Default

    Quote Originally Posted by Dan-Sam View Post
    I like it
    Me too, even if it is the Germans who will benefit this time.

    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  12. #112

    Default

    Of course. Play the games anyway you wish.

    Neil

    Quote Originally Posted by Future Pilot View Post
    One question, since my brother (FlyBoy Nate) and I live in the same house, is it alright if we do a few of our missions with our units fighting each other in a scenario?
    See you on the Dark Side......

  13. #113

    Default

    Finally publishing our first AAR. - LINDINHO & MARECHALLANNES

    As long as we're separated during this Corona bull**** we have to wait a little bit.

    https://www.wingsofwar.org/forums/sh...022#post527022

    We will modify the next mission "First Offensive Air Operations" a little bit with Beaufighters.
    Voilŕ le soleil d'Austerlitz!

  14. #114

    Default

    Quote Originally Posted by Skafloc View Post
    Of course. Play the games anyway you wish.

    Neil
    Alright

  15. #115

    Default

    So far the campaign is well under way with 14 AAR's posted from 5 players.

    Please check the spreadsheet to ensure I've copied in all the correct details.

    Neil
    See you on the Dark Side......

  16. #116

    Default

    Quote Originally Posted by Skafloc View Post
    So far the campaign is well under way with 14 AAR's posted from 5 players.

    Please check the spreadsheet to ensure I've copied in all the correct details.

    Neil
    Wasn't sure you had seem mine, Neil, but it's in the sheet - so obviously you have.

  17. #117

    Default

    Added a running total of KIA, Planes lost and KILLS for both sides at bottom of spreadsheet.
    See you on the Dark Side......

  18. #118

    Default

    One thing I have been wondering - should we roll to see the experience level of the enemy pilots on some kind of chart?

    For example: 2D6
    2-5 Rookie
    6-8 Standard
    9-11 Veteran
    12 Ace


  19. #119

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    Quote Originally Posted by Stumptonian View Post
    One thing I have been wondering - should we roll to see the experience level of the enemy pilots on some kind of chart?

    For example: 2D6
    2-5 Rookie
    6-8 Standard
    9-11 Veteran
    12 Ace

    So did I Rules say I thought. Hoped to have rolled better than "1"

    Rules quote:

    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

  20. #120

    Default

    Marek
    Those are replacements for our pilots.
    I suppose we could roll the same for our opponents, but I think the Germans would not get as many rookies at this stage.

  21. #121

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    Sorry, I have missed you wrote of enemy pilots

  22. #122

    Default

    If players want to add some 'spice' into games then there is nothing wrong dicing or randomly adding an ace or veteran at this stage to the 'enemy'.

    Neil
    See you on the Dark Side......

  23. #123

    Default

    Hoping to get airborne tonight, as soon as the F. O. D. is cleared away������
    See you on the Dark Side......

  24. #124

    Default

    F. O. D. All collected in one place.

    Click image for larger version. 

Name:	IMG_20200418_111007.jpg 
Views:	44 
Size:	192.3 KB 
ID:	285665Click image for larger version. 

Name:	IMG_20200418_111007.jpg 
Views:	44 
Size:	192.3 KB 
ID:	285665
    See you on the Dark Side......

  25. #125

    Default

    Quote Originally Posted by Stumptonian View Post
    One thing I have been wondering - should we roll to see the experience level of the enemy pilots on some kind of chart?

    For example: 2D6
    2-5 Rookie
    6-8 Standard
    9-11 Veteran
    12 Ace

    I revised my figures slightly.
    I am going to go with:

    2D6 Level %
    2-3 Rookie 8%
    4-8 Standard 64%
    9-11 Veteran 25%
    12 Ace 3%

    As with the RAF pilots, Veterans will get Evasion and Aces: Evasion + 1 Ace ability
    Might change the ratios slightly after each stage to reflect German pilot losses.

  26. #126

    Default

    Don't forget the Germans will get back all POWs from France after surrender. An influx of experience?

  27. #127

    Default

    Quote Originally Posted by Teaticket View Post
    Don't forget the Germans will get back all POWs from France after surrender. An influx of experience?
    Good point.
    I will adjust slightly before the Kanalkampf series of scenarios.


    Here's what I came up with:

    2D6 Level % 2D6 Level % 2D6 Level % 2D6 Level % 2D6 Level %
    2-3 Rookie 8% 2-3 Rookie 8% 2-3 Rookie 8% 2-4 Rookie 17% 2-5 Rookie 28%
    4-8 Standard 64% 4-7 Standard 50% 4-8 Standard 64% 5-9 Standard 67% 6-9 Standard 56%
    9-11 Veteran 25% 8-11 Veteran 39% 9-11 Veteran 25% 10-11 Veteran 14% 10-11 Veteran 14%
    12 Ace 3% 12 Ace 3% 12 Ace 3% 12 Ace 3% 12 Ace 3%
    France Kanalkampf Adlerangriff Blitz - September Blitz - October
    Last edited by Stumptonian; 04-18-2020 at 12:16.

  28. #128

    Default

    What a damn good idea, REP canon fired.

    Neil
    See you on the Dark Side......

  29. #129

    Default

    Landing at own airfield optional rules:

    Landing at own Airfields:
    ˇ Roll 2d6 and amend below:
    ˇ -3 if aircraft suffered an explosion card
    ˇ -2 if on fire
    ˇ -2 for each collision
    ˇ -2 undercarriage damaged
    ˇ -1 for engine damage
    ˇ -1/wound received
    ˇ -1/each rudder damage
    ˇ -1 25%-50% damage
    ˇ -2 50%-75% damage
    ˇ -3 1 damage point left
    ˇ -1 if a Rookie
    ˇ +1 Evasive Pilot or Veteran Pilot
    ˇ +1 Acrobatic Pilot or Daredevil
    ˇ +2 Ace
    ˇ +2 Lucky Git
    ˇ +3 Golden Touch or Always Coming Home

    Landing Effects Result Table:
    2 or less - Dead!
    3 - Injured - Skip 1D6 Scenarios
    4-5 - Injured - Skip 1D3 Scenarios (1-2=1; 3-4=2; 5-6=3)
    6 - Injured - Skip 1D2 Scenario (1-3=1; 4-6=2)
    7+ - All well when you land well !
    See you on the Dark Side......

  30. #130

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    Quote Originally Posted by Skafloc View Post
    Landing at own airfield optional rules:

    Landing at own Airfields:
    ˇ Roll 2d6 and amend below:
    ˇ -3 if aircraft suffered an explosion card
    ˇ -2 if on fire
    ˇ -2 for each collision
    ˇ -2 undercarriage damaged
    ˇ -1 for engine damage
    ˇ -1/wound received
    ˇ -1/each rudder damage
    ˇ -1 25%-50% damage
    ˇ -2 50%-75% damage
    ˇ -3 1 damage point left
    ˇ -1 if a Rookie
    ˇ +1 Evasive Pilot or Veteran Pilot
    ˇ +1 Acrobatic Pilot or Daredevil
    ˇ +2 Ace
    ˇ +2 Lucky Git
    ˇ +3 Golden Touch or Always Coming Home

    Landing Effects Result Table:
    2 or less - Dead!
    3 - Injured - Skip 1D6 Scenarios
    4-5 - Injured - Skip 1D3 Scenarios (1-2=1; 3-4=2; 5-6=3)
    6 - Injured - Skip 1D2 Scenario (1-3=1; 4-6=2)
    7+ - All well when you land well !
    Neil,
    I guess this table is too severe. Chances to get killed are worse than being shot down, which is not a good model.
    I would tone it softer.

    Just imagine suffering explosion. Most probable 2d6 is 7. So you get -3, then minimum next -2 for damage percetages, or rather -3 for landing table. And you are dead. So there is almost no point in playing explosion = half damage pts, for whih the rule (malus for landing) stays.
    + there are other cummulative maluses..

    I know the rule is optional, but..

    the result should be less fatal and definately better than being shot down.

  31. #131

    Default

    I guess I need to read the rules again before I play my second mission today.
    Are we playing that EXP only counts half damage?

    For landing, maybe consider rolling 3D6 instead of 2
    As Marek said the result should not be as severe as being shot down.

    One question: how is undercarriage damaged?

  32. #132

    Default

    I'll try them out with multiple options and amend as necessary.

    Cheers for input.

    Neil
    See you on the Dark Side......

  33. #133

    Default

    OK, could you have a look at these please?

    Optional Rules: Landing at own airfield roll 2d6 and amend below:
    Skill of pilot:
    Ace +4
    Veteran +3
    Standard +2
    Rookie -1
    5 XP +1
    6-10XP +2
    11-15XP +3
    16-20XP +4

    Ace Skills: +1 cumulative

    Evasive Pilot
    Acrobatic Pilot
    Lucky Git
    Daredevil
    Golden Touch
    Always Coming Home

    Special Damage to Aircraft:
    Not Cumulative only take the highest damage
    Explosion -3
    On Fire -2
    Smoke -1

    Special Damage to Aircraft: -1 Cumulative for each special damage chit

    Engine Damage
    Rudder Damage
    Pilot Wounded

    Structural Damage to Aircraft:

    25-50% -1
    50-75% -2
    75-99% -3

    Landing Effect Table:

    2 or less: Even your skill and experience, or lack of, were not enough to save you. You mistime your approach and plough into the ground killing yourself.
    3: A difficult landing, your aircraft is a write off and you are wounded. Miss 1d6 Scenarios.
    4-5: Remarkably you manage to land the aircraft but it is damaged. Aircraft unavailable for 1d6 Scenarios and you are wounded miss 1d3 scenarios.
    6: At least you brought the aircraft back. Aircraft damaged unavailable for 1d3 Scenarios. You take a knock to the head miss 1d2 Scenarios.
    7+: Despite the rigours of combat you manage to land safely.

    Optional Rules: When in Combat apply the following rules:

    1. Any aircraft that suffers an explosion chit takes 50% of maximum HP as damage.
    2. For example an aircraft that has a maximum 16 HP takes an explosion chit it takes 8 damage.
    3. Any aircraft that leaves the combat area on fire will draw all remaining chits and apply damage.
    4. All aircraft will actively engage until they are:
      a. Within 3 of destruction, or,
      b. Within 5 of destruction if on fire, or,
      c. The pilot’s wounded.
    5. d. The engine is damaged, they will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !
      If possible leave the board at the nearest friendly edge but in dire circumstances they may just need to escape the battle area so any edge will do (unless stated otherwise in BRF) - they could also dive/over dive out of combat, of course, and head for friendly territory but they should still react to enemy aircraft actions - not fly dumb without any reaction to being shot up. Be the I in AI & do what is best in the situation given.
    6. At any time an aircraft is on fire or takes 75%+ damage a pilot may bail out.
    7. Roll on the bail out chart.Wounded pilots bugging out:
    8. a. One pilot wound – Ace, Veterans will stay in the battle. All others bug out.

    b. Two pilot wounds – Ace will stay in the battle. All others are killed.
    c. Three pilot wounds – Ace is killed.
    See you on the Dark Side......

  34. #134

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    Quote Originally Posted by Stumptonian View Post
    I guess I need to read the rules again before I play my second mission today.
    Are we playing that EXP only counts half damage?

    ...

    One question: how is undercarriage damaged?
    How to play explosion is each preference. My group has it as a houserule for ages and we are very happy with that.

    Now it seems Neil goes for that too. I can recommend.

    Fuselage damage was probably some relic of houserules.

  35. #135

    Default

    OK, could you have a look at these please?
    Just finished my second mission and will try out those rolls for landing.
    I'll let you know what I think, (it will be in a day or two) but it looks interesting to me.
    i.e. if my guys come out okay I'll give it a thumbs up


    4-5: Remarkably you manage to land the aircraft but it is damaged. Aircraft unavailable for 1d6 Scenarios and you are wounded miss 1d3 scenarios.
    6: At least you brought the aircraft back. Aircraft damaged unavailable for 1d3 Scenarios.
    Will we have a set 'pool' of aircraft?
    I think that could add another level of realism.
    I had thought about something like this for OTT but was voted down.
    I liked it in the Richthofen's War campaign.

  36. #136

    Default

    Optional Replacement Aircraft/Pilots:
    .............................RAF................................GERMANY
    May................ALL/ROOKIES..................ALL/1=ACE 2-3=Veteran 4+ Standard
    June...............ALL/ROOKIES..................2+/1=ACE 2-3=Veteran 4+ Standard
    July................ALL/ROOKIES..................3+/1=Veteran 2-4=Standard 5+ Rookie
    August...........ALL/ROOKIES..................4+/1=Veteran 2-3=Standard 4+ Rookie
    September.....ALL/ROOKIES..................5+/1-2=Standard 3+= Rookie
    October..........ALL/ROOKIES..................6+/1= Standard 2+= Rookie


    Neil
    Last edited by Lt. S.Kafloc; 04-20-2020 at 06:55.
    See you on the Dark Side......

  37. #137

    Default

    Quote Originally Posted by Stumptonian View Post
    Just finished my second mission and will try out those rolls for landing.
    I'll let you know what I think, (it will be in a day or two) but it looks interesting to me.
    i.e. if my guys come out okay I'll give it a thumbs up




    Will we have a set 'pool' of aircraft?
    I think that could add another level of realism.
    I had thought about something like this for OTT but was voted down.
    I liked it in the Richthofen's War campaign.
    For myself I am not planning on using the planes missing mission bit. More book keeping that does what for our games? If I don't have enough planes for the next mission do I not get to play it? Or try to play it with less planes and risk dropping my pool of planes even more? If our unit doesn't have the planes available would it not be stood down? I'm not really sure what the point of it is if our campaign is set up for us to fly missions.

    I should be flying mission 1 today or tomorrow. The new landing procedure looks to make coming home interesting!

  38. #138

    Default

    Thinking a bit more on the subject of aircraft damage, I think I agree with Peter for this campaign.
    If anything it would really only apply during the heat of the main attack period of "Adlerangriff"

    Since most of our missions are not even using the full squadron it wouldn't really affect much, and just create more bookkeeping.
    On that note, I hope to see missions using more aircraft at some point.

    I bumped the D-Day scenario to utilize a whole flight of 3 Hurricanes instead of just 2 and increased the JG to 4 from 3.

    Not sure I like the Boom card limits for fighters.

    There are already chits with damage of 7 or 8, so having the Boom be only 8 or 9 does not seem enough.
    Half of a Heinkel is 15 points, almost the full amount for a Hurricane or Me109, so I am going to stick with the rules as written for fighters and only use the half for bombers.

  39. #139

    Default

    Good point Pete. I'll go along with that, keeping the boom chit as 50% damage only to bombers.

    Neil

    I was looking through data on aircraft. It seems the RAF had no problem replacing aircraft only pilots were in short supply as bombers ttok up a lot
    Quote Originally Posted by Stumptonian View Post
    Thinking a bit more on the subject of aircraft damage, I think I agree with Peter for this campaign.
    If anything it would really only apply during the heat of the main attack period of "Adlerangriff"

    Since most of our missions are not even using the full squadron it wouldn't really affect much, and just create more bookkeeping.
    On that note, I hope to see missions using more aircraft at some point.

    I bumped the D-Day scenario to utilize a whole flight of 3 Hurricanes instead of just 2 and increased the JG to 4 from 3.

    Not sure I like the Boom card limits for fighters.

    There are already chits with damage of 7 or 8, so having the Boom be only 8 or 9 does not seem enough.
    Half of a Heinkel is 15 points, almost the full amount for a Hurricane or Me109, so I am going to stick with the rules as written for fighters and only use the half for bombers.
    See you on the Dark Side......

  40. #140

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    Aircraft pool
    I agree that book keeping that is not worthy in this campaign. As aircraft are squadron or scenario driven.

    Explosion
    It is peoples preference. As I wrote, my groups use 50% DP (tournament rule) for ages and will happily ever after . So I take it naturally, it is to avoid being out by 1 card . Making it 50% for bobmers only is not fair imo.

    Landing table
    I still think it is severe. I know there were accidents as well, but technically you did mission well on the table and can just roll bad and you are done which is not nice imo. Main should be done on the table.
    If your pilot does not have enough bonuses (+) , it would keep him distractive when suffering some special damages, putting him technically out of the action early to preserve his life..
    I do however agree that gamewise it shall be modelled that pilots want to survive (aside some red space objects ) ,but..

    Just to illustrate (not to force ) what we use in current long run (2 years) WWI campaign in such a case (aircraft that deemed RTB with damage more than 25%, these less damaged are RTB for sure):
    4d6:
    < 6 , emergency landing (i.e. did not reach airfield), aircraft receives 4 damage pts, crew 1 wound;
    6-11, emergency landing (i.e. did not reach airfield), aircraft receives 4 damage pts;
    12+ safe RTB..

    Bonuses/Maluses:
    -1 Rookie
    -3 engine damaged
    +2 damage < 50%
    -1 last damage point left
    +5 Ace skill like Golden Touch

    The motivator for this rule was to bonus damage on planes (like probables) flying out of table.

  41. #141

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    I just flew last Kanalkampf mission – Dover. It was butchery after all , but what I am to point out:

    If I use optional Landing rules:

    Ace Sqn/Ldr
    Rolled 5
    +4 Ace + 2 XP +1 Evasion
    – 3 Explosion -1 Engine -2 65% damage
    = 6 knocked head, miss 1d2 scn

    Standard pilot
    Rolled 7
    +2 Std +1 XP -2 Fire – 1 Rudder -3 88% damage
    = 4 Wounded, miss 1d3 scn

    Veteran pilot
    Rolled 7
    +3 Vet -1 47% damage
    = 9 safe landing

  42. #142

    Default

    I agree with the Boom in full for single fighters. Larger planes get the 1/2 starting damage. Is this in the rules for bombers? I can't find it. I know this rule came out for the Giant WWI bombers.

    Just finishes my 1st D-2. I flew a rookie. His first shot taken gave his target a Boom! My eyes opened wide! Oh yeah, he has to draw another chit. At least he did damage.

  43. #143

    Default

    Quote Originally Posted by gutland View Post
    I just flew last Kanalkampf mission – Dover. It was butchery after all , but what I am to point out:

    If I use optional Landing rules:

    Ace Sqn/Ldr
    Rolled 5
    +4 Ace + 2 XP +1 Evasion
    – 3 Explosion -1 Engine -2 65% damage
    = 6 knocked head, miss 1d2 scn
    But of course under my method using Boom = Shot Down
    Rolled 5
    +1 Ace
    -4 Exploded
    ======
    2 : KIA

  44. #144

    Default

    Quote Originally Posted by Skafloc View Post
    OK, could you have a look at these please?

    Optional Rules: Landing at own airfield roll 2d6 and amend below:
    Skill of pilot:
    Ace +4
    Veteran +3
    Standard +2
    Rookie -1
    5 XP +1
    6-10XP +2
    11-15XP +3
    16-20XP +4

    Ace Skills: +1 cumulative

    Evasive Pilot
    Acrobatic Pilot
    Lucky Git
    Daredevil
    Golden Touch
    Always Coming Home

    Special Damage to Aircraft:
    Not Cumulative only take the highest damage
    Explosion -3
    On Fire -2
    Smoke -1

    Special Damage to Aircraft: -1 Cumulative for each special damage chit

    Engine Damage
    Rudder Damage
    Pilot Wounded

    Structural Damage to Aircraft:

    25-50% -1
    50-75% -2
    75-99% -3

    Landing Effect Table:

    2 or less: Even your skill and experience, or lack of, were not enough to save you. You mistime your approach and plough into the ground killing yourself.
    3: A difficult landing, your aircraft is a write off and you are wounded. Miss 1d6 Scenarios.
    4-5: Remarkably you manage to land the aircraft but it is damaged. Aircraft unavailable for 1d6 Scenarios and you are wounded miss 1d3 scenarios.
    6: At least you brought the aircraft back. Aircraft damaged unavailable for 1d3 Scenarios. You take a knock to the head miss 1d2 Scenarios.
    7+: Despite the rigours of combat you manage to land safely.

    Optional Rules: When in Combat apply the following rules:

    1. Any aircraft that suffers an explosion chit takes 50% of maximum HP as damage.
    2. For example an aircraft that has a maximum 16 HP takes an explosion chit it takes 8 damage.
    3. Any aircraft that leaves the combat area on fire will draw all remaining chits and apply damage.
    4. All aircraft will actively engage until they are:
      a. Within 3 of destruction, or,
      b. Within 5 of destruction if on fire, or,
      c. The pilot’s wounded.
    5. d. The engine is damaged, they will then disengage and head for the barn at best speed taking whatever evasive manoeuvres are necessary for survival, and shots at targets of opportunity - that's something in range crossing their nose !
      If possible leave the board at the nearest friendly edge but in dire circumstances they may just need to escape the battle area so any edge will do (unless stated otherwise in BRF) - they could also dive/over dive out of combat, of course, and head for friendly territory but they should still react to enemy aircraft actions - not fly dumb without any reaction to being shot up. Be the I in AI & do what is best in the situation given.
    6. At any time an aircraft is on fire or takes 75%+ damage a pilot may bail out.
    7. Roll on the bail out chart.Wounded pilots bugging out:
    8. a. One pilot wound – Ace, Veterans will stay in the battle. All others bug out.

    b. Two pilot wounds – Ace will stay in the battle. All others are killed.
    c. Three pilot wounds – Ace is killed.
    My only change would be if a plane has 0 damage and an unwounded pilot no roll is needed and the plane/pilot lands safely.

  45. #145

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    Quote Originally Posted by Teaticket View Post
    I agree with the Boom in full for single fighters. Larger planes get the 1/2 starting damage. Is this in the rules for bombers? I can't find it. I know this rule came out for the Giant WWI bombers.

    Just finishes my 1st D-2. I flew a rookie. His first shot taken gave his target a Boom! My eyes opened wide! Oh yeah, he has to draw another chit. At least he did damage.
    Boom = 1/2 is optional rule in BoB rulebook.

    Yesterday I got sturdy boom chit. First one my Ace evaded to zero damage (from He 111 A MG) only to take it again from the same one in very next round

  46. #146

    gutland's Avatar
    Users Country Flag


    Name
    Marek
    Location
    Type a choice below ...
    Sorties Flown
    165
    Join Date
    Jan 2018

    Default

    Quote Originally Posted by Stumptonian View Post
    But of course under my method using Boom = Shot Down
    Rolled 5
    +1 Ace
    -4 Exploded
    ======
    2 : KIA
    That would be sad

  47. #147

    Default

    Quote Originally Posted by Teaticket View Post
    My only change would be if a plane has 0 damage and an unwounded pilot no roll is needed and the plane/pilot lands safely.
    Agreed.
    See you on the Dark Side......

  48. #148

    Default

    Got to remember chaps these are optional, you don't have to use them. Or use them and amend them to suit, we could then gavd a tried and tested working set of optional rules.
    ie, could you try them against your end of scenarios with recommendations for amendments.

    Aircraft replacement for Germans was increasingly difficult as the Bob went on. However the German pilots were more experienced.

    Neil
    See you on the Dark Side......

  49. #149

    Default

    Really really going to get my squadrons out this weekend Honest


    I'm learning to fly, but I ain't got wings
    Coming down is the hardest thing

  50. #150

    Default

    I have three stukas, but two of them are wings of war ones with Italian colours, is it aright if i pretend that they are German?

Page 3 of 4 FirstFirst 1234 LastLast


Similar Missions

  1. Fire in the Skies: Officers Mess
    By flash in forum Fire in the Skies
    Replies: 631
    Last Post: 02-12-2020, 02:15
  2. Fire in the Skies 2020: Battle of Britain Campaign
    By Lt. S.Kafloc in forum Fire in the Skies
    Replies: 2
    Last Post: 02-11-2020, 15:53
  3. Fire in the Skies Campaign
    By Lt. S.Kafloc in forum Fire in the Skies
    Replies: 1
    Last Post: 10-20-2019, 11:53
  4. All the 'Fire in the Skies' Campaign PTO Scenarios
    By flash in forum Fire in the Skies
    Replies: 14
    Last Post: 01-14-2016, 15:57
  5. Replies: 9
    Last Post: 05-02-2013, 11:21

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •