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Thread: Bombing Stats

  1. #1

    Default Bombing Stats

    When it comes to bombing the rules leave it entirely to the scenario how a hit translates to damage points.

    I wonder if there is any official unoffical list that defines bombing stats and/or a bombing point system. This would be very helpful as a starting point for scenarios.

    It would also make it more interesting to own and play with different bomber types and allow for tactical decisions like: better to attack with 1 Ju88 or 3 Br20?

    I mean something in the like of

    Bomber X
    - typical bombing load: 4000 kg
    - typical accuracy: high
    --> damage points full/partial hit: 10/5

    Bomber Y
    - typical bombing load: 2000 kg
    - typical accuracy: medium
    --> damage points full/partial hit: 4/2

    I'm also thinking of some sort of bombing damage chits to be used in the spirit of the standard damage chits.

    Has this kind of work been done before?

  2. #2

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    I had started on the AtG module, based on the rules from the Fighting Wings games. Sadly, I lacked the time to do much
    except some strafing rules.
    I seem to remember some discussions about this before. Did you trawl through the house rules threads?
    Karl
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus

  3. #3

    Default

    Quote Originally Posted by Jager View Post
    Did you trawl through the house rules threads?
    Did some research. There is much excellent work done on the subject

    [1] air to surface rules by skafloc
    https://www.wingsofwar.org/forums/do...o=file&id=2062

    [2] fast play rules by Lord of Girth
    https://www.wingsofwar.org/forums/sh...pedoes-and-AA)

    [3] air to ship rules by Charlie3
    https://www.wingsofwar.org/forums/do...do=file&id=781

    [4] load plan mod by THECCRICH
    https://www.wingsofwar.org/forums/do...o=file&id=2461

    As usual with house rules, there is no one-fit-all, so I am taking up ideas from above threads and have a try with my own bombing concept.
    Will post it here if play testing turns up reasonably successful....

  4. #4

    Default

    I created this a while back that may be of some help Fabrizio.
    https://www.wingsofwar.org/forums/sh...l=1#post428431

    "He is wise who watches"

  5. #5

    Default

    Quote Originally Posted by flash View Post
    I created this a while back that may be of some help Fabrizio.
    https://www.wingsofwar.org/forums/sh...l=1#post428431
    Thanks for your great list Dave. That's basically what I'm trying to do for WGS. My main focus is currently on planes carrying few bombs so that individual bombs can be handled.
    Since I do not want to deal with hundreds of different ordnance types & combos I go for following simplifications.

    1)
    Historic ordnance types are mapped to the categories
    A: ~50 kg
    B: ~100 kg
    C: ~250 kg
    D: ~500 kg
    E: ~1000 kg

    The damage inflicted doubles for each category, starting with minimal damage for A: partial/full hit = 1/2 (or multiples of it?)

    2)
    Find the most typical combo for each plane. Ideally only one, not more than 2..3. Where in doubt make a reasonable guess. The idea is not to be obsessed with historic completeness but to think in game terms.

    e.g

    D3A1 Val: 1xC+2xA
    Zero: 2xA or 1xC(Kamikaze)
    Hayate: 2xC
    Macchi 200: 2xB
    Fiat CR42: 2xB
    P47: 2xD
    Dauntless: 1xD
    Hurricane: 1xC
    Me 110 C7: 1xE or 2xD
    Me 109: 1xC or 4xA

    3)
    bombs can be dropped individually unless limitations are known.

    Currently I'm experimenting with explosion bomb cards. Each bomb dropped is represented by an explosion on the bomb card. A bomb card depicts 5 explosions. Explosions that touch the target card or cover its center count as individual partial/full hit. Will see how that works out...;-)

    4)
    Each target type has a bombing damage resistance
    For ships I will use skafloc's work in [1], for other targets still to do.

  6. #6

    Default

    Quote Originally Posted by hokusai View Post
    ...The damage inflicted doubles for each category, starting with minimal damage for A: partial/full hit = 1/2 (or multiples of it?)
    That looks like it will be fairly straight forward once you get the bombing damage resistance bottomed out.
    A Ju87 would be 1xC+4xA, that'll pack a punch if it makes it to target !

    "He is wise who watches"



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