Originally Posted by
Shivaja
Hi guys here are torpedo rules am using for my scenarios and mini campaign.
Torpedo run rules:
To launch, a torpedo the attacking aircraft must be at altitude 0. The plane must execute the following three maneuvers in order: first a straight, then a stall, then a straight. Before revealing any maneuver, if the airplane's last executed maneuver was straight and its next planed maneuver is stall, the bomber can decide to launch the torpedo. The planed maneuver is executed and then, before resolving firing torpedo card is placed in front of the plane base, with its rear side matching the front side of the airplane. Torpedo card travels in a straight line for five turns after the turn they are launched. Torpedo card moves at the beginning of each moving phase after all ships moved and planed their next move. Move torpedo cards by flipping them end over end in the direction of travel once per turn. If torpedo card touches any target in the water it explodes and the target takes two D damage tokens.
When searching for torpedo data i discovered that allies since late 1942 early 1943 were using acoustic homing anti-submarine torpedo. the "Fido" Mk 24 torpedo and as my next mission is modeled after successful usage of those here are rules i devise for it to.
Rules for FIDO Mk 24 Torpedo:
Mk 24 Torpedo can be used only against submarines.
Torpedo card will travel for four turns after the turn they are launched. Torpedo card move at beginning of each moving phase after all ships moved and planed their next move. At the beginning of each moving phase adjust eading of the torpedo towards closest and loudest target. Move torpedo card by flipping them end over end in the direction of travel once per turn. If torpedo card touches any target in the water it explodes and the target takes one D damage tokens.
Bookmarks