Lead Adventure Forum
Miniatures Adventure => The Great War => Topic started by: Dubar on January 09, 2025, 07:31:36 PM
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Haven't played since November, it's cold outside so I thought this would make a good day for something flying.
Presently have Brits and Germans going at it: 1 Sopwith Camel, 1 Sopwith Tripe, and 1 Sopwith Pup against 1 Albatros DII, 1 Albatros DVa, and 1 Roland DII.
Also, found an error on the COMBAT page step 3-F pertaining to the NOTE (should be NOTE 3 not 2) in my homemade rules and have included a corrected copy here, along with a few photos of the current game.
Anyone playing these rules...if you find a problem or a better way please let me know and I'll make the change or at least take it under consideration. I saw in another post that it's been downloaded 21 times, thank you for taking an interest!!!
RULES PDF (first attachment below)
There's a revised set of rules halfway down the 3rd page.
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I plan on running a few games doing something other than dogfighting, such as Recon and Bombing, in order to "flesh out" the rules a bit more. I'll post what I find here along with any changes to the rules.
I've been scouring the web trying to find sources for scenarios as well.
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I've been scouring the web trying to find sources for scenarios as well.
While not a direct scenario source, I've often turned to this site/page ( https://www.theaerodrome.com/today/today.cgi ) as a lazy-man's source of inspiration - putting together claims for a day can sometimes show a picture of the action that occurred and who was fighting whom.
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Thanks!!! I've visited their forum in the past but never registered until now. Actually I thought they were defunct!!!
I played a game yesterday using a Bristol F2B on a recon of 3 targets, with a Siemans Schuckert DIV and a Pfalz DVIII for the Germans, things did not turn out well for the Bristol!!!
I have a note in the rules suggesting to equal the number of weapons and didn't follow it, 4 guns against 2 turned out to be an uneven battle. The higher speed of the 2 German aircraft probably contributed as well but next game I'm going to send along an escort fighter with the observation plane, or make it 1 against 1.
As it turned out the Bristol never made it to the target area with the pilot received 2 wounds which cut their movement down, resulting in easy pickings for the Hun. The Bristol turned to go back home after trying to hide in a cloud bank (forced to fly off the edge of the board, when he came back on the Hun were waiting for him) but never made it across their own lines. The Pfalz was credited with the kill.
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I plan on running a few games doing something other than dogfighting, such as Recon and Bombing (snip)
I've been scouring the web trying to find sources for scenarios as well.
What? Have you never read any ‘Biggles’ books? :-)
I can recommend getting a copy of the Wings at War ‘Duel of Aces’ game, from Tumbling dice. The rule books have (so far) given period scenarios for each game.
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Nope, never seen Biggles here in the states! :'(
I'll look into Duel of Aces, thanks!!!
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Bloody Hell!
The series was required reading for English school children in the 50’s & 60’s. Not by the school, by your peers :-) The author, however, was a WW1 pilot - his work was informative enough to influence the tactics of RAF pilots in WW2. Hereunder find a link to an online copy of ‘Biggles Goes to War’. Enjoy!
https://static1.squarespace.com/static/5b7ea2794cde7a79e7c00582/t/6492637ae7e8ac794f0853c8/1687315324240/biggles+goes+to+war.pdf
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Nope, never seen Biggles here in the states! :'(
Somebody must help that man! https://www.youtube.com/watch?v=q-S06lKSCSs
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LOLOLOL!!! Thanks guys for the links, my Welsh mom should have told me!!! :o
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Yesterday I tried a game using a Breguet XIV A2 with a Nieuport 17 doing recon against a Fokker DR1 and Roland DVIb. Not sure if it was the 5 guns against 4 or the Breguet and Nieuport were simply lucky but they managed to shoot both German aircraft down and successfully recon 2 of 3 targets. The Roland pilot received 2 wounds which limited his movement before his aircraft was destroyed. The Breguet observer was on his game, the twin Lewis guns were deadly.
This morning I thought I'd give it another go using the same 4 aircraft. This time the Germans peppered the Breguet, killing the pilot on what seemed like numerous rolls of 6 and sending the plane down in flames. The Nieuport did get some revenge, he managed to finish off the Roland while he was concentrating on the Breguet.
The game is not over, I still have the Nieuport and the triplane in the air and they both smell blood!!!
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Love the set-up. I'll have to break out my collection soon.
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Thanks much!!!
One thing I like about WW1 air warfare is there's no terrain needed, other than a hex mat, for these rules. Besides cost, setting up and taking down are fast and simple, not a lot of preparation.
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Managed to get in another round of combat today. Combat took place with sides at opposing ends of the 4x6 table.
This time I drew which aircraft I was going to use, like picking cards. I ended up with a Pfalz DIIIa, Fokker DVI, and an Albatros DII going up against a Hanriot HD1 and 2 SPADs (1 painted loosely based on an aircraft from Escadrille 77 and the other from Escadrille 48). If I had known at the time there was so much data available on individual pilots and their aircraft I would have tried to adhere to what they looked like more closely).
Turn 1: All aircraft maneuvered into position, getting off a few rounds. Both the Fokker DVI and the Albatros DII guns jammed.
Turn 2: More maneuvering with the SPAD from Escadrille 77 getting off a few rounds at the Pfalz DIIIa, while the Pfalz had laid aim onto the SPAD from Escadrille 48, resulting in hitting and killing the pilot!!! Score 1 for the Germans! Both the Fokker DVI and the Albatros DII cleared their jammed weapons at the end of the turn.
Turn 3: The Hanriot scored hits on the Fokker DVI, resulting in the reduction of movement. The remaining SPAD recorded hits on the Pfalz, also resulting in the loss of movement. Revenge for their fallen comrade was sweet!!!
Turn 4: The Hanriot takes at shot and hits the Fokker DVI, but ran out of ammo (single gun). The Albatros and Fokker manage to put damage on the SPAD with long bursts, but the Albatros' guns jammed again!
Turn 5: The Hanriot attempted to break off combat to reload, but the Fokker got on his tail and score some minor damage. The Hanriot was unable to load with all the maneuvering occupying his time. The Albatros tried the same due to his jammed guns, but the faster SPAD was hot on his tail resulting in 8pts of damage and movement with a medium burst. At the end of the turn the Albatros did manage to clear the jammed guns.
At this point all remaining aircraft are suffering from the damage of combat. So far the SPAD from Escadrille 48 has been shot down, while the other SPAD suffered from 9pts and the Hanriot 7pts of damage. The Albatros suffered 8pts, the Fokker 15, and the Pfalz 15. Things are not looking good for the Germans.
Turn 6: The Pfalz tried to break away from the pack, but the SPAD pounced him, causing injury to the pilot and significant damage to his aircraft, only 5 damage pts left!!! But the Albatros got on the SPADs tail and also inflicted damage and injuring the pilot. Both the Pfalz and the SPAD now have injured pilots and damage, resulting in reduced movement of the aircraft. At this point the Hanriot managed to reload his guns while the SPAD has run out of ammo and also jammed his guns.
Turn 7: The Hanriot turned tight and got in a shot at the Fokker, causing further damage (now up to 22pts), the Albatros tried to intervene but ran out of ammo without a hit. The SPAD cleared his jam but was unable to reload.
Turn 8: With the Pfalz (pilot injured), the Fokker suffering heavy damage, and the Albatros out of ammo, it was time to head home. On the opposing side things were not rosy either, the SPAD was out of ammo (pilot injured) and with the enemy turning tail they decided to cut off the duel as well.
The final results were: 1 SPAD shot down with pilot killed, the other SPAD with an injured pilot and both remaining Entante aircraft damaged. The German Pfalz pilot was wounded with all 3 aircraft suffering medium to heavy damage. The Pfalz pilot now has 1 confirmed kill to his credit.
This was probably the shortest game I've played yet, only 8 turns. Having the SPAD pilot killed so early was a real shock, the roll of the dice will do that!!!
Below are photos I took at the end of each turn. I haven't figured out yet how to label them as to which go with what turn, but here goes!
I see that the rules have over 40 downloads, I hope everyone is enjoying them and please let me know if you see any mistakes or have some good suggestions.
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More photos:
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I got in a short game yesterday, which came out as more or less a tie with both sides losing an aircraft and pilot. But during the battle a question came up.
Should the roll for using a Long Burst be made before or after combat takes place?
I've been playing using the idea of rolling AFTER combat, the presumption is that the roll is taken only if a long burst is used. If no jams occur using short or medium bursts that means the gun has fired the bullets, so why shouldn't the gun fire the bullets first when using a long burst as well?
From firing actual guns (mainly semi-autos that I own), I've found that a gun rarely jams or fails to function before a round is fired.
Nothing in the rules say when to make these rolls, but the placement of NOTE 2 (and 3) within the rules and when to apply them may make a difference.
I'm thinking of moving both NOTES between steps 4 and 5 but would like to get some opinions before I do so.
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Should the roll for using a Long Burst be made before or after combat takes place?...why shouldn't the gun fire the bullets first when using a long burst...?...a gun rarely jams or fails to function before a round is fired.
Off-the-cuff first thoughts:
How about simultaneously with the firing roll?
I think your 1/3 chance of a jam is a tad high, but that's just personal opinion, so using that framework:
If making a medium or long burst, roll a 'jam die' with the firing die: A roll of '1' means only a medium burst is made (which has no effect/jam for a gun firing a medium burst) and jams a gun making a long burst after allowing a medium burst to be landed, and a result of '6' means only a short burst is made and jams both medium and long burst-firing guns after allowing a short burst to be landed.
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That sounds like a great idea!!! Need to think about how to word it so give me a few to think about it!
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OK, here's what I came up with. Does this sound like what you're talking about?:
2. Roll 1D6 to Shoot. If firing a Medium or Long Burst, also roll a ?BURST? die (use a different size or color) at the same time. (Not used if a Short Burst was chosen)
If ?BURST? die = 1 and Long Burst was chosen, gun(s) jam. No effect if Medium Burst used
If ?BURST? die = 6 with either Medium or Long Burst chosen, only a Short burst was made before gun(s) jam.
If Gun(s) jam:
PILOT: Fuselage-Mounted gun(s) Mark with Black Marker
Wing-Mounted gun(s) Mark with Blue Marker
OBSERVER: Mark with White Marker
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Does this sound like what you're talking about?
Mostly - I included medium burst allowed when long burst jams on a '1':
2. Roll 1D6 to Shoot. If firing a Medium or Long Burst, also roll a ?BURST? die (use a different size or color) at the same time. (Not used if a Short Burst was chosen)
If ?BURST? die = 1 and Long Burst was chosen, only a Medium burst was made before gun(s) jam. No effect if Medium Burst used
If ?BURST? die = 6 with either Medium or Long Burst chosen, only a Short burst was made before gun(s) jam.
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Got it. I was thinking that just didn't say it.
2. Roll 1D6 to Shoot. If firing a Medium or Long Burst, also roll a ?BURST? die (use a different size or color) at the same time. (Burst die Not used if Short Burst was chosen)
If ?BURST? die = 1 and Long Burst chosen, only a Medium burst was made before gun(s) jam. No effect (jam) if Medium burst used.
If ?BURST? die = 6 with either Medium or Long Burst chosen, only a Short burst was made before gun(s) jam.
If Gun(s) jam:
PILOT: Fuselage-Mounted gun(s) Mark with Black Marker
Wing-Mounted gun(s) Mark with Blue Marker
OBSERVER: Mark with White Marker
So: If a Medium burst is chosen, a Burst die is also rolled. If result = 1, treat it normally (no jam). If result =6, a Short burst results and the gun jams.
If a Long burst is chosen, a Burst die is also rolled. If result = 1, a Medium burst results and the gun jams. If result = 6, a Short burst results and the gun jams.
Does that cover what you're saying or am I getting confused? o_o
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If a Medium burst is chosen, a Burst die is also rolled. If result = 1, treat it normally (no jam). If result =6, a Short burst results and the gun jams.
If a Long burst is chosen, a Burst die is also rolled. If result = 1, a Medium burst results and the gun jams. If result = 6, a Short burst results and the gun jams.
Does that cover what you're saying?
That's it!
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Thanks for the input!
I have revised the rules to include the "new" jamming rule. Included here is the updated PDF file, only page 3 has changed for those that want to use the new rule. I made the jamming rule part of the step and renumbered NOTE 3 to NOTE 2 and moved it to the bottom of the page.
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If you want to increase the pernickitiness, you could add a die roll after a "Jam" result to indicate how many rounds were actually fired before the jam occurred, and adjust any damage result accordingly.
It wouldn't be an entirely straightforward exercise though, since volume of fire isn't necessarily the only indicator of the degree of damage inflicted ? a single bullet through the back of the pilot's head will be enough ? so the results table would have to allow for a fair bit of chance.
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LOL! I'm almost afraid of going down that rabbit hole, counting rounds would make the game way too long I think (for me).
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I got the impression that NOTE 1 did just that? Granted, it's on a scale of seconds rather than bullets (or so I assumed, since I use that method in my game), but that's as granular as one needs?
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It wouldn't need to be that granular. The result could just drop the fire down the burst-length ladder, depending on its severity, to (potentially) no effective fire. After that, the gun(s) would have to be unjammed.
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I'm not sure what made me give an aircraft with only 1 gun 5 "Ammo" boxes and with 2 guns 10, other than I felt I didn't want the capability to shoot all day long without reloading. I could have made it 6 and 12, or any other number I suppose. I did do a little research on just how many rounds were carried onboard but if I was the pilot I'd make sure I could carry as much as my plane would allow.
As some of my games have shown, just a short burst can do an enemy in if it kills the pilot with enough sixes rolled!!!
The 1st PDF has been downloaded 50 times! WOOHOO!!!
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I'm not sure what made me give an aircraft with only 1 gun 5 "Ammo" boxes and with 2 guns 10, other than I felt I didn't want the capability to shoot all day long without reloading. I could have made it 6 and 12, or any other number I suppose. I did do a little research on just how many rounds were carried onboard but if I was the pilot I'd make sure I could carry as much as my plane would allow.
When it deals with the standard, deck-mounted, belt-fed guns (Vickers/Spandau) ammo supply (usually between 25 and 30 seconds, iirc?) can easily be ignored - though for long-running fights it can play a part in a game.
For clip/drum-fed guns, though (Hotchkiss/Parabellum/Lewis) it plays a huge role in any engagement that lasts more than a few seconds. A DH-2 pilot with a Lewis (4-9 seconds) going up against an Albatros with Spandaus (30 seconds - and two of them!) is certainly thinking about his ammo supply! Same with the SE5 or Nieuport with a wing-mounted Lewis: When to 'pull the trigger' is not a decision taken lightly, and can inject another level/facet to the game's narrative.
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So true! I know when playing I am constantly thinking what length burst I should use, especially with single-gun aircraft with only 5 ammo boxes to mark off.
I played a game this morning to see how the revised jamming rule works.
I had a Fokker DR1 and DVIII up against a SPAD XIII and a Nieuport 28, by turn 4 all aircraft had suffered at least 1 jam!!! I don't think it had as much to do with the new rule as it did with me throwing a lot of ones and sixes.
By turn 4 the DR1 had taken extensive damage and headed home, at the end of turn 4 the DVIII had cleared his jammed guns while the SPAD and Nieuport could not and turned away from the fight to clear their guns in turn 5. But the DVIII pounced on the SPAD, killing the pilot (more sixes rolled!).
Turn 6, the Nieuport still could not clear the guns and headed home, the DVIII got in several more hits but ran out of ammo letting the Nieuport get away in turn 7.
With only 1 game played using the revised jamming rule, it's too early to have an opinion to keep it, go back to the old rule, or try something else. I do like it in that the game seems to flow better and go faster as a result of throwing the "Jamming" die at the same time as the "Shooting" die. I'm going to play several more games using it before I make a decision. Some of you may want to use either as an alternate method, I may do the same thing.
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I got in a short game yesterday with a SE5a escorting a 1-1/2 Strutter on a mission to photograph trench lines. Opposing force was an Albatros DII and a Roland DII.
In 11 turns the Strutter managed to take photos of 12 trench "hexes" while taking moderate damage from both German aircraft before the SE5a managed to down the Roland. With the Germans concentrating on the Strutter it gave the SE5a time to bring down the Roland plus the Strutters observer got in a few good shoots as well.
Additionally, it seemd like every turn one of the Germans was suffering a jam of his guns, it was unbelievable how many ones or sixes I rolled when choosing medium or long bursts, maybe that's a sign to use short bursts more frequently!!!
Results were the Strutter accomplished his mission and returned safely whith the SE5a getting a kill, the Albatros' gun jammed while chasing down the Stutter and headed for home before the SE5a could get in some shots.
I need to get in a few more games before I decide if I like the new "jamming" rule. Right now it seems like guns jam way more than they should, but then again from what I've read that was definitely a huge problem.
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Still testing out the rules.
Todays game involved an Airco DH9 on a bombing raid, with a Sopwith Tripe as escort. Germans managed to send up a Pfalz DIIIa and DXII to fend them off.
In turn 2 the DH9 managed to injure the DIIIa pilot with a medium burst, reducing the DIIIa maneuvering from 8 to 7 plus a minus 2 penalty when firing.
In turn 3 the DH9 scored hits on a city hex, while the single gunned Tripe managed to get in a few hits on the DIIIa before running out of ammo.
Turn 4 had the DH9 scoring another hit on a city hex, but the DXII got on his tail killing the observer. The Tripe was no help as he was still trying to reload his gun.
Turns 5 and 6 were mainly maneuvering and clearing/reloading guns.
Turn 7, the DIIIa got in some hits on the DH9 but his guns jammed.
Turn 8, The DXII fires a long burst into the DH9, almost bringing it down with only 1 of 41 damage boxes left!!!
Turn 9. The DH9 and Tripe headed for home, but the 2 Pfalz aircraft tried to block them from getting to their lines. The Tripe, with a reloaded gun, fired a long burst into the DXII, but he rolled a 1 on the "JAM" dice reducing his shot to a short burst, however he rolled a 6 on the "To Hit" dice. While he score a couple hits, none hit the pilot. The DIIIa guns were still jammed and could not get in a shot.
Turn 10, the Brits managed to get across their lines without the loss of either aircraft, but unfortunately the DH9 was carrying a dead observer/rear gunner. The Germans turned around and headed back to their base with moderate damage to both aircraft and the loss of 2 city hexes.
The more I play the easier the rules seem to be, making the game flow very well, at least in solo mode. I need to get a couple of my buddies to give this a try, a 4-man game would is tempting!!!
The following photos show Turn 2 (DIIIa pilot injured), Turn 4 (DH9 Observer KIA), and Turn 9 (DH9 and Tripe heading for home). I hope you folks trying these rules out are enjoying it as much as I am! Comments welcome! :D
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So I'm thinking of adding some minor Role-Playing elements to the game, but I don't want it to overtake the main purpose of dogfighting.
What would be some good elements to add, suggestions please!
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While "FITS" was my first exposure to adding RP to a game, much of what I use in my game is based on the system Mike Clinton devised for his "Watch Your Six!" rules, which focus/depend on the pilot's abilities as much as (if not more than) that of the aircraft.
The five qualities/characteristics that influence the play of my game are:
(Mike's) Pilot Points = a general/generic rating of combat capability that directly determines how much (and/or how well) a pilot can do stuff (fly, spot, shoot, orient, etc...), so can be used 'across the board' for whatever task is deemed the most important, either as a type of 'coin' to buy/pay off events or as a dice pool that may be added to a certain test/skill.
(my) Pluck (i.e.: Morale) = a measure of a pilot's eagerness to fight/engage - too much or too little can both cause trouble! The rating can be used as a target number or dice pool (user preference?) to remove the player's control during 'challenging moments'.
The usual stuff = experience, flying skill, shooting skill - what it says on the tin: same sort of target number or dice pool as Pluck. Each will benefit (or penalize!) an attempted task. If the trouble of keeping track during a game is deemed worthwhile, successes against things done 'above one's pay grade' can increase the chances of gaining an improvement in the relevant skill (if they survive...).
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Good thoughts! Keep them coming!!!
I'm looking at some of the other rules I have to see if there's anything that can be spun into something useable.
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I came up with a few things yesterday, I haven't tried them in a game yet but will today. I thought I'd go ahead and post what I've written to let those using the rules give these a try, before I add them in. That way they won't disrrupt what's been printed until they are "played with" a bit.
Here's a list of things I'm going to try plus a sheet for Pilot Personal Data, it's not much but might get things going:
ADDITIONS TO RULES
ENDURANCE (No. of Turns:)
Add to Aircraft Data Sheets as blocks to be checked off for number of turns aircraft is allowed to have.
An aircraft has X turns to complete mission and return to base. Mark off 1 box of Endurance (turns) at the end of each turn.
Leave enough Endurance (turns) to return to base (edge of board where aircraft entered).
If aircraft runs out of Endurance (turns) roll 1D6:
2 thru 5 – Aircraft manages to glide back to base
1 – Aircraft and crew are captured
6 – Aircraft crashes and crew is KIA
POINTS EARNED & EXPERIENCE GAINED
All aircraft/crew start out as NOVICE-----0 pts
For pilot and/or observer to advance to EXPERIENCED-----50 pts
For pilot and/or observer to advance to VETERAN-----150 pts
For pilot to advance to ACE-----300 pts (including 5 kills achieved)
1 point earned for each turn accomplished
1 point earned for each HIT achieved on a target
5 points earned for each mission accomplished (returns to base)
10 points earned for each KILL (enemy aircraft downed)
ADDITIONS/SUBTRACTIONS TO SHOOT ROLL
0 if shooter is NOVICE
+1 to SHOOT roll if shooter is EXPERIENCED
-1 to SHOOT roll if target is EXPERIENCED
+2 to SHOOT roll if shooter is VETERAN
-2 to SHOOT roll if target is VETERAN
-3 to SHOOT roll if target is ACE
Pilot with status of ACE adds +1 to card when determining order of MOVEMENT each turn
PILOT AND OBSERVER TRAITS
Roll percentage Dice (2D10) at start of game, once per aircraft
1-10 Slow to React -1 to Movement Card
11-20 Bad Eye Sight -1 to Shoot Roll
21-30 Fearless +1 to Shoot Roll if Wounded
31-40 Aggressive +1 to Movement Card
41-50 Disciplined +1 to Shoot Roll
51-60 Cautious Can only use Short Bursts
61-70 Careful -1 to Movement
71-80 Ambitious +1 to Movement
81-90 Marksman +1 to Shoot Roll
91-100 Observant +2 to Ammo Box for each gun
And the Personal Data Sheet is attached as a PDF.
Let me know what you think and any/all suggestions.
*** IGNORE the 1st item - ENDURANCE - I have numbers to add for each type of aircraft (I have) but they're on the individual Aircraft Data Sheets. I'll need to add them in so I can print them out for you, which I haven't had a chance to do yet.***
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ENDURANCE...
While researching the various aircraft it dawned on me that some of these planes, fighters in particular, could only engage the enemy for a short period of time before they had to return home. I decided to take each aircrafts "Endurance" in hours and turn it into TURNS an aircraft was allowed to fly before it had to reutn to base.
I played a short game today betwen an Albatros DII (Endurance of 1.5 hours) and a Sopwith Pup (Endurance of 3 hours). I took the Endurance times and multiplied them by 6, giving the Albatros 9 turns and the Pup 18. It sounded lopsided but with the Albatros having twin MGs and the Pup having 1, I figured it would be an even match.
The Pup has 9 Movement pts while the Albatros has 8, the Pup being more agile. It didn't help that the Albatros, other than the first and last turns, had to move first, leaving the Pup to an advantage.
The Albatros rolled to see what Traits the pilot had, rolled a 93 (Observant - Add 2 boxes for each gun to the Ammo allotment, giving it 14 vice 10), while the Pup rolled 86 (Marksman - Add +1 to Shoot die roll). I only rolled for 1 trait for each pilot.
After 9 turns the Albatros left the board, running/coasting on empty back to his base (Almost didn't make it back!) while the Pup slowly made his way back home. The Albatros scored only 6 hits while the Pup got it 11. The Albatros shot twice and rolled 6 on the die to see if the guns jammed, both times they did!!! So all it got in was 2 short bursts.
Using the Point system the Albatros ended up with 20 pts and the Pup with 25, no shoot downs just a few hits, combined with turns and mission "accomplished" adding to their scores.
The first game using the new rule additions seemed to work, but I want to play a few more games before I decide to keep them or toss them away. It did add to the record keeping but it wasn't that bad, of course it would be more involved with say 5 planes on each side, maybe too much.
I'll post the Endurance rates for the aircraft I have sometime this coming week.
Here's where I got the Endurance findings for all but 2 aircraft I have models of:
https://aircraftinvestigation.info/WWI_aircraft.html (https://aircraftinvestigation.info/WWI_aircraft.html)
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Playing a game tonight and ran into a "problem":
A Sopwith Tripe, Sopwith Pup, and an AIRCO DH2 are patrolling the skies when they spot a Rumpler CIV being escorted by an Albatros CII, obviously on a photographing mission. The Tripe and Pup attempt to get into position while the DH2 struggles to keep up, in the meanwhile the Albatros is running interference trying to get between them and the Rumpler. All goes smoothly until the Pup manages to sneak in for a quick burst into the side of the Rumpler in turn 2, just too many aircraft for the Albatros to fend off while the Rumpler maintains course, heading for his target.
The pilot of the Pup squeezes the trigger and, although his gun jams he gets off a lucky shot and kills the observer!!! The Rumpler pilot decides it's time to turn and head for home...if he can dodge the bullets from the other 2 aircraft!
Here's the problem. The DH2 manages to get on the Rumpler's tail and pumps several rounds into it. He rolls a SIX, meaning he gets a chance to roll another die to see if he's hit the crew.
According to NOTE 2 in my rules:
NOTE 2: Roll 1D6 again to see if Pilot or Observer were HIT:
For Single-Seat Aircraft On a roll of 1 or 6 Pilot was HIT
For Two-Seat Aircraft On a roll of 1 or 6 Roll 1D6 again
Even roll Pilot was HIT
Odd roll Observer was HIT
For either type of aircraft: If HIT: then Roll 1D6 Even roll KILLED
Odd roll INJURED
So he rolls another SIX. Shooting at a Two-Seat Aircraft the rule says to Roll 1D6 again (Even Roll Pilot was Hit, Odd Roll Observer was Hit), He rolls a FIVE. Should mean the Observer is Hit BUT- The Observer is already KIA (Turn 2).
So, once the Observer is KIA should the 2-Seat Aircraft revert to being treated as a Single-Seat Aircraft for crew purposes, or should the poor Observer's body just keep getting pumped full of lead?
Not sure how to reword NOTE 2.
I've attached a photo of Turn 2, as the Pup dispatches the Observer.
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I think for now I'm just going to ignore the results if the observer is already KIA.
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would it not just mean he shot the dead observer again??
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That's what I was thinking, so ignoring the results amounts to the same thing, right? Dead is dead. Changing the rules would mean the bullets somehow magically took a different path, around the body of the observer, and found their way to the pilot. Best to leave it like it is for now. lol
Thanks for the input!
I've been playing a few games the past several days, the rules seem to be working fine but I have moved them around a bit to make them read and flow better. I haven't incorporated any of my ideas about role playing or endurance yet, just move some things around on page 3 of the COMBAT sequence of events. A few more games and I'll post the revision.
The first 2 games I was rolling a lot of weapons Jams, but the next 2 I got very few if any. I could always go to an 8-sided Burst die instead of a 6-sided Burst die to decrease the odds of jamming, just not sure if it's necessary.
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After playing several games this weekend, I believe I have finally got these rules like they should be. They're basically the same, I just moved things around a bit and spaced them out to make it more easy on the eyes. Only 4 pages long so even if you have to look at all 4 pages it's still manageable.
I feel making these changes makes the play go quicker and, in my mind, certainly easier to grasp.
I've attached the rules below as a PDF file for those who are interested, HOMEMADE SIMPLE RULES JUN 2025.
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Here's the Aircraft Statistic Sheets as well.
I have yet to include any Endurance or Role Playing into the rules.
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Finally got in a game yesterday between 2 Hanriot HD1s “4 Aces” and “Seahorses” and a Roland DII and a Pfalz DIIIa.
Turn 1 both sides spotted the other and positioned themselves for battle.
Turn 2 – the Roland fired a medium burst at HD1 4 Aces, resulting in 6 hits. HD1 Seahorses fired a long burst onto the Roland scoring 4 hits.
Turn 3 – HD1 Seahorses fires a medium burst at the Pfalz, 5 hits. The Roland scores 7 hits with a long burst, wounding the pilot of HD1 Seahorses!!! HD1 4 Aces fires a long burst, hitting the Roland 5 times.
Turn 4 – HD1 4 Aces fires a medium burst at the Roland, resulting in 2 hits but runs out of ammo. Pfalz DIIIa fires a long burst at JD1 Seahorses scoring 2 hits.
Turn 5, 6, and 7 – Aircraft break away to reload or reposition
Turn 8 – HD1 4 Aces fires a long burst at the Roland, resulting in 5 hits. The Roland fires a long burst at HD1 4 Aces, but rolls a 6 on the Burst die, resulting in a medium burst (4 hits) and jamming the guns. The Pfalz fires a long burst at HD1 4 Aces, scores 5 hits and rolls a 6 but does not hit the pilot.
Turn 9 – The Pfalz fires a long burst at HD1 4 Aces, but jams his guns resulting in a medium burst with 0 hits. HD1 Seahorses reloads
Turn 10 – The Roland clears his jammed guns
Turn 11 – The Roland fires a medium burst at HD1 Seahorses (0 hits), HD1 4 Aces fires a medium burst at the Roland, rolling a 6 (does not hit pilot) and scoring 5 hits.
Turn 12 and 13 – The wounded pilot of HD1 Seahorses decides to leave, as does his wingman whose aircraft has taken significant damage, ending combat.
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More photos:
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Last 3 turns:
Summary: Having just 1 gun is a disadvantage, but if the aircraft has better (more) movement per turn than you can compensate for the lack of firepower by out maneuvering your opponent. The nimble Hanriots could have pulled this off if not for the wounded pilot of "Seahorses" and damage to "4 Aces" (15 hits of 25 hit boxes). The Roland was hit 16 times (of 29 hit boxes)!
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I got tired of having to setup 3 tables and cover them with the hex battle mat, so I tried simply using the carpet on the floor!!!
I did have to make an instrument or sorts to control movement and distance to target. I used a length of approx. 1/8" thick acrylic plastic sheet (it's probably metric but I didn't measure it), made cutouts the same size as the 2 sides of hex bases I use on my stands, attached a small handle, and painted it a color. I made it 12 hexes long, I think the longest movement any aircraft I have is 11 hexes so this is plenty long enough.
So far it's working fine. The pluses are (1) I don't have to setup/takedown any tables or mats and (2) it gives me a much larger "sky" to battle in, approximately a 10x10 space vice the 4x6 I was getting with three 2x4 tables.
The downside is, at my age, I get dizzy when I bend over, so this may be short-lived or I may have to come up with a long handle to keep from bending over!!! Using the 3 tables without the mat is a no-go, they're too slick and the aircraft tend to slide around on their own when the tables are tapped.
I did put some marks on the underside of the hex bases, going from the center post to the outer corners of the front flat, this will be used as the zone or cone the aircraft may fire in. Without a hex mat restraining where things are located it makes no sense to say you can only shoot at a target "directly" in front of you. In real life, all in would take is a little rudder pressure to spread your shot pattern.
No changes to the rules (yet) but I am thinking of going to a 10-side die for the Burst die. Presently, a 6-sided die, with a 1 or a 6 causing a jam, gives you a 33% chance of getting a jam when firing a medium or long burst. A 10-side die, with a roll of 1 or 0, will lower that to 20%.
I've played 3 turns on the floor so far and as of now the Nieuport 28 has had a jam (turn 2) and the Salmson 2A2 observer has been wounded by one of the two Fokker DVIIIs. The Salmson has also taken 5 (of 40) hits.