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Author Topic: Brief Review - "A Mighty Fortress" aerial rules from Tumbling Dice  (Read 1064 times)

Online Mako

  • Mad Scientist
  • Posts: 784
I've been wondering about these for some time, and finally got a copy, second-hand, and after a quick read, and then a bit more thought, these look to be pretty good, if you are interested in WWII daylight bombing over Europe, using a simple set of rules.

I've inquired about them several times, but never found much info on them.  They come with a set of 1/600th aircraft from T.D., if you buy them from the original source - 4 x Me-262As, 4 x P-51Ds, and 3 x B-17s (probably G models, but don't know for sure - that  would be the most appropriate).

These seem to be along with lines of their other rules, e.g. quite simple, short, and victory based upon achievements and losses in relation to the force you've fielded against your opponents.

Movement rates and firing ranges are in cms, though you could use inches instead, just as easily, if desired, e.g. generally 5 cms. for most aircraft per action point, and aircraft get multiples of those - usually 4 - 6 per turn.  Jets get fewer action points, but move 10 cms/turn, generally, so are about 33% faster than the piston-engine planes, as you'd expect. 

Firing ranges are the width of the base, straight to the front, and 5 cms in distance, so relatively short, and narrow, unlike many other rules.  This would seem to be an major issue, if everyone moved at once, and had to face as desired, before firing, but since each plane moves as desired, and then fires, one at a time, it's less of an issue than it would seem, in reality.  Aerial rockets fire exactly 10 cms. to the front, vs. bombers.  Airbase flak can reach out and touch planes to 20 cms distance.

There are four altitude levels in the game, and rules for loss of control and spinning into the ground from altitude.  Each seems roughly equivalent to 10,000 feet of height.  Seems to me it might be worthwhile to add more altitude levels, if desired, but maybe it's not worth it to some people.

The usual American heavy and medium bombers are included, as well as a couple of British bombers too, IIRC, e.g. the Lanc and Halifax.  P-38s, P-47s, P-51s, Spitfires, Typhoons, and Tempests.

For the Germans, Me-109s, FW-190As, FW-190A bomber destroyers, FW-190Ds, Me-262As, and Me-410s.

The game uses D6s for the most part, for aerial combat results, bombing, etc..  Results are: no effect, low ammo, damaged, shot down, or forced from formation.  For AA fire, you sometimes have to check to see if you are damaged as well, as other results.

There are rules for tactical bombing, strategic targets, and industrial targets.  The latter actually being represented off-table, in an odd twist, but I suspect it works, and is perhaps done this way so you don't feel the need to create a large city, or industrial complex for the tabletop.  Seems to me you can just add another small table section, if you want to add that in, and game this out on the table as well.

No flak to speak of, other than at the Me-262 airbases.

Haven't played them yet, but looking forward to giving them a go, soon.  I have some of the other TD rules, but admit to not using them yet, so need to change that too.

Some mods I'm considering making/adding in are:

1. Me-262As can conduct tactical bombing sorties - after all, Hitler did insist on this, from the start;
2. Drop tank rules for the American fighters - shortened range if they need to drop tanks, so if attacked by German fighters, they then cannot escort the bombers to the "industrial target" phase of the mission;
3. Maybe double the altitude levels to permit a bit more difficulty in making interceptions;
4. Adding in the He-162 and Me-163 to the game;
5. Add in the Me-110G - basically treat as the Me-410, but permits you to run earlier scenarios;
6. Creating point levels for "industrial targets", in order to see if the bombers succeed or not in their attacks on them;
7. and, adding in rules for flak guns over/around targets and cities.

Probably a few others I haven't come up with yet, either, but have forgotten.

Interestingly, there are no game play examples in the rules, but they're generally straight-forwardly written, so perhaps that would be superfluous.

I am a little confused over the "energy" issue though, for aircraft, as written.  They seem to intend that energy changes don't occur until the end of the turn, due to maneuvers, so if I'm understanding them right, you can't "dive" in the current turn, and use that "energy" bonus this turn.  I think that is added after the turn is over, on to the beginning of the next turn, if I have it right.  Please correct me if I'm wrong on that.

Also, I was a bit surprised that there is no guidance in terms of picking the number of targets and types you wish to present for the enemy, and/or the number of aircraft you can take.  That's left totally up to the players, so I'm unclear if you even must purchase/provide targets for the enemy to attack, or not.  Perhaps some players use a gentlemen's rule to adjust for that.

I suspect the number of aircraft may be based upon the number you have available for the game, and/or what you think might be tactically advantageous, but an example or two, on the target types and numbers certainly would help new players.

Overall, after reading over these, I think they look like a good set for some fun, quick games, with a lot of leeway on the types of targets offered to both sides to attack, so even the Luftwaffe can go on the offensive vs. the Allies, in this game, in a rather abstract way.  Some tactical targets suggest are: bridges, convoys, troop concentrations, forts, V-1 sites, etc., etc..

Definitely worth considering, especially if you are in need of some more 1/600th scale planes to add to your collection.

I'd be interested in hearing about any other "house rules" you've come up with for these too, if you care to share, and/or if you have any battle accounts as well.




Offline S_P

  • Mad Scientist
  • Posts: 527
Re: Brief Review - "A Mighty Fortress" aerial rules from Tumbling Dice
« Reply #1 on: August 25, 2017, 10:01:34 PM »
I'm a big fan of the rules- I've got most of the versions that TD offer. Loads of stuff on my blog https://spprojectblog.wordpress.com/tag/air-war/ about what we've done with the rules.

Offline zippyfusenet

  • Scientist
  • Posts: 420
Re: Brief Review - "A Mighty Fortress" aerial rules from Tumbling Dice
« Reply #2 on: August 26, 2017, 12:12:50 AM »
Thanks for the detailed rules review, Mako. I'm always interested in another set of air wargame rules for WWII. It looks like A Mighty Fortress would play quickly with even more models on the table, say one squadron of 6 or 9 bombers for targets, and a squadron of 6 to 8 fighters per player...do you think so? When you get more familiar, I'd be interested if you think A Mighty Fortress would work using 1/285 models.

And thanks for the look at your blog S_P. If I understood correctly, you and your friends are working up your own rules, drawing on the Tumbling Dice rules, among others, for ideas. Very inspiring.

You'll shoot your eye out, kid!

Offline S_P

  • Mad Scientist
  • Posts: 527
Re: Brief Review - "A Mighty Fortress" aerial rules from Tumbling Dice
« Reply #3 on: August 26, 2017, 03:12:24 PM »
Yeah we used the tumbling dice movement system but added a new shooting mechanism and morale effects too. This has been further developed into a grid based fighter versus bombers game, we had the first very rough play test of it the other week but I neglected to take any photos sadly.

Online Mako

  • Mad Scientist
  • Posts: 784
Re: Brief Review - "A Mighty Fortress" aerial rules from Tumbling Dice
« Reply #4 on: August 27, 2017, 11:41:07 PM »
You're welcome Zippy.

Thanks for sharing the link to your blog, SP.  Lots of great stuff there.  I like the different air games your running, your Cold War scenario and table, and the convoy action too.

I'm interested in hearing more about your campaign rules, and other mods, when/if you have the time to share them.



 

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