*
Welcome, Guest. Please login or register.
December 03, 2024, 06:18:40 AM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
  • Total Members: 10740
  • Latest: Madmart
Stats
  • Total Posts: 1722207
  • Total Topics: 120561
  • Online Today: 485
  • Online Ever: 2235
  • (October 29, 2023, 01:32:45 AM)
Users Online

Recent

Author Topic: WW1 Dog-fights  (Read 3636 times)

Offline has.been

  • Galactic Brain
  • Posts: 8991
WW1 Dog-fights
« on: November 10, 2024, 01:35:49 PM »
San, aka DonkeyMilkMan (LAFer) came round & we had two games of WW1 Airplanes.
It was not a day to be a pilot!
In game one he shot down my French fighter pilot & even though I had already
downed his fighter escort, it left his bomber with a clear run on target.
Game One to the Bosh. :-[

Game two I came on with two British fighters. Sam again chose a fighter & a bomber.
He likes the idea of having a rear gunner.
This time victory went to the Allies, due to some games of chicken when they flew
straight at the Hun!
Much fun, & chat was had. A good day.
The rules, Escadrille,  fit onto two sides of a page (I like simple) & were written
many years ago by my friend Andy Taylor.
The playmat is by the excellent Deep Cut people.

Offline has.been

  • Galactic Brain
  • Posts: 8991
Re: WW1 Dog-fights
« Reply #1 on: November 10, 2024, 01:47:50 PM »
I forgot to mention, in case people are interested,
Game 1 = Neuport 28  V Fokker DVII & a Hannover
Game 2 = Two SE5a  V Fokker Triplane & a Roland.

Offline Dubar

  • Scientist
  • Posts: 309
Re: WW1 Dog-fights
« Reply #2 on: November 10, 2024, 07:31:13 PM »
Sounds like you guys had a blast!

I'm beginning to appreciate the rear gunner-types over the fighters that had 1 fuselage-mounted gun and 1 over-the-wing gun as well.

I'm still using my homemade rules, did your friend Andy put the Escadrille rules out of general consumption?  I'm finding it difficult to bring down a large bomber with pilot/rear gunner, even with a fighter that has 2 forward-firing MGs at twice the firepower.  Probably the way my rules are written...could be my tactics!!!
The crow flies at midnight

Offline has.been

  • Galactic Brain
  • Posts: 8991
Re: WW1 Dog-fights
« Reply #3 on: November 10, 2024, 08:33:31 PM »
I don't think Andy would have any problem with me letting people use the rules.

If I have got this scanning thing right they should now be attached.

Offline has.been

  • Galactic Brain
  • Posts: 8991
Re: WW1 Dog-fights
« Reply #4 on: November 10, 2024, 08:40:12 PM »
The bit I managed to cut off at the bottom of page 1 should say:-

Gunnery

Highest initiative fires first, then in descending order.
Target must be in sights (rear gunners in two seaters
must check this on roll of 4,5,6 for target to rear).
Firing costs 1 AP per burst, the number of which must
be declared before firing. Ranges are as follows:-

SHORT : 6 ins / MEDIUM : 18 ins / LONG : 36 ins.

Offline flatpack

  • Mastermind
  • Posts: 1548
  • Hiding in the shed
Re: WW1 Dog-fights
« Reply #5 on: November 10, 2024, 10:58:06 PM »
Looks fun.
Flatpack

Offline has.been

  • Galactic Brain
  • Posts: 8991
Re: WW1 Dog-fights
« Reply #6 on: November 11, 2024, 07:07:05 AM »
Thanks Bob, it was. :D

Offline Dubar

  • Scientist
  • Posts: 309
Re: WW1 Dog-fights
« Reply #7 on: November 11, 2024, 01:04:20 PM »
Yes, thanks much!!!  I like simple.  ;D

Offline Dubar

  • Scientist
  • Posts: 309
Re: WW1 Dog-fights
« Reply #8 on: November 11, 2024, 01:17:32 PM »
I said I like simple but my homemade rules are a bit more than that.  Here's the "meat" of my combat rules:

COMBAT
(Affects take effect at END of current turn)

1. Announce if aircraft is shooting a Short/Medium/Long Burst, then Roll 1D6
(see NOTE 1 prior to going to step 2)

NOTE 1: If a 6 was rolled: Roll 1D6 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

   If HIT, then Roll 1D6         Even roll      KILLED
                  Odd roll      INJURED

Mark on Aircraft Data Sheet whenever Pilot or Observer are hit and condition

2. For:    SHORT Burst - Mark 1 ammo box for each weapon/weapons fired (see NOTE 3)
   MEDIUM Burst - Mark 2 ammo boxes (see NOTE 3)
   LONG Burst - Mark 3 ammo boxes (see NOTES 2 and 3)

NOTE 2: If Long Burst Roll 1D6. If roll = 1 or 6 then gun(s) Jammed after firing (see steps 6, 7)

NOTE 3: When all ammo boxes are filled in, the weapon is Out Of Ammo (see steps 6, 7)

3. Apply the following Modifiers as applicable:
A)   -1 for each hex from shooter to target
B)   +1 for every 2 movement points (round up) shooter aircraft is faster than target (divide by 2)
C)   -1 for every 2 movement points (round up) shooter aircraft is slower than target (divide by 2)
D)   +1 for every Kill shooter has up to +5 (Ace Status)
E)   -1 for every Kill target has up to -5 (Ace Status)
F)   -2 for each wound the shooting Pilot and or Observer received (As Per NOTE 1)
G)    If Aircraft used a Single gun      If Aircraft used 2 Synchronized Guns
   +0 if shooting Short Burst         +2 if shooting Short Burst
   +1 if shooting Medium burst         +3 if Shooting Medium Burst
   +2 if shooting Long burst         +4 if shooting Long Burst

4. If result is greater than 0 after applying Modifiers A thru G, then that many HITS ARE SCORED. The resulting number of HITS is marked off on the target’s Damage Boxes.
For every 10 Damage Boxes filled, subtract 1 from movement distance and place appropriate Speed indicator on aircraft stand.  When all Damage Boxes are filled in, aircraft is destroyed.

5.  If Pilot was wounded, subtract 1 movement distance box for each wound received.

6. Out Of Ammo or Jammed: Place appropriate colored marker(s) on aircraft stand:
Out of Ammo (Pilot) = Light Red Marker      Out of Ammo (Observer) = Orange Marker
Jammed    (Pilot) = Black Marker      Jammed    (Observer) = White Marker

7. For PILOT: End of NEXT turn         For OBSERVER: End of CURRENT turn:
       Roll 1D6 to reload or clear jam. On a roll of 2, 3, 4, 5 weapon(s) is reloaded or jam cleared.  If    1 or 6    weapon(s) is still out of ammo or jammed.


I have individual AIRCRAFT DATA SHEETS I cobbled from various sources, mainly Canvas Eagles and my own imagination  o_o, that include the aircrafts speed (distance they can move) and numbers of hits they can take before going down in flames.

My written rules, with all the pertinent stuff not including the individual Aircraft Data Sheets, has grown to 6 pages, but this page is the only one I keep handy now that I've got the rest memorized.

Offline has.been

  • Galactic Brain
  • Posts: 8991
Re: WW1 Dog-fights
« Reply #9 on: November 11, 2024, 04:06:10 PM »
Thanks for sharing Dubar. :)

Offline Dubar

  • Scientist
  • Posts: 309
Re: WW1 Dog-fights
« Reply #10 on: November 11, 2024, 08:27:09 PM »
You're welcome!

Here's the Movement rules page:

MOVEMENT

1. Shuffle a deck of cards and deal each aircraft a card until deck is depleted and all aircraft have same number of cards (set any extra cards aside).  DO NOT SHUFFLE CARDS ONCE THEY ARE DEALT
2. Each aircraft plays top card in his hand, low card moves first (Ace is low). If cards are same, play in this order: Clubs, Diamonds, Hearts, Spades.  Discard once the cards are played for that turn.
3. Aircraft must use it’s FULL allotted movement each turn as determined by Aircraft Data Sheets, unless damage has reduced it’s speed, then use current speed.
4. An aircraft cannot end it’s move in a hex occupied by another aircraft unless that aircraft has not yet moved this turn.  Plan your moves accordingly!!!  Leave Marker in original hex until move is over.

TURNING & SLIPPING
1. Turning towards a new hex face/side requires 1 move forward then 1 move towards the face/side.
2. Slipping may be performed by moving into the adjacent hex that’s in a forward direction at the cost of 2 moves each hex.
3. If direction of turn or slip is changed (right to left or left to right) then aircraft must move forward 1 hex before changing direction.

FLYING OFF THE BOARD
1. If an aircraft’s movement takes it off the board, it has entered a cloud bank.  Mark the EXIT hex, aircraft cannot reenter until rolling 1D6 = 5 or 6 at end of turn.
2. If it can reenter the board:
a) Determine reentry hex by rolling 1d3 (1D6/2), result is number of hexes from exit hex
THEN
b) Determine if reentry hex is left or right of exit hex by rolling 1d6,
     if 1-3-5 it reenters left of the exit hex and if 2-4-6 it reenters right of the exit hex

And here's 2 pages of aircraft I have in my collection with Speed/Distance and amount of Damage each can take.

AIRCRAFT STATISTICS

PURPOSE = Reconnaissance = R      Bomber = B      Fighter = F

            
GERMANY         PURPOSE      MOVEMENT   GUNS           DAMAGE
                  (Speed+Maneuverability)

AEG C-IV            R/B      5+0=5      1 Fixed (Pilot) & 1 Flex (Obs)   38

ALBATROS C-XII         R      6+1=7      1 Fixed (Pilot) & 1 Flex (Obs)   41

ALBATROS D-II         F      6+2=8      2 Fixed (joined) (Pilot)      29

ALBATROS D-III         F      6+2=8      2 Fixed (joined) (Pilot)      30

ALBATROS D-Va         F      6+3=9      2 Fixed (joined) (Pilot)      30

FOKKER D-VI            F      6+3=9      2 Fixed (joined) (Pilot)      27

FOKKER D-VII            F      6+4=10      2 Fixed (joined) (Pilot)      27

FOKKER D-VIII            F      7+4=11      2 Fixed (joined) (Pilot)      24

FOKKER DR-1            F      6+2=8      2 Fixed (joined) (Pilot)      24

ROLAND D-VIb            F      6+3=9      2 Fixed (joined) (Pilot)      29

PFALZ D-XII            F      6+3=9      2 Fixed (joined) (Pilot)      28

PFALZ D-VIII            F      6+4=10      2 Fixed (joined) (Pilot)      28

SIEMANS-SCHUCKERT D-IV      F      6+4=10      2 Fixed (joined) (Pilot)      26

PFALZ DIIIa            F      6+2=8      2 Fixed (joined) (Pilot)      29

RUMPLER CIV            R      5+1=6      1 Fixed (Pilot) 1 Flex (Obs)   41

ROLAND DII            F      6+1=7      2 Fixed (joined) (Pilot)      31


(Speed was determined by taking 10% of max airspeed (mph) of actual aircraft data divided by 2)

(Maneuverability was determined by taking the number of maneuvers from Canvas Eagles Data Sheets divided by 2, then grouped into 5 groups: 7-10 =0, 11-14 =1, 15-18 =2, 19-22 =3, 23-26 =4)

(Movement was determined by adding Speed and Maneuverability)

(Damage determined by totals of damage boxes from Canvas Eagles Data Sheets divided by 2)










AIRCRAFT STATISTICS

PURPOSE = Reconnaissance = R      Bomber = B      Fighter = F



GREAT BRITAIN      PURPOSE      MOVEMENT   GUNS           DAMAGE
                  (Speed+Maneuverability)

AIRCO DH2            F      5+1=6      1 Fixed (Pilot)         31

AIRCO DH9            F/R      6+1=7      1 Fixed (Pilot) & 1 Flex (Obs)   41

BRISTOL F2b            F      6+2=8      1 Fixed (Pilot) & 1 Flex (Obs)   41

SE 5a               F      7+4=11      1 Fixed & 1 Wing Flex (Pilot)   29

SOPWITH TRIPLANE         F      6+2=8      1 Fixed (Pilot)         26

SOPWITH CAMEL         F      6+3=9      2 Fixed (joined) (Pilot)      26

SOPWITH PUP            F      6+3=9      1 Fixed (Pilot)         27

SOPWITH 1-1/2 STRUTTER      F/R      5+2=7      1 Fixed (Pilot) & 1 Flex (Obs)   33


FRANCE

NIEUPORT 17            F      6+4=10      1 Fixed & 1 Wing Fixed (Pilot)   23

BREGUET XIV            R/B      6+0=6      1 Fixed (Pilot) & 2 Flex (Obs)   34


U.S.A.

NIEUPORT 28            F      6+3=9      2 Fixed (joined) (Pilot)      24

SALMSON 2A2            R/B      6+1=7      1 Fixed (Pilot) & 2 Flex (Obs)   40

SPAD XIII            F      7+3=10      2 Fixed (joined) (Pilot)      29

ITALY

ANSALDO SVA5         R/B      7+3=10      2 Fixed (Pilot)         35

HANRIOT HD1            F      6+3=9      1 Fixed (Pilot)         25

(Speed was determined by taking 10% of max airspeed (mph) of actual aircraft data divided by 2)

(Maneuverability was determined by taking the number of maneuvers from Canvas Eagles Data Sheets divided by 2, then grouped into 5 groups: 7-10 =0, 11-14 =1, 15-18 =2, 19-22 =3, 23-26 =4)

(Movement was determined by adding Speed and Maneuverability)

(Damage determined by totals of damage boxes from Canvas Eagles Data Sheets divided by 2)


Sorry things don't lineup on here as they do on the typed sheets but it's all there.


I've made spreadsheets with the aircraft stats on them and laminated the sheets, then I cut each aircraft into separate "mini-sheets" that I use to play the game.  I use a dry-marker to mark off the blocks as they use up ammo and take damage.  If I can I'll post examples of what a sheet of 3 aircraft looks like, need to turn it into a jpeg file to make it look right.

Offline Dubar

  • Scientist
  • Posts: 309
Re: WW1 Dog-fights
« Reply #11 on: November 11, 2024, 08:35:16 PM »
Here's an example of what a single aircraft data sheet looks like for a Sopwith Camel:


Offline Dubar

  • Scientist
  • Posts: 309
Re: WW1 Dog-fights
« Reply #12 on: November 12, 2024, 01:12:37 PM »
Here's what a full 8.5x11 sheet of 3 aircraft looks like before I laminate it and cut them apart, so each aircraft data sheet ends up being approximately 3"x7.5"(75x190mm).  I also insert an image of each of my aircraft so I can tell them apart.


Offline flatpack

  • Mastermind
  • Posts: 1548
  • Hiding in the shed
Re: WW1 Dog-fights
« Reply #13 on: November 12, 2024, 11:41:26 PM »
Wow, 2 sets of simple ww1 air rules in one post.
Well done Pete…..and Dubar.

Offline Tom Dulski

  • Mad Scientist
  • Posts: 984
  • BOOKWORM
Re: WW1 Dog-fights
« Reply #14 on: November 13, 2024, 12:07:04 PM »

 damn those planes look great

 

Related Topics

  Subject / Started by Replies Last post
5 Replies
1601 Views
Last post December 09, 2012, 03:18:36 AM
by Marine0846
6 Replies
1766 Views
Last post March 31, 2014, 03:58:52 PM
by orm1
0 Replies
604 Views
Last post January 26, 2022, 12:51:06 AM
by agentbalzac
7 Replies
1426 Views
Last post August 22, 2024, 11:17:28 AM
by tikitang
5 Replies
2010 Views
Last post October 31, 2024, 01:42:26 PM
by Patrice