Aircraft Rules for WW1 Operational Games
Aircraft attacks commence on the hour every hour.
Aircraft must be given a flight plan to their target including the tables they will cross.
Aircraft must have orders; escort, recon, attack.
Unescorted bombers are automatically destroyed by fighters.
Fighters automatically drive off other fighters or in a 2:1 dogfight drive off one and are destroyed by the second.
Fighters shoot down balloons on an unmodified 4,5,6 (minus 1 if under AA fire).
In addition, all Machine Gun units could conduct AA fire and as Mark's aircraft crossed the French held tables they were shot at by every French MG.
So, I propose the following;
- Aircraft attacks commence as usual every hour, or half hour by the player holding the airfield table.
- The CinC will write a flight plan indicating the route to and from the target.
- All ground attacks will be from the direction of the table edge the aircraft enters from and parallel with the left and right side of the table edges.
- Any table crossed that has AA of 37mm or greater calibre can attack the passing aircraft.
- Any calibre of AA on the table that is within range of the final air attack can fire.
- Bombers attack up to six consecutive units of any type in a 12" x 2" beaten zone and fighter bombers/light attack aircraft attack up to 3 units (but only the first can be armoured) in a 6" x 1" beaten zone.
- The CinC must also give a mission to each aircraft; Bomb, Escort, CAP or Recon.
- Aircraft that encounter enemy CAP or Escort fighters will conduct arial combat - fighters cancel out other fighters or fighter bombers, 2x fighters will shoot down one fighter or fighter bomber, one fighter will shoot down bombers and spotter aircraft.
- Vehicles moving in the open
- Infantry moving in the open
- Artillery firing in the open
- Vehicles stationary in the open
Hopefully this should address Russ' concern that the aircraft attacks are too flexible and my concern that aircraft should be a potentially devastating weapon in a WW2 operational game. It should also give the CinC a more prominent role in operational management. With this in mind, I would also like to add the following rule;
- Each side can attack the other sides off table airfields. As this is simultaneous it doesn't matter if the defending aircraft is present or on a mission as this represents its base facilities and logistics. Off table attacks can be against single or multiple targets but each target gets a 40mm AA defence.
4 comments:
This is much better and tightens the loose ends up. I think you have covered everything pretty mcu spot on. The aircraft have been a major influence on all operational games to date and in some cases tipped the game despite ground actions going to plan or even pressing an advantage.
Hopefully these new rules will make the air attacks effective as they should be but not creating overwhelming advantages on the battlefield as they have done in some games.
Only addition I would add in writing is that in modern campaigns SAM launchers with large ranges should have the same ability as long range artillery to hit aircraft in neighbouring tables. But perhaps only those aircraft making a tactical strike ( the higher level where the lighter AA guns only bother them) not those that are making a ground strike at low level which whilst protected by nape of the earth become susceptible to the smaller calibre AA
I agree Jon but I think we will need an additional set of rules for moderns to cater for SAMs, drones, AWACs and look down avionics - its another level again!
That sounds spot on.
It will give the CandC total control over air power, with the front line commanders only able to request air support unless they pay for an FAO.
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