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Ju 87 in my game only has two damage points. I agree with you on the tail gunner, it should only get an free action against tailing aircraft I'm going to change that for next session.
As far as rank is concerned, no mechanics are involved. As the GM I get to play Fighter Command, and promotions are entirety up to me. Thus far, one pilot has been promoted mostly because he was the only character to survive two sessions.
I really can't see the players advancing past Squadron Leader, I want them in the air!
In both of these scenarios the Hurricanes came back with ammo. I have had Bf109s use all of their cannon ammo.
Wood and dope. Much of the Hurricanes fuselage is wood and fabric, 20mm cannons only inflict 1 point of damage.
I absolutely love this rule! It is really clever and atmospheric. I am not sure though if it isnt´t too powerful. It effectively negates the instakill 109s have... and personally I would never change my plane to Spitfire that can be instakilled. Compared to Hurricane it would be worse plane.
I've been thinking about altitude: is there a maximum amount of altitude tokens you can collect?
Altitude can also be tied in with the turn limit for sweeps on p.25: if the Luftwaffe is detected over the channel, the RAF will have time to climb before encountering them and can start combat with a number of altitude tokens, but if they are detected while already over southwest England, the RAF will not get the time to gain altitude.
Would it restore balance to add: A Hurricane is susceptible to fire. When it is hit for the second time, the pilot must roll a 5 or 6 to see if he survives, instead of the usual 4, 5 or 6.
When hit by cannon fire the aircraft only takes one hit if it rolls 4-6 on a D6.
Maybe a rule that emulates the short time that the 109s had over Britiain would be an interesting addition. In the first round of combat, there is almost no chance of them having to break off but as the fight goes on, the chance could go up. As soon as they have to try and escape, the British fighters would have their historical advantage manifested.
Civilians often encountered crashed planes and ejected pilots coming down on parachute from both sides. ...The country was flush with rumours of German pilots hiding out in the woods waiting to make their break to the sea.
Man, I love this.
I've got access to public records and pictures here in Sussex, as well as... hm... I guess you might call it "folklore" about that time; the recollections and anecdotes about "Back in The War" that get passed on in marriages, children and village pubs. Let me know if anyone's interested in this kind of information, I had waaay to many History lessons entitled "Dunkirk and the Battle of Britain" filled with hilarious stories from these golden oldies themselves - so I feel I could share.
Potemkin do you know if the Channel coast was evacuated of civilians during the battle?
Let me know if these musings are interesting, there's more.
I have written and translated few articles about possibility of invasion into England (Operation Sealion). Wonderful in this field was a wargame military scenario played in 1974 on Sandhurst (short summary here and some pictures here), where referees were high ranking veterans of WW2. It shows that notwithstanding the bad shape British army was in after having been heavy mauled in northern France, without gaining air superiority or naval dominance, the invasion was doomed to fail.
Wargames at Sandhurst, eh? You don't think they'd be at all biased towards the British Army at all, do you?
Ah, I have seen this! Isn't it that the Royal Navy is incredibly successful pincering the invasion fleet in the channel?
Either way it must be recognised that without the sacrifice of the Few, the Many would have suffered terribly (which, incidentally, would be a great title for a supplement detailing Civilian and Military NPCs and relationship maps - The Many) - the way Mouseguard has a "what you fight for" section).
Potemkin: Photos can I hopefully manage for now (I have already obtained permission to use some wonderful photos for North African add-on form book about it), but thanks for your offer. I am more interested about that "folklore" though... it might help us to add few thing about conflicts in Base phase...
Jason_Morningstar: I am watching and admiring Night Witches from afar and I am really looking forward to read it. I must say, you have picked a really powerful and difficult theme here.
Please consider me at your disposal. I'll gladly spin ideas for The Many indefinitely! After all, I'm their grandchild.
You know I'm going to hack both your games together soon-as, right?
I've also got The Few on my desktop now and am trying to find the time to hack it and get it onto the ground with infantrymen instead of pilots. Not sure it'll work, but the foundation seems to be there to try it anyway. The Few is excellent work.
I've also got The Few on my desktop now and am trying to find the time to hack it and get it onto the ground with infantrymen instead of pilots. Not sure it'll work, but the foundation seems to be there to try it anyway.
The Few is excellent work.
Macchi-Castoldi M.C.200AS SaettaMain Italian interceptor of the North Africa campaign. Notwithstanding the fact, that it was very agile and pleasant to fly with, its weaponry was absolutely inadequate and it lacked engine power. Special Rules- The plane has 12 points of ammunition.- It is joy to fly it, but its performance is simply not sufficient (engine is weak). It gives a -1 penalty to Piloting.- Plane has only two machine guns – in case of a hit, player must roll one six sided dice. Enemy is damaged only on roll 3-6, if result is 1-2, than enemy plane is not damaged (caused damage is not serious enough).Curtiss P-40 Warhawk (Tomahawk/Kittyhawk)This American-made interceptor was very powerful in low altitudes, but was slow when flown in higher altitudes. It was therefore not suitable for European theatre, but in North Africa where planes were flying lower, it was very successful and was able to stabilise the situation, until tropicalised Spitfires were available.Special Rules- The aircraft has 10 points of machine-gun.- It is very agile in lower altitudes, it gives bonus +1 to Piloting.- In higher altitudes it is poorly to pilot, so for every altitude token it has, it gets -1 penalty to Piloting.
I'm excited about the add-on! Looks good so far. We are only at the beginning of Adlertag (it is actually Aug 14) in my game so we have some time before Malta and the Western Desert but this is great.
Question regarding rules came up in our last session. When being tailed , can a pilot attempt to tail the aircraft that is tailing him? I snap judgement said yes, because nothing in the rules states otherwise. We decided that it represented a gamble, perhaps a head on attack or otherwise attempting a maneuver that would not get rid of the enemy's tailing bonus (so they would have it next round ) but grant the tailed a bonus if successful. What do you think?
Fiat CR. 42 Falco Although this agile biplane was an equal opponent for Gloster Gladiator, it stood no chance against more modern adversaries. Special Rules- The plane has 12 points of ammunition.- Because of its exceptional agility, it gives +1 bonus to Piloting.- Obsolete: This aircraft is hopelessly outdated and modern planes clearly outclass it. It uses all its special rules when fighting other obsolete aircraft. If fighting modern planes (all that do not have the Obsolete special rule) than it have -4 penalty to both Piloting and Shooting.Messerschmitt Bf 109 F („Friedrich“)Redesigned version of main Luftwaffe interceptor with new avionics and weaponry design. Little by little, the squadrons in Africa were equipped by this new plane. They were issued preferably to squadron leaders. In hands of an experienced pilot it was a deadly weapon, but mediocre pilots struggled with this new version more than with E version.Special rules:- The aircraft has 8 points of ammunition for both machine guns and cannon.- It gets +1 bonus to Piloting when trying to tail an opponent or shake him off, the Immelman or landing with the damaged plane. - Bf 109 F has two machine guns over engine and one 20 mm cannon firing through the rotor. It always fires all weapons, regardless if it is tailing someone or not. When it hits something, roll a single six-sided dice. On roll 5-6 the it causes 2 damage instead of typical 1 (meaning it shoots down an interceptor in a single hit), on roll 1-4 it causes only 1 point of damage.