Minimal Aerial Combatby Pete Jones Introduction Aircraft ENGINE:
Determines the maximum SPEED that an aircraft may travel. Each aircraft has four sides. They are Front (F), Left (L), Right (R) and Rear (R). Aircraft Turn Record: During the game, damage, speed, and movement is tracked for each aircraft using Aircraft Turn Records. At the beginning of the game, the aircrafts stats are entered on the Aircraft Turn Record. If an aircraft does not have a weapon on a particular side, fill in that oval. If an aircraft has ENGINE 4 then all but 4 of the ovals are filled in. The rest of the ovals are filled in when the aircraft takes damage. Aircraft
Design Different sizes of aircraft can be built. At the end of the page are some sample aircraft. Turn
Sequence
Before combat takes place, both players roll a die. The player with the highest die roll becomes player 1. Ties are re-rolled. Setup Needed for Play: A number of 6 sided die, aircraft counters or miniatures, and a tape measure. Movement Acceleration and Deceleration: Aircraft may accelerate or decelerate by 1 SPEED each turn. SPEED is written down in the Move Orders phase. Moving an aircraft: Aircraft may either move forward, turn left or turn right Each one of these movements costs 1 SPEED. For each SPEED moving forwards the aircraft moves 2 inches. Aircraft may not turn twice in a row, but must move at least 2 inches forward between turns. An aircraft must expend all of its SPEED in each turn, either by moving forward or turning. Turning: Imagine a clock face superimposed over the aircraft. The direction the aircraft is moving is twelve oclock, its rear is 6 oclock, its right is 3 oclock etc. An aircraft may turn 1 point on the clock face per 1 SPEED (the maximum permitted points turn is equal to half the possible maximum speed i.e. an aircraft with 2 speeds may turn 1 point on the clock, an aircraft with 4 SPEED may turn 2 points on the clock). Aircraft Movement Orders: All movement is plotted before any movement takes place. These Movement Orders are written on the Aircraft Turn Record during the Move Orders phase. Movement Orders are written down like "2L1". This means to move two SPEED forward (i.e. 4 inches) , turn one point to the left, then move 1 SPEED forward (i.e. 2 inches). This would cost 4 points of SPEED. Since all movement (direction and SPEED) is plotted before any aircraft move, both players may move their aircraft at the same time. Combat Firing arcs: The front gun may fire between 11 oclock and 1 oclock. The Left weapon may fire from 7 oclock to 11 oclock, the right weapon may fire from 1 oclock to 5 oclock and the rear weapon may fire from 7 oclock to 5 oclock. Range: All weapons have a normal range of 4 to 9 inches. Aircraft may fire at 10 to 12 inches, but with a -1 on the To-Hit Roll. Aircraft firing at 1 to 4 inches fire with a +1 on the To-Hit Roll. Range up to 1 inch is at +2 on the To-Hit Roll. To-Hit Roll: Once all of the above conditions have been met, roll 1 die for each weapon firing. If the die roll is equal to or less than the To-Hit of the firing aircraft (taking Range modifiers into effect), then the target aircraft has been hit. Damage: Each weapon delivers one hit of damage to the targeted aircraft. Roll 1 die. On a roll of 1-4, mark off one oval of FUSELAGE. On a roll of 5 mark off one oval of ENGINE. On a roll of 6, the weapon on that side of the targeted aircraft is destroyed. If there is no weapon on that side or the weapon is already destroyed, mark off one oval of FUSELAGE. All damage is applied immediately. Destruction: Any aircraft with no more ovals of FUSELAGE is considered destroyed. When an ENGINE is reduced to zero then the aircraft has no engine left and falls out of the sky and crashes. Use
of Counters "By using simple card counters one can set up a game in next to no time and get started. Most graphic programmes now have libraries of aircraft drawings available and the net has many aircraft pics which are easily downloadable so quite detailed airforces can be made up from scratch. Which brings me back to the rules and being able to use counters instead of models in air to air combat gives the possibility of not only using aircraft in large numbers for the first time, but also one can use obscure aircraft unavailable in kit form. " Aircraft Turn Record Aircraft Name: _______________________ Unit No: _____ ENGINE: O O O O O Weapons: F: O L: O R: O Rear: O Turn Speed Move Turn Speed Move 1 _____ __________ 16
_____ __________ Example aircraft:
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