I ran another game using my homebrew rules.
The Mission
Blue is the player side.
The mission is an intercept. Blue must stop the bombers.
Forces:
- Blue - 2 advanced* fighters with average pilots
- Red - 2 medium bombers and 1 advanced escort with an average pilot
* I classify fighters as poor, average, or advanced. Aircraft quality modifies maneuver rolls.
Mission Report
Blue spots the enemy and engages.
Blue 1 takes on the escort. It's shots rattle the pilot.
Blue 2 goes for the bombers and damages one.
But the escort gets on Blue 2's tail. It's shots rattle Blue 2 but he still manages to shoot down a bomber.
AA hits the bomber. It comes crashing down without releasing its payload.
Victory for the Blue team.
Victory for the Blue team.
GAME NOTES
I tried a different mission this time, but I don't yet have rules for bombers. I had to improvise as the game wore on. Here are some notes on these rules.
- I did not roll for bombers. Instead, I assumed they roll a 2. The upshot to this is that fighters
- don't get a shot if they roll 1-2 for maneuvering
- get a side shot if they roll 3
- get a tailing shot if they roll 4-6
- I'm thinking of modifying it so the fighters only get a side shot on a 4. This means that bombers effectively would have a 2.5 for their maneuvering roll.
- Bombers rolled for defensive fire before fighters roll an attack. They need to roll a 5-6 against tailing fighters or a 6 vs fighters taking a side shot.
- Bombers could take 3 damage.
- I rolled randomly to see how many turns it would take for the bomber to reach the target. I forget what I rolled, but for the future I'm thinking D6 + x number of turns. I haven't decided what x should be.
- Once over the target, bombers face anti-aircraft fire. In this case, I rolled a single D6. I scored a 6 so that definitely hit. I haven't decided what the target number should be but I will probably use the same rules as my bomb run game.
- Obviously, I did not have to determine how to work bombing this game. Again, I may re-use my bomb run rules.