I had some concerns about using the template on an 8 x 8 portable wargame board. I worried that the move distances would allow the planes to fly off the board too easily. It recently dawned on me that I could adopt the A&A approach whereby a slow maneuver moves 0 spaces, a cruise moves 1, and a fast moves 2 (instead of 1, 2, and 3). While it seems weird that a plane can move 0 spaces, I explain it on the grounds that the plane models are actually oversized with respect to the ground scale. Therefore, when a plane moves 0 it is actually flying very slowly through the space and did not exit during the turn.
This experiment was run on an 8 by 8 board gridded with offset squares. The template was greatly simplified:
The simpler template made automating the enemy a lot simpler. I also added a feature where the planes can make a pilot check to add an extra space on a fast move or turn an extra side.
Combat was similar to my WISER rules - roll a certain number of D6s (depending on the situation) with hits on a 4+. The target gets to make saving rolls. Three hits will destroy a plane.
Game Report
An SE-5a spots a Fokker in the distance.
The Fokker is unaware of its impending doom.
It sees the enemy and turns. Too late! The SE-5a riddles the Fokker and damages it.
Yet the Fokker manages to outmaneuver the Brit and get in a shot. It misses.
The SE-5a flies into a cloud as the Fokker zooms past.
The SE-5a pursues.
The Fokker turns upon its pursuer.
And gets the better of the confrontation.
The Fokker now tries to line up a shot.
But the Brit pulls away.
And turns back into the fray.
But the Fokker manages to escape.
Analysis
I felt that the rules generally worked well for my purposes. Maneuvering was simple and quick. The pilot rolls added a great deal of flexibility to movement. They also added uncertainty, which is great for solo gaming! I think I still need to fiddle with the combat rules, especially how many dice the planes get.
Despite being pleased with this experiment, these rules will go on hold for now. I really enjoyed Spandau and Lewis and plan to give those rules a thorough trial.
Part of the fun of air warfare is the difference between the aircraft; how does this set of rules cover that? It seems that they all have the same manuever ability, firing capability and resilience.
ReplyDeleteI don't have everything completely set yet, but I'm planning some ways to distinguish between aircraft:
ReplyDelete1. Pilot check rolls for speed and maneuvers will be modified by the aircraft. For example, maneuverable aircraft like the Camel and Fokker might get a +1 bonus to the roll.
2. The base number of combat dice will depend on the plane (or more specifically the number of machine guns on the plane)
3. I will vary the number of hits depending on resilience.
I thought the S&L combat rules worked quite well so I'm tempted to use them!