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Several years ago Avalon Hill
published an introductory air combat
game called Mustangs, which
covered fighter vs. fighter combat
during World War II. The relatively
simple mechanics of the game
made it easy to convert into a
miniatures game. While Avalon Hill
released an Expansion kit and
published several articles with
fighter stats in the General, they
never came out with any rules for
bombers. After spending a lot of time
playing fighter on fighter games, our
group decided that we needed to
figure out a way to include bombers
in our games and started working on
some bomber rules. The rules for
bombers have gone through several
revisions to get the correct feel. We
have found the following rules
provide the best balance for playing
games with bombers.
General Bomber
Rules:
Bombers move like other
aircraft, except that the Bombers
must indicate maneuvers and
altitude changes before all other
aircraft. Maneuver, speed, and
altitude information for the
bombers is given in the Bomber
Classes section below.
Bomber damage is noted and
allocated in the same manner
as the Mustangs optional
damage rules (Rule 13b),
except that the bomber defense
factor is not reduced for each
hit.
When attacking a bomber, the
fighter gets a +1 big target
bonus for each engine on the
bomber (Example: when
attacking an Italian SM-79
bomber
which has 3 engines the
attacking plane gets a +3
bonus). Exception: fighters
armed exclusively with 30mm
cannon do not get this bonus.
For each hit by a fighter
armed exclusively with 30mm
cannon, mark off two boxes for
the area that is hit on the bomber.
Skilled Pilot Attack Option:
Experienced or Ace pilots that
are attacking a bomber head-on
or directly from the rear may use
this option. If this option is
selected, the attacking fighter
does not use the big target
bonus modifier (all other
modifiers still apply), but may
choose the area hit by the attack.
The fighter may choose
Engines, Fuel (tail only), or crew
(head-on only). However, if the
bomber rolls an unmodified 10
for the defense roll it is an
automatic miss.
Bombers can fire their
defensive guns each impulse,
even if the bomber or no other
planes move in the impulse.
Note: For simplicity, in these
rules bomber gunnery focuses
on the chance that an attacking
fighter will be hit by making one
roll for each fighter rather than
having a bomber attack with
each gun or turret.
When bombers attack an
enemy fighter, a die is rolled for
each fighter in range of any
bomber (not for each bomber
that can shoot at the fighter). The
type of die rolled for the bomber
attack depends on the Bomber
Class and the position of the
fighter. If a fighter is in range to
more than one bomber, the die
type used is the one that is the
most advantageous for the
bombers. The player controlling
the bombers rolls the appropriate die type. If the
result is a 1, the fighter takes at least
one hit. The fighter may take more
hits depending on the bomber class
and proximity to other bombers, see
the appropriate Bomber Class
section below for more information
on the damage done by bombers. If
the fighter being attacked is jet or
rocket powered, the next higher
type of die is used, but never more
than a D20. The die types used for
bomber attacks are (from lowest to
highest) D8 - D10 - D12 D20.
A bomber is crippled if it takes
1/2 or more hits in any one area.
Bombers that are crippled must
jettison their bomb load, have their
maximum speeds reduced by one,
have their gunnery reduced as
described in the appropriate Bomber
Class section below, and must dive
at least one level during the next
Change Phase.
Fires: when damage causes a
bomber to catch fire, the normal
Mustangs rules for putting out
fires during the Change Phase are
used. However, a bomber is not
automatically destroyed if it
does not put out the fire. Instead the
burning bomber takes an extra hit in
the area that is on fire (Example: a
bomber that caught fire due to an
engine hit would take another engine
hit if it was unable to put out the
fire). If the fire destroys the last hit
for the area that is on fire, the
bomber is destroyed. Bombers may
only dive 2 levels when trying to put
out fires, except for Single Engine
Light Bombers, which may dive 3
levels (use the Dive 2 Levels chart
for speed changes).
Bomber Classes:
We have broken the bombers of
World War II into eight general classes.
This means that some subtle distinctions
between bombers may be lost when
using these rules. The Bomber Classes
are: Single Engine Light Bombers,
Obsolescent Bombers, Fast Medium
Bombers, Medium Bombers, Late War
Medium Bombers, Early Fortress Heavy
Bombers, Late Fortress Heavy Bombers,
Superfortress Bombers. Each class has
characteristics and special rules
associated with it. Each of these classes
and examples of planes are given below.
Bombers Charts and Tables (extremely slow: 569K)
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© Copyright 2000 by Northwest Historical Miniature Gaming Society
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