Second Front Report

Air Units

by Victor Hauser


Pre-Origins Update

By the time you read this, the maps should be at the printers, the final playtests well under way, the counters in the final layout stage, and the ground and naval OBs a millimeter away from 100% complete. The air OBs and ratings are undergoing their final development, and the rules booklet will be finalized last (to incorporate playtest feedback right up to the last minute).

This issue's SF report is focused on air-system material, with a focus on the Mediterranean Theater (complementing the previous material on the ground forces there). To start with, the following is the proposed, new air replacement system (draft Rule 25 in the SF playtest).

Draft SF Air Replacement System

During the course of the game, players regroup air units, receive reinforcements and replacements, and must withdraw air units. A player performs these air replacement activities within the framework of the air replacement cycle. A player's air replacement cycle consists of four consecutive game turns beginning with his I player turn of each odd-numbered month (Jan I, Mar I, May I, Jul I, Sep I, Nov I). All air replacement activities are performed during the player's initial phase. The air orders of battle list the reinforcements and replacements in the game.

The various activities occur as given in Sections A through D below. Each player follows these procedures separately for each of his nationalities.

A. Regrouping

Inoperative air units in the same hex may be regrouped. To be regrouped, the inoperative air units must be of the same model, version, and air force (e.g. RAF Spit 5). If this criteria cannot be met, then no regrouping is allowed in that hex.

For every grouping of two inoperative air units in a hex, the owning player places one in the eliminated box; the other air unit of that grouping becomes operative.

Regrouping does not require the expenditure of ARPs (Section D below).

B. Reinforcements

Players receive air reinforcements during the game. A player places his air reinforcements on the map during his initial phase, as specified on his air order of battle. Air reinforcements may be placed at a friendly, unisolated airbase whose current capacity is 1 or more, so long as for each air unit being withdrawn of a given type, a reinforcing air unit of the same type is placed at the airbase of the -withdrawing air unit.

Excess reinforcing air units of the same type, or reinforcements not being influenced by withdrawals, may be placed at the discretion of the owning player.

Example: The Allied player receives two P-38G, one P-51B, and two P-47D10 reinforcing air units and is required to withdraw three P-40N air units at the start of an air cycle in the MTO. Accordingly, three of the reinforcing fighters (owning player's choice) must be placed at the airbase(s) containing the three P-40Ns to be withdrawn. The remaining two fighter reinforcements may be placed at the Allied player's discretion.

Air reinforcements unable to enter play as specified are eliminated instead.

Each player may receive conditional air reinforcements. A player receives a conditional air reinforcement when he meets the conditions for its appearance. These air reinforcements and their conditions for arrival are listed on the air orders of battle.

C. Withdrawals

The air orders of battle occasionally require the players to withdraw air units from play. Whenever possible, an air unit being withdrawn must be operative. If no such air units are available, then inoperative air units may be withdrawn. Only if no operative and inoperative air units are available may an eliminated air unit be withdrawn. However, in all cases where inoperative and/or eliminated air units are withdrawn, the owning player must also expend replacements (Section D below) in sufficient quantity (and not subject to the normal limitations) to bring all such air units to operative status.

D. Replacements

Players receive air replacement points (ARPs), which replace eliminated air units and repair inoperative air units. A player receives and uses ARPs during his initial phase. ARPs are air force, component, and theater specific (see Rule 16B3).

The Allied player, for example, could not use USAAF ETO Tac ARPs to replace or repair any RAF, FAF, USN, FAA, or COBI air units, nor could he use them to replace or repair USAAF MTO air units; he could only use them to replace or repair USAAF air units assigned to the tactical air war in the ETO theater. A player may not spend more than 1/2 the ARPs (but always at least 1) he receives at the start of an air cycle in any single turn of that air cycle. Example: A player receives 7 ARPs at the start of an air cycle. He may spend no more than 3.5 ARPs (half of 7) in any turn of that air cycle.

ARPs not spent by a player during an air cycle may be partially accumulated for use during the next air cycle. One half, rounding quarters up to the nearest 1/2 ARP, may be carried over to the next air cycle and added to the player's new allotment of ARPs that cycle. Example: The Axis player ends an air cycle with 3.5 Luftwaffe ARPs remaining in the South Theater, of which 2 ARPs (rounding 1.75 to 2) are carried over to the new air cycle.

    1. Replacement. A player may spend one ARP to replace an air unit in his eliminated box. Remove the air unit to be replaced from the eliminated box and place it on the map as an air reinforcement. Replaced units are always operative. Special: Eliminated glider air units may never be replaced.

    2. Repair. A player may spend onehalf of an ARP to repair one of his inoperative air units. Spend the ARP and flip the air unit to its operative side. Note that inoperative gliders may be repaired. Special: In lieu of spending ARPs, a player may attempt to repair his inoperative air units by rolling a die. On a roll of 1, the air unit is repaired, on any other roll it remains inoperative. Exception: Repair rolls may not be made for air units at temporary airfields. A player who rolls to repair an air unit may not spend ARPs to repair that air unit in the same turn if the repair roll fails.

SF Draft Playtest Air OBs

The following air OBs cover the Mediterranean Theater from Jul 43-Dec 44. Reinforcing air units are indicated by positive integers. Air units withdrawn from play are indicated by negative integers. German air units in parentheses are conditional invasion- alarm units.

Also, several air-unit codes are different from what you may be familiar with:

    Code A - Those air units employing antitank cannon or rockets.
    Code F - Floatplanes or flying boats.
    Code M - Those air units employing anti-shipping missiles.
    Code T - Those air units equipped to carry torpedoes.

The concept of group allowance is not used by this air system. An air unit is either in play (operative, inoperative, or in the eliminated box) or not. This not only eliminates the need for extra counters, it also does away with the time-consuming process of dealing with the available, EFT, EET, and remnants boxes (culling, flushing, etc.).

Second Front Report


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