By Kenneth M. Van Pelt Series: 010797
Based on the Gnatz 1/700th scale World War Two Air combat system. Introduction Swarm rules will allow each player to control full flights of modeled aircraft. Each 1/700th scale model on the game surface will represent a squadron of airplanes. They are modeled and based as in the Gnatz game system. Movement is the same as in Gnatz. The control sheets for the aircraft playing pieces are very abbreviated versions of the Gnatz control sheet. Instead of the aircraft schematic across the bottom of the sheet, there is a series of pips or hit points with the relative firepower at intervals as losses are taken. Other game mechanics that are similar include the movement pins that indicate a plotted movement speed and altitude. These are plotted for each squadron. The dice roll for firepower is counted out to the target aircraft to determine hits although in Swarm the aircraft has a fire arc that extends out the front facing on the hex sheet. One hex on the table is equal to one hundred yards. This air to air combat game is played on a six by eight foot table. The playing surface has a hex pattern drawn onto a table cloth. The hex map is on blue cloth and the hex size is 2 inches across. The aircraft are 1/700th scale mounted on one inch by one inch wooden bases. The aircraft are mounted on clear plastic supports about three inches tall. The model aircraft are mounted on the wooden base so that they point to one of the squares corners. This creates a diamond (square) wooden base. During the game the aircraft are situated on the hex map so that the diamond move base is pointing toward one of the hexes comers or junctions. Move segments follow the hexside (line) they are facing and end movement in the new hex. In this new hex the pilot may make a facing change -- following all of the guidelines listed below. The Swarm Control Sheet: The Swarm control sheet has eight locations for squadrons. The name of the squadron is written in the space provided. The control number on the base of the aircraft model is recorded in the flight number space. Place the control sheet over a piece of corrugated cardboard and put two thumbtacks in each squadron in play. One tack will record speed and maneuvers and one will mark altitude. The relative firepower of the squadron is recorded by filling in the O's or hit points. As game damage or scenario design dictate the firepower diminishes from left to right taking the firepower rating from 3D6 to 2D6 and finally down to 1D6. When all the O's are filled in the squadron is no longer combat effective. Sequence: 1. Squadrons plot their Move Segments on the control sheets by plugging the push pin into
a Maneuver. This is also the time to adjust the altitude band.
Plotting Maneuvers On the Swarm sheet, the maneuvers are Left (L), Straight (S), and Right (R). The speeds are fast (3) hexes, cruising (2) hexes, and slow (1) hex. The altitudes are High (H), Medium (M), and Low (L). At the start of a scenario your planes will most likely be flying at a specified altitude and speed. A good place to begin maneuvers would be cruising speed straight. The maneuver tack would be in the center of the squadrons plotting board (On the 2nd line, S letter.) Altitude would be at the discretion of the flight commander, let's say Low altitude, (the tack will be in the L letter.) To generate a new maneuver you are allowed to move the tack one space on the plotting board to any adjacent maneuver. Our previous example (2,S,L), could move his tacks to (3,R,M). Our example squadron has altered course from cruising straight to climbing fast right. When the initiative roll makes this the active squadron the player will move the model accordingly. Moving Aircraft When a squadrons initiative roll makes it the active player, it is time to move the model according to the plotted move. The diamond base of the model should be pointing to one of the hexes comers. The aircraft moves by following the line or hexside between the two front hexes. The model is placed in the new hex at the end of this line segment. In this new hex the owning player is allowed to make a facing change if it is part of his plotted move. Facing changes are earned 1 for 1. You may change one hexside facing for every segment forward you have moved. If you plot a L or R maneuver you must make at least one change of facing during the move. Facing changes may be saved to use at any point of the current turn only. Targeting and Firepower Swarm squadrons fire at enemy targets within the same altitude level. The field of fire extends forward inclusive of the occupied hex along an arc sixty degrees wide. The two forward hexes and the line out from the facing of the model indicate the field of fire. (See diagram.) Firepower is referenced on the squadrons plotting board: 3D6, 2D6, or 1D6. Each die is a separate attack. Roll the appropriate dice and count the attacks from the firing aircraft to the target. If the roll equals or exceeds the distance to the target then damage has occurred. The target squadron will now roll evasive saving rolls for the attacks that scored. Use the following chart based on 1D6 and the distance to the target.
If the evasive save roll is successful the squadron has been shot up. however, the damage is not sufficient enough to record a loss of aircraft. If the evasive roll fails, the target squadron records the loss of aircraft by filling in one of the O's on the plotting roster. Damage is recorded left to right. When all the pips are marked off the squadron is no longer combat effective and is removed from play. Addendum: Bombing and low level attacks. Altitude: High hit on ID6 roll of 6. Medium 5+, Low 4+. Roll once for each pip on bombers. Aircraft at low level may attack ground targets. Squadron firepower/combat strength: It is possible and perhaps desirable that scenarios be designed with squadrons not at full power on the plotting board. Situations will dictate that squadrons who flew historically weaker aircraft should be down graded in the firepower stats. Formations with proven battle records or a high percentage of aces should be stronger in scenarios than average squadrons. Probably a good place to start an average squadron would be in the 2D6 power range and adjust up or down for historical situations. Altitude: There is the recognized ability for planes to out climb and elude pursuers. There is no allowance for this in the current rules. Game masters should consider this aspect on a scenario basis and inform me of any developments in this area. Cloud Cover: Limited visibility scenarios can be created by declaring a visibility range in a scenario. Planes without eye contact should plot movement for a series of turns. (Suggest 3 to 6 turns of plotting.) Augmenting Evasive Saving Rolls: Historical performance gives evidence for aircraft that were extremely durable and able to absorb a lot of punishment. It is plausible in certain scenarios to award a +1 to the die roll of evasive saves for durable aircraft. Rear firing aircraft: In scenarios that include aircraft with a tail gunner or turret armament, allow the aircraft one attack per turn at any rear or side fire arc permissible. This attack is a 1D6 attack and is in addition to the regular attack feature of the aircraft. Air Speed: The working format is one hex forward for every 150 MPH. Speed one is 150mph; speed two= 300mph; speed three= 450mph. If a scenario includes planes that were slower than these speeds, simply cross of the squadron plotting board the disallowed speeds. Back to Table of Contents Penny Whistle #29 Back to Penny Whistle List of Issues Back to MagWeb Master Magazine List © Copyright 1997 by Lion's Den Publications. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |