by Lion's Den Wargaming
Getting StartedThe first item on your check list should be a selection of 1/72nd scale aircraft. For this particular article you'll need four each of the following models, the Supermarine Spitfire Mk.Ia and the Messerschmitt Me-109E. If you have the previous issue of The Penny Whistle, then you have the instructions on how to assemble your models and make flight stands for the game. You will also need some 12 gauge insulated copper wire. Cut the wire into 5" lengths and straighten. The wire pieces are used to connect the model to the flight stand. Once the stand is in the ground with the model attached, you can bend the wire to simulate a turn, climb, roll, and so on. An aircraft is not much good without a cockpit. We use a cardboard box like you get with a case of canned soda pop. A word of advise on this (experience in the field) is to add an additional layer of cardboard to the bottom of the box. This way the push pins won't poke through and tweak your fingers. Speaking of push pins, multicolored push pins are used on the control sheets. One set denotes altitude and the other represents the speed and maneuver that the aircraft is performing. Pins can also help hold down your control sheet in the cockpit. A dozen or so yardsticks will help several phyers move their aircraft at the same time. Several six sided dice so that each player has an abundant supply will help the game speed along smoothly. Also, don't leave out the ever popular pencils, a tape measure, and a way to mark the game area boundaries. The control sheets and turn indicators are provided for photocopy purposes. Take the turn indicator sheets and glue them down to some thick artist mat board after you copy them I use photo mount spray adhesive, but be careful, this stuff will stick when you least expect it. Last but not least, is the game area. This could be your backyard, a local park, or anyphce you have access to a well kept open area. Please ask permission before venturing off to battlefields other than your own. Courtesy will go a long way. Some optional items, but well worth the investment are bug spray and sunblock. Pre-Flight InstructionsFirst order of business is to establish a Flight Leader. The Flight Leader is the commanding officer of the unit. To detennine the Flight Leader, all pilots on your side roll 1D6. The highest score wins the title of Flight Leader. Any ties are re-rolled until a winner is determined. The second highest score will become the Flight Leader's Wingman. A Wingman will take the Flight Leaders position is case he is shot down. The third highest score will be in charge of the first section of the flight. He will take charge if the first two are lost The fourth highest score becomes his Wingman. The process continues until all positions are filled. Starting positions are decided next. In the scenario provided your starting positions are predetermined, but you may alter this to suit your fancy. Any scenario that you want to play should have starting positions for both sides that include altitude and speed limitations if you so desire. The tum sequence revolves as follows. Dogfights were usually quick and deadly, each tum segment represents mere seconds in game time. Before the first turn, each side must plot their movement for that turn. PLOT FOR THE TURNEach pilot must plot his movement for the turn. This includes the maneuver to be attempted and the altitude at which the aircraft is at. On the first turn both sets of push pins should be set accordingly. After the first turn is over and you are plotting for the next turn, leave one set of pins in the original position. The other set of pins are to be used to denote your intentions for the next turn. What this illustrates is the chance that an opposing pilot will get his turn before you do. Any attacks made against you will be effected by what you did last turn, due to the fact that you have not had your turn yet. Conversely, if you should go first, then you may use your new "flight plan" and attack for this turn. When plotting a turn, you may only move from one group box to an adjacent box. The illustration below should demonstrate. INITIATIVEAfter the maneuvers have been plotted, each Flight Leader rolls 1D6. The highest score wins initiative and he may choose whether or not to take his turn first. MOVEMENTWhen initiative has been resolved, movement proceeds. There are two methods in which to resolve movement. The first, if the game is small, is to move all aircraft on one side at the same time. The second method, for games with eight or more aircraft, is to divide the flight into equal halves or sections. Pick which section you wish to move first. When your movement is complete, your opponent moves his first section. Then you may move your second section, and then his. To move the aircraft, place a yardstick on the ground in front of the flight stick. The yardstick should be pointed in the same direction as the arrow on the flight stick disc. This is one segment of movement. Depending upon the selected maneuver and speed for the turn, you may add more yardsticks to the first by butting them end to end. Each maneuver group has the minimum and maximum turning degrees indicated on the control sheet. For example, the pilot of a Spitfire Mk. Ia moving level at top speed, will place three yardsticks end to end to represent movement for the turn. If you choose a turn maneuver, take the turn indicator and piece it at the end of each yardstick. The illustration at right will help. Pilots may choose to use all or only part of the allotted turn degrees' but you must stay within the confines of the maneuver group selected. You may also turn at the beginning or end of your movement. Maneuvers are explained in a later section of the rules. An aircraft that has positioned itself behind an opponent and is at the same altitude or one altitude band higher or lower, may claim a "tailing maneuver". The trailing aircraft can then wait to see what the lead aircraft is going to do. The pilot of the lead aircraft must then relate, however not specifically, to the other pilot what the aircraft appears to be doing. For example, the lead pilot could say "the rudder is turning to the left". The trailing pilot can then readjust his plotting for the turn to react to this information. This is the only exception to the rule on plotting for a turn! Aircraft which are out of control always move before any other aircraft. The pilots of these planes are to concerned with regaining control that their actions will not effect game play. In the case of two or more planes out of control, don't worry, they all move simultaneously. WEAPONS FIREPilots may fire any or all weapons once from any point along their flight line. Fire arc is from 0 to 20 degrees. Weapons fire consists of rolling the appropriate number of "weapons" dice for the weapons on your aircraft, that number is located on the aircraft control sheet. Total the roll of the weapons dice, this becomes the total number of feet which the shot will "reach out" from your aircraft. Take the tape measure and draw the straightest line between your aircraft and the target. If the target lies within the set distance of your weapons dice, then you have scored a hit! A miss occurs when the target is beyond the distance you have rolled. You may target an opponents aircraft if it is in the same altitude band, or two altitude bands higher or lower. Use the following chart to modify your dice roll for weapons fire.
Weapons fire may also be effened by the type of maneuver a target aircraft is performing. Refer to the chart below for additional modifiers to your weapons fire.
The rolling effect of a target aircraft can be offset by a roll maneuver of your own. If both pilots are moving at the same rate of speed, then the rolling effect has been canceled and no modifier is applied for the role However, if both aircraft roll at different speeds, subtract the lower speed from the higher speed. The total then becomes the modifier for the roll. Targeting a jinking aircraft only effects the pilot of the attacking aircraft. The pilot of a jinking aircraft may target an opponent without modifiers. DAMAGEWhen an aircraft is hit with gunfire, damage will undoubtedly occur. When you damage an opponents aircraft refer to your control sheet of your plane. You will see sections that cover weapons, damage, and hit locations. The weapons section covers the type of armament your plane carries. Also you will find the amount of damage each weapon inflicts and the number of weapons dice you roll to fire them. Please note that you may be rolling two sets of dice for the different weapons on the aircraft. On the damage table you are given the location of the weapons. The amount of damage is generated by rolling 2D6 and consulting the chart given for the particular situation. Remember that if only one set of guns hit, then you must adjust the damage according to the chart that applies to the situation. Hit locations for damage determine where the shot landed on the target. Again roll 2D6, refer to the chart for the location on the target aircraft and apply the total damage to the section indicated. All damage from the attacking aircraft is distributed to that section of the plane, the only exception being the wings. If a wing is hit on one turn, and is again hit on the next or following turns, the pilot may allocate the damage to the opposite side of the aircraft to avoid significant damage to one side or the other. Record ammunition consumption on your control sheet. If an aircraft receives damage that equals or exceeds the total number of hits for that section, then the section is destroyed and the aircraft plummets to earth.! Any remaining damage is transferred inward to the next section (follow the arrows on your control sheets) with an additional 1D6 worth of damage to that section. This represents the fact that a huge part of your plane has just been blown off. Once an aircraft has lost more than half of the total hits for a section, any weapons in that section are either destroyed or jammed. Roll 1D6. A result of a 1, 2, 3, or 4, destroys the gun. A 5 or 6 and the gun is jammed and may be repaired back at your airbase. To return to your airbase for repairs or to rearm your guns requires that you leave the playing field on the same side you entered. If for some reason you do not or are pushed outside the boundaries, then you are considered lost and out of the game. Weapons are rearmed in one turn, which means you sit out one turn and then fly back into the fray on the next. Damage is repaired by rolling 2D6 each turn you're grounded and allocating that score to any part of the plane you see fit. Once you have repaired any or all of the damage you wish, then you may rejoin your fellow pilots, who have probably been wondering where on earth you've been! SKILL TEST DUE TO DAMAGEPilots must make a skill test whenever their aircraft is damaged. A pilot's skill (which will be explained later) can often be the difference between a safe return home or a quick ride into oblivion! There are a total of three hits that can be allocated, each increasing in severity. If a pilot is lucky enough to survive all three hits, he must immediately exit his side of the playing field. When your aircraft receives damage follow the procedure below and good luck. STEP PROCEDURE 1. Roll 1D6 against your pilot skill. If you score that number or lower, the test succeeds and you may move on to STEP 2. If the test fails you must move on to STEP 3. 2After the turn you can plot for the next turn with no ill effects to your aircraft. 3If you fail your pilot shall test, your aircraft will become out of control. Refer to the OUT OF CONTROL CHART below. An aircraft will react to damage in different spanners depending on the area of the aircraft that is effected. When your aircraft goes out of control use the following chart:
When a pilot is hit and suffers a '`blackout", roll 1D6. If a score of 1 is rolled, the aircraftt will climb straight ahead at the current speed. A score of a 2 or 3 puts the plane in a dive to the left and a score of 4 or 5 makes it dive to the right. The aircraft will dive straight ahead on a score of a 6. If the pilot fails to wake up, the plane will continue on the same course until it hits the ground or the pilot revives. A diving aircraft has the possibility to slip into an overdive or stall under these conditions, both of which are explained later. With the exception of a blackout, a pilot can attempt to regain control of his plane on the following turn. After the turn in which he went out of control, the pilot plots his next turn as normal. During the compulsory movement phase, the pilot rolls a skill test to regain control. If successful the pilot can move his plane as normal, however the effects of the damage remain. A failed test results in the aircraft continuing on its previous course. To avoid a fire, roll 1D6 and score the appropriate number or higher for the test in question. Pilot skill levels can modify the results of the above tests. PILOT SKIILLPilot skill rolls are representative of the pilot's flying talent. Most pilots were highly trained and very effective in combat situations. However, a few pilots rose above the status quo and became top in their field of endeavor.. They were known as ACES. There are two ways to decide pilot skill level for the game. The quick method for on the spot games is to roll 1D6. A score of 1 acquires you a RECRUIT. If you roll a 2, 3, or 4, then you pilot is a VETERAN. A score of 5 or 6 will let you pilot your plane with an ACE. The other method is more for a campaign type setting where you could start the players out on the same level, preferably at the RECRUIT level. With this method a pilot's skill level will increase with performance, allowing the pilot to advance his career. The following list explains the different skill levels and the requirements that apply.
FLIGHT INSTRUCTIONSThe list of flight maneuvers below may be chosen by a pilot for any turn. Maneuvers listed with an asterisk may only be performed at TOP SPEED on your control sheet. Certain aircraft will have special handling instructions written on the control sheet, pay close attention to these changes.
STALLS AND OVERDIVEA stalling aircraft will automatically dive on its following turn. Phce the movement pin into the DIVE position one increment slower than the current speed. Roll 1D6 to indicate the number of altitude bands that the aircraft will dive on the nest turn. If the result causes an overdive, the pilot must make a successful pilot skill test. If the test is a success, the pilot may regain control of his plane on the next turn. If the test fails, the aircraft will continue to plummet on the next turn, adding 1D6-3 to the dive rate. The pilot may move his maneuver pins to any of the other dive positions and the control sheet when plotting for the turn after the initial stall. If this cancels out the overdive, the pilot receives a +2 to his pilot skill test. Start the process over again until the pilot passes the skill test or he hits the ground. To avoid an overdive in a normal dive situation, roll a pilot skill test, but subtract -1 from the total for every altitude band that exceeds the safe limit for the speed selected. If the pilot succeeds, he may pull out next turn. If not the aircraft will continue to dive, adding 1D6-3 to the dive rate. This will continue each turn as above. More Fighter Command Back to Table of Contents Penny Whistle #31 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 |