R.O.E. Modern
Aircraft Combat

Gnatz Aircraft Combat System
Phase Three

By Kenneth M. Van Pelt


Welcome to the modern component of the Gnatz system. This section of the rules is highly "notional" because of the technical mass of information necessary to recreate modern air combat. When we as wargamers strike a balance between playable and reality, there are considerations that become necessary to address.

The first consideration we encountered was the vast superiority of modern combat missiles. One shot, one kill, is the modern equivalent of a dogfight. The technology available to the modern aviator is that good. This makes a recreational game based on this reality that bad. Put your model planes in position on the table. Roll dice for initiative. High die acquires target first. Roll percentile die, (98%) chance of hit=kill. Game over. Want to play again? It's fast.

Well naturally we couldn't walk away from this era because it still holds awesome technology and it just needs to be tweaked a little. Here is how you do it:

All of what follows is based on the Gnatz 1/700th scale aircraft rules. The 6'x8' table has a two inch hex pattern drawn onto its surface. The aircraft point at one of the hex junctions and use the line between hexes as their movement measure. Movement is accomplished along the hexside and the new hex entered is where pilots may make a facing change earned one for one. The hexes are considered to be 5nm (nautical miles) across.

The turn sequence runs as follows:

  1. Pilots plot their move segments on the control sheet by plugging one push pin into a maneuver and one push pin into the current altitude.
  2. All pilots roll D6 for initiative. Pilot skill will effect the outcome of this roll.
  3. Aircraft maneuver in the order of descending initiative scores. No bonuses for tailing aircraft.
  4. The active aircraft can resolve weapons fire along any point of his movement. The fire arc is the front two hexes of facing and the 60 degree arc that these create.
  5. Record ammo expenditure. Record damage to enemy aircraft.
  6. Repeat steps 3-5 until all aircraft have moved.
  7. Return to step one.

Creating a Playing Piece

This game is on a one-to-one ratio. The model plane and pilot represent one aircraft and crew. The aircraft control sheet is generic and intended to be photocopied and used for all aircraft despite the silhouette of the F15. Refer now to the Aircraft control sheet and we will tour the HUD. The silhouette includes the damage boxes of various aircraft components. Lose one box and the aircraft is shot down. The hit location chart is in the top right corner.

After a successful Target Acquisition roll (A Hit). Roll on this chart to find out where the damage is taken on the target craft. Pilot name is the name of the player and can include scenario research or nicknames of the crew.

Aircraft: is the type of jet being depicted in the game.

Armament: is currently set up for one-off games. This configuration would be top of the line intercept fighters for a one on one dogfight. It also allows the players to experience all of the gaming components in play.

Defensive: these are the die modifiers to the to hit roll (Target Acquisition.) Piloting skill is referenced from the chart. You may roll-up a PS roll or assign it for scenario specifics. Roll up works like this:

1D6Piloting SkillTo Hit modifier
6Hero-2
5Ace-1
4Veteran0
3Average-
2Recruit-
1Green-

ECM: electronic counter measures. If you know enough about a particular jet you may add these in. If not leave it at zero. Chaff is a decoy fired from a target to confuse incoming missiles. Chaff effects radar homing missiles. Flares are a decoy for heat seeking missiles. The maneuver boxes are below this and they are the same as used in Gnatz. However you will note that the IM, and ST maneuvers are available in all speeds. At the bottom of the sheet is the altitude band set in 0 through 12. This allows GMs to randomly encounter enemy craft with a 2D6 roll. That' a tour of the cockpit. Now lets look under the wings.

Weapons Fire: New Rules

The main combat weapon for this game will be the air intercept missile AIM. They are rated into three categories (Long, Medium, Short.) There are also cannon and bombs. The missiles fire into the forward 60 degree arc of the aircraft. Here is a breakdown of the game mechanics:

Descript.To Hit:Countered by:Damage
LAIM:4D6ECM, PS, Chaff1D6
MAIM:3D6ECM, PS, Chaff1D6
SAIM:2D6PS, Flares1D6
Cannon:1D6PS1pt.
Notes: ECM= electronic counter measure. PS= piloting skill. Chaff= anti-radar. Flares= anti- heat seeking.

The To hit reference is the die throw counting pips to target to get a lock on and hit. Die score is the number of hexes counted to the target. If you reach the target then a hit is scored. This roll is modified by all of the following game effects.

    Distance to target: 1 hex = 1pt.
    Altitude difference: 1 band = 1pt.
    Deflection: Missiles = -3, -2, -1 consult diagram.
    Deflection: Cannon = -2, -1 consult diagram.
    ECM: aircraft are rated at the following 0, -1, -2, -3. (GM design this into game based on research into the aircraft.)
    Piloting skill: 0, -1, -2 consult chart and aircraft control sheet.
    Chaff: Special: removes one die from the firing aircraft's target acquisition roll. If applicable.
    Flares: Special: removes one die from the firing aircraft's target acquisition roll. If applicable.

    Deflection and Field of Fire Diagram

Weapon damage is usually 1D6. If you roll a Target Acquisition and score a hit, first roll on the hit location table and tell the target player where the damage will occur. Then roll 1D6 and tell the target player how much damage that area takes. This will usually result in a kill but not always. An aircraft is killed when all of the hit locations are filled in on any one of its' component parts.

R.O.E. Aircraft Control Sheet

I will use the rest of this space to paste in some diagrams of game mechanics and the very useful and necessary bibliography. Check Six!

Bibliography

Fighter Wing. Tom Clancy. Berkley Books, New York 1995.
The Vital Guide To Military Aircraft. Ed. Sophearith Moeng. Airlife Publishing Ltd., England 1994.
Airborne Weapons of the West. Anthony M. Thornborough. Motorbooks International. Wisconsin, 1992.
The Power Series RED FLAG Air combat for the 1990's. Michael Skinner and George Hall. Motorbooks International, WI 1993.
Fighter Missions. Bill Gunston and Lindsay Peacock. Orion Books, New York 1989.


Back to Table of Contents Penny Whistle #32
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