Dawn Patrol

WWII Scenario

By Jon Haworth


"We were making our way out on a routine morning patrol, when we noticed six Japanese planes circling at 10:00 low. It appeared that they must have been waiting for something other than use because we had them at full surprise. I radioed to my section leader that we were going to jump them and see what damage we could do. All I could think about at this point was the 'bounty.' A quick check to our flank and rear for more Zeros, then we pointed our Warhawks toward the waiting prey.

I lined up the two nearest planes, they seemed to be at about 8,000 feet. As I came in, I noticed that the other Zeros in the group had caught our ruse and began to react. It was too late, however for the plane that me and my wingman had picked out. As we dove by, I released a burst that tore through the wing roots of the enemy plane. I heard my wingman through my headset as he ripped up the wing and part of the tail.

Once we were clear, we pulled up only to find two more Zeros directly in front of us! Luck was with us, because toe enemy failed to notice that we were about to slice open their underbellies. Two more gun bursts found another Zero smoking and out of control. We rolled to the left to get some distance, when we realized that my section leader and his wingman were in trouble.

Before we could pull around to engage and help, The remaining Zeros had swarmed Lt. Bergman and his wingman. I could only watch as Bergman's plane rolled and then spiraled toward the ground. I knew we needed reinforcements, so I radioed for help. This could be a long day."

--CAPT. JON M. HAWORTH, 13TH PURSUIT SQUADRON-LDW

Tradition has an important roll in the aspect of warfare. Time honored rituals and uniforms have made for some of the finest battles through history. Knights of old used to raise their helmet visors in battle to ensure that the opponent that they were about to face was not their comrade, this gesture led to the salute. They also had a code of honor that passed on through time to the twentieth century. Stories of pilots from both sides in World War II flying alongside a crippled enemy plane until it reached a safe point were not that uncommon.

In wargaming, tradition lends so much to a game. When we get together for our annual 4th of July Dawn Patrol, you could say that its becoming a tradition. Thanks to guys like Alex Bergman, Brad Bergman, Mark Cooper, Carl Lathrop and Ken Van Pelt who give up their holiday morning to "fly" a mission, its always fun.

We started the game with Alex and myself piloting two P-40s each, Brad, Carl and Ken each choose two Zeros apiece, for a six on four scenario. The Japanese had to set up their force in a pre-designated area of the game field. Using a random dice roll (impromptu rule) for position and since we had the luxury of moving first, Alex and I lined up our planes for a "bump and run" attack. Diving in from a higher altitude in a tight formation, we saw our opportunity to rake one of the enemy planes. The attack was successful as we hit the wings and the pilot lost control. Pulling up out of the dive, I came across another pair of Zeros and fired at them also, again scoring a hit.

Unfortunately our group had become separated and Alex found himself in a pickle. I must commend Alex on his "flying" skills, for he was a fly on a hornets nest of Zeros! Luck would not hold as he lost his wingman, then two turns later was shot down himself.

Reinforcements arrived in the form of Cooper's Squadron, as two fresh P-40s "flew" onto the field. Not a bit to late as I had lost my wingman and was in an evasive mode by then. With their presence, another Zero was hit and made a hasty retreat, but the outcome of the battle was given assuredly to the Japanese that day. As for an individual winner, Brad Bergman had fought the entire battle without a scratch to his planes and helped in the downing of two aircraft.

Saburo Sakai would have been proud, Brad!

NEW RULES FOR FIGHTER COMMAND

Here's a few things that could add to the game if you like. The first has to do with bailing out of a falling aircraft. If the pilot opts to bail, then the roll he would make to regain control becomes his attempt to bail out. If the roll is successful he jumps, don't forget your parachute! A failed roll means he's stuck and will have to try again next turn. Add +1 to your die roll for each successive turn you attempt to bail.

Landing from a jump has the possibility of becoming dangerous! Roll a D6 and refer below, may be modified by adding pilot skill to die roll.

Die RollResult
1Parachute fails! You're history!
2Break spinal column, unable to move
3Break limb. 1,2 or 3= arm; 4,5 or 6=leg.
4Twist ankle. Quick, hop to safety!
5Caught on object, i.e. tree, barn, pond, etc.
6Perfect landing, lose the chute and run!

This is a rule that could be used if you're running a campaign situation. If you land behind enemy lines your chance for survival could be slim. A savvy pilot can make it back to friendly territory, but luck must be with him! When a pilot goes down behind enemy lines roll a D6 and consult the chart below. You may add the pilot's skill level to the die roll to modify the outcome. Good luck!

Die RollResult
1The enemy catches and kills you!
2The enemy catches and imprisons you.
3You make it back, severe injuries buys you a ticket home.
4You make it back, almost to the point of starvation. Miss the next three flights.
5You make it back, tired and hungry. Miss the next flight.
6You make it back, ready for action!

"WATCH FOR THE HUN IN THE SUN!"

A favorite tactic of pilots was to position themselves between their opponent and the sun. Diving to attack with the sun behind them, offered the pilot an advantage because the enemy could not see them coming while looking directly into the sunlight. On cloudy days, a pilot would come often come out of the clouds to jump an enemy, a very dangerous maneuver due to the chance of ramming the enemy or a fellow pilot in cloud cover. Since FIGHTER COMMAND is played outdoors, you may simulate this situation by using the elements at hand. A natural terrain factor for the game if you will.

If your game day happens to be sunny you may use the old sundial approach to determine how the sun will effect the game. Just stick a wooden dowel in the center of a piece of card stock cut into an 8" diameter circle. Stick both into the ground at one corner of your game area. The sun will cast a shadow away from its position in the sky.

To apply this to the game mechanics follow this procedure. If a pilot has the advantage of higher altitude and the sun at his back, he may dive on any opponent that falls in his 20§ fire arc. This will only work if he is pointed with the shadow on the sundial and using a straight forward dive or a reverse Immelman that positions the attacker at the advantage. Modifiers to the attack are as follows.

1. The attacking pilot receives a +1' bonus per speed band. A plane moving at speed three would receive an extra 3' to the attack, speed two would get 2' extra.

2. A target aircraft performing any evasive maneuvers, such as a jink or roll, will have the to hit modifier reduced by ½, rounded down. For example, a plane that is rolling has a to hit modifier of -6' to the attack. That modifier would now be -3' to hit.

.If you have a cloudy day, predetermine at what altitude you wish to have cloud cover. Roll 1D6 to determine the level of cloud cover available. A roll of 1 or 2 results in light cover, a 3, 4 or 5 is equivalent to medium cover and heavy cover is found on a roll of a 6.

Now treat cloud cover the same as if it were sunny using steps 1 and 2 as before. Apply the following modifiers in addition to the above.

1. An attack may occur at the altitude where cloud cover starts. If a pilot chooses to attack at the same altitude, there is a chance of a collision between the two planes. After the attack has been resolved, both pilots roll 1D6. If the resulting rolls are the same, both equal the same number, then the aircraft collide! Sorry Charlie, you're days are over. This will also take into effect if friendly planes cross paths at this level.

2. If opposing planes are located in cloud cover you will need to roll a pilot skill roll to spot the enemy. This roll will be modified by the type of cover. Light cover reduces a pilot skill test by-1 and medium cover gives a -2 modifier. In heavy cover, skill test are reduced by -3. If successful, you may track the opponent as normal. A failed roll results in forcing the pilot out of cover on the next turn so he can get his bearings straight. The above rule for collisions, including cover modifiers, apply when in cover.

Watch ahead, there will be more ideas coming soon. Check out the new generation control sheets for the P-40 Warhawk and A6M3 Zero. The plan is to bring at least two new sheets each issue. Keep checking your six and watch your ammo!

Next issue: look for control sheets for the Spitfire MkI, Hurricane MkI and the Me109E to use with the Battle of Britain scenario. And maybe a surprise or two!

Mitsubishi A6M3 Zero Sheet
Curtiss P-40B/C Warhawk Sheet


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