Having painted some big bombers it was time to try them out in a game. In previous bomber scenarios I've hurled a whole load of fighters at them and maybe given them a few escorts, and this is not necessarily a bad thing. However I've been browsing the Wings Of Glory Aerodrome, as it's a great source of information for WW1 air-gaming, even if it's targetted at a specific game. I was especially interested by THIS POST (which I hope you can see without having to subscribe). This looks at each bomber raid on London, and covers how many bombers went in, what types and the British response in terms of aircraft involved. What you realise is that attacks on the bombers were very uncoordinated and piecemeal, and I wanted to reflect this in a game.
For this scenario I decided to have two Gotha GV bombers which had to run the length of two 3' boards. The RFC/RNAS response would be randomised, both in terms of how many planes were involved and what types they were. For the solo game I ran I rolled 2D6 and took the lowest score (I think I'd treat a score of '1' as '2' though). This would be the number of aircraft that would intercept the bombers.
(If this was a two-player scenario I would have both players bid for how many intercepting fighters there would be, from 2-6. The player who bids the highest plays the bombers. Obviously you dice off on a draw.)
At the start of each turn I rolled a D6. On a 5+ a British plane would appear. There was a modifier of +1 each subsequent turn until a plane arrived. Then on the next turn I rolled for the next plane starting again on a 5+. So up to one plane could appear each turn.
I used the scatter setup from the Random Threat Scenario, and had the planes appear 3D6" from the lead bomber.
The type of plane that appears each time is random. I based it on the mix of planes that were involved in the June/July raids, as well as what models I have without particular ones being used as a proxy for different types.
1 - Sopwith Pup (use Sopwith Camel model)
2 - Sopwith 1 1/2 Strutter (use Bristol Fighter model)
3 - Bristol Scout (use a generic scratchbuild)
4 - BE12 (use BE2 model)
5 - Armstrong-Whitworth FK8 (use RE8 model)
6 - FE8 (use DH2 model)
That's the fun of 1/600th - the models can be used as other planes without too many eyebrows being raised.
On with the game!
Here are the bombers, ready to go. They both had experienced crews. I rolled for this but didn't allow them to be Aces.
I rolled three intercepting aircraft.
Sideslips - I have changed these so that instead of the sideways component being additional to the main move, it is now part of it. When you do a sideslip you move the aircraft at least half of its movement straight forward. Any remaining movement is made to the side, up to the maximum amount rolled.
Damage - For some time I have felt that planes are too easy to shoot down with accumulated damage and that maybe the number of hits they can take should be increased. I actually looked at a few other rules and did some rough and ready calculations on how many bursts of fire you'd need to use to bring down certain types of planes (excluding critical hits), and found that Spandau & Lewis gave a rather low figure in comparison. To that end I have upped the number of hits a plane can take by about 50%. I'll update the rules at some stage with the new figures. As it is I have several planes I want to add to the lists at the back anyway.
Multiple Guns - I had a rule that if a plane had two guns that could fire into the same arc, they could only use one of them on a particular target each turn. I have changed this so that they can fire a second (or even more) shot from guns into the same arc but that any shot after the first takes a -1 dice penalty.
(Basically my simple firing arcs allow the Gothas to fire their front and rear guns into the side arcs, so they could, in theory, concentrate their fire on a single plane. This makes that just a little harder. Multiple planes firing on the same target is already covered by the modifier for there being closer aircraft in the same arc.)
Crew Hits - I'd kept crew hits fairly simply until now; a critical would hit one crew member with a 50/50 chance of killing or wounding them. But with multi-crew bombers in play I felt that maybe more than one crewman could be hit at a time. So now I am trying this method:
A Critical Hit of 1-2 is a Crew Hit. One randomly determined crew member is hit. If the plane has more than one crewman roll a D6. On a 5+ a second randomly determined crewmember is hit. Roll again until you either fails to hit a crewmember, or all crewmembers have been hit. Each crewman can only be hit once. Then dice for each crewman hit - on a 1-3 they are wounded and on a 4-6 they are killed. A previously wounded crewmember is automatically killed if hit.
So basically a crew critical may only hit one person, or it may hit several crew. This is what happened to the Gotha in the game above; the shot hit the lead gunner, then the rear-gunner and finally the pilot. The front-gunner and pilot were killed and the rear-gunner was wounded. Obviously in the case of a single-seater there's only the pilot and it's a 50/50 whether they will be killed or wounded, but it changes how two-seaters and above take crew hits.
With regard to the above scenario, I want to try it with the giant Zeppelin-Staaken next, and then look at adding in some rules for actual bombing attacks and anti-aircraft fire.
Great to see the Gothas in action! You've done a really good job on the lozenge camo.
ReplyDeleteYour Gothas really look well. Very impressive - not only your painting but also the sheer menace of the big machines.
ReplyDeleteHave you done any air/ground interaction such as anti-aircraft fire or missions to, say, bomb a target? I’m interested in WW1 Italian vs Austro-Hungarian action, so it would be good to cover a variety of missions.
Cheers,
Geoff
In some scenarios I have had targets on the ground that the two-seaters must fly over and 'observe'. Usually we require them to be going at low speed and for part of the plane to cross the target in a straight line during the turn. Plus the observer is busy that turn and cannot shoot or spot.
DeleteBombing I'm still working on, but have a couple of ideas. I've thought about AA, and considered having on-table guns, but to be honest it's possibly easier simply to have a zone on the table in which planes are under AA fire and have them take two or three dice shooting attacks each turn they're in the zone. To make it fun, even friendly planes will suffer a one dice attack, since AA gunners didn't always discriminate between friend and foe that well.
I'm also looking at how to do balloon attacks as well, since I have a couple of unassembled and unpainted models.
Balloon attacks are something that is of interest. I’m re-reading John Biggins’ novel “The Two-Headed Eagle” - in which his Flashmanesque hero is in the Austro-Hungarian airforce and has a whole heap of adventures. It’s all exciting stuff.
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