Oh good. I use bombers a lot, and have acquired some resin and 3D printed aircraft that have bombing capabilities. I am looking forward to your results.
Those who don't remember their history are bound to do something or other...
Here is a data card for a bomber. A-20G Light Bomber Points: 44 Level Speed: 3 Dive Speed: 4 Loaded Speed: 1 Altitude: 4 âCrippledâ LS=1 âCrippledâ DS=2 Gunnery range is only 2 hexes Hits: 4 1 Hex 2 Hexes 3 2 Nose: 7/4 Ammo: 6 Bomber is âcrippledâ: -1 on die roll. Mutual Defense 2: If there are two or more bombers in a formation within 2 hexes of this aircraft, this aircraft gains an additional attack die. Aircraft Modifiers: Damage Factor: 4+ Engine: Radial Turn Green Shield Pilot Skill: 4+ Bombs To Hit: 4-6 Bomb Load: 4 Damage: 2 Ammo: 1 Extra damage: 4/5, blast 2 hexes Parafrag bomb load: 8 Damage: 4 Ammo: 1 Extra damage 6/-, blast 3 hexes May not be used for skip bombing. Ground Attack Plane Maneuver Chart for Bombers Maneuver Chart MANEUVER SYMBOL SPEED 1 2 3 4 5 6 Red Circle 1 1 1 1 2 2 Blue Square 1 1 2 3 3 4 Green Shield 1 2 2 3 4 4 Tan Triangle 2 2 2 3 4 5
Rules for Moving Bombers ⢠Bombers may be controlled by one or more players, as determined by the scenario. ⢠Bombers always move first in a scenario. ⢠Bombers can move up to three hexes. ⢠Bombers fly at altitude 3, 4 or 5. ⢠Bombers move like other aircraft, except that the bombers must always indicate maneuvers and altitude changes before all other aircraft. Maneuver, speed, and altitude information for the bombers is given on the Bomber Data Card. ⢠Bombers must always move straight to their assigned target. They must travel their full movement factor each turn until they arrive at the target. They end their turn on the target square, even if they have not used their full Movement Factor in that turn. (See also: Bomber Missions.) ⢠Only bombers of the same type may mass into large formations. Thus, Ki-21's cannot fly in the same square as Ki-67's. During movement they may pass through a square containing the other type. Fighters may fly with any type of bomber when providing close escort. ⢠Bombers of the same type may fly together as long as the route to be flown by the mass is the most direct course to the target of each unit in the stack. ⢠After bombing, bombers must return to their base where they started from, traveling at their full Movement Factor each turn. (See also: Bomber Missions.) ⢠"The most direct course" is defined as: "The route that takes the least number of air turns from departure point to target and back to their base." Minor deviations that increase the distance by one or two hexes are permissible if they do not increase the number of turns in the air needed to reach the target or, when returning, their base. ⢠The bombers should be in a formation of three or four bombers and should try to stay in formation as they fly to maximize their protection. A bomber formation can have multiple groups of bombers with two to four bombers per bomber group. To be considered in a formation, a bomber needs to be within one to three hexes of another bomber in its assigned bomber group. If a bomber is unable to maintain formation because of damage or other restricting circumstances, than that bomber is allowed to break formation. ⢠Bombers may not change altitude during a mission. They must begin at the altitude from which they intend to bomb and remain at that altitude for the duration of the mission. Bombing/Torpedo Runs Bombing runs are made in straight level or dive moves over the target (depending on capabilities of the bomber), and torpedo runs in level or dive moves in line with the target, up to 3 hexes away. Bombs and torpedoes are considered to be dropped/launched during the movement segment; their release is not disturbed by subsequent fire. Rules for Bombersâ Defensive Gunnery For simplicity, the rules for bombersâ gunnery are abstract. They focus on the chance that an attacking fighter will be hit, by making one roll for each target fighter, rather than having a bomber roll for each and every gun position or turret. ⢠Bombers may fire Defensive Gunnery each and every turn, even if no bombers or any other planes moved in that turn. Bombers have unlimited ammo. ⢠Bombers may fire Defensive Gunnery even if another plane is within the same-hex, same-altitude firing restriction. If a fighter is in range of more than one bomber, use the one that is the most advantageous for the bombers. ⢠To resolve fire, roll one D6 for every point of firepower at the current range (if the enemy is out of range, the hit automatically misses). To hit the target, you have to roll equal or more than the pilot skill of the bomber. Then, roll a D6 for every hit, to damage the target. If the rolled value is equal to or more than the Damage value of the weapon, the fighter is damaged, and one Hit point is lost. Every salvo from the weapon costs one point of ammo, whether successful or not. ⢠The fighter may take more hits depending on the bomber class and proximity to other bombers. See the appropriate Hit Data Card for more details on bombersâ Defensive Gunnery. ⢠Only the late-war medium and âfortressâ bombers have a 3-hex range, and only they can tally (non-crippled) bombers in range to a target fighter that has been hit. (Rationale: Only these types had both the heavy firepower and coordinated fire tactics to put a fighter at some peril as it sliced through a bomber box.) Firing Defensive Weapons When an aircraft with defensive weapons is chosen to fire during the attack phase, each of its defensive weapons may fire at an available target. No weapon may shoot more than once... and multiple weapons firing at the same target must be rolled separately... not combined. For each gun, roll one die to hit: Bomber powered mounts have a base 4, 5, or 6 to hit; bombers have a base 5 or 6 to hit. Add +1 if target is taking fire from between 11 o'clock and 1 o'clock from a bomber Subtract 2 if target is taking fire from between 8 and 10 o'clock or 2 and 4 o'clock from a bomber Subtract 1 if target is taking fire from between 5 o'clock and 7 o'clock from a bomber For each hit, roll damage: For .30 cal. MGs, 6 causes a damage point For .50 cal. MGs, 4+ causes a damage point For 20mm Cannon, 3-6 causes a damage point For 30mm + Cannon, 2-5 causes a damage point, 6 causes 2 damage points When damage points equal the planes' defense factor, it is destroyed. Bomber Firing Arcs: Most bombers have powered turrets and flexible guns for defense. These aircraft can shoot in multiple directions. Gunners can only shoot in specific arc around the aircraft, and some arcs have different levels of firepower. These arcs are in the Appendix (see below). The arcs can be placed on the back, side, or front edges of the aircraft flight stand to see if an enemy aircraft falls within that arc. Each arc can fire once per turn. If surrounded, the B-17 can attack four enemy aircraft in the same turn. Bombers have different firing arcs, and their guns are limited to a range of 2 hexes. See the individual bombers for their firing arc. Rules for Firing at and Recording Damage on Bombers ⢠Bomber damage is allocated in the same manner as in Pacific Air War. ⢠A fighter gets a +1 âBig Targetâ bonus firing modifier for each engine on the bomber. (Example: A fighter that is firing on a B-17, which has 4 engines, gets a â+4â modifier.) Exception: Fighters armed exclusively with 30mm cannon do not get this bonus. (This later rule attempts to reflect the slower rate of fire for heavy cannon.) ⢠For each hit on a bomber by a fighter armed exclusively with 30mm cannon, the bomber receives two hits. ⢠Fires: When damage causes a bomber to catch fire, the normal Pacific Air War rules for putting out fires during the Movement Phase are used; however, a bomber is not automatically destroyed if it does not put out the fire. The burning bomber takes an extra hit in the area that is on fire if it fails to put it out. (Example: a bomber with an engine fire takes another Engine hit if it is unable to put out the fire). If the fire destroys the last hit for the area that is on fire, the bomber is destroyed. ⢠Aimed Shots: âExperiencedâ or âAceâ pilots firing from a position directly in front of (12 O'clock), or directly behind (6 O'clock), a bomber may announce an âAimed Shotâ. If the player selects this option, the firing plane does not receive a âBig Targetâ bonus modifier (all other modifiers still apply) but may choose the area he hopes to hit. The fighter may choose Engines, Fuel (tail only), or Crew (head-on only). If the fighter misses, or if the bomber rolls an unmodified 10 for the defense roll, then no hits are scored on the bomber. (This ensures that there is a chance that the fighter could miss the bomber altogether.) ⢠Engine Hits: When a fighter scores a hit on a heavy bomber with a roll of 6 there is a chance that an engine was hit. Roll again for each 6 that was rolled to hit the heavy bomber. If the second roll is a 4 â 6 then an engine was destroyed. Engine hits can be marked by putting cotton on the plane. Each engine hit after the first one reduces the speed of the bomber by 1 hex. If a bomber is reduced to speed 0 then it rolls 1 die each turn and it can move 1 hex on a roll of 4 â 6. If a bomber loses all of its engines, it is shot down. Multi-crewed air units: On a hit number of 3, roll the die again. On a 1 through 5, the pilot is hit. On a 6 through 10, the RG is hit. With a 10, both pilot and RG are hit. If a CP (for a pilot hit) or RRG (for a RG hit) is present, roll the die again for each position; on a 1 through 5, the pilot or RG and on a 6 to 10, the CP or RRG is hit. Other crewmen, for the purposes of this rule only, are assigned to positions not already filled (i.e., CP, RG, or RRG), when beginning a scenario. An incapacitated crewman may be hit again but with no additional effect. Since certain hits affect a bail-out's success, all friendly attacks against the same target should be completed. Bail-out attempts are delayed until this is done. Multi-crewed air units: One pilot hit: no altitude changes exceeding one altitude level per Turn may be made during a Movement Phase. Second pilot hit: incapacitated. The rest of the crew must attempt to bailout if no incapacitated CP is present. A CP (even if wounded) will automatically substitute for an incapacitated pilot unless the air unit is currently marked for a tight turn, roll, or half-loop maneuver. If so, roll a die. On a 1 or 2 (1 to 4 if at altitude 0 or 1), the air unit is eliminated and no bailouts are allowed. On any other die roll, the change succeeds with no differences in that unit's settings. One rear gunner hit: RG fire attacks have an additional "-2" modifier. Second RG hit: incapacitated. A RRG may only replace an incapacitated RG at the beginning of the next turn. For example, on turn 3, the RG of a G4M1 was eligible to fire on a F6F. As the Allies had the initiative, they attacked first and incapacitated the RG. The rear gun would not be allowed to fire that phase. The RRG wouldn't replace the RG until turn 4. A RRG is considered green and fires with an additional "-2" ("-4" if that RRG is wounded) modifier. This applies to RG controlled OF guns or rear guns set for OF fire. A CP is considered "green" for all game purposes and "fires" with an additional "-2" modifier. A CP with one hit is limited to a maximum change of one altitude level per turn and attacks with an additional "-4" modifier. A second CP hit eliminates the aircraft (crew may attempt to bailout). Crew members may not be voluntarily changed between positions. A CP may substitute for a pilot and a RRG for a RG, only if the latter are incapacitated. Players should record which air unit's attack caused an opposing aircraft to be set on "fire." If the fire is not extinguished, that attacking air unit receives credit for a "kill." When different friendly air units cause a "fire" on the same target during the same turn, credit for the "kill" is divided equally. Each crewman capable of a bailout makes an individual die roll with the modifiers of "-3" per crew hit and "-2" per "fire" on the air unit except using an additional "-3" modifier if the pilot (or substituting CP) is incapacitated. The "-3" modifier for a crew hit applies only to the crew member making the bailout attempt. For Japanese pilot or CP bailout attempts, first roll a die. On a one through five, no bail out is possible. If allowed, use normal modifiers. Many Japanese aircrew chose not to wear parachutes, believing they impaired cockpit operations. Crewmen may not bailout unless their aircraft is eliminated. Note: if a CP successfully replaces an incapacitated pilot, the airplane is not eliminated. For CP, RG, and RGG bailing out over a neutral area, subtract 3/4 victory point from the normal air unit victory point value. For each CP, RG, and RRG bailing out over an enemy area, subtract 1/2 victory point from the normal air unit victory point value. The other side receives one victory point for each CP, RG, and RRG that fails to bail out or is incapacitated. This is in addition to victory points for a damaged or eliminated air unit. The selection and victory point value of an air unit also varies due to the quality of the RG. The victory point value of an air unit may decrease if aircrew successfully bailout. Rules for âCrippledâ Bombers: ⢠A bomber is crippled if it takes 1/2 or more hits. âCrippledâ effects take effect at the Movement Phase. ⢠At the moment the bomber becomes âcrippledâ, indicate that in some manner, e.g., a puff of smoke by one of the engines, or simply a counter that reads âjust crippledâ. At the next Movement Phase, exchange the puff of smoke with a smoke streamer, or the âjust crippledâ counter with a counter that reads âcrippledâ. 1. The bomber must descend one Altitude Level. (Exception: See âHollywoodâ rule on the next page.) 2. In most cases, its Level Speed is reduced, and its Defensive Gunnery is degraded. (See Hit Data Card.) 3. Bombers that are crippled must jettison their bomb load. 4. Since âcrippledâ effects do not occur until the M/P after the damage occurs, it continues to move and fire as normal until that M/P. During the M/P when the âcrippledâ effects occur, it may move at either âCrippled Level Speedâ or âCrippled Dive Speedâ. ⢠âHollywoodâ Rule: A âCrippledâ bomber may try to remain at its current level, with its bomb-load, rather than descend the required 1 Altitude Level. This option is risky, but sometimes necessary. (In the movies, they always try it, hence the rule's name.) 1. Tally all hits on the bomber, counting each Engine hit as 2 hits, to get a Damage Tally. 2. If the bomber is unloaded, or if it immediately jettisons bombs, it receives a â+3â die roll modifier. 3. Roll a D6 and compare the results. If the modified die roll number rolled equals or exceeds the Damage Tally, then the bomber remains its current Altitude Level. 4. If the number rolled is less than the Damage Tally, the bomber immediately loses one Altitude Level. If it is already at Altitude 0, then the bomber crashes. If an unmodified â1â is rolled during this attempt, the bomber breaks up under the strain and crashes. Delayed the effects of being âcrippledâ until the Movement Phase after it occurs. By having their speed/altitude reduced immediately, bombers were able to dive immediately into âsafeâ airspace without fightersâ being able to pursue them, in many cases. This change is probably more realistic (and itâs how it was in one of the earliest versions of these rules), but it begs for some obvious visual aids or counters to avoid confusion. Itâs important to mark clearly that a bomber is âjust crippledâ and then, at the next Movement Phase, to mark it âcrippledâ. Taking half or more CREW hits no longer âcripplesâ a bomber. Do not count âcrippledâ bombers when tallying bombers in range to a fighter. (This applies, of course, just to âfortress-typeâ bombers, as only they get to tally nearby bombers after a targeted fighter has been âhitâ.) The rationale to this change is that âcrippledâ bombers could not contribute effectively to the coordinated, bomber-box defensive gunnery. It makes is slightly safer for a fighter to fly through a bomber formation that has been badly shot up. Critical Hit Alterations On multi-engine bombers, anytime a critical hit die roll is required, LOADED multi-engine bombers receive a CRITICAL fuselage hit on a roll of 3. A second die roll is as follows: 1) BD - Bombs Detonate. A/C destroyed no bailout. 2) FF - Fuselage Fire. Continuing ďŹre destroys 1F on a die roll of 1-4, a G destroyed on a die roll of 5 and bombs detonate on a die roll of 6 3) IS - Intercom System out. Halve (drop fractions) all gunnery factors for the remainder of the game. 4) BB - Bomb Bay Doors Jammed. Jam closed on a die roll of 1-3. May notâ drop bombs or jettison. Jam open on a die roll of 4-6. May drop bombs, apply 1K factor per turn. May try to manually close or open doors each turn during bail-out phase on a die roll of 1 (Success). 5) LS - Electrical System Failure. May drop bombs only on a die roll of 1. May begin trying as soon as necessary. 6) BS - Bomb Sights smashed and bombardier killed. Subtract 1 from the red die. Bomber Critical Hit When ďŹring at a loaded bomber, there is a chance that the shells would detonate the bombs in the bay. The following is a suggested rule for these who would like to add this possibility to their game. Handle all ďŹring as per usual. If you roll a â6â calling for a critical, roll for the critical. If you roll another â6â there is the possibility that the bombs may go off. Roll the die yet again and if you roll a â6â the bombs explode, the plane is destroyed and there are no survivors. Let me know what you think.