I've seen an alarmingly awesome number of high-quality and inspiring repaints, and then I noticed what I wasn't seeing. Have any of you made custom paint aircraft with battle damage? You know, black soot from an engine fire, bullet holes, scratched paint, dents. Let's see them if you have!
I think that, for the most part, the ground crew wouldn't want to put an aircraft back in the air with battle damage. But I've seen a few repaints with paint jobs that show bare metal showing through. Anyone try to show winter white wearing off, to represent Eastern Front paint jobs?
Those who don't remember their history are bound to do something or other...
Technically, no Rare, Uncommon or Common, but in reality, all the starters but the Lightning can turn up in boosters, so there can be a lot of Wildcats, Oscars, or Zero Escorts that turn up, so I would judge them as "Common." Everyone seems to want Sturmoviks, Stukas, either Corsair (Navy or Marine), the P-51D Mustang, the Brewster Ace or Buffalo, so I would consider them as "Rares". And the rest, I guess, Uncommon. I do know it took me a loooongggg time to get a second Afrika Korps Ace, so I might consider that one a Rare, but then, I got five Stukas, so how rare is that? With boosters, it's the luck of the draw.
Those who don't remember their history are bound to do something or other...
But really, vodka and pasta? Vodka and beer, yes. I am reminded of an old school friend, who learned how to drink vodka from the Russian sailors in port in Toronto. He would line up four shotglasses of good Russian vodka, and down them one after another, in rapid succession, followed by a beer chaser. Amazingly, we could emerge upright from the bar after doing a couple of these...
Those who don't remember their history are bound to do something or other...
Really makes me realize how premature a death this game suffered (in terms of production). All the aircraft we never got...
I have long lamented the lack of the early war biplanes: the Gladiators, the Cr.32s and 42s, the I-15s — these aircraft were actually in combat, and faced off against monoplanes in various theatres.
Those who don't remember their history are bound to do something or other...
I would note that the Fulmar was flown off of carriers and used against the Italians and some of the Vichy aircraft, which offers scenario possibilities for the Med and eastern Africa. They are eminently playable.
Those who don't remember their history are bound to do something or other...
This is a collection of scenarios copied over from the subforum on House Rules and Scenarios in the old Forum. Author and date included, but comments and AAR associated with the scenarios were not copied. This is a WIP.
HOW'D YOU LIKE THEM WHEATIES, by Norrington516, August 2013:
The P-39 / P-400 Airacobra was one of the controversial aircraft of World War 2. With the maverick rear-of-the-pilot engine design, she was heavily armed with forward firing cannon and machine guns that, it was thought, would pulverize any enemy plane unfortunate enough to tangle with it. Unfortunately, wartime conditions brought out a host of unforseen problems - a poor rate of climb, poor performance over 15,000 feet, and maneuverability that was nothing to brag about. The British ordered a shipment of Airacobras, which were given a lighter cannon armament and the designation P-400, but were decidedly unhappy with what they considered underwhelming performance. The Bell executives later admitted that their more glowing claims were made about an unarmed and unloaded P-39 which was a full ton lighter than the combat ready plane. The British soon transferred their P-39's/P-400's to the Pacific to serve with the Australians and Americans defending New Guinea from Japanese incursions, while the rest of their order was passed on to the USSR which, surprisingly, made excellent use of the much maligned fighter.
The skies over New Guinea saw a multitude of Allied and Japanese aircraft types 'mixing it up' in life-or-death battles. The US Army Air Corps and Royal Australian Air Force, supported by US Navy planes, battled the Japanese Army Air Force, which was also supported by Japanese Naval Air units. The lighter and more agile Japanese fighters often had a dramatic advantage over the heavier and less-maneuverable Allied planes. Allied air tactics would have to be rewritten to take advantage of their superior firepower and more robust airframes to minimize the advantage of Japanese fighter agility.
The air war over New Guinea would see the encores of two of America's first fighter aces, both flying P-39's in the 8th Fighter Group. One was Lt.Col. Boyd 'Buzz' Wagner, hero of the Philippine debacle who shot down four Nate fighters on December 12th and a further Nate on the 16th. The other had tested his guns even earlier, being one of only two P-40 pilots who successfully took to the skies on December 7th, 1941. George Welch and Ken Taylor, like the rest of the American military at Pearl Harbor were caught by surprise but both men recovered quick enough to take off and challenge the Japanese onslaught. Welch shot down four enemy aircraft that day.
Now, exactly a year later in the skies over New Guinea, Lt. George 'Wheaties' Welch was about to do it again.
December 7, 1942
ALLIED BRIEFING. The Japanese are attempting to capture Milne Bay and a group of enemy light bombers with fighter escort have been spotted heading for Buna. Take a flight of P-39's* from the 35th and 36th Fighter Squadrons and intercept enemy bombers trying to wreck the day of our Australian allies. Your force may choose to intercept from either the EAST or WEST from an altitude advantage. Don't waste it! * - (The actual strength of the American flight was 15 planes)
AMERICAN INITIAL STRENGTH AND REINFORCEMENT SCHEDULE - Arriving along either the EAST or WEST MAP EDGE at Altitude 3. Roll a D6 to determine your actual force makeup (the scenario begins just after the enemy has been spotted and it is assumed that rest of the fifteen P-39's are engaging the enemy on their own).
D1 P-39 VETERAN (Lt.George 'Wheaties' Welch) P-39 AVERAGE P-39 AVERAGE
D2 P-39 VETERAN (Lt.George 'Wheaties' Welch) During each American movement phase roll 2D6 - on a "6" there is an American reinforcement P-39 AVERAGE P-39 AVERAGE
D3 P-39 VETERAN (Lt.George 'Wheaties' Welch) P-39 VETERAN During each American movement phase roll 2D6 - on a "6" there is an American reinforcement P-39 AVERAGE
D4 P-39 VETERAN (Lt.George 'Wheaties' Welch) P-39 AVERAGE During each American movement phase roll 2D6 - on a "6" there is an American reinforcement P-39 VETERAN
D5 P-39 VETERAN (Lt.George 'Wheaties' Welch) During each American movement phase roll 2D6 - on a "6" there is an American reinforcement P-39 VETERAN During each American movement phase roll 2D6 - on a "6" there is an American reinforcement P-39 AVERAGE
D6 P-39 VETERAN (Lt.George 'Wheaties' Welch) During each American movement phase roll 2D6 - on a "6" there is an American reinforcement P-39 AVERAGE During each American movement phase roll 2D6 - on a "6" there is an American reinforcement P-39 AVERAGE
JAPANESE BRIEFING Our Imperial Army is driving on the enemy forces along the Kokoda trail and Milne Bay. Your mission is to escort a flight of Aichi D3A dive bombers** to Buna where they will strike at Australian and American forces. Be on the lookout for Allied interceptors. You will take off from our airbases to the NORTH and strike at Buna to the SOUTH. ** - (Actual strength of Japanese raid was two Zeroes and seven Val Divebombers)
JAPANESE INITIAL STRENGTH - arriving along the NORTH MAP EDGE at Altitude 2. A6M2 VETERAN D3A VETERAN D3A AVERAGE
JAPANESE REINFORCEMENTS During each American movement phase the American player will roll 2D6 - on the following numbers there is a Japanese reinforcement (up to a total of TWO Zeroes and FIVE Vals).
3 D3A VETERAN
5 A6M2 ESCORT
7 D3A AVERAGE
9 D3A VETERAN
12 A6M2 ESCORT
VICTORY CONDITIONS The American force must shoot down either TWO Japanese Dive-bombers and ONE Zero fighter or THREE Japanese Dive-bombers before the Japanese are able to exit at least TWO Japanese Dive-bombers off the SOUTH MAP EDGE.
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Catching the Swallow, by Otto von Starkburg, August 2013
Me-262s have been attacking the bomber streams, nearly unstoppable. To counteract this advanced threat, Allied fighters have been stalking known Me 262 bases to catch the Swallows when they are landing. Famous Experten like Karl Schnörrer or Georg-Peter Eder where victims of this new tactic. To counteract, the Germans have created flak corridors and have conventional aircraft flying CAP to cover the incoming jets.
Flights The Axis player starts with two Me 262 and two Fw 190D Dora. The first Me 262 starts at altitude 2 and speed 1. The second Me 262 starts at altitude 1 and speed 1. The Doras starts each at altitude 3. The Allied player starts with two P-51D Veterans. Both at altitude 2.
Battle Map Set up the map sections and deploy aircraft as shown below.
Special Rules The Me 262 always move first (like the Bf 110 with the Limited Agility SA). While they are landing, they only move 1 hex forward to the airfield at the south border. While not able to dodge, the Me 262 count as Poor quality pilots. Me 262 have Armor 3, Vital 6 and Hits 3.
Winning the Scenario The Allied player wins by successfully destroying both Me 262. The Axis player wins if the Allied player fails to destroy any Me 262.
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The infamous 'Raid 42', by Norrington516, July 2013
May 10, 1942 BRITISH Two British Spitfire I of 72 Sqn on evening patrol are ordered to intercept 'Raid 42'. Another Spitfire and a Defiant turret fighter from 141 Sqn are on standby.
GERMAN One Me110 near the North British coast. Avoid interception at all costs to reach Dungavel House in Scotland.
It wouldn't take too much to recreate the flight of Rudolf Hess. I'm thinking a grand tactical map marked in 'battleship game' style (with coordinates) of Northern England/Scotland would have the 4 British aircraft while the German player (Hess) would plot coordinates to keep his movement hidden. Certain places would have Observer Corps units (or the British could have a number of Observer Corps stations to place at his discretion) - the German player would have to announce his presence if in the vicinity of the Observer Corps. If the British succeed in intercepting the German plane, normal Angels20/Bandits High night combat rules/map are used.
The concept is that a formation of 3, B-17G bombers, with 2, P-51D Escorts, has to make it 25 hexes to deliver its payload.
There is medium density cloud cover on the first table with 6 German interceptors. The Bombers enter from board edge starting at hex 1 and must travel 24 more hexes to complete this mission. The bombers always move first in initiative order.
The bombers gain a slight attack bonus at Range 1 and 2 if they remain in formation. Bombers may only fly straight or turn or attempt a dive. Any bomber crippled must fall out of formation. A single Bomber does not constitute a "Formation".
Clouds are in play at Alt bands 3 and 4. Clouds on table 2 are sparse, and there are 2 more German interceptors at play, once the first Bomber passes onto table #2. The players roll initiative for the new turn and the German player may bring in two more fighters.
Anyway, here are some pictures to inspire and help visualize a good scenario.
I have attempted to use as many existing cards as possible, as well as made a few minor adjustments to existing cards, and then created some, all together.
The Germans 1st table: 12 hexes long
Channel Front Veteran Fw190A Cost: 55 Channel Front Ace Fw190A as above, but with Evasion and Point Blank and a climb of 5. Cost: 65
Bf109G "Gustav" Ace Cost: 50 Bf109G Veteran (as above, only without High Scorer and 1 less dive rating) Cost: 42
Bf109G "Gustav" Ace Cost: 50 Bf109G Veteran (as above, only without High Scorer and 1 less dive rating) Cost: 42
2nd Table: 12 Hexes long
Channel Front Veteran Fw190A. Cost: 55 Channel Front Ace Fw190A as above, but with Evasion and Point Blank and a climb of 5. Cost: 65
Two flak fields may be placed in consecutive turns starting the turn after the bombers reach table two. Cost:20
Total: 444
The USAAF Begin first hex table #1
3 Bombers in Tight Formation (finalized card upcoming)Bomber pilots are Avearge except for Leader who is Veteran Cost: 225 P-51D Mustang Ace Escort Cost: 57 P-51D Veteran Escort Cost: 51 (finalized cards to follow)
Total: 333
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Last Edit: Apr 26, 2017 16:13:50 GMT by boomerbill
Those who don't remember their history are bound to do something or other...
UK based player looking to complete Bandits High set. Have good trade history on forum UK trade best due to postage but will look at overseas offers as well Would love any Angels 20 and or Bandits High maps
I'm salvaging posted House Rules from the old Forum. Will add them as I can.
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FLAC – Fast Large Air Combats, from Another Gamer in 2014:
Fast Large Air Combats, or FLAC for short, is another aircraft game that is designed to use your collection of Axis & Allies Air Force (AAAF) miniatures. In the matter of fact, you can use any aircraft miniatures with FLAC. And even though FLAC was inspired and influenced by AAAF, in many ways FLAC is rather different, but you will see some similarities. It got to the point where we were making so many changes and adjustments to AAAF that we decided to just go ahead and develop our own simple set of rules. Like AAAF, FLAC is a set of rules designed for a multi-player, multi-aircraft, action packed, fast paced, hex-based, WW2 air combat game.
FLAC rules now also available on BGG: ttp://www.boardgamegeek.com/boar...60091/flac-fast-large-air-combats
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Hun in the Sun, from Paul Liddle, 2014
Hi chaps, Has anyone attempted to houserule the tactic of hiding in the sun, I thought of giving an initiative bonus to the side with their backs to the sun. I have been testing it and it seems to work fine giving a +2 to the side with the sun directly behind them. There is a write up and lots of photos on my blog: paulywaulysotherwargames.blogspot.ca/2014/12/huns-in-sun.html
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Change the Firing Arc, from Lawrencebundy, 2013
Fixed weapons may only fire into the 3 hexes straight in front of an aircraft. Now you really need to line up your target ... just like the real fighter pilots had to. Can YOU handle it
–––––––––––––––– Turn bonus when in "evade", from Another Gamer, 2013
Aircraft get a +4 for success when nosed up, but I was thinking about a +1 to an aircraft's maneuver check when banked (Evade). This could help those with poor turning or rolling abilities. During movement, even if not in danger of being attacked, a player may like to bank to get the +1 bonus for the next turn.
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Pilot/bomber rules, by JCJohnson, from 2012:
Here are some of the rules that I have come up with for pilots that have been removed from the planes. I have decided to remove the skill ratings in favor of letting pilots progress in what i feel is a more natural way. I am still working on the bomber rules, but i'm posting a start.
Pilot Rules: All Pilots start off with a -2 on all maneuver checks and -1 on all attack dice. Maneuver: When a pilot successfully completes 3 maneuvers belonging to one of the maneuver stats on the aircraft, they go from -2 to -1 on that stat. When they successfully complete 3 more maneuvers using that stat, they remove all penalties for that stat.
Attack dice: When a pilot successfully does damage to a target 3 times from the same quadrant, the pilot removes the -1 on attack dice from that quadrant. When they successfully do damage 3 more times from the same quadrant they gain a +1 on all attack dice thrown
Limited Ammo: All pilots start off firing a 6 second burst from their guns. After successfully causing damage 3 times, the pilot does a 3 second burst. After successfully causing damage 3 more times the pilot fire a 1 second burst. Any pilot may extend their burst out to 6 seconds. They do this by re rolling their attacks. Example: A pilot is allowed to do a 3 second burst; they could reroll their attack once to expend 6 second worth of ammo.
Aircraft rating: Pilots have to be rated for the aircraft they fly. A pilot becomes rated for an aircraft after 2 games in the same aircraft. If a pilot is flying an aircraft that they are not rated for they suffer a -1 on any maneuver bonuses the might have. A pilot cannot have more than a -2 on maneuver rolls due to pilot skill/ aircraft ratings.
Bomber Rules: Each bomber has a number of bomb dice. One Bomb dice is worth about 250kg (500lb) of bombs, any bomb load below 250kg gets one bomb dice. Bombers can attack from any altitude. Bombs hit on the number corresponding to the level of the bomber; eg a bomber at Alt 4 would score on 4+. Ground targets would have a certain hardness, or amount of damage it can take, and certain modifiers for how hard it is to hit. An aerodrome is easier to hit than a radar antenna or a destroyer.
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Bomber dice, by underling from 2012, with amendments
It looks like there's been enough interest shown in bomber statistics (particularly shooting dice) that I thought I'd start this topic here on the Houserules.
I'd like to see slightly differing dice pools from bomber type to bomber type. That being said, I definitely wouldn't want to complicate or bog the game down. I think the mechanics should be kept very similar to what they are now in the rulebook.
How about the following for starters;
1) A bomber's gun dice pool will be based on the number and type of guns a bomber had. For example, a B-17 will have more dice than a Lancaster.
2) This dice pool will represent the amount of dice that can be used to make attacks on a game turn.
I don't have specific numbers in mind yet, but I'm sure we can come up with something. Once the dice pool is established, there then should be some simple restrictions in place on how many attacks, and how many dice in each attack, can be used. To keep things simple.
1) Bombers have four firing arcs they can shoot into: Forward, Port, Starboard, and Aft (see the attached PDF document).
2) No more than half of the dice pool may be used in any one attack.
3) Only one target in any arc can be shot at during one game turn. This means that up to two targets may be shot at during one game turn, with those targets being in different firing arcs.
4) The total number of dice in the pool may never be exceeded on any game turn. This means that, in the case of odd number dice pools, one shot would be rounded down, and one shot would be rounded up.
Followup post in response to the question: how would you handle the hexes that are cut in half by your firing arcs?
There are three ways we could handle this: the first would be to design the arcs where we don't have half-hexes. Second would be to not allow firing into half-hexes. And third would be to allow firing into the half-hexes (which would probably be my choice).
I also apologize for not having this as well thought out as it should have been. I also neglected to note the penalty for bombers firing at different ranges. I'd allow a full shot at range one, and then half dice (rounding down) at range two. Per the existing rules, no shots would be allowed at range three.
For example... Assume a B-17 has an 10 gun dice pool due to its thirteen .50 cals.
Our intrepid B-17 finds itself with four potential targets: two in the aft arc, both at range two, one in the starboard arc at range one, and one forward arc at range two.
The bomber can take two of the four available shots: at ONE of either of the two targets in the aft arc, at the target in the starboard arc, or at the target in the forward arc.
Let's say it decides to shoot at one of the targets in the aft arc, and at the target in the starboard arc. The dice for each shot would be as follows:
Aft shot: 5 dice to start, dividing by two down to 2 dice because of range two. Other modifiers would then be applied normally per the rules.
Starboard shot: 5 dice to start, with other modifiers then applied normally per the rules.
Hopefully this'll be a little clearer than the first post.
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Point totals for non-100 point games, by Vergilius
Since most of us have already played a few games at point totals other than 100 points, I thought I'd propose two ways of dealing with the Victory points. This also potentially affects bonus starting points when playing situations 4, 5, and 6.
Option 1: Preserve the Ratios
60 points is in a 3:5 ratio to 100. So if you change the increment of the game by 5 or 10 points, then you simply adjust the victory points to preserve that ratio.
125 points: Victory at 75 points.
150 points: Victory at 90 points
165 points: Victory at 99 points
Since situations 4, 5, and 6 offer bonus points, under this option, we also preserve those ratios as well. 1:10, 1:5, and 3:10.
So for the same 3 options above, situation 4:
Situation 4:
100: 10 125: 12.5 (No need to round, since planes that exit the map and cost an odd point total give up a .5) 150: 15 165: 16.5
Situation 5:
100: 20 125: 25 150: 30 165: 33
Situation 6:
100: 30 125: 37.5 150: 45 165: 49.5
Option 2: Preserve the game for as long as there is meaningful game.
The game gets a lot less interesting when you're down to planes that are worth just a handful of points, but if you were to play a large point contest as described under the rules above, there might still be quite a bit of game left by the time you have destroyed 120 points in a 200 point contest. In a class contest, players might want to play on, so an alternative is simply to play until one side has 40 points or less. I arrive at this number by noting that the standard 100 point game requires 60 victory points, thus leaving 40 points. In this way, if you've got a tight 200 point contest with a lot of mutual destruction, you can continue playing till close to the bitter end.
You might have to avoid situations 4-6 with this victory condition, or at least test to see approximately how many bonus points you'd need for a given scenario.
Last Edit: Apr 22, 2017 16:34:25 GMT by boomerbill
Those who don't remember their history are bound to do something or other...