Showing posts with label Air Simulation. Show all posts
Showing posts with label Air Simulation. Show all posts

Thursday, 27 September 2018

Fighter Duel - Rules Walk Through

Sometimes it takes to tango and get your head round a set of rules, something about more than one person reading the same paragraph makes more sense out of it. "Fighter Duel" is a set of rules from Phil Sabin, a 'time and motion' study of fighter combat (each game segment is 3 seconds) and the game plays around three minutes of actual combat. He ran this at the Connections 2018 Games Fair this year. Using his original research it was combined from several separate board game components [Mustangs, Spitfire, Angels One High] but I was interested in translating it to 1/144 model aircraft for a demonstration game at a local show. To aid us in our understanding we are going through a "slow walk" of the rules. First we lined up a few combat sequences and performed them over a coffee and fire side chat (see below, lining up a killing shot as a Vet RAF pilot in a Spitfire comes out of the sun to bounce a Me 109E distracted in the process of shooting another plane):


Given that this was the "best ever" position the combat odds could be in, it is "anything but a 1" to hit and my compatriot rolled a 10, a spectacular hit. For every 2 over the required score an additional hit is accrued which means a massive "four hits" - the Me 109E only has four points of damage so he goes down in quick fashion (see below, nice shooting Sailor Malan):


A dramatic explosion is deemed necessary (see below). Working through the sequence, replacing the Vet RAF pilot with a rookie (two weeks of training "special"), this time shooting from two hexes (200 yards) away, and the Luftwaffe pilot was not distracted would reduce the hit chance from 90% to 10%. If a ten had still been rolled this time only one hit would have been inflicted and the Me 109E would still be "in the fight" (slightly damaged but to no obvious effect). This seems quite historical (see below, I far prefer the model visuals of the model to counters):


The beauty of the combat system is a magic grid that converts the historic gun factors of the plane adjusted by the circumstance factors to give the hit probability. The next stage is to master the flying dynamics. Interesting as the key elements of "energy" and "turn capability" are modelled. Nothing is a given, a turn may be attempted but not necessarily made. Given the three second tome span you get another go soon, provided you are not in the sights of an enemy. Being hex based it does have the advantage of keeping the planes locked into a specific place (that can be reconstructed or remembered), so an accidental knock does not subtly overwrite the "billimeter" positioning. 

Sunday, 20 May 2018

Blood Red Skies: Battle of Britain - Bomber Escort Mission (Part 2)

The Hurricanes rose in unison to get to an "advantaged" position to meet the threat posed by the twin-engines, double-seated with 'evil' rear gunner. They do shift and have a special "agile"ability card which takes them out of the "bomber clumsy" category (see below):


The battle had broken down into two separate dog-fights: the Hurricanes versus the Me110's and the Spitfires versus the Me109s (see below):


When you go through a cloud (see middle of the picture below) you reset your status to "neutral" (see below):


The bombers make their clumsy was forwards. The German commander was reconsidering teh wisdom of setting their initial position to "disadvantaged" as I could not see how they could gain a better status in the tactical context of this dogfight. It simply takes the bombers too long to do anything in comparison to the nimble fighters. Once you are in a "disadvantaged" position it is very "easy" to get shot down (see below):


Meanwhile the Spitfires were keen to press ahead with their advantage in numbers over the pair of Me 109s and harass the German fighters out of the game before the extra German "top cover" could descend (see below): 


Snowdrop  Leader: "Tally Ho!" Game on. The Spitfires try a head-on attack against the Me 109s which allows the Germans to fire back. A dangerous tactic as the Me 109 has two nasty 20mm cannons and a heavier weight of fire (see below, the red tracer of 'the first round of combat'):


All depended on the "luck of the nice" but the Spits had their "blood up"!

Next: "Achtung Spitfire!"

PS: Thanks to Renko for the hosting the game with very nice models and a much more complete understanding of the rules. In the words of Amazon and Whiskers if you like the above, nine out of ten cats who expressed a preference, also liked: https://twtrb.blogspot.co.uk/2018/05/blood-red-skies-over-channel-tale-of-j.html?showComment=1526677918061#c7630556548291730388

Saturday, 19 May 2018

Blood Red Skies: Battle of Britain - Bomber Escort Mission (Part 1)

Somewhere over France 1940, the German Luftwaffe masses its planes for a strike into the heart of England with a deadly combination of single-seater (Me109s), twin-engined (Me110's) and twin-engined bombers (what looked to me as Dorniers, but I could be wrong. A vast armada of 15 planes against 12 RAF - six Spitfires and six Hurricanes (see below, which is good odds for the RAF in 1940):


The Germans place the bomber formation [3] on the table (middle left) with two pairs of low level escorts on table [2 x Me109 + 2 x Me110], with the remainder in two flights of "high escorts" [4 x Me109 + 4 x Me 110] that come into play as soon as a "boom chit" is placed on a German bomber (see below): 


Spot the difference? The inclination of a plane indicated its state - facing up means "at advantage", level means "neutral" and facing down means at disadvantage which means it is relatively easy to be shot down. The German opts to disadvantage his bombers but advantage his fighters as per the scenario specific options. The Spitfires (top right) and Hurricanes (bottom right) entered in three 'wing-man' pairs (see below, answers on a postcard):


The Spitfires (me) race in eager to press home an advantage on the Me109s by sheer weight of numbers. The planes are too far away from each other for combat (see below, note clouds do block line of sight and revert status to neutral which could be 'good' or 'bad'):


Another better photograph of the same scene (see below):


The Hurricanes "amble" in. Their opposition are the Me110's. I thought these would just be a liability however I was dutifully informed they pack a considerable punch and are not clumsy bombers but flown well can give Hurricane pilots sleepless nights (which was news to me). The British players played a special Radar card to allow them to improve their individual plane statuses (see below)


We were all set up and now about to enter combat range. It is not an IGYO system but dependant on skill level and status to determine "who goes next". This means random patches of excitement happen all over the board and the safe determinism of hex based board games is  nowhere in sight.

PS: Thanks to Renko for the hosting the game with very nice models and a much more complete understanding of the rules. In the words of Amazon and Whiskers if you like the above, nine out of ten cats who expressed a preference, also liked: https://twtrb.blogspot.co.uk/2018/05/blood-red-skies-over-channel-tale-of-j.html?showComment=1526677918061#c7630556548291730388

Thursday, 21 January 2016

PS4: AIR CONFLICTS - Pacific Carriers

If you cannot beat them then join them!

The 'family' (ahem, eldest son with his elbows to the fore, but the others make sure he does not get it all his own way as we all have 'our own' games) got a PS4 as the big Xmas present. The sounds of action packed "Lego" fights (Marvel Super Heroes and Lego Dimensions) along with the mandatory shuffling sounds of heaps of small Lego pieces (quite evocative) echo through the house for most of the weekend! When the tired kids are off to bed and the wife thinks she'll get a bit of piece and quiet I slip away into WWII Carrier Combat (see below, WWII PS4 game and a custard tart, does it get any better?)


So far I have made it to Midway on Rookie setting with the easier Arcade control settings (call it a need for easy gratification) but the Cap and AA keep shooting me down as I try and take out the Kaga and Akagi.