A second try out with the Fighter Duel rules by Phil Sabin and I discovered that you will need 'quite a large board' area if you are going to use 1/144 model planes and get into a weaving and circling dogfight! Something the author admittedly had pointed out to me as he used small board game counters on a small-hexed large-gameboard-sheet rather than models. For me I needed the models [which I like making] for "a better sense of visualisation". I scripted a scenario where a veteran Me 109 tried to "bounce" two RAF "old hands" from behind (which should be a hard thing to do). The Me 109 managed to get one "poor chance shot off" but the Spitfires having survived the initial attack 'out-turned' the diving Me 109 and spun away. This seemed quite reasonable. Novice Spitfire pilots perhaps might have got themselves into a bit of bother. The game holds a lot of promise and I will continue experimenting (see below, the Me 109 curses the nimble Spits):
This is the scenario I am working up to an "early war" RAF Vic three formation and a Luftwaffe "Finger Four" head-to-head combat (see below):
Watch this space for more play-testing as I put two game mats together! Note, the blue below obviously implies they are fighting over "The Channel" ;)
The ongoing adventures of a boy who never grew out of making and playing with plastic model kits (and even some metal ones too). Also a wargamer in search of the perfect set of wargaming rules for WWII Land and 20th Century Naval campaigns.
Showing posts with label Fighter Duel. Show all posts
Showing posts with label Fighter Duel. Show all posts
Friday, 23 November 2018
Fighter Duel Part II
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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.
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.
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