Air Combat Board / Miniatures games WW2

Ad: This forum contains affiliate links to products on Amazon and eBay. More information in Terms and rules

Few dice, few rules and more fun.

I'd go computer sim then LOL. Actually, there are a few types of combat that lend themselves better to computer sim than boardgame - and I think tactical aerial combat is one of these.

And that means that smaller rifle caliber hits whilst having far less explosive or destructive effect in themselves, might have a better chance of collateral damage because of multiple hits that they achieve
.

Just noticed this. Remember, a shell casing that bursts from a HE charge is getting multiple hits as well - and most likely with a higher "muzzle velocity" due to being re-accelerated due to the explosion, and therefore more kinetic energy, giving it more ability to penetrate the armor around a pilot than a partially spent round would have.
 
As I mentioned last night, looking to make this simple
For example, a d8 roll yields some assorted damage options, chance of a critical, and minor dings
this is just a very basic start
Instead of having to saw the planes down totally, limiting planes to 2-3 special/critical hits
The different fighters use a various quantities of dice.

Hit Location d8
1 Wing
2 Wing Double Hit
3 Fuselage
4 Fuselage Double Hit
5 Engine
P-47s ignore first engine hit
1 Still runs, little power
2 Engine destroyed
6 Special/Critical:
1 Controls damaged/partial jam slow maneuvering
2 Loss of control, roll against pilot quality for recovery
3 Fuel Fire: 1 small, 2 medium, 3 large 4 moderate fuel leak, 5 severe fuel leak, 6 explosion
4 Weapons hit Random
5 Oil / Coolant hit, slow death
6 Pilot
a.1-3 light wound
b. 4 moderate wound
c 5 severe wound, land, belly land, or bail out NOW
d 6 fatal/mortal
7 Minimal damage, war stories of taking hits
8 moderate cosmetic damage, as above but repairs may take longer.

EDIT) some formatting challenges here, sorry!

I was moving the LR furniture around, preparing to install baseboards. I was possessed, got out few of the game mats and planes

 
Last edited:
Here is some info on taking damage from the "Mustangs" game I had mentioned - It's interesting on how it handles self sealing fuel tanks, pilot armor, inline vs. radial engines, etc.


MUSTANGS - AIR-PIRATES

 
Wings of Glory is another really good miniature air battle game. There is a world war 1 version as well as world war 2.
 
thanks Scruffy!

A brief progress report may be in order here...
The shell/basic outline of my little game evolves, blows up, recovers, gets neglected, then I get back to it.
FOR EYE_APPEAL, I want a lot of miniatures on the game mat, so some of the detail has to yield to speed the flow of the game. I also want the battles resolved quickly so that there can be several battles in an afternoon. Each side gets an AREA map. I got this roll of paper, like gift wrapping, brown with thin blue hex lines. Towns, main roads, bridges/basic stuff will be marked. Random roll for US for missions. The German leader will have missions too as well as on-call events. As a campaign could develop, more info gets onto the map. Most gaming, the scenario calls for US: Bomb Bridge at XD123456 LW: Defend bridge at XD123456 which is a crock of poo. LW will have to react from ground spotter reports. Contact may not result. Other plans may enter the area but generally I'm looking for a US Group vs an LW Staffel for starters and a US FW vs an LW Gruppe when I get more experience. 4-planes=1 counter on the AREA map. The LW players better husband their resources as supplies/spare parts/new aircraft/fuel are not getting through all that well. Meanwhile, expect each US Sqdn to be full-up at 16 planes daily.

Once there has been a spotting (variable by weather/light), play reverts to game mats. Then miniatures are used. Spotting rolls continue but one side may still get a bounce in.
The way that I am heading now is a marked DECREASE in detailed aircraft performances differences and an INCREASE in pilot ability/experience determining actions or success. I also have some skill progression charts, replacement quality charts (not very good for the Germans unless they get a pilot coming off instructor duties or returning after wound recovery). The 9th AF Thunderbolt pilots, few aces, but overall good pilots. Occasionally they have a well-trained replacement lacking in real combat skills. So you need skill rolls to get into firing position. Combats are BOUNCE, DOGFIGHT, BOMBER ATTACK. The firepower and damage models are fairly aircraft-specific. I've looked around as in a few posts above, looked at other games, thrown this all into the pot and have boiled this down many times. What I keep getting is 2x .50 cal/13mm =1 pt 1 x 20mm=2pt so
Bf109G-4 =2 (2x7.9mm deck guns nearly worthless)
Bf109G-6 =3
Bf109G-6/R6 =7 ( 2x2pt gun pods)
Bf109G/U4 =7* (nose 30mm cannon)
the 30mm mk108 is bothersome to calculate so there is variable damage.
P-51B/C =2
P-51D =3
P-47D =4
P-38 =4

You add the firepower to a die roll if the shooter, add your DEF value if you are the defender to your die roll, consult a damage chart. Some shifting around for pilot skill, BOUNCE or DOGFIGHT, etc.

lots more to work out
must figure out the correct amount of AAA for LW and US advanced air fields. The locations will no doubt become known

I am also busy with a 1/285 scale sculpt of an F-105 F or G.



 

Users who are viewing this thread