WOW, three years and two months later.....
Life has thrown me a few serious curve balls. I'll omit the details at this juncture. Let me say I have been quite busy.
On the fun side of things, I have been painting WW2 stuff in 15mm and 28mm, Bolt Action and more recently Chain of Command miniatures games. I have actually done some gaming too. I made "the mistake" and picked-up the Osprey "GUSTAV vs Thunderbolt" book. Hmmmm. This broke my "lock" on ground combat.... This started me down the slippery slope of that LOW ALTITUDE AIR BATTLE OVER NORMANDY I started so long ago. I have several of my air game ideas on some of the old computers here. I also typed up some performance data the other day and hope to do a mash-up of all that I have accumulated.
Comparing speeds, climbs, pretty basic.
Comparing turning, maneuvering, more complex.
Also adding the FW190A6/7/8 into the fray. Performance/dogfighting stories vary. Seems turning was not great? I know roll rate was good. Power good too at these altitudes. Climb? Better than the P-47 but far from spirited.
Of course the P-51B/C may appear. Not known as a dog fighter, different sources say different things. How to even get comparative performance values for a limited number of planes does become a challenge. The initial set looks like:
Bf109G-6
Bf109G-14
Fw190A 6/7/8
P-47D (mid versions)
P-47D (later versions)
P-51B/C
P-38....not a priority at this time until I get the others done
Of course, the RAF will be added and some target types, 2 and 4-engine.
Hexes are easy yet they become a challenge with the differences between the plane types are not great. Perhaps a plain gaming mat without hexes.
My new rules version, I am using perf at Deck, 5000ft, 10,000ft as we are still talking IXth TAAF supporting the drive across Normandy. By keeping this a low fight, the fight can better be managed and hopefully more authentic.
I can do single missions or a mini campaign where survival is the goal. FWIW, the AAA gunners that survive can become quite deadly. The Americans will have to get bombs on target, strafe, look out for the AAA and keep a weather eye open for the LW.
the firepower, looking at things again.
1 d6 .50 cal (trying to figure out what to do re 13mm but I keep also wanting to give it a 1 rating)
3 d6 for 20mm
this gives a typical Gustav 5 d6 firepower
8x d6 for the P-47 is 8 d6 firepower
this roughly resembles previous discussion about the Jug having 2x the FP of a Gustav.
the Bf109G-14, some 800+ of 2000+ built had the /U4 with the engine gun being the Mk108.
2x d6 for the 13mm
9x d6 for the Mk108. (naturally shorter range bands than some weapons, different dice color for the 30mm)
this gives this version of the Gustav 11 d6 firepower.
The Fw190A7/A8 is 14 d6
interestingly, I saw the Tony Williams airplane gun evaluation. My numbers seem to be in the ball park.
All of these values reflect hit strength at close range. Mid and Long range less rounds would hit so less FP would be applied
Sure, lots can be said about firing up the computer and hopping onto a Fighter Sim. Quick gratification. However, play vs AI or even Internet opponents, you are not with your flight or squadron doing stuff. Also your pals are not their socializing, having a beverage, etc on computers as they would be at a home or game shop. I grew up hanging out around the family sand table out in the garage.
NOT looking to get into a rivet-counting affair, but not some half-cocked inaccurate kid game either!
Needs to be a balance of accuracy and playability. Players may improve in a campaign or generate some pilots for a Saturday evening pick-up game. Where an ACE is called for, they will have a few of the special abilities offered. The BETTER the pilot, the more skills he will have. Conversely, an AVERAGE pilot may have one skill, ROOKIE pilots will have no skills and likely a shooting penalty that decreases with combat experience.