Hi John, yes that is an La-5 on the cover, It was tough to find a good action shot from the eastern front so I went with this one. I wanted something that showed bombers, fighters and ground targets interacting, but it was pretty difficult to find something like that (that wasn’t a dramatic painting…)
As for fast play – the game runs like this:
All aircraft make a mandatory move – moving 2 times their speed dice directly forward (in inches)
All aircraft make a maneuver – this can be an attack, a climb, dive, or fancy maneuver like immelmann. Maneuvers can be combined, like a climb combined with a turn and attack for example.
That’s the turn structure, simple and easy. Handling 10 aircraft will only take you a couple of minutes to conduct a full turn, maybe less if you dont spend too much time thinking 🙂
Tougher tasks like maneuvering and attacking require a pilot check – depending on the quality of the pilot – will either succeed and be able to attack, or fail and potentially lose some speed and altitude.
Each weapon the aircraft has can make an attack provided it has a target in its field of fire – bombers and aircraft with flexible mounted weapons have larger fields of fire, whereas most fighters have fixed forward weapons that require a “maneuver and attack” task to be undertaken to line up the shot.
Each weapon rolls a single D6 on a damage table, and there are modifiers for range, speed difference, pilot skill, and a few others like attacking head on or high caliber cannons.
The damage table could result in an aircraft being damaged – bombers and ground attack aircraft can usually take more punishment than fighters – or could result in the pilot being wounded, where they incur negatives to future pilot checks. There are also results for structural damage, and in extreme cases, the aircraft simply being shot down immediately.
Things like bombers can conduct defensive fire if they are attacked, firing back at the attacking aircraft after they attack.
As for spotting – this is mostly ignored for simplicity, but aircraft can deploy in ambush allowing them to turn up later in the game, and appear out of the clouds – potentially attacking from an unanticipated direction.
Formations are not handled strictly, with the players deciding how they want to group their aircraft. Usually once the aircraft merge it becomes a chaotic furball of aircraft, each one trying to single out an enemy and attack.
Of course formations of fighters attacking a single bomber becomes a different story, as they all try to match speed and attack at the same time, so in this case all flying together has its benefits.
This game is based on the mechanics of Dogfight!, a WW1 game I wrote some time ago. There is an example game here you could watch if you’re interested. I have simplified slightly since Dogfight!, for example removed G forces for Lacquered Coffins, and left it down to the pilot check to determine if a shot can be made – less to keep track of.
Here’s the Dogfight! example game:
- This reply was modified 4 years, 5 months ago by NKL Aerotom.
Tom Jensen - http://ostfrontpublishing.com/