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  • #102063
    Avatar photokyoteblue
    Participant

    After reading Touched With Fire I would make the jungle as big a killer as the Japanese.

    #102068
    Avatar photoJust Jack
    Participant

    John,

    Indeed, and it’s part of the problem I run into with my own, peculiar style of gaming.  We know that illness and disease causes tremendous amounts of non-battle casualties, yet none of my guys ever go down to malaria, dengue fever, the plague, snake bite, bear mauling, etc…  For that matter, none of my guys ever get whacked by things we know are happening off table, either before or after the fight, such as aerial interdiction, buildings booby-trapped by retreating enemies, one-off snipers or ‘snipers,’ harassment artillery fire, stray mortar rounds, short rounds, etc…

    I’ve actually had a few people inform me my style of gaming is unrealistic; I’m sure they’re correct, but I game for the story-telling surrounding the characters, and it just doesn’t seem right or fair to have a named character laid low by… dysentery.  I know it’s not right, but for the guys I’m following, they’ll be heroes or zeroes based on what happens on the table, and on the table only, it’s just my way.

    V/R,
    Jack

    #102072
    Avatar photokyoteblue
    Participant

    I like your style Jack, just wish you would get back to the South Pacific or Isreal.

    #102073
    Avatar photoJust Jack
    Participant

    Almost done with the batrep for South Leon, I’ll post tomorrow evening, it was an incredibly fun fight!

    Then I’ll get to those dogfighting batreps, all seven of them…

    Meanwhile, I’m game-planning for the Marines.  I think I need to buy some more toys, looks like 10mm, so I can play larger scale games with element-based troops in (relatively) small spaces, and skirmish in 15mm, and I’m game-planning a close to the Israeli War of Independence, then I’ll be moving into 1956 on the ground… and in the air!  Bought some Mysteres and MiG-15s from Thomaston, that’s what they are for.

    V/R,
    Jack

    #102089
    Avatar photoDeleted User
    Member

    You already do a lot of off table events in the strategy. Non combat stuff could add to the story, the reason I wouldn’t do it is because it adds more work and book keeping. I have Platoon Forward and that add a lot of flavor but I don’t use most of the tables.

    If you didn’t name all your men you could easily say you pulled healthy people from other platoons to fill the gap.

    Your WWII stuff is going to be a lot of work, good thing you’re not following army and IJA grunts as well.

    #102140
    Avatar photoJust Jack
    Participant

    Thomaston,

    “You already do a lot of off table events in the strategy. Non combat stuff could add to the story, the reason I wouldn’t do it is because it adds more work and book keeping.”

    You’re right on both accounts, but the biggest reason for me not doing it is that I just can’t stomach one of my characters charging a machine gun, winning a Navy Cross, then dying of dengue fever.

    “I have Platoon Forward and that add a lot of flavor but I don’t use most of the tables.”

    I’m exactly the same, been ‘internet wargaming buddies’ with Joe Legan for several years now.

    ”If you didn’t name all your men you could easily say you pulled healthy people from other platoons to fill the gap.”

    Sure, but I’ve got no problem bringing replacements in, just don’t want heroes going out like that.

    “Your WWII stuff is going to be a lot of work, good thing you’re not following army and IJA grunts as well.”

    Hell, it already has been! 😉

    I’m definitely going to do some Aussie Diggers, pondering Army grunts in New Guinea.  The Japanese thing is a bit funny you brought up: certainly not going to do up Japanese infantry, but I’m considering Japanese pilots. If I’m going to play against my boy on a regular basis, I’m going to have to track his pilots, too, not just mine. Maybe 😉

    V/R,

    Jack

    #102150
    Avatar photokyoteblue
    Participant

    I’ll read whatever you post Jack..I just like some more than others.

    #102155
    Avatar photoDeleted User
    Member

    I hate my character dying as well. But they don’t have to die they could just lay in hospital until the pass the recovery check.

    #102162
    Avatar photoJust Jack
    Participant

    John – You bet your sweet ass you will, now quit complaining! 😉  Next batrep coming right up, I think you’ll like it.

    Thomaston – Sure, but what if he doesn’t recover?  I try not to cheat, but that’s a bit too tempting 😉  Plus, even if he recovers, think of all the fights he’s missing!

    V/R,
    Jack

    #102163
    Avatar photoJust Jack
    Participant

    All,

    Current situation: It’s 0230 on 3 August 1990 in South Leon and Task Forces 23 and Dusty have teamed up to handle a problem: following its invasion of South Leon, the Communist Army from Federation Socialiste Nationale de Leon (FSNL) quickly established an air defense umbrella to protect its penetration, and it’s wreaking havoc on the Cuban and South Leonian Air Forces. A Cuban intelligence officer may have a source that can help crack the code, but he’s run into trouble and now the Cubans are dashing in to help save his bacon.


    Overview, north is up. There is a deep, fast moving river running east to west at bottom, bridged at bottom center. The hill the Cubans the Direct Action element is staging on is at top right (Captain Villagrosa’s Security Element is off table to top center), the gully is visible running from the hill to the road, meeting it at the center of the table. The village is at left: Building 1 is at top left, Bldg 2 at far left, and Bldg 3 at left. The Cubans are all on the hill in the northeast (top right), while the bad guys are spread across the map. The enemy Lieutenant is screwing off in one of the buildings, as are several of the minions, but the Communist Sergeant is out keeping an eye on things (left, just left of the road split, actually on the left fork), there is an RPG gunner on watch in Bldg 2 (far left), an RPK gunner on watch (just above the bridge), and there are four sentries on patrol (top left, on the road, far right, just above the river, left, just above the river, and on the bridge at center bottom).


    The Direct Action element, from top left: Ryder, Marshall, Turbot, Robo, and Dinger, supported by TF Dusty snipers Sgt Eusabio (spotter) and PFC Romero (shooter). I’m playing this using Ben Lacy’s excellent set of rules, “SOF Warrior,” which, in my estimation, is perfect for these type of fights. I have assigned the following Troop Ratings: Ryder and Marshall are 5s, the other three shooters are 4s, and the two TF Dusty snipers are 3s. The enemy soldiers are all 2s, while their Lieutenant and Sergeant are both 3s. The Cubans are SEALs from Khurasan and Modern Australians from Eureka, while the enemy soldiers are East Germans from Battlefront.


    The snipers, Sgt Eusabio and PFC Romero (bottom right), scan the village (top) as the column of shooters moves downhill via the gully (left).


    Outside Bldg 1 (which has its roof off because two bad guys have been spotted in there), Robo moves up (left, from bottom left) to support Turbot (top left), as Dinger opens fire with the machine gun (bottom right) on the north sentry (top center). To see how the fight went, please check the blog at:
    https://cubalibrewargame.blogspot.com/2018/10/operation-chunky-bandit-15.html

    Even though the immediate problem is getting to the LZ for extraction, the larger problem is the Cubans are not one step closer to dismantling the Communist air defense network, and there is no sign of the intelligence officer, Tragg, who supposedly has information that would help to that end. So the next fight is enemy attempts to reinforce the village from the north running into Captain Villagrosa and the Security Element, but then we gotta get down to business!

    V/R,
    Jack

    #102168
    Avatar photokyoteblue
    Participant

    No idea how the new rules work, cards, numbers, levels?? Give us a clue or two!!

     

    #102209
    Avatar photoJust Jack
    Participant

    Dude, you’re killing me! The rules aren’t new, I’ve played quite a few games using them…

    In any case, SOF Warrior, like it’s WWII cousin ‘Final Combat,’ assigns each troop a rating (1-5, higher is better) for activation.  The game is broken into phases, in which you draw a card (1-5), and everyone with that number is able to do something (move, shoot, rally, spot, etc…).

    The deck contains cards matching the troop ratings: TR 1 has 1 card in the deck, TR 2 has 2, TR 3 has 3, etc…  You shuffle the deck and pull a card, then activate everyone with a TR matching the card, so a really poor soldier with TR 1 is only going to act once per turn, while a super soldier with TR 5 is going to act five times each turn.

    There’s more stuff in there, primarily regarding leader’s ability to give orders (activate) subordinates, but that’s the command and control mechanism in a nutshell.  Everything else is pretty standard, though very ‘crunchy,’ with individual ratings for accuracy, close combat, stealth, stamina, courage, mountains of modifiers for shooting and spotting, rolling to see where a guy got hit and how badly it hurt him, lots of D20 and D100 use.

    Generally I’m a(n extraordinarily) simple man, but every now and again I enjoy putting my cammies on, painting my face up, and getting fully immersed for a few hours 😉

    V/R,

    Jack

    #102218
    Avatar photokyoteblue
    Participant

    I thought you were using  5MIN or one of Ivan’s other rules set.

    #102273
    Avatar photoJust Jack
    Participant

    You simply must pay better attention, old boy. 😉

    But understandable, I believe I’ve now played more than 200 games using various sets of Ivan’s rules.

    V/R,

    Jack

    #102274
    Avatar photokyoteblue
    Participant

    It’s hard to keep up with all of Ivans rules. I’m trying to learn Trench Hammer right now.

    #102295
    Avatar photoDeleted User
    Member

    I like that battle, but what I liked most was the tall grass and the shape and color of the helmets. I wish those minis would come in 6mm or 3mm.

    I was curious how the rules play, activation mechanics sounds familiar, maybe another NWG or THW rules uses it?

    #102332
    Avatar photoJust Jack
    Participant

    Thomaston,

    Thanks, glad you liked it! And ‘shape and color of the helmets,’ eh? An interesting observation. But hell, I’ve seen your skills, there’s no way you couldn’t make those in 3mm or 6mm yourself! 😉

    The crux of the rules are as I explained above, really all down to the activation system. I don’t think Ivan has a set of rules with an activation system like that, but maybe he does, I’m sure there are plenty I haven’t seen.

    THW use a Rep level that is similar, but they don’t have phased activations like SOF Warrior. The only one I’m familiar with like SOF Warrior is Skirmish Sangin.

    V/R,

    Jack

    #102361
    Avatar photoIvan Sorensen
    Participant

    The card draw sounds like a mix between Face of Battle and THW a bit.

    #102366
    Avatar photoJust Jack
    Participant

    Well, speak of the devil! It only took you 15 batreps and three pages of comments to finally drag yourself over?  I was still waiting on a reply to my email when I saw you’ve decided to bravely forge off and ahead on your own 😉

    In any case, the first eight batreps here are using 5 Men at Kursk (aided by a nifty campaign system from Jimmi at Flashpoint Minis), the next six are using Squad Hammer, and this last one is using Ben Lacy’s SOF Warrior.  So kick your feet up and stay awhile, read some mildly entertaining batreps 😉

    Back to the issue at hand, as we’ve discussed, I’m not really familiar with Face of Battle, but I’m not following you regarding THW.  From what I recall of Nuts! (and I suppose I’m making a bit of an assumption that it is Nuts! you’re referring to, though my understanding is also that all the THW rules use the Chain Reaction system Nuts! uses), you’ve got the Rep and you try to roll  D6 under it, no phases and no cards.  What am I missing?

    Anyway, glad to ‘see’ you man, it’s been awhile. First a Rod Roberts sighting, and now this! I think Shaun’s run into problems with his new house, got fed up, and offed himself, though…

    V/R,

    Jack

    #102369
    Avatar photokyoteblue
    Participant

    Hi Ivan!!!

    #102370
    Avatar photoDeleted User
    Member

    I can’t remember if this was THW’s rule or not but vaguely I remembered from somewhere to draw chit or similar, the number is the REP that can activate there’s also 2 chits that signal the end of the turn, anyone who hasn’t activated shoot at what ever is in sight. I can’t remember if the REP drawn is the only one that can activate or it include that REP and above.

    Might also be from I Ain’t Been Shot Mum.

    #102374
    Avatar photoIvan Sorensen
    Participant

    Well, speak of the devil! It only took you 15 batreps and three pages of comments to finally drag yourself over? I was still waiting on a reply to my email when I saw you’ve decided to bravely forge off and ahead on your own 😉

    In any case, the first eight batreps here are using 5 Men at Kursk (aided by a nifty campaign system from Jimmi at Flashpoint Minis), the next six are using Squad Hammer, and this last one is using Ben Lacy’s SOF Warrior. So kick your feet up and stay awhile, read some mildly entertaining batreps 😉

    Back to the issue at hand, as we’ve discussed, I’m not really familiar with Face of Battle, but I’m not following you regarding THW. From what I recall of Nuts! (and I suppose I’m making a bit of an assumption that it is Nuts! you’re referring to, though my understanding is also that all the THW rules use the Chain Reaction system Nuts! uses), you’ve got the Rep and you try to roll D6 under it, no phases and no cards. What am I missing?

    Anyway, glad to ‘see’ you man, it’s been awhile. First a Rod Roberts sighting, and now this! I think Shaun’s run into problems with his new house, got fed up, and offed himself, though…

    V/R,

    Jack

    Cheers homeslice.
    I totally thought I had replied to your email so now I feel like a ****. But since you’re good at reminding me of how much I suck, I feel justice has already been served 🙂

    Yeah, I meant the 2HW system. Upon a closer read, I guess it’s not as close as I thought. I had read your post as meaning you activated troops with a TR equal or lower than the card or something like that, which would feel pretty 2HW, but now I realize that I am wrong. Twice in one day, when will it end??

    Face of Battle assigns 1-3 cards (from memory) to each soldier (or optionally section/team/whatever) based on quality, which seems similar but still distinct. More skirmish oriented.

    How is the Flashpoint guys campaign system? Easy to port over to other systems then?

    #102449
    Avatar photoJust Jack
    Participant

    Thomaston,

    I’m not familiar with what you’re describing in terms of THW, but what you’re describing is IABSM, where each platoon and ‘Big Man’ is put on a card/chit, and activates when it’s card is pulled, and the turn ends when the ‘Tea Break’ card is pulled, and all units that have not activated are able to fire if eligible.

    Ivan,

    “But since you’re good at reminding me of how much I suck…”
    Yeah, I figured you’d have gotten used to it by now 😉
    Face of Battle sounds a lot closer to the activation system in Final Combat/SOF Warrior, except each soldier doesn’t get ‘x’ amount of cards, each soldier activates when one of the cards of his TR is pulled.  When opposing forces have troops of the same TR, you roll to see who goes first.
    The campaign system works for plenty of stuff, I think it was designed for Chechnya.  I blogged all about it:
    https://cubalibrewargame.blogspot.com/2018/08/operation-chunky-bandit-mini-campaign.html

    V/R,
    Jack

    #102529
    Avatar photoIvan Sorensen
    Participant

    Can a soldier be activated multiple times per turn in Final Combat then?

    Question for your Squad Hammer battles: Did you use the Spotting rules and if so, which version? The original or the Options Pack one ?

    #102553
    Avatar photoJust Jack
    Participant

    Ivan,

    Yes, every soldier is going to activate a number of times equal to his troop rating, each turn.  So my super-soldier shooters (actually, just the two veterans) were rated at 5, and they activated five times each turn.  The enemy Lieutenant and Sergeant were TQ3, so activated three times each turn.

    The issue is that (unlike Skirmish Sangin) you don’t know when you’re guys will activate. You have a deck of cards shuffled each turn; in it are 5 fives, 4 fours, 3 threes, and 2 twos (there would have been 1 one in there if any TQ1 soldiers were in the game, but there weren’t any in this one).  The deck is shuffled, you pull a card, and everyone with a TQ matching the card gets to activate, then you pull the next card, keep going until the deck is spent and re-shuffle to start the next turn.

    Regarding Squad Hammer spotting, yes, I was using the spotting rules.  Hmmm, clearly you didn’t read the batreps, I commented on this quite a few times as I proved quite adept at failing spotting rolls, even for units that had a very low target number because they’d already seen and fired on the unit the previous turn.  I don’t have an options pack, just the basic rules, so must have been those.  I don’t have the rules to hand (I’m in Houston for a baseball tournament this weekend), but off the top of my head it was just me assigning a target number on 2D6, the same as shooting, though I would sometimes set numbers lower than five or higher than nine, and failed on 4s and succeeded on the 10s!

    V/R,

    Jack

    #102555
    Avatar photoShaun Travers
    Participant

    I am still here.

    I have not run into problems with the new house but renovations on the new house are consuming – so many things to do!  And we are also getting our existing house ready to sell so there is painting and all those maintenance jobs we have put off for the last 10 years 🙁  I expect to slow down by around Christmas.  My expectations may or not be met but at least there is a goal.  Besides the occasional game with the children my wargaming activity is writing various rules here and there but no time to play them…

     

    #102649
    Avatar photoJust Jack
    Participant

    Yeah, I’d actually seen you post on a couple topics here and thus knew you weren’t actually dead, just doing my part to add to the infamous Travers’ mystique 😉

    Here’s looking forward to when things are once again settled for you.

    V/R,

    Jack

    #117470
    Avatar photoJust Jack
    Participant

    All,
    Current situation: It’s 0100 on 4 August 1990 in South Leon and Captain “Ryder” Stelosavo’s Task Force 23 has teamed up with TF Dusty to handle a problem: following its invasion of South Leon, the Communist Army from Federation Socialiste Nationale de Leon (FSNL) quickly established an air defense umbrella to protect its penetration, and it’s wreaking havoc on the Cuban and South Leonian Air Forces.


    The Cuban Special Forces troopers swiftly move out, leaving the OP (bottom center), with Ryder and Robo moving left (top left, at the Receiving Building) and Marshall and Dinger moving right (center right, at the Barracks).


    Robo fighting off some guard dogs.  How many times do you get to see fighting off guard dogs? 😉


    Okay, time to go.  Dinger (bottom left) getting ready to take on the enemy defensive emplacement (top right).


    And showing off my Khurasan 15mm operators.  To see how the fight went, please check the blog at:
    https://cubalibrewargame.blogspot.com/2019/07/operation-chunky-bandit-16.html

    So here’s what happened:

    -As Ryder and Robo moved into the HQ Building, a group of enemy soldiers, including their Commanding General and Tragg, attempted to escape out the east end, but Dinger and Marshall took them down, capturing the General and recovering Tragg, the Cuban Intelligence Officer.

    -Ryder and Robo cleared the HQ Building, encountering only light resistance in the house.  They found a treasure trove of intelligence in documents, maps, and computers, and found a large suite of communications gear in the basement of the HQ Building.

    -Tragg reported that the comm gear in the basement was the command control node for the Communist air defense network in South Leon.  Ryder immediately called this in to HQ, which immediately dispatched a platoon of combat engineers who helo’ed in and blew the HQ Building and comm gear to Kingdom Come.

    So, in the overall scheme of things, the next phase in ground operations is the breakout by Task Forces Razor and Redleg, the troops that were already in country when FSNL invaded from the north.  The invasion saw them cut off and isolated from all support; following Cuba’s responding invasion, the two Task Forces are now going to fight west through the Communists to link up with the Cuban reinforcements, coming from the Atlantic coast in the west.  Which should be much easier now as close air support will be much more effective due to knocking out the enemy’s integrated air defense network!

    And speaking of air support, that’s where we’re going next, to the air.  I’m actually going to work back in time just a bit; the idea is that Cuba had stationed a squadron of F-4 Phantoms in South Leon prior to the invasion, but they hadn’t had much to do until the Communist invasion.  But when the Commies invaded South Leon, they put on an all-out aerial blitz, beginning with a classic fighter sweep, followed by a massive bombing campaign in South Leon.  So the lone F-4 squadron has to fight and try to hold on through the initial onslaught, then reinforcements arrive several days later when Cuba executes its counter-invasion.  Once again we’ll see a clash of fighters, and then the Cuban Air Force will begin its bombing campaign (which initially goes poorly due to the enemy’s very capable air defenses, and then get better after Ryder and his boys do their thing) to help TF Razor and Red Leg breakout, and then see the combined Cuban ground forces take back South Leon.
    So, that’s what’s coming up, stay tuned!

    V/R,
    Jack

    #117473
    Avatar photoMr. Average
    Participant

    I love the terrain.  Those hills look like Warzone Terrain, which recently stopped selling (sadly – I loved their stuff!).  Did I identify them right?

    #117477
    Avatar photoJust Jack
    Participant

    Mr. A,

    You threw me at first, I was thinking “there weren’t any hills in that batrep,” then I realized you must have gone back through some of the old ones.  And you are correct, those are from Warzone, bought three sets from them.  I didn’t know they’d stopped selling, that sucks…

    V/R,
    Jack

    #117480
    Avatar photokyoteblue
    Participant

    Holy Thread Necromancy Jack!!! We are back to the future!!! Good AAR and I look forward to more Air fights.

    #117621
    Avatar photoJust Jack
    Participant

    All,

    It’s 0615 on 24 July 1990 in the country of South Leon. We are with the Cuban Air Force’s 301st Tactical Fighter Squadron, deployed to South Leon several months ago. So far there hasn’t been much to do, just some routine Combat Air Patrol (CAP) and close air support missions every now and again for the grunts, but no air-to air engagements to date. The squadron, also known as “The Flying Boxcars,” is led by Major “Viper” Culero, a former US Navy fighter pilot that earned himself four kills and the Estrella de Bronce (Bronze Star with ‘V’) during the Cuban War of Liberation. He normally keeps a two-ship CAP up, 24 hours a day, 7 days a week, but this morning, starting about 0400, there’s been a lot of chatter about some major stuff going down up north, so he bumped the CAP up to four aircraft, just in case.

    What the good Major doesn’t yet know is that the Communist Army from Federation Socialiste Nationale de Leon (FSNL), South Leon’s malignant neighbor to the north, has launched an all out invasion of South Leon, and they are rapidly rolling towards that nations capital. Accompanying them will be an all out blitz by FSNL’s Air Force, and the Flying Boxcars are about to be involved in some of the most intense aerial action since WWII.

    To kick off their offensive, the FSNL Air Force has put 6 x MiG-21s in the air on a classic fighter sweep, looking to clear the skies for follow on strike aircraft, while the Cubans have four F-4 Phantoms up on CAP.


    Four F-4 Phantoms rising to meet…


    Six MiG-21s.


    Silver 03 pulls an Immelman, reversing course and putting himself in good shape to get on Boxcar 12’s tail (left).


    Boxcar 12 runs straight in, head to head with Green 03. Both pilots fire, and Boxcar 12 gets his second kill of the day! To see how the fight went, please check the blog at:
    https://cubalibrewargame.blogspot.com/2019/07/operation-chunky-bandit-17-air.html?m=1

    I played a total of three fights on Saturday morning, working on the batreps, stay tuned.

    V/R,
    Jack

    #117624
    Avatar photokyoteblue
    Participant

    Alright alright alright!!!

    #117628
    Avatar photoJust Jack
    Participant

    Yeah man, it feels good, feels like I’m back.

    What did you think of the pipe cleaners to show movement? I’m of the opinion it was genius 😉

    V/R,

    Jack

    #117629
    Avatar photokyoteblue
    Participant

    It was ok, I didn’t pay that much attention to it, sorry. But if you like it do it!!!!

    #117632
    Avatar photoDeleted User
    Member

    MiG-21 rules!
    You kept the shooting as original rule? I was hoping for rules for missiles.
    A lot of head on shooting, if I remember correctly you WWII fights started about the same.

    I like the jet trail, saw the picture and knew right away the MiG did a maneuver.

    #117686
    Avatar photoJust Jack
    Participant

    Didn’t pay attention to it??? Then how did you know which aircraft I was talking about? You never cease to amaze, John 😉

    Thomaston – Yes, in keeping with my mantra of quick, fast, and deadly, I kept the shooting rules exactly the same.  It seemed to work; that is, I had loads of fun.

    I also didn’t track how many missiles each aircraft had, just to keep things simple. But honestly, with an F-4 able to carry 4 AIM-7 and 4 AIM-9, I’m not sure it matters.  I don’t think an aircraft has ever taken eight shots in any game I’ve played.

    The only thing I’ve really thought about in terms of missiles is opening up the range, but more of a technology differentiator than really a simulation of missiles.  I.e., a MiG-21 and F-4 have +1 to maneuver roll and firing range of 1.  MiG-23 and F-16 have +2 to maneuver roll and firing range of 2.  MiG-29 and F-15 have +3 to maneuver roll and firing range of 3.  Not perfect by any means, but useful in terms of matchups between unequal opponents.

    Regarding all the head to head action, that one is kinda tough.  I thought about decreasing the HTH ‘to hit’ score from 4 to 6 to encourage getting to the merge and then jockeying to get on the tail, but the problem is real life: by 1990, pretty much all the air to air missiles are all aspect.

    The obvious issue is that if you’re head to head then so is he, and I thought about upping the defensive fire to hit to 5+, but I actually like the idea that the reacting pilot has a (considerably) tougher shot then the pilot with the initiative.

    i still might make the HTH to hit lower from the frontal aspects, just to encourage more actual dogfighting, but then again, I really don’t want to do anything to slow the game down.  Interestingly, I left the rule in that a 90 degree deflection shot still hits on a 6, but I didn’t actually let any of the pilots take it, figured they wouldn’t waste a missile on that in real life.  So I suppose my target profile actually looks like this:

    5 +         4+        5+

    –             ^           –

    4+           3+        4+

    What did you think of my new pilot ratings?  I’m pretty pleased with them, still quick.  Need to come up with a table to roll for opposition pilot ratings, though (rather than simply treating them all as Regulars).

    I have rules (my modified ‘Lacquered Coffins,’ which I used for ‘Phantoms Over Havana’) with ammo tracking, evasive maneuvers, countermeasures, differing radar and IR missile and gun attacks, etc…, but they cannot handle this many aircraft in a reasonable amount of time.

    V/R,

    Jack

    #117706
    Avatar photoDarkest Star Games
    Participant

    What did you think of the pipe cleaners to show movement?

    Like that a lot!  I think it really helps show who is going where, especially when you’re doing a narrative AAR.  Keep doing that!

    Bummer of an action for those F-4 drivers, ouch.

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."

    #117708
    Avatar photoDeleted User
    Member

    I thought the pilot rating was nice and simple. Easy to understand but I can imagine myself having a headache remembering the rating of every pilot.

    I thought it was weird that rolling a 1 a rookie aircraft hovers in mid air.
    25-30 kills for NBK made me giggle with glee considering the attrition rate of your previous games, similar to 8th air force 25 missions tour.

    How about getting rid of that 5+ front aspect shot as well?

    “a MiG-21 and F-4 have +1 to maneuver roll and firing range of 1. MiG-23 and F-16 have +2 to maneuver roll and firing range of 2. MiG-29 and F-15 have +3 to maneuver roll and firing range of 3.”

    Nope! I’m not getting baited into that. Aircraft and missile performance is a never ending can of worms.

    Here’s an idea, feel free to shoot it down. Add a radar guided missile phase before the first turn, every plane with RGM can take a shot.

    #117729
    Avatar photokyoteblue
    Participant

    I was reading the narrative, not looking at the pictures so much.

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