Home Forums WWII Some Tiny Air Combat at Koepang, DEI

This topic contains 72 replies, has 7 voices, and was last updated by kyoteblue kyoteblue 8 hours, 41 minutes ago.

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  • #104886

    Just Jack
    Participant

    All,

    It’s noon on 13 February 1942, at an Allied airbase at Koepang, Dutch Timor, on the eastern edge of the Dutch East Indies (DEI).  The VF-63 Killer Pelicans, led by Lieutenant Shawn Collins and sporting brand new F4F Wildcats, were on the way to Philippines when the decision was made two days ago to cancel that trip and instead divert them to the DEI, so the USS Langley made a quick detour to Timor, dropped them off, and headed to Australia.  The Naval aviators had just enough time to get settled in and check their aircraft out before incoming bogeys of the Japanese 1st Air Fleet, operating out of Kendari, Celebes (captured 24 Jan 1942), were spotted.  The Killer Pelicans immediately scrambled six Wildcats to meet the enemy.


    My initial setup.  I’m using some amazing, but teeny-tiny aircraft from “Thomaston,” whom I met over on The Wargames Website when he posted some pics of what he calls “Tiny Air Combat” (https://www.thewargameswebsite.com/forums/topic/tiny-air-combat/page/3/), and I’m using some simple rules posted by “Tango” over on The Miniatures Page (http://theminiaturespage.com/boards/msg.mv?id=489811).  I’ve actually played seven dogfights using these rules already (yeah, taking me a long time to get them written up for some reason) and I really like them, but I’ve got a problem with my playing surface.  One, with the tiny aircraft, my old “Flight Leader” boards are a bit too busy.  Second, the Flight Leader boards are hexed, and my rules are designed for squares, and I really couldn’t make them work with hexes, so this is the only fight you’ll see with the Flight Leader boards.  Having said that, the playing surface for fights 2-7 is horrendous, I really need to do something to get better.  I also need some better lighting.  In any case, the Japanese are on the left and the Americans are on the right.


    The fight is on!  Wildcats and Oscars twist and turn, seeking advantage in the South Pacific skies.  To see how the fight went, please check the blog at:
    https://oldleadbreed.blogspot.com/2018/12/dutch-east-indies-12.html

    This is the first of a series of seven fights, more coming right up.

    V/R,
    Jack

    #104900
    Jim Jackaman
    Jim Jackaman
    Participant

    Cool!

    For a squared board you could use a modular approach and have individual squares of card or mdf?

    • This reply was modified 2 weeks, 1 day ago by Jim Jackaman Jim Jackaman.
    #104906

    Just Jack
    Participant

    Thanks, Jim!

    I’ve got a piece of plywood I’m working on, about 36” x 18” x 2”, sand papering it a bit, then spray it with some blue chalkboard finish paint, then grid it with a blue Sharpie.

    Oh, and hurry up with your Sandbox, I’m eagerly waiting 😉

    V/R,

    Jack

    #104910
    kyoteblue
    kyoteblue
    Participant

    Huzzah!!! Go get them Wildcats!!! Thanks, Jack!!!!

    #104922

    Just Jack
    Participant

    More to come, John, will post the next fight tomorrow, one per day for a week, eat your heart out!

    V/R,
    Jack

    #104923
    kyoteblue
    kyoteblue
    Participant

    I’m still trying to figure out the rules too, Blood Red Skys. Trench Hammer and Scum of the Earth.

    #104940

    Thomaston
    Participant

    Nice fight. A bit costly for the Wildcats.
    Maybe use transparency for the colored lines. Maybe give the number on the flight stand next to pilot names.
    Were the minis difficult to handle?

    About the rules. Are you using 30 degree turns? You could use 60 degrees and ditch the full defection (6 to hit), I think the rules would work better.
    You added the damage rule? How does it work?

    Could try a sample sheet of something like this to mount on your MDF. I might even try this.
    https://www.grahambrown.com/us/checkered-black-and-white-wallpaper/19167-master.html#start=6&cgid=tile

    Looking forward to one battle report a day.

    • This reply was modified 2 weeks ago by  Thomaston.

    Life's too long.

    #104947

    Just Jack
    Participant

    Thomaston,

    Thanks man, glad you liked it, and I’m super happy to finally be able to present the games, with six more to go, posting the next in a few minutes.

    Regarding the rules, you can have 45 and 90 degree turns, even combine 90 degree turns to reverse course, IF you have enough movement points.  I don’t mind the full deflection shots, it helps to keep kills down!  In seven games I think it was tried a dozen times, only worked once.  Damage, as with everything else in the rules, is super simple: if a Zero is hit, a roll of 3+ kills it (less is damaged), a Wildcat is 4+, a Betty is 5+.

    Once I’ve got the rules re-written to my taste, I’ll shoot you a copy.  I’ll be using the rules for WWII in Pacific and Battle of Britain, Vietnam ‘strike’ games, and my Cuba Libre campaigns in Cronistria, South Leon, and the upcoming Desert Storm.

    That’s pretty interesting about the wallpaper!  But, I’m already deep into my board, just used spray paint, green on one side, blue on the other.  I think it looks nice, good enough for me, anyway.

    V/R,
    Jack

    #104949

    Just Jack
    Participant

    All,

    It’s noon on Valentine’s Day, 14 February 1942, at an Allied airbase at Koepang, Dutch Timor, on the eastern edge of the Dutch East Indies (DEI) and the Killer Pelicans immediately scrambled four Wildcats to meet the enemy.


    My crappy, interim solution to finish off playtesting…


    Wildcats charge in on the enemy bombers, breaking up the formation.  To see how the fight went, please check the blog at:
    https://oldleadbreed.blogspot.com/2018/12/dutch-east-indies-13.html

    Next fight coming right up.

    V/R,
    Jack

    #104952

    Thomaston
    Participant

    Why did you use flight of 3 for the US and flight of 2 for Japanese? Was it because you broke the planes?
    Nevermind, I got the bombers and fights mixed up in the rules.

    This battle is almost the opposite of the last one, was it more familiarity with the rules or more focus on taking down the bombers?

    • This reply was modified 2 weeks ago by  Thomaston.

    Life's too long.

    #104964
    kyoteblue
    kyoteblue
    Participant

    An Ace !! and got all 4 bombers!!

    #104977

    Just Jack
    Participant

    Thomaston – I think they were mostly the same, maybe a little more focus on getting the bombers than tangling with the fighters, but some much better damage rolls!

    Kyote – Yep, pretty wild.

    Next fight coming right up.

    V/R,
    Jack

    #104978

    Just Jack
    Participant

    All,

    It’s noon on 15 February 1942, at an Allied airbase at Koepang, Dutch Timor, on the eastern edge of the Dutch East Indies (DEI).   The Killer Pelicans scrambled four Wildcats to meet the enemy.


    Lt Allen charges in on the bombers, but miscalculates and overshoots (bottom left) without getting a shot off!  To see how the fight went, please check the blog at:
    https://oldleadbreed.blogspot.com/2018/12/dutch-east-indies-14.html

    Next fight coming right up.

    V/R,
    Jack

    #104988

    Thomaston
    Participant

    Things are getting exciting. Tough for French.
    20mm on the Oscar?

    Life's too long.

    #104989
    Darkest Star Games
    Darkest Star Games
    Participant

    Glad they hammered the bombers the 2nd time around, but a real bummer on the sacrificial ensign.

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

    #105006

    Just Jack
    Participant

    Thomaston – Yeah, I was getting kinda attached to French, anyone that ends up being the only survivor of his flight and flies three missions in a row.  He’ll be back, just going to miss some time.  He’ll probably miss Coral Sea, Midway, and Santa Cruz, then get back onto the roster.  Regarding 20mm cannons…  Well, when I played and started writing these up they were Zeroes, then I realized it was supposed to be US vs IJA, so had to go back and change some stuff.  Guess I didn’t change everything…. 😉

    Also, this weekend I finished up all my tiny WWII aircraft (still have all those modern aircraft to do), so I’m looking at getting the Chickenhawks back on the table, in their P-40s.

    Darby – Regarding the ‘sacrificial Ensign,’ better get used to it, casualties are heavy! 😉

    V/R,
    Jack

    #105019
    kyoteblue
    kyoteblue
    Participant

    A good but frustrating fight. Thanks, Jack.

    #105039

    Just Jack
    Participant

    Frustrating? Certainly! Eh, loads of fun from my standpoint, got more aircraft finished to get some more dogfights in, just gotta find some time.

    V/R,

    Jack

    #105042
    kyoteblue
    kyoteblue
    Participant

    Frustrating in that your fighter pilots keep going after the Japanese fighters and miss the bombers.

     

    #105087

    Just Jack
    Participant

    If you’ve got a problem with the Squadron’s tactics, please start your own campaign! 😉

    Hell, I’m more concerned with their marksmanship skills…

    V/R,

    Jack

    #105089
    kyoteblue
    kyoteblue
    Participant

    LOL!!

    #105090

    Just Jack
    Participant

    All,

    It’s noon on 16 February 1942, at an Allied airbase at Koepang, Dutch Timor, on the eastern edge of the Dutch East Indies (DEI). The Killer Pelicans immediately scrambled five Wildcats to meet the enemy.


    Five Wildcats taking on six bombers with three escorts, this should be interesting!


    The Wildcats are all up in the bombers’ business.  Click the link to see the fight:

    https://oldleadbreed.blogspot.com/2018/12/dutch-east-indies-15.html?m=1

    See ya tomorrow.

    V/R,
    Jack

    #105098
    kyoteblue
    kyoteblue
    Participant

    I bet they send Lt Case stateside to get his CMOH and wounds treated. Thanks, Jack.

    #105103

    Just Jack
    Participant

    I don’t think they have any choice, unfortunately.

    V/R,
    Jack

    #105120

    Just Jack
    Participant

    All,

    It’s noon on 17 February 1942, at an Allied airbase at Koepang, Dutch Timor, on the eastern edge of the Dutch East Indies (DEI). Japanese bombers are inbound but the Killer Pelicans were only able to scramble a single Wildcat to meet the enemy.


    Looking pretty lonely out here, but hey, we got this, one stud fighter pilot taking on three bombers.


    Let Dapper has broken the formation, knocked one bomber down, and is on the tail of a second, but there’s thick black smoke pouring out of the cowling of his damaged Wildcat! To see how it ends, please check the blog at:
    https://oldleadbreed.blogspot.com/2018/12/dutch-east-indies-16.html?m=1

    See you tomorrow for more shoot’em up action, courtesy of the Killer Pelicans.

    V/R,
    Jack

    #105137
    kyoteblue
    kyoteblue
    Participant

    Damn.

    #105145

    Just Jack
    Participant

    Yup, a real pisser.  I was really hoping for another hero to emerge…

    V/R,

    Jack

    #105149
    kyoteblue
    kyoteblue
    Participant

    Are there any planes left???

    #105152

    Thomaston
    Participant

    I didn’t expect Dapper to make it. I think someone get shot down by defensive fire every mission.

    What are you planning for effect of damage and ace status?

    Life's too long.

    #105156

    Just Jack
    Participant

    John – Apparently there are enough planes left for two more fights 😉  Please remember that the Killer Pelicans squadron has 18 pilots on its roster, so they’re okay.

    Thomaston – Indeed, Japanese bomber defensive machine guns have been quite deadly, which has been a bit of a surprise, seeing how they only hit on ‘6’.
    Regarding the rules, my plan is to keep them as simple as humanly possible: regarding damage, my plan is to give -1 to shooting and maneuver rolls (but no modifier to damage rolls or being shot at).  With Aces, my plan is to give +1 to shooting, damage, and maneuver rolls, and -1 when being shot at.  That is quite a significant bonus for the Ace, and so with that I’m seriously pondering whether to set the bear to becoming an Ace a bit higher, such as 10 or even 15 kills.  He’ll still be called an “Ace” at five kills, but won’t rate the modifier until 10 or 15 kills.  My reasoning is that the bonus is so substantial that we’re not talking about the fighter jock that racks up five kills over his career, we’re talking about that steely-eyed killing machine that dominates every engagement he’s in, such as Vraciu, McCambell, Bong, Carl, etc… (sorry to stick with only US pilots)

    I’ve given thought to ‘lesser’ modifiers, such as:
    Veteran (5 sorties, not counting sorties he was shot down, or two kills): +1 to maneuver roll
    Ace (5 kills): +1 to maneuver roll and shooting rolls
    Steely-Eyed Killer (15 kills): +1 to maneuver, shooting, and damage rolls, -1 when being shot at

    Not sure if I’ll do it though, I want to keep the game clean so the pace remains fast and furious.

    Now a question for you: how do ya feel about ginning me up some more airplanes 😉
    I’m sorry to ask, but I’ve completely bought into the rules and your amazing little airplanes, so much that I’m in the process of selling off all my 1/600 aircraft.  Which means I’m in the market for some more airplanes; a few odds and ends, but mostly stuff for the Battle of Britain (Spitfires, Hurricanes, He-111s, Do-17s, Ju-88s, Ju-87s, Me-109s, and Me-110s).  Whaddaya say?  I promise they’ll get plenty of use 😉

    V/R,
    Jack

    #105158
    kyoteblue
    kyoteblue
    Participant

    I need more room, I need more planes!!!

    #105194
    Darkest Star Games
    Darkest Star Games
    Participant

    I really do think you need to include the veteran/ace modifiers, as we know that the pilot makes a huge difference all things considered.  Of course, you’ll have to keep track for the enemy too… They may already have some real veterans from the first couple years of the war!

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

    #105202

    Just Jack
    Participant

    Kyote – Sorry, I just play and post batreps 😉

    Darby – No doubt the pilot is the point, and I’ll definitely have something, just want to make sure the rules don’t get bogged down.  Regarding the Japanese pilots, I’ve already put together a quick D6 table to give their pilot experience.

    V/R,

    Jack

    #105203

    Just Jack
    Participant

    All,

    It’s noon on 18 February 1942, at an Allied airbase at Koepang, Dutch Timor, on the eastern edge of the Dutch East Indies (DEI). The Killer Pelicans have scrambled three Wildcats to meet the enemy.


    The Wildcats are all over the Japanese bombers. To see how it went, please check the blog at:
    https://oldleadbreed.blogspot.com/2018/12/dutch-east-indies-17.html?m=1

    For the squeamish amongst you, you may not want to click the link. Japanese defensive fire has proven quite formidable…
    Anyway, one more fight to post, coming at ya tomorrow.

    V/R,
    Jack

    #105222
    kyoteblue
    kyoteblue
    Participant

    Those bomber gunners are rolling hot!!

    #105234
    grizzlymc
    grizzlymc
    Participant

    That time in the war the japs were using loaded dice, it’s well documented.

    #105240

    Just Jack
    Participant

    John – Yes, it’s been frustratingly amazing, or amazingly frustrating, to see the bombers’ machine guns keep shooting down my precious Wildcats, needing to roll a 6 on a D6.  Having said that, mistakes have been made by the Navy pilots, maneuvering into positions that allow multiple bombers to get at them in defensive fire.

    Grizzly – I don’t think their pilots were (at least not in this series of fights), but they’re waist/tail gunners definitely were!

    V/R,
    Jack

    #105246
    kyoteblue
    kyoteblue
    Participant

    Jack after you finish this up, what do you plan to do next??

    #105264

    Thomaston
    Participant

    I should have taken bets on defensive fire claiming another plane.

    Ace benefits seems too powerful, while damage penalty seems tame in comparison. I’d go with a reroll per game on taking damage after flying 5 sorties or more and a reroll anything per game for ace, double ace gets 2 rerolls and so on.
    A super simple idea is 5 sorties or more can shift down damage effect once per game, damaged>nothing, destroyed>damaged.
    Ace – once per game a damage roll turns to destroyed. Double ace – twice per game, triple – three.

    I’ll see if I can do the planes this weekend. I’ve been dying to do some Fw190 but it’s the one plane you didn’t ask for.

    @koyoteblue
    We shouldn’t give him an option, we should be telling him to do more.

    Life's too long.

    #105266

    Just Jack
    Participant

    Kyote – This weekend I’m looking at getting back to the Chickenhawks and their P-40s, on my new board, which should be a bit prettier than my poster board.

    I’m also painting up 10mm WWII Marines and Japanese, need to get back to Operation Chunky Bandit on Cuba Libre, getting close to finishing my 6mm Caen/Normandy forces, and thinking about Sword of Gideon and All Americans…

    Thomaston – Some interesting concepts there, I’ll have to mull them over. And I agree with the ‘Ace’ being super powerful, I suppose I’ll have to introduce lesser modifiers and reserve that for the Steely-Eyed Killer.

    And that’s great news on the planes, I really appreciate it!  I’m telling you, I plan on doing the entirety of the Battle of Britain, 10 July to 31 October, in seven-day blocks like I’m doing right now with Killer Pelicans in DEI, and I just sold all my 1/600 stuff, so I’m counting on you! No pressure.  But it’s going to be epic!

    I’d take some FW190s, but don’t know what I’d do with them until 2037, when I’ve got some gaps in my wargaming schedule 😉

    “We shouldn’t give him an option, we should be telling him to do more.”

    You guys are killing me.  Last batrep coming right up.

    V/R,

    Jack

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