Wednesday 9 October 2024

The Great War in the Air


 As previously mentioned I have been reading over some of my old blog posts.  A bit narcissistic I grant you, but I'm quite proud of some of the posts and after not rereading them for a few years they read rather better than I thought they would.  One of those I landed on was a WW1 air combat post, which of course meant I read all of the others on that topic.  Reading them two things came to mind, firstly I never did post the amendments I made to the original SPI rules and secondly where the hell did I put my notes and rules!  Worry not, I did find them, eventually.

Now that's a dogfight (except it isn't the picture is mock up created in 1933)

The starting point was the old SPI game "Flying Circus".  I played this to death back in the mid 1970's when it first came out.  So I suppose it was only natural that I would want to tinker with the concepts it through up. The original rules for that game can be found here FlyingCircusRules.pdf (spigames.net) and if you want to follow what I did you should take a look at them.  Like the majority of SPI games it used a hex gridded playing area but I didn't want to have to draw a large hex grid so I simply based the models on hexagonal bases and measured everything with a cardboard hex tool I made.  You can see that in photo one.  Aircraft don't stay in grid alignment with each other so when measuring line of sight and shooting ranges and arcs anything that crosses any part of the models base is 'on target'.

The measuring tool used for movement....



...and for gun range checks

The original rules are three dimensional in so far as aircraft can climb and dive  in the vertical plane but not much more, all other movement is in 2 dimensions within a height band of 1,000 feet, as you would expect from a map and counters game I suppose.  I wanted to add some out of plane manoeuvres like rolls and Immelmann turns that were the key tactics in aerial combat. Other things needed adding as well like energy gain and loss too.  The original game had one thing going for it though, which was that it could be learned in a couple of minutes!  Each aeroplane had a stall speed and top speed defined as movement points.  Making a turn used up movement points and different planes took different numbers of turns to climb to the next height level.  You could only shoot at a target which was within range and that had been in your firing arc for half of your, or their movement points.  Possible damage varied depending on the number of machine guns (single or twin) and the ammunition feed (belt or drum).  Lastly you had a limited number of turns firing and drum fed guns had to change the drum after two turns of firing.  That was pretty much it, a real beer and pretzels game.

Luckily smarter minds than mine had already looked at some of the things I felt needed improving so I borrowed and adapted.  First I changed the combat resolution table outcomes so they reflected pilot morale and experience by having most hits impact not the aircraft but the pilots confidence with any hit having a chance of causing a critical damage result which would have an effect on the aeroplane. As I said in the original posts those early aeroplanes were mostly a lot of nothing wrapped in canvas and wood, the vital systems were a small percentage of the target area.  Talking about the aeroplanes the original game only had statistics for around 20 of them, mostly allied types.  That needed expanding which given the lack of firm data on early combat aeroplanes was a big (read huge) task.  The amendments I ended up with are as follows.

Flying Circus Plus

These adaptions use a mix of advanced flying Circus (SPI), Richtofen’s War (AH) and home brew rules.

Turn Sequence (IGOYGO)

1.      Player 1 spotting

2.      Player 1 Movement

3.      Player 2 spotting

4.      Both player’s firing

Repeat the above for Player 2

Simultaneous Movement codes
Each turn note the aeroplanes movement on the play sheet using the following codes:

·         Number – that number of hexes straight ahead

·         Down Arrow – dive note how many metres

·         Up arrow climb - note how many metres (Max of 100 per hex)

·         R or L one hex side turn in indicated direction in the current hex one letter per hex side subject to a max of three.

·         Special manoeuvres – use code as shown below.

Diving
There are two standard categories of dive and a special manoeuvre available in FCP.  The two standard dives are:

Shallow dive – there is no reduction in MP for a shallow dive each 2MP spent moving a shallow dive loses 100 feet.  Turns may be made while shallow diving.

Steep- dive – an aircraft may only move straight ahead in a steep dive.  Each hex costs 2MP and loses 150 feet a steep dive.  Aircraft gain KE while steep diving.

Power Dive – see special manoeuvres.

Over Speeding (gaining energy)
Additional “speed” may be gained as a result of gaining energy by diving under power (over speed).  There is a maximum safe over speed before structural damage is risked.  This varies between aircraft as shown on the statistics sheet.  The original game rule of diving at a reduced speed is not used in the advanced rules.  Aircraft may dive at the maximum normal level flight speed or faster (due to energy gain) without any restrictions, but may suffer structural damage.

Gaining kinetic energy (KE)
Where an aircraft dives at its maximum speed or above it will gain kinetic energy (over speed) up to its maximum over speed allowance.  Aircraft gain one MP per KE point gained per turn spent diving at or over maximum speed.

Using KE
Once an aircraft has ended its dive it still holds the excess energy which must be bled off.  This happens in one of two ways.  In each turn of level flight KE movement points are lost in addition to any other speed reduction (through Drag).  Alternatively, the excess energy may be used to “zoom and boom”.  This entails converting excess energy (over speed movement points) into additional climb points.  One KE point provides an additional 200 feet of climb.

Damage from diving at over speed
Aircraft diving at more than safe dive speed risk structural damage.  Different aircraft have different safe dive speeds.  This is shown on the statistics chart.  The structural damage modifier will increase depending on how much they have exceeded the safe maximum dive speed.  Use the over speed damage table to check if damage occurs.

Damage from high stress manoeuvres
Where an aircraft performs a high stress manoeuvre roll on hit chart CRT3 to see if damage occurs.  First dice to see if hits are scored.  If so pilot resolution is not reduced as with MG fire instead move on to a critical damage test as per gun fire.  Ignore all results other than structural damage.  If there is structural damage check on the structural damage table for the type of damage incurred.  Fragile aircraft use range 1, normal range 2 and robust range 3 result columns.

Fragile Aircraft
Certain aircraft are considered fragile and have an increased chance of suffering structural failures when undertaking high stress manoeuvres.  Fragility is noted on the data chart for those aircraft.  They have lower resistance to structural critical damage than normal.

Loss of height and turns
Any turn in a single hex after the first hex side creates a loss of height of 50 feet

Front MG Arc of fire (simultaneous movement)
As firing solutions are harder to achieve with simultaneous movement the frontal arc of fire is widened.  It is now as shown below.

This simulates the ability to ‘kick in’ a little rudder to yaw the aeroplane.  Range remains the same.

Arc of Fire



Gunner operated ring and pin mounted guns

The gunner has to anticipate the pilot’s actions which can interfere with tracking targets.  He may also need to switch targets rapidly from left to right above or below.  To simulate this gunners fire at -1 on the CRT dice roll for all targets other than those below their aircraft where they fire at -2.

Spotting
Any aircraft firing is automatically spotted by the target aircraft.  Aircraft in blind spots cannot be spotted.  Line of sight is required to spot.  Clouds block line of sight.  Otherwise roll 2D6 at the start of the turn and adjust the result as follows (all factors are cumulative)

Aircraft firing weapons

+1

Aircraft within 8 hexes

+1

Aircraft below spotter

 -1

Aircraft ‘up sun’

 -2

Aircraft over 20 hexes from spotter

 -2

 

If the result is 7 or more the aircraft is spotted.  Any other aircraft in close formation are also spotted.  Close formation means in base to base contact and at the same height (+/- 200 feet).  If playing IGOYGO non-moving player’s aircraft check after the moving player has completed all movement

Ranges in 3D firing and spotting
To simulate firing in three dimensions the enemy aircraft must be within 1,000 feet above or below and not in a blind spot.  Only aeroplanes with the prop hang special move may fire directly upwards, and those with power dive fire directly below and only when those special manoeuvres have been used to gain the firing solution.  The chart below gives the actual range in hexes to use on the CRT

Height

Diff’ (feet)

Hexes to target >

0

1

2

3

4

5

6

7

8

0

-

1

2

3

4

5

6

7

8

200

1

1

2

3

4

5

6

7

8

400

2

2

3

4

4

5

6

7

8

600

3

3

4

4

5

6

7

8

-

800

4

4

4

5

6

6

7

8

-

1,000

5

5

5

6

6

7

8

-

-

NB 200 feet height difference equals one hex height difference in spotting

Combat damage and pilot resolution
In FC an aircraft has a damage limit equal to its speed.  Each point of damage reduces the aeroplanes speed by one point until it falls below stall speed when it is considered destroyed.  In these additional rules, particularly strong aircraft have a damage level higher than their speed as shown in the game statistics and fragile aircraft a lower value. 

Firing uses the tables below to ascertain if hits are scored.  These do no damage to the aircraft but reduce the pilot’s resolution (willingness to continue in combat).  Lots of bullets passing through your ‘plane will tend to do that.  The amount scored is subtracted from the resolution of the target pilot.  Once his resolution reaches zero his objective becomes survival and he will attempt to get off the board via any friendly table side.   Standard pilots have a resolution of 10.  Veterans and novices may have their resolution adjusted as players see fit.  In a campaign setting reduce resolution of all pilots by 1 for each friend shot down and killed.  Add 1 for each enemy aeroplane shot down to the shooter who got the kill shot.  Add 1 to all pilots who survive a game.  It is suggested that minimum resolution be set at 6 and maximum be capped at 18.

For damage checks roll a second D6, if the result is equal or lower than the result on the combat CRT add the totals rolled on both dice together and check the critical damage table. 

For example: a Fokker DVII (Twin belt fed MGs) fires at an SE5a at a range of 3 hexes.  A D6 is thrown scoring a 5 resulting in 2 hits.  The SE5a pilot’s resolution is reduced by 2.  As hits were scored a second D6 is thrown this results in a roll of 2 this is equal to the CRT score of 2 hits.  Critical damage may have occurred.  Adding the two dice rolls together gives a total of 7.  This is a control hit, checking on the control hit table requires a final roll of a single D6 this scores a 1 which reduces the SE5a’s turn code to the next lowest level.

Long Bursts
A player may opt to fire a ‘Long Burst’ before rolling the dice.  This adds 1 to the to hit di roll.  It uses up double ammunition and cannot be used if there is insufficient ammunition remaining or for drum fed guns there is only one ammunition point left before needing to reload.  After using a long burst roll 1D6 on a 1 the guns used have jammed and if this is the main gun, the pilot takes a reduction of 1 to his resolution for not being able to shoot.  This remains in place for the rest of the game.  Each following combat turn where the aircraft has flown straight and level for the entire turn roll 1D6 and unjam on a 6.

Special manoeuvres
These are all moves which require a climb or dive but which do not follow the FC rules so they are treated as special exceptions to the movement rules.  Some of these special manoeuvres are considered high stress manoeuvres and may lead to structural damage.  This will be detailed on each aeroplane’s data card.  To understand the moves the direction and facing of the aeroplane will use the descriptions in the image below. Front is always the initial direction of movement. 



1.      Side Slip (Code -SS) -The aeroplane remains pointing in the same direction throughout the manoeuvre.  It moves into the Front Right or Front Left adjacent hex at a cost of 2MP and loses 50 feet of height.  The action may be repeated as long as there are MP available to use.  Alternating from right to left or left to right is permitted.

2.      Yo-Yos (Code HYY or LYY + number of hexes) -A Yo-yo allows an aeroplane to reduce distance over ground by alternatively climbing and diving.  A Yo-yo may start with a climb or a dive but must alternate climbs and dives in each successive hex during the manoeuvre.  The first step is always by entering the adjacent front hex.  It uses the energy gained in a dive to recover some of the height lost in the following climb.  Each hex moved through costs 2MP.  A hex in which the aeroplane dives reduces height by 100 feet.  A hex in which the aeroplane climbs gains 50 feet.  The manoeuvre may be carried out while flying in a straight line or combined with turns.

3.      Hammerhead turn (Code HT)HIGH STRESS.  The aeroplane moves forward one hex and enters a vertical climb.  it then revolves around the aircraft’s length (going from nose vertically up to vertically down) it then dives vertically in the same hex.  The aircraft may exit to any adjacent hex.  The manoeuvre costs 6MP.  For targeting purposes 3 MP may count towards acquiring a target for the aeroplane carrying out the action and all 6 for an aeroplane attempting to shoot at it. While carrying out this manoeuvre the aeroplane hangs almost stationary at the top of the climb and any aircraft firing at it does so with a +1 modifier to the to hit dice roll.

4.      Rolling reversal (Code RR)HIGH STRESS a half loop and roll out the modern Immelmann turn.

5.      Full loop (Code O) – The maximum size of the loop and so the number of hexes displaced to the rear is determined by the aeroplane’s rate of climb.  The aeroplane ends the manoeuvre facing in the same direction and the noted number of hexes to the rear of the starting hex.  The ‘plane will lose 50 metres of height in the loop.

Rate of climb

MP cost

End point

50

2

Start hex

100

4

1 hex to rear

150

6

2 hexes to rear

200

8

3 hexes to the rear

250

10

4 Hexes to the rear

300

12

5 hexes to the rear

 

6.      Displacement roll (Code DR) – In essence this is a combination of a side slip and a roll to slow forward movement while maintaining MP.  The aircraft moves forwards two hexes at a cost of 4MP

7.      Propeller hang (Code PH) HIGH STRESS– Aircraft moves forwards one hex and enters a vertical climb it then stays in the same hex but is assumed to be pointing vertically.  As with a Hammerhead The manoeuvre costs 6MP.  For targeting purposes 3 MP may count towards acquiring a target for the aeroplane carrying out the action and all 6 for an aeroplane attempting to shoot at it. While carrying out this manoeuvre the aeroplane hangs almost stationary at the top of the climb and any aircraft firing at it does so with a +1 modifier to the to hit dice roll.  After the propeller hang the aircraft may carry out a further propeller hang, a hammerhead or a rolling reversal

8.      Power Dive (Code PD) – HIGH STRESS The aircraft moves forwards one hex and then enters a vertical dive.  It gains KE in the dive at double the normal rate.  To end the power dive the aircraft enters a normal dive for half a turn and then level flight for half a turn.  Fragile aircraft check for structural damage on pulling out.

Charts

CRT 1 (twin MG belt fed)

Die/Range

1

2

3

4

5

6

7

8

1

1

0

0

0

0

0

0

0

2

2

1

1

0

0

0

0

0

3

4

2

1

1

1

0

0

0

4

4

3

2

1

1

1

0

0

5

5

4

2

2

1

1

1

0

6

6

5

3

2

2

2

2

1

 

CRT 2 (Double MG – drum fed)

Die/Range

1

2

3

4

5

6

7

8

1

1

0

0

0

0

0

0

0

2

2

1

0

0

0

0

0

0

3

3

2

1

1

0

0

0

0

4

4

2

1

1

1

0

0

0

5

4

3

2

1

1

1

1

0

6

5

4

3

2

2

2

1

1

 

CRT 3 (Single MG belt fed)

Die/Range

1

2

3

4

5

6

7

8

1

1

0

0

0

0

0

0

0

2

1

1

0

0

0

0

0

0

3

2

1

1

0

0

0

0

0

4

2

2

1

1

0

0

0

0

5

3

2

2

1

1

1

1

0

6

3

3

2

2

2

1

1

1

 

CRT 4 (Single MG drum fed)

Die/Range

1

2

3

4

5

6

7

8

1

0

0

0

0

0

0

0

0

2

1

0

0

0

0

0

0

0

3

1

1

0

0

0

0

0

0

4

1

1

1

0

0

0

0

0

5

2

1

1

1

1

1

0

0

6

3

2

2

1

1

1

1

1

NOTE:  Aircraft with both a single belt and single drum fed forward machine gun (e.g. SE5A) use CRT1 until the drum is empty they then use CRT3 until the drum is reloaded. 

Critical Hit Chart

Throw a second D6 if the score is lower than the result on the CDT above a critical hit has been scored.  Throw a second D6and add the scores together to get a score of 2 – 12 and check the table below.

Score

Effect

2

Crew Hit

3

Engine Hit

4

Structural Damage

5

Structural Damage

6

Control Hit

7

Control Hit

8

Control Hit

9

Structural Damage

10

Structural Damage

11

Engine Hit

12

Crew hit

Crew Hit
For multi crew aircraft dice to see which crew member is hit.  Roll 1D6 1 or 2 is KIA all other results are wounded.

Pilot hit if KIA aircraft is out of control and enters steep dive until it hits the ground.  If wounded reduce resolution by 2.  If Gunner hit KIA that gun position is out of action for the rest of the mission.  If wounded reduce pilot resolution by 2.  All fire by that gunner is at minus one to hit.  Further wounds to a previously wounded person reduce resolution by an additional 2 for each wound.

Engine Hit
Throw 1D6

Score

Result

1

Engine seizes.  Power reduced to zero.

2

Oil leak engine runs rough and seizes in next 6 turns 1D6 1 to seize then 1 & 2 etc.

3

Max power reduced by 1

4

Max power reduced by 2

5

Fire - 1 point of damage/resolution per turn until extinguished

6

Fire 2 points of damage/resolution per turn until extinguished

Extinguishing fire – dive the aircraft in a steep dive.  On a 6 on a D6 the fire is extinguished.  In a power dive it is extinguished on a 5 or 6

Structural Damage
No effect until the next high stress manoeuvre is attempted.  Then roll 1D6:

Score

Result

1

No Damage

2

No Damage

3

1D6 Damage

4

2D6 Damage

5

May no longer make high stress manoeuvres as a wing spar has cracked

6

Aircraft disintegrates

 High Stress Manoeuvres are:

·         Steep Dive

·         Any turn of more than one hex side or part hex side after the first.

·         A second turn in a consecutive hex after the first hex in the same turn

·         Special Manoeuvres as noted

Control Damage
Throw 1D6

Score

Result

1

Turn Rate reduces to next lower rate (e.g. A to B or C to D)

2

Unable to turn to Left

3

Unable to turn to Right

4

Climb cost increased by 1D6 steps

5

May only shallow dive

6

May only gentle climb

 No Special Manoeuvres may be used that require a move no longer available as a result of Control damage

Over speed effects
Throw 1D6 add any adjustment for how much over speed the aircraft is

Score

Result

1

No effect

2

No effect

3

1 Point Damage

4

2 Points Damage

5

3 Points Damage – possible structural damage test on next high stress manoeuvre

6

4 Points Damage - wing spars crack no steep dives or climbs

7 to 11

Severe damage wings detach plane breaks up

 

You don't have everything you need here (yet).  Next post I will put up the playing sheet on which the aircraft data is recorded and explain the abbreviations on that.  I will also post the data for the aeroplanes most commonly seen over the western front.  That will be another long post!

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