Campaign rules for Wings of War

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Cardinal Biggles

Campaign rules for Wings of War

Post by Cardinal Biggles » Mon Dec 22, 2008 2:12 pm

Written by our newest member . a draft...here for discussion


TALLYHO!!!
A SET OF CAMPAIGN RULES FOR USE WITH THE WINGS OF WAR WWI AIRCRAFT RULES

CONTENTS: PAGE:

1. OBJECTIVE…………………………………………..3

2. OVERVIEW……………………………………………3

3. SCALE…………………………………………………3

4. MISSIONS…………………………………………….4
4.1 General Mission Notes………………………………………………..4
4.2 Bombing Run Missions……………………………………………….4
4.3 Reconnaissance Missions…………………………………………….5
4.4 Patrol Missions………………………………………………………...5

5. POST MISSION & PILOT DEVELOPMENT…6
5.1 Post Mission…………………………………………………………….6
5.1a Claiming Kills……………………………………………………....6
5.1b Crediting Kills……………………………………………………...6
5.1c Being Shot Down……………………………………………….....6
5.2 Pilot Advancement…………………………………………………....7

1. OBJECTIVE:

The objective of these rules is to provide a simple system to help develop a little more depth to the Wings of War system. Currently I have only played the WWI system but with minor adjustments these rules could be used with the WW2 supplement.

First let me apologize in advance for any breach of copyright. I have played numerous systems during my gaming life and I may inadvertently use an idea developed by someone else. Please be aware this is unintentional and I do apologize if this occurs.

2. OVERVIEW:

These rules will not amend any of the actual combat rules associated with the Wings of War system but are to be used in conjunction with those afore mentioned rules.

They will deal with mission types, pilot advancement and post mission developments which will be detailed in the following sections.

The rules will deal with a day at the front and be divided into periods. During each period their will be a chance of a mission and depending on the type will determine the organisation for that mission.

A note on terms used throughout these rules. The term turn refers to a complete turn which involves all three manoeuvres of a plane , a manoeuvre refers to the one action conducted by the plane, three of these make up a turn. Once you play a game you will understand this concept.


3. SCALE:

In relation to this system the game will basically represent a day during WWI at the tactical level. There will be no thought here to add in a strategic level but it may be considered for a future supplement. The campaign could be developed further to represent a week or even longer period if the players wanted to add campaign days back to back and manage to survive that long.

The day will be divided into the following periods representing possible mission timings.

Dawn
Morning
Afternoon
Evening

Each period is basically abstract with no fixed time period and represents pre-flight checks, flying time and repair and maintenance within the period.


4. MISSIONS:

4.1 General Mission Notes:

A player whose plane’s base crosses any edge of the playing area will be deemed to have left the current mission and cannot return during that mission. A pilot may also leave a mission by playing at least 1 diving manoeuvre in 3 consecutive turns with no enemy pilots also diving to that level. If an enemy dives to that current level then the pilot must play an additional dive turn to escape. If the diving pilot is the only one at their current level at the end of any turn after the three dive turns then they have been deemed to have escaped the combat.

Cloud cover is also an issue that needs to be determined before each mission. Roll on table 2 below once a mission has been established to determine the cloud cover during the mission. Cloud has the following effect during a battle, no plane in a cloud may fire or be fired at whilst any part of it’s base is in the cloud and if two planes are occupying the same cloud at the end of any manoeuvre a D6 is rolled and on a 1 both planes collide resulting in both crashing. Clouds are considered to occupy all levels in that location. The number of clouds determined from Table 2 below will be placed randomly before aircraft deployment is determined.

At the start of each period a D6 is rolled on table 1 below to determine if a mission is to be flown during that period.

Table 1 (D6 Result) Table 2 (D6 Result)

1. No Mission 1. No cloud
2. Bombing Run 2. 1 clouds
3. Reconnaissance 3. 2 clouds
4. Patrol 4. 3 clouds
5. Patrol 5. 1 cloud
6. Patrol 6. No cloud

If no mission is rolled this is due to unfavourable weather conditions etc for flying. Players will move on to the next period and roll again.

Once a mission is determined then the sides need to be determined. Obviously for patrols both sides will pilot fighters but in the case of a Bombing or Recon mission then it needs to be determined as to which side will carry out the mission while the other side will pilot fighters trying to intercept.

4.2 BOMBING RUN MISSIONS:

Once sides are determined then the side conducting the mission need to determine who will pilot the bomber. This can be done by all relevant pilots rolling a D6 and the highest untied roll is the bomber pilot.

The result of the actual mission is unimportant as it is the fact that if the bomber can reach the target. To represent this the bomber and escorts will enter on one of the short edges of the playing area and attempt to get off the other side without the bomber being shot down.

The interceptors will roll on table 3 below to determine their entry point into the playing area.

Table 3 (D6 Result)

All locations are in relation to bomber entry.

1. Left side of playing area
2. Opposite end left corner
3. Opposite end centre
4. Opposite end centre
5. Opposite end right corner
6. Right side of playing area

In the case of left or right side entry the pilot entering may determine where along that edge they enter but it cannot be within 12” of the corners. Those entering from the corners or centre must enter within 6” either side of the centre or corner.
The mission will end when there are only the planes of one side left in the playing area.


4.3 RECONNIASSANCE MISSIONS:

The reconnaissance mission scenario is basically the same as the bombing mission so please follow the setup and rules discussed under the bombing mission.


4.4 PATROL MISSIONS:

The patrol mission scenario is basically an up front, face to face dogfight. Both sides will enter the playing area from opposite long edges, this should be determined randomly after any cloud cover is placed. Pilots may place their plane anywhere along the determined long edge. Planes are placed simultaneously.

Leaving the playing area or escaping is as per the General Mission Notes rules.

The mission is considered complete when only the planes of one side remain in the playing area.

Special Patrol mission rule: Surprise!

In a Patrol mission before deployment both sides roll 1D6, if one sides D6 is double the score of the opposing side then that side is considered to have gotten the jump on the other. If this is the case then the surprised side must deploy all their planes first.

Each side may add +1 to its total for each ace in its flight. Each side deducts – 1 for each rookie in the flight.

5. POST MISSION & PILOT DEVELOPMENT:

I have put both these topics in the one area as they both relate to each other.

5.1 POST MISSION:

5.1a Claiming Kills:

The pilot who can claim a kill is the last pilot to have shot the target before its demise. If two pilots shot the target in the same manoeuvre then it is the pilot who caused the damage which resulted in destruction of the enemy plane. If a plane is force to land due to mechanical failure then it can only be claimed if the damage is visible, i.e. it is smoking or on fire etc, it must be damage that must be told to the opposing player.

5.1b Crediting Kills:

To be credited with a certified kill the kill must be witnessed by a friendly pilot who also returns to his own side alive after the battle, if more than one pilot returns all kills are certified.

If only one pilot returns then a D6 needs to be rolled for each kill claimed to determine which side of the lines they came down on. Odd your side, even the enemies. Planes that crashed on the opposing side of the lines cannot be claimed and credited to the pilot.

5.1c Being Shot Down:

Although in most cases this normally resulted in certain death there must have been some stories of miraculous survival. To represent this all pilots who are shot down or crash should roll on Table 4 below and apply any modifiers.

Table 4 (D6 Result)

1. Guardian Angel – live to fight again
2. Guardian Angel – live to fight again
3. Horrific injuries – live but medically discharged
4. Dead
5. Dead
6. Dead

Modifiers:
+ 1 if during combat your plane was on fire at any stage or if you are a rookie
- 1 if you came down due to mid air collision in cloud
- 1 if you are an ace
- 2 if you were forced to crash land due to mechanical problem (taking damage twice in the same location)

If a pilot survives to fight again he may be able to take part in the next period mission if he rolls a 1 – 4 on a D6, on a 5 or 6 it means that there is no replacement plane for him during this period. After this period he returns to normal active duty.

5.2 PILOT ADVANCEMENT:

All pilots start the campaign as rookies, newbys straight out of flying school. Being a rookie has no modifiers during the battles, it only affects survival rolls and surprise but these are listed in the relevant sections.

All pilots are considered rookies and are affected by the rules for rookies until they get their first kill.

Once a pilot is credited with his first kill he is considered to be trained and his life expectancy increases. Being trained does not affect battles and has no other affects in game terms.

Once a pilot is credited with 5 kills he is considered an ace. Aces gain benefits in survival rolls and to surprise. The increased experience of the ace gives him an advantage in combat over pilots of less experience and to represent this when an ace shoots at long range, at a pilot who is a rookie or trained, the target must draw 2 damage cards and discard the card with the lower damage value. A card with an additional damage indication will always be considered the higher card even if the damage number is less. If both have additional damage indicators then the card kept is the one with the higher damage value. The explosion card is always the highest card in the damage deck.

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Bluewillow
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Re: Campaign rules for Wings of War

Post by Bluewillow » Fri May 28, 2010 11:44 am

pics from the campaign

Image

Image

Image

cheers

Matt
"if you don't stand for something, you will fall for anything"

http://stormandconquest.blogspot.fr/
http://kampfgruppewillow.blogspot.fr/

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