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WWII Air war

 Post subject: WWII Air war
PostPosted: Wed Aug 08, 2007 1:41 pm 
Swarm Tyrant
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Absolutely. The web site for the rules are here:

http://www.aandagames.co.uk/scramble.htm

The contents list gives some of the features included, which gives a positive first impression:

Effect of Altitude on Performance
Effects of Damage on Turning
Climbing Half Loop
Variable Dive Rates
Combining Fire from Multiple Mounts
Kamikaze Attacks
Jamming and Interference


And then the suppliment scenario and theatre lists:

http://www.aandagames.co.uk/scramble_theatre_list.htm

I also looked at Check Your 6, and thought that the AI bases would actually work extremely well with this rules set...  ???

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 Post subject: WWII Air war
PostPosted: Thu Aug 09, 2007 6:04 am 
Purestrain
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They are very adaptable


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 Post subject: WWII Air war
PostPosted: Fri Aug 10, 2007 4:43 pm 
Swarm Tyrant
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OK. The Scramble rules arrived this morning! These comments are based on a quick look through to get an idea of the mechanics, and my views (and comments!) may change with a later read-through.

First up, well done to Spirit Games. Web site was easy to use, the guy on the phone knew what he was talking about, he said that the web site is kept automatically up to date, and getting the rules to me in three days during postal disruption is great service! Thanks.

I got both the core rules, and the update book, Angels 15.

The rules seem very elegant. They have a good amount of detail for me, but look like they will stay playable. Measurements are made in 'units' which change according to the scale of the models. 1/300 makes one unit equal one inch. 1/600 would make a unit equal 1cm.

Basics - The game does not use hexes, and the only restriction on minis is that the base should have an area of at least 'two units', so 1/300 aircraft should be on a base 2 inches squared. This seems a little large, and I will need to see how big 'standard' flight bases are. No record is kept of speed (more later) and only altitude is recorded, next to the aircraft.

Each aircraft has maximum and minimum (stall) movement rates, and must move any distance between these two numbers each turn. Aircraft also have a ceiling (max altitude), and going higher than this has an adverse effect on the planes stats. Turning is made at 30 degree increments, followed by a minimum move (different for each aircraft and therefore dictating how agile they are). Shooting is the basic (!) dice + modifier > target defence value. In addition, each type of gun has an ammo index (for example, a 20mm cannon has an ammo of 9), and any dice result of this value or higher results in this (one) gun being out of ammo. Criticals can also be scored.

In general, the rules cover pretty much everything that you can imagine, and are written in a easy to read style (I particularly liked the 'Rules of the Air' list, for example 'The propeller is just a big fan...to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.' Or, 'You know you have landed with the wheels up if it takes full power to taxi to the ramp.')

There is a good amount of research that has gone into the rules, and I am fairly impressed. In particular, there are a number of aircraft stats provided (I would guess about 200-240 in the core rule book) as well as a number of 'available lists' of aircraft for a number of specific theatres, and the web site even has calculations for transforming 'real world' stats into game stats.

I am not sure how it will play, and whether I will miss having 'plane x is moving faster than plane y', but it looks promising on first glance.

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 Post subject: WWII Air war
PostPosted: Sat Aug 11, 2007 5:16 am 
Purestrain
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Thanks for the review CS,

How do planed move in terms of sequence.  

It is aka Fullthrust everyone plot then everyone move.

Or is it initiative based where planes move in sequence?  

Thanks


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 Post subject: WWII Air war
PostPosted: Sat Aug 11, 2007 7:49 am 
Swarm Tyrant
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Hi. The aircraft move alternating. The player which has the initiative decides whether to move first or second, and players alternate moving an individual aircraft, or a formation (if set up in formation). In addition, the player with the initiative may always decide to mve one aircraft/formation last. Firing is conducted after all movement.

A note on climbing - Each aircraft moves up by degrees. A craft at altitude level 3, moves up one 'degree' each turn. If the craft has a 'climb' of two, then it takes two 'degrees' to move to the next altitude level, etc.

The aircraft stats also have difference charts for various types of plane and year of manufacture. For example, the Fw190 has around 16 variants, which means that, for example, the US aircraft get better through the years of release.

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 Post subject: WWII Air war
PostPosted: Sat Aug 11, 2007 11:52 pm 
Purestrain
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Cool without blind movement it can potentially be a solo game.


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 Post subject: WWII Air war
PostPosted: Sun Aug 12, 2007 8:39 am 
Swarm Tyrant
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I guess so. However, if I was looking for a solo play air war game, I would probably go for something hex based.

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 Post subject: WWII Air war
PostPosted: Thu Aug 16, 2007 3:15 pm 
Swarm Tyrant
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UPDATE: Well, I decided to also pick up Blue Sky as a rules set. While I really like Scramble, there are two additional things that persuaded me to also get Blue Sky as a second rules set for the same miniatures.

1. Blue Sky works with more planes, 20-30 miniatures per side seems do-able.

2. One bit of information on TMP...

Set includes 12 scenarios (3 solitaire, 9 standard)


It appears to have solo play already built in to the rules. Also, the miniatures can be used for for both games without any particular basing, and the next suppliment (already overdue) includes the Battle of Britain.

I have made my order, and will let you know what I think when it arrives.

Next, a few planes, some bases, and a hex mat!

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 Post subject: WWII Air war
PostPosted: Thu Aug 16, 2007 5:11 pm 
Purestrain
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I picked up Check your Six and have read throught them.

Decent rules.  I found it intresting to see the differences between it and the rules I use to Blue Max/Canvas Eagles and our local DFC.  

I've been reading about the 56th fighter group.


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 Post subject: WWII Air war
PostPosted: Thu Aug 16, 2007 6:09 pm 
Swarm Tyrant
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(Cuban Commissar @ Aug. 16 2007,17:11)
QUOTE
I picked up Check your Six and have read throught them.

Decent rules. ?I found it intresting to see the differences between it and the rules I use to Blue Max/Canvas Eagles and our local DFC. ?

I've been reading about the 56th fighter group.

Review?

I looked seriously at CY6. But, they are also not available in the UK, but are 30 dollars for the core rules, and has three suppliments. This would be an expensive game to get into, and requires special basing. That said, I did look at it and it does seem an interesting game. It seems to have two sets of stats, one for high altitude.

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 Post subject: WWII Air war
PostPosted: Thu Aug 16, 2007 7:51 pm 
Purestrain
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In Check your six The aircraft to have two stats, but game play is generally at one combat altitude level (CAB)so you wont be flipping stats between games.  Each CAB has six tactical altitude levels (TAL) so really you have six levels when you play.  

I read your post and the replies about Blue sky on the Air pirtaes yahoo group.  I found it interesting.  

I've been looking for a rule set that would allow me to run large formations fo Bombers and escorts.  (1/600 scale)

I want to recreate air battles of the American bombing campaign in 43 and 44.

When you get the rules please let me know if those will be what I'm looking for.

Thanks


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 Post subject: WWII Air war
PostPosted: Tue Aug 28, 2007 1:18 pm 
Swarm Tyrant
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A brief update...

Last week, I managed to get a preparation game of Bag the Hun in. A short report is in my blog (WikiWikiWar).

This morning, my four Blue Sky books arrived, along with the GHQ aircraft. I have not had the chance to give the rules a read through yet, but I am happy to answer any questions people may have about them.

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 Post subject: WWII Air war
PostPosted: Tue Aug 28, 2007 1:36 pm 
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Solo Play? Could you enlighten this a bit further please?

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 Post subject: WWII Air war
PostPosted: Tue Aug 28, 2007 3:51 pm 
Swarm Tyrant
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The solo rules are what I refer to as a 'duck shoot'. The forces are specified by the scenario, along with simpl play rules for the enemy. For example, the first scenario has the player against a couple fo subs. The continue in a straight line, fire defensively and roll to submerge each turn.

Another is against a bomber squadron, which continue in a straight line and drop altitude when damaged.

Nothing too complicated.

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 Post subject: WWII Air war
PostPosted: Tue Aug 28, 2007 5:20 pm 
Purestrain
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Thats for the update CS


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