Air Power – Part Three: Aircraft Arrival

After the number of aircraft has been determined, a roll is made for each aircraft’s arrival. The player with air superiority rolls one Air Mission Dice per aircraft, then allocates the dice to his Dice Chains.

  • Air missions must be used in the current turn.

 

Gaming Tip: To avoid confusion in the heat of battle use different coloured dice for Air Superiority to those used for Command Dice.

Arrival Results (Roll 1D)

1 The aircraft’s mission is aborted due to mechanical problems, inclement weather or faulty navigation. The aircraft is unavailable this turn.

2-5 The Air Mission Dice is added to an existing Dice Chain, or of there is no existing Dice Chain, it is used to form a new Dice Chain.

6 Special Air Mission Dice (see Special Air Missions).

Gary has four air missions available this turn.

  • He rolls a dice for each one: 1, 3, 4, 6.
  • The 1 means that the mission is aborted.
  • The 3 is allocated to a Command Dice Chain consisting of two 3s.
  • Gary doesn’t have a Dice Chain of 4 so he uses the Air Mission Dice to form a new Dice Chain.
  • The 6 forms a Special Air Mission.

Air Missions and Command Pulses

When using a Dice Chain containing both Command Dice and Air Mission Dice, a player can use his dice in any order he likes.

A player with a double Dice Chain plus an Air Mission dice could use one Command Dice to activate ground units, then use an Air Mission Dice, and then use his second Command Dice.

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Air Power – Part Two: Air Superiority

Air Superiority Dice

Air Power Dice are used to determine how many aircraft are available each turn.

Aircraft and Air Superiority

The number of Air Superiority Dice available to a battle group is determined by its point cost.

Points CostAir Superiority Dice
5001
10002
15003
20004
3000+5

Using Air Superiority Dice

Each turn players roll to see who has air superiority.

Air Superiority is checked immediately after Command Dice are rolled. If both players roll Command Failures the turn ends; no Air Superiority Check is required.

Air Superiority TN

TNs for Air Power Dice are listed on the Air Power TN table by army and period.

Battle GroupAir Superiority TN
Germany
1939-413+
1942-434+
1944-455+
Commonwealth
1940-434+
1944-453+
Soviet Union
1939-415+
1942-434+
1944-453+
USA
1941-434+
1944-453+

Command Failures and Air Superiority

If a player rolls a Command Failure with his Command Dice, his TN is increased by +1.

The US (1944-45) have rolled a Command Failure. Their Air Power TN is increased by +1 to 4+.

Compare Results

Players compare results by deducting the lower number of successes from the higher.

  • The player with the most successes gets that number of air missions this turn.
  • The lower roller doesn’t receive any air missions.
  • If the number of successes is tied, neither player gets any air missions.

The Germans roll one success and US roll three. The US have two air missions available.

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Air Power – Part One

“Anyone who has to fight, even with the most modern weapons, against an enemy in complete control of the air, fights like a savage against modern European troops, under the same handicaps and with the same chances of success.”

Field Marshall Erwin Rommel, Papers, 1953

World War Two saw extensive use of air power with planes attacking enemy forces in conjunction with ground forces. Air power is not essential – you can easily ignore it. Maybe bad weather prevents attacks onto the battlefield, or air superiority is so contested that no planes ever make it past the enemy fighter screens.

 

 

 

Aircraft Models

One aircraft model represents a flight of fighter-bombers or fighter aircraft. Models can be the same scale as your infantry and tanks or smaller-scale models can be used.

You can also use your air power dice to represent aircraft. This is particularly useful if you haven’t got round to painting your models.

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Combat HQ Air Power

Air Power Rules for Combat HQ

This week I’m posting the Air Power Rules for Combat HQ.

Here’s some gun camera footage of a P-47 to help set the scene.

YouTube player

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Designer’s Notes – Reaction Dice

Reaction Dice in Combat HQ

There are two types of Reaction Dice (RD):

  • Firepower (FP)
  • Anti-Tank (AT)

Infantry are FP targets; Armour are AT targets. While on similar scales, they do vary.

Infantry RD are mainly morale based. Armour RD are morale + armour.

Armour can’t be affected by FP. Infantry can’t be affected by AT.

With an M4 Sherman it makes no difference when it fires as both its AT and FP are 6D.

The Tiger II has FP: 6D and AT: 9D. While it can really dent an M4, it has the same chance of hitting infantry as the M4.

RD & Morale

Morale is figured into the Reaction Dice calculation.

A 37mm gun has no chance of penetrating a Tiger II’s armour, but the tank crew don’t always know what’s attacking them.

The 37mm ATG rolls 4D. At Effective Range this equates to 2 successes.

The Tiger II rolls 11D for an average of 6 successes. Generally, they don’t care about being hit.

But if the 37mm gets lucky and gets four successes; and the Tiger rolls no successes, the Tiger is dispersed! The crew panic and bail-out or they slam it into reverse and rout. Either way, the Tiger II platoon is out of the game.

Tiger II vs an M4 75mm

The M4 75mm has 6D AT vs the Tiger II’s 11/10 RD. On average the M4 scores 3 hits vs the Tiger’s 6. Most of the time, it has no effect. If it gets lucky and the Tiger is unlucky, the M4 wins big time.

The Tiger has 9D AT vs 5 RD. Five hits vs 3. It wins most of the time…

An Anti-Tank round that penetrates into the inside of a tank often resulted in the death of the crew. As each tank unit represents five actual tanks, it’s the effect on the other tanks in the platoon that are tracked. Tank crews are liable to panic when fired at. It’s the glancing rounds and jammed turrets that cause tank crews to fall back.

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