Solo-Rules-Distant-Thunder.pdf
(
7860 KB
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Pobierz
August 24
th
1914 until November 11
th
1918
And further perhaps
Pensacola Wargamers
Al Hattlestad
In appreciation and memoriam to those who actually participated,
in those horrible times, 1914-1918.
These rules are based on the game designed by Andrea Angiolino and Pier Giorgio Paglia, many thanks. As
well many of rules here are derived from or outright swiped from the works of
Tyneside Wargames Club,
Richard Bradley, Iain McGhee, the
Pour Le Merite
system and
Knights of the Air
as well as many ideas and
contributions from
The Aerodrome,
and from so many of the people who contributed so much time and effort
into providing so much data for this game.
Thanks to all of you.
The basic rules required for use here are the RAP rulebook.
This is found in Ares WW1 Rules and Accessories Pack.
Many of the items in this pack will be useful or required for many of the missions.
As of 30 December 2012
1
Dicta Boelcke
Try to secure the upper hand before attacking. If possible, keep the
sun behind you.
Always continue with an attack you have begun.
Only fire at close range, and then only when the opponent is properly
in your sights.
You should always try to keep your eye on your opponent, and never
let yourself be deceived by ruses.
In any type of attack, it is essential to assail your opponent from
behind.
If your opponent dives on you, do not try to get around his attack, but
fly to meet it.
When over the enemy's lines, never forget your own line of retreat.
Tip for Squadrons: In principle, it is better to attack in groups of four
or six. Avoid two aircraft attacking the same opponent.
As of 30 December 2012
2
Table of Contents
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Squadron & Crew Rules
Mission Generation
Rewards
Special Rules
Optional Rules
5
11
27
49
59
Annex A Ace Skills
Annex B Critical Hit Cards
Annex C WW1 Calendar by week
Annex D Tab 1 Aircraft Data, Alphabetically
Tab 2 Aircraft Availability, Nationality & Quarter
Tab 3 Aircraft Availability, Quarter
Annex E Charts
Annex F Forms
Required Supplies:
Dice; 2 six sided, and 2 ten sided as a minimum. In some options a 20 sided might help.
At least one range stick (ruler).
A control card for each plane to be used. Control card is also referred to as pilots console.
A miniature and/or aircraft silhouette card for each plane to be used, and the appropriate maneuver deck for it.
The following markers for each control card;
1 Smoke, 1 Fire, 1 Steep, 1 Straight, 1 Reversal, 1 Kill, and 3 Jam markers.
All Target, Gun emplacements, Balloon, or Bomb cards as needed for a given mission.
Ace cards (see Annex A)
Critical Hit Cards (see Annex B)
As of 30 December 2012
3
Overview, the campaign proceeds from August 1914 until the end of the war, on a weekly basis. It is possible
to continue aerial action to include action into the 20’s with the Russian Civil War and many other conflicts
ongoing during the period. So feel free to either extend your war with original squadrons or with some of your
favorite crew into these other wars.
Each week, the player generates missions, executes those missions and then does the bookkeeping to confirm
pilots kills, losses, and so on. The aircraft will not be available early in the war to accomplish some of the
game’s missions, so you will have to reroll to find some that you can do.
It will difficult to have a dogfight with
squadrons of unarmed aircraft, so you may find yourself doing a lot of reconnaissance and spotting type
missions.
Due to losses, your squadron will similarly have to reroll to select missions they can perform later in
the war as well.
Then getting replacement pilots and aircraft take place at the end of the month in a bookkeeping period that
allows you to settle that without having to worry about those details each week (although the replacement pilots
and planes will filter into your squadron over the next five weeks – even if that makes some of the replacements
show in a following month).
As of 30 December 2012
4
Chapter 1
Squadron Creation
Each player controls 2 squadrons (one from each side) with up to a maximum of 20 pilots and observers in each squadron. No more
than half of the squadron members may be observers. This way you have your own dedicated opposing force to campaign against.
1914
all green pilots, no ace skills
1915-17
for each pilot roll a d10, if you have a 0, that pilot is an ace, and you may select an Ace Skill for the pilot. Then
reroll the d10, again, if you have a 0 gain another ace skill and repeat until you quit rolling a 0 for that pilot. For each
0 result, give the pilot 5 kills. To encourage you not to keep trying for super aces, once you hit 80 kills that pilot dies
and you now have an empty slot on your roster to represent the late ace.
1918 onwards As above, except that a 9 or 0 will count for ace skills and kills.
See Annex A for Ace Skills.
As of 30 December 2012
5
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