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Post by Michael on Sept 20, 2014 19:22:15 GMT -8
SO I'll put out the first rule, I am going to do some experimenting with something that has probably never been done before (Will be in a different post.) But this will be for the damage you bomber receives. To the veterans of these things, you may not need it, but here is the bomber repair timesheet:http:http://boardgamegeek.com/filepage/88081/b17qots-bomber-repair-table-v1 And the damage tracker sheet: 314aux.home.comcast.net/~314aux/Aids/DamPts.pdfWe will not be using the rule that if your plane reaches 259 damage points it is a category E. Instead it is irreparable when it reaches 300+ damage. The new "experiment" is a collision with "Jerries" or "bandits" (whatever you like to call em') that have shot down. this didn't happen very often, but it was like a BIP. when it did, you were lucky to make it back in one piece. I am still working on it and we may not even see it in use this tour. I am hoping to "juice" as many tours as possible out of a year. (to keep everyone on their toes ) More will be explained in the next reply.
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Post by Michael on Sept 20, 2014 19:39:26 GMT -8
(taken from this thread: boardgamegeek.com/thread/939530/281st-sixth-campaign-... B-17G Flying Fortress: Following the retirement of the B-17F (the model found in the game), the definitive production model rolled off the assembly lines. This was the vaunted B-17G, which was slightly heaver and slower than its predecessors but which featured a heaver armament. The major feature about the B-17G model to note was a chin turret under the nose of the aircraft. This model was used in quantity by both the USAAF and the RAF in the closing years of the war. For Game purposes, the B-17G is identical in every respect to the B-17F used in the regular game except that the nose gun is replaced by the “Chin Turret”. The chin turret is equipped with twin guns and may attack fighters approaching from both 10:30 Level and Low, all levels of 12:00, and both 1:30 Level and Low. Enemy fighters are hit on a die roll of “5” 0r “6”. Chin turrets are affected by all hits that would otherwise affect the nose gun / bombardier. Enemy fighters attacking from 12:00 High may not knock out the chin turret. Ammunition supply is the same as for the nose gun post. M-1 Chin Turret Field of Fire:* 11:30 High - 11:30 Level 5,6 11:30 Low 5,6 12:00 High* 5,6 12:00 Level 5,6 12:00 Low 5,6 1:30 High - 1:30 Level 5,6 1:30 Low 5,6 * On Table P1-3 Enemy attacks from 12:00 High with a d6 result of 1,2 = N.E. Enemy attacks from this angle and altitude are unable to affect the “Chin Turret”. All other altitudes from this angle are as normal rules. Date Chart: Before 8/43: 0 % to acquire B-17G August-43: 1% - 10% to acquire B-17G September-43: 1% - 20% to acquire B-17G October-43: 1% - 30% to acquire B-17G November-43: 1% - 40% to acquire B-17G December-43: 1% - 50% to acquire B-17G 1/44 & after: 100% to acquire B-17G B-17E: total 512 were built B-17F: total 3,405 were built B-17G: total 8,680 were built Total B-17’s built: 24,816 (including Model 299, YB-17, YB-17A, B-17B, B-17C, B-17D too) Added by Michael: I think we will start the tour off 11/43, so to see if your bomber is a b-17 G of F roll one D-6, a roll of 1-3: Still an F 4-6 a G. If your plane gets shot down, your next plane is automatically a G.
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Post by Michael on Sept 20, 2014 19:39:49 GMT -8
Im going to steal this rule from the same thread as well. Optional House Rule 5: Wound Recovery table:
This chart is modified from the 88th BG (H) campaign that Mike Lam used. If anyone has suggestions please feel free to contact me about them.
After the mission roll for SW type per normal rules (Table Bl-4b), then roll below to see how many days till your crewmen will be ready to return to duty (LW & SW-Rec) or go home in the case of Serious Wound-Incapacitated and Invalidated Home.
LW*: Roll 1D6 1 = Returns Next day 2 = Returns Next day 3 = Returns Next day 4 = One Day Recuperation 5 = Two Days Recuperation 6 = Three Days Recuperation * = Plus 1 if crewmember received a second LW during the mission. ie 2x LW.
SW-Recovers: Roll 1D6 1 = Three Days Recuperation 2 = Four Days Recuperation 3 = Five Days Recuperation 4 = Six Days Recuperation 5 = Seven Days Recuperation 6 = Eight Days Recuperation
SW-Incapacitated: Roll 1D6 1 = Ten Days Recuperation 2 = Ten Days Recuperation 3 = Fourteen Days Recuperation 4 = Fourteen Days Recuperation 5 = Twenty-One Days Recuperation 6 = Twenty-One Days Recuperation
Automatic Recovery: Frostbite-Recovers = 1 day rest Frostbite-Invalidated Home = Roll on SW-Incapacitated chart above Stay in hospital after ditching = 1 day Stay in Hospital if crewman parachuted into English Channel/North Sea = minimum of 3 days
Enjoy, Jim cool
POW Survival Table:
Roll 2D6 for each POW. 2-4 = Died in captivity. 5-12 survived POW experience, Liberated in May, 1945
borrowed a bit from a table in the B-29 game,
Thank you for your post! Daniel K. Edwards (Kozzackkelt)
I have no changes to add to this at all. this rule is perfect.
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Post by Michael on Sept 20, 2014 19:40:06 GMT -8
One of the last rules I am "stealing" M-5: AREA SPRAY FIRE (Revised) Roll one die per MG using spray fire (a)
1 Jams (b)/Fighter attacks normally 2 Fighter attacks normally 3 Fighter attacks normally 4 Fighter Breaks off without firing 5 Fighter Breaks off without firing 6 Fighter hit - roll for damage to fighter on Table M-2
NOTE: (a) Spray fire may only be against 3, 4:30, 6, 7:30, 9 or Vertical Climb attacks, not against 12, 1:30, 10:30 or Vertical Dive attacks. (b) A gunner may attempt to fix a jam gun each time the B-17 enters a new zone. Roll one die: 1,2-gun fixed; 3,4,5-remains jammed; 6-gun broken permanently.
Perfect rule, I have nothing to add.
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Post by Michael on Sept 20, 2014 19:40:50 GMT -8
Optional House Rule 2:
Fuel Tank Fire:
Attempting to put out the fuel fire the pilot and copilot put the B-17 into a steep dive in hopes to blow out the flames. Below is a d6 table to help replicate this event.
1d6 Result; (e) * 1 = Fire Out (a) 2-3 = Fire Continues (b).. 4-5 = Fire Spreads (c) 6 = Fuel Explodes (d) ......
Notes: (a) A die roll of 1 is always “Fire Out” result regardless of modifiers. You have dropped out of formation for rest of mission. (b) Must roll for Fuel Leak on Table Bl-1: 10(g) (first Turn.) You have dropped out of formation for rest of mission. You must re-roll on this Table every turn after initial occurrence adding a +1 to the die roll. (c) Fire spreads out of control and the crew MUST Immediately Bailout. Roll on Table G-6 per rules. (d) Fuel violently reacts to the fire and crew MUST Immediately Bailout. Roll on Table G-7 per rules. (e) If you elect to not dive or you can't dive you must still roll on this table. If you roll on this table without diving this turn then the first part of note (a) does NOT apply in this case, though you are still out of formation. Pilots will not risk hurting other planes in case of an explosion.
* If your control cables have taken two hits, severing them from working, your plane will not be able to dive to extinguish the flames
Further Notes: 1) You will dive about 3,000 feet per attempt to extinguish the flames. 2) Landing on Fire; Add a -1 modifier to your landing attempt Due to the hurried nature of your situation. 3) Fire Damage; If you are using the Peckham Damage point system add 25 points of damage for ever zone your plane is on fire.
Added optional flavor rule: Crews Initial Loyalty / Bravery Roll (roll only once on first fire occurrence)
Roll 1D6 ** 1-2 = stay with plane 3-6 = bail out.............
** Loyalty / Bravery modifiers +1 if pilot has previously flown 5 or less missions -1 if pilot has previously flown 6-10 missions -2 if pilot has previously flown 11-20 missions -3 if pilot has previously flown 20+ missions Thanks Jim P. for this awesome rule!
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Post by Michael on Sept 20, 2014 20:32:58 GMT -8
Even though we will be starting out on 11/1/43, we will not be useing the "battle boxes" Instead, we will be flying standerd formations of six planes each, with low, middle, and high squadrons.
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Post by Michael on Sept 21, 2014 19:00:02 GMT -8
For those that use it: You may not use the emulator, unless you can change the coding to follow these rules stated above. Sorry for the inconvenience.
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Post by Michael on Sept 21, 2014 19:50:54 GMT -8
Due to the fact that I will be rolling for fighter coverage pre mission, if you happen to get R.E. and it is aggressive "little friends" it only counts for you, same with any other R.E. roll, for now.
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Post by Michael on Sept 22, 2014 7:48:36 GMT -8
RULE ON FORMING UP WITH THE SQUADRON: upon entering zone 1, roll 2D6: Good weather: 2-Incident, roll 1D on table below. 3-11-no incident 12- incident, roll 1D on table below Poor weather: 2-3-incident 4-10-No Incident 11-12-incident Badweather 2-4-Incident 5-9- no incident 10-12-incident
Table below: 1-Crash on takeoff, roll for landing immediately. it is -7. If the number rolled is below a zero, bombs explode, all crew KIA. 2- Aircraft collision, roll 1D for each aircraft in the squadron until one gets a 1-2 as its roll, this is the other plane you collided with. Bailout on table G-7 3-4: Clipped, loose formation for one zone, roll to find the unlucky plane who clipped you. keep rolling until a plane gets a 1-2, that plane clipped you. please let the pilot of that plane know. IMMEDIATELY! 5-6: Loose squadron. re-roll for your squadron. If it is the same squadron: NE.
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Post by Michael on Sept 22, 2014 7:49:09 GMT -8
If, post mission, you get a report of being clipped, you have to reset everything that happened to your bomber, and redo the mission according to what happened.le If you have a collision, and it is post mission, reset everything, and roll for crew bailout on table G-7.
If you have not done your mission yet, and one of the above happened to you, please do the same.
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Post by Michael on Sept 22, 2014 11:39:03 GMT -8
SW crew members fighting: after a crew member gets an SW wound, for each zone wave encountered, roll 1D: 1-2: Crew member refuses to keep fighting. 3-6:No effect for each wave a crew member refuses to keep fighting, +1 to the roll above for the crew member, and +1 to the die roll for their survivability upon arriving home.
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Post by Michael on Sept 22, 2014 14:39:50 GMT -8
Example mission (this is my mission to Amiens.): Bomber: Jerry Juicer Mission of this bomber: 1 Target: Amiens Zone 1: Weather Good. No Incident Zone 2: Fighter coverage: Poor No Waves Zone 3: Fighter coverage: Fair 1 wave: 62+1 ME 109 12 high Weather: Good Flak: 0 hits On target 20% Zone 3 return: Fighter coverage: Good 2 waves: NA+1 ME 109 12 high, 42+1 ME 109 12 high Zone2 return: Fighter coverage: good 1 wave: Random events (rabbits foot!)+1 ME 109 12 high zone 1: weather Good, Safe landing
No injuries. Damage to aircraft:10, over night repair. Hit 109s:1 Destroyed 109s:1 Notes, I ran into no aces the whole way, nor did I run into any green fighters.
sgt Joseph Rearden shot down an me 109 12 high.
You may also write this in a story format.
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Post by Michael on Sept 22, 2014 18:25:42 GMT -8
Ditching with radio out: hereThis rule will go into effect next mission.
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Post by Michael on Sept 23, 2014 8:30:19 GMT -8
New rule, will take effect next mission, is for repairs: ** Modifiers follow below - if two or more engines are out add one day repair time. - if both wing roots have three or more hits then add one day repair time. - for each tail flying surface (i.e. tail root horizontal stabilizer) that has three hits add one day repair time. - for every -2 landing modifier (landing on land only) add one day repair time. - for landing at a forward emergency airfield add one day travel time. All modifiers above are accumulative.
Notes: Grabbed from the 509th forum.
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Post by Michael on Oct 6, 2014 16:11:51 GMT -8
Optional rules for wounded crew: LWx1 crew: roll 2d: 2: they refuse to do their duty 3-12: NE LWx2: roll 2d: 2: they refuse to do their duty 3-11: NE 12: they refuse to do their duty SW: roll 2d: 2: they refuse to stop doing their duty. 3-11: NE 12: they refuse to stop doing their duty.
roll on this chart per crew with a LW X1-SW. roll again each turn.
If bomber is heavily damaged (estimate 100+ damage) or more than half the crew is injured, or it is the crew mans first mission, roll 2d per turn: 2-4: Panic attack, roll 1d6 on the table below. 5-12: NE
Panic stricken crew men: 1-4: can't to do his duties this turn 5-6: Passes out, roll (1d6 per turn afterwards, 1-5 wakes up, 6 remains passed out)
For all charts above save for the last one, follow this enhancement chart crewmen on first mission, -2 crewmen on their 2nd-5th mission, -1 crewmen on their 6th-10th mission, 0 crewmen on their 11th- 20th mission, +1 crewmen on their 21st-25th mission 0
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