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Aircraft Ranges for bigger maps

 
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RH

 

Joined: 26 May 2009

Posts: 15




Post subject: Aircraft Ranges for bigger maps Reply with quote
If the issues are Japanese air not being competitive with USA air  and battleships being over favored vs. historical reality; what I have started to try is range and speed limits on a larger board map and a half or double map.  UK, Italy and Germany have to get closer with carriers depending on what aircraft are on board.

Everything is as the normal rules except that:
1) Islands may have an airfield,
2) Planes are assigned a limited number of squares they can move in a turn,
3) Kamikaze planes have to follow normal range for that model of aircraft,
4) SAs play as normal,
5) Aircraft return to base/carrier at end of turn unless have loiter
6) Planes exceeding range must ditch at end of turn and are lost.

Although mostly a range measure I did use a speed bonus thinking faster planes should have some recognition.

I assigned ranges based on the following (some stats will be off but here is my chart)
Start with 5 squares (extended range of some battleships) + 2 squares (one surface move) + a bonus for speed if the aircraft had a max speed above 500 km + a bonus for the range of each plane type for a total  number of squares you can move per air phase.


Country Unit Name Type Game Range with Return in Squares
Japan H8KI Type 2 "Emily" Patrol Bomber 17
Germany BV 138 'Sea Dragon' Flying boat 14
United States PBY Catalina Patrol Bomber 12
Japan J1N1-S 'Irving Night fighter, and kamikaze 12
United States P-38 Lightning Heavy fighter 12
Germany FW 200 Kondor Patrol Bomber 12
United States B-24 Liberator Heavy bomber 12
United States B-17 Flying Fortress Heavy bomber 11
Japan A6M2 "Zeke" Fighter   11
England RCAF Lockheed Hudson Light Bomber 11
Japan A6M2 Zero Kamikaze Fighter 11
Japan A6M5 "Zeke" Fighter 11
England Halifax GR Mk. V Patrol Bomber 11
Japan B6N2 "Jill" Torpedo Bomber 11
France Léo 451 Patrol bomber 11
England Beaufighter TF Mk X. Fighter 11
United States P-51 Mustang Fighter 11
England Short Sunderland Flying boat patrol bomber 11
Japan G4M "Betty" Patrol Bomber 11
Italy SM.79 Sparviero Patrol Bomber 11
Germany Ju 88A-4 Patrol Bomber 10
Germany Bf 110 Heavy fighter 10
England RCAF Bristol Bolingbroke (Blenhiem) Mk IV Fightetr/Bomber 10
Japan Ki-84 'Frank' Fighter 10
United States B25H Mitchell Patrol Bomber 10
Germany Do 217 Heavy bomber 10
Japan B5N2 "Kate" Torpedo Bomber 10
United States SB2C Helldiver Dive Bomber 10
Japan B7A2 'Grace' Torpedo Bomber 10
United States B-26 Marauder Medium Bomber 10
Japan N1K4-A 'George' Fighter/Bomber 10
United States Marine Corps F4U Corsair Fighter 10
United States Douglas DB-7(A20 Havoc; DB-7B, Boston Mk III) Light bomber, night figter 10
Italy Caproni Ca. 314 Torpedo Bomber 9
Japan Ki-43 'Oscar' Fighter 9
United States F6F-3 Hellcat Fighter 9
England de Havilland Mosquito Fightetr/Bomber 9
Japan D4YI "Judy" Dive Bomber 9
United States F4F Wildcat Fighter Escort 9
England Martlet Mk. II Fighter 9
Germany Fieseler Fi 167 Torpedo bomber 9
Japan D3A "Val" Dive Bomber 9
France/Italy/Germany Dewointine D.520 Fighter 9
England Blackburn B-24 Skua Fighter/Dive Bomber 9
United States SBD Dauntless Dive Bomber 9
Japan A5M 'Claude' Fighter 9
Italy Re. 2001 CB Fighter 9
France LN-401 Dive bomber: 9
Germany Focke-Wulf Fw 190 Würger Fighter 9
Japan J2M 'Jack' Fighter 9
Germany BF 109 Fighter 9
England Barracuda Mk. 2 Dive Bomber 9
United States TBD Devastator Torpedo Bomber 9
Italy C.202 Folgore Fighter 9
England Supermarine Seafire Mk III Fighter 9
United States TBF Avenger Torpedo Bomber 9
France SB2U Vindicator Dive Bomber 9
England Sea Hurricane Mk. 1B Fighter Escort 9
France/USA SBC Helldivers Scout/dive bomber 9
Italy JU-87 R 2 Picchiatelli Dive Bomber 8
Germany Ju 87B Stuka Dive Bomber 8
England Swordfish Mk. 2 Torpedo Bomber 8
France/USA/NE Curtiss H-75 (P-36 Hawk) Fighter 8
France Laté 298 Torpedo bomber: 8
PostSat Aug 29, 2009 8:56 pm
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9282




Post subject: Reply with quote
Hi RH, we have already done this for the forumini navies. All aircraft have speeds there. I believe they are the same as the ones you have chosen. The only difference is that we use speed at 4km altitude and not the max speed overall, so as to have fair comparisons.
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PostSat Aug 29, 2009 10:00 pm
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The_lucky_Y

 


Joined: 09 Jan 2008

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Post subject: Reply with quote
here our range rules used in scenarios on bigger maps

-Aircraft with loiter SA get 24 square range
-Patrol bomber get 18 square range
-Patrol torpedo bomber get16 square range
-Fighters get 18 square range
-other airborne Bomb attacks get 14 square range
-other airborne Torpedo attacks get 12 square range
- keep track on which place they come back in air return phase
- no kamikaze move allowed except of the kamikaze units
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PostSat Aug 29, 2009 11:59 pm
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Nisk

 

Joined: 15 Feb 2009

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We always did 10 for carrier based planes from the carrier. Twin engine planes and up got full map and single engine planes get 10 from the land base. Bascially this lets your carrier planes hit pretty much anything within range and your land based fighters are used to cover your fleet while you use your carrier ones to escort your bombers. Works well and adds some thought about movement when playing heavy air builds. We play on a 4x6 map or 3x5 so these limits make it very interesting. I like the speed rules though. Just hard to memorize more stats especially which unit can move where etc.
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PostSun Aug 30, 2009 12:17 am
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cwfgamecast

 
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Post subject: Reply with quote
We've played some scenarios in which islands get airfields and depending on our 3D airfields we see how many runways they can land on/launch from (its basing capacity).

We have 1, 2, and 3 runway airfields crafted and they're usually randomly placed when it is an ahistorical scenario (i.e. not based on an actual historical event).
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PostSun Aug 30, 2009 6:17 am
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Asbestos

 

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What, no Fulmar?
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PostMon Oct 26, 2009 3:33 pm
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afilter

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Joined: 07 Jan 2008

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Post subject: Reply with quote
We have been using aircraft ranges since the first few months of W@S.  Your rules are similar to ours with a few exceptions:

1. Aircraft do not have to return at the end of the turn and only have to return to rearm after they have delivered their payload(bombers, Torp bombers) or engages in a dogfight (fighters) as most planes flewmore than 10 minutes at a time.

2. Aircraft with loiter can stay out and perform 2 attaks before re-arming.

ND did not mention it, but I bleieve the forumini cards ranges should be half what you listed as planes would be flying out and returning with the exception of Kamikazes.  The ranges listed are for how many sectors a plane could fly in a 10 minute period.  If you allow them to go out the max distance you are really doubling their actual range.

We simulate this by having planes move twice a turn (air placement phase and air return phase).  So, if a carrier is close enough a plane could attack and land in the same turn.

For a detailed look at our house rules and aircraft ranges they are currently posted here:

http://aaminis.myfastforum.org/about7382.html
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PostMon Oct 26, 2009 3:53 pm
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Jeffrey5665

 

Joined: 28 Oct 2008

Posts: 59




Post subject: Reply with quote
One of our players recently made us a 20 x 11 sector map, and we've been experimenting with this.  Naval a/c have a range of 8, and land based a range of 12.  We don't mess with speeds.  For me, it's just one more thing to slow down game play, and since we already use a pre-movement phase plot your aircraft thing that takes more time, I don't think we really need to.

One thing I did note right off with this was that submarines had a much more difficult life because if you can't launch a strike at an enemy ship, submarines generally start out much closer, so they received a far greater deal of attention.  So I've come up with a detection roll that must succeed before a submarine can be attacked.  Haven't had a chance to test that one out yet though.
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PostMon Nov 16, 2009 4:54 am
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Diamondback

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Post subject: Reply with quote
If I ever find it and start reinserting data again, I was actually building a spreadsheet to auto-calculate speed (sectors/turn, both "cruise" and "max"--the latter counting as two turns' movement if used) and range (number of turns at "cruise" to do whatever and reach a base or the A/C unless a seaplane is automatically destroyed at end of turn).
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PostMon Nov 16, 2009 7:27 am
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Nisk

 

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I like the search check for Subs. Might suggest that to our group.
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PostMon Nov 16, 2009 10:25 pm
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