The Blue Max –
grid-based WWI aerial combat
Aircraft Types
The
following are the basic aircraft types, with the individual types listed at the
end:
· Single
Seat Fighter: The basic fighter type armed with MGs firing forward that are
synchronised to fire through the propellers and sometimes a wing-mounted MG.
· Observation
Aircraft: Two-seater aircraft with a single MG at the front and an MG armed
observer at the back.
· Two
Seat Fighter: Similar in layout to the Observation aircraft this generally
featured higher performance.
· Pusher:
An early type of aircraft acting as either a fighter or observer. They overcame
the issue of firing through the propeller by placing it at the rear and the MG
armed observer at the front.
· Heavy
Bomber: Cumbersome and slow these undertook both tactical and strategic
missions. Typically, they were armed with 2 or 3 MGs
· Zeppelin:
Whilst vulnerable due to the flammable hydrogen they were far from defenceless
as they boasted up to 6 MGs mounted in the sponsions.
Turn Sequence
1.
Both
sides fire their guns simultaneously.
2.
Planes
are activated in turn using the initiative deck, which contains 1 card / plane.
Shooting
|
|
||
Weapon |
Range |
Dice |
|
Single MG |
4 |
3D6 |
|
Double MG |
4 |
6D6 |
|
You
lose 1D6 / square to the target. You
gain +1D6 (single MG) or +2D6 (double MG) per combat advantage you
have over the enemy. These stack to a maximum of 2 CAs. |
Rules
·
Each
single MG may fire at a different target each move.
·
Targets
must be in direct LOS. You may not fire through clouds.
·
MGs
arc of fire differs depending on the type as above.
·
You
lose 1D6 per square of distance to the target.
Results |
Major hits |
||
6 |
Major hit, roll for
effect |
1 |
1 HP lost and
observer dies |
4,5 |
Minor hit, lose 1 HP |
2 |
1 HP lost and lose
one speed class |
1,2,3 |
No effect |
3, 4 |
Lose 2 HPs |
|
|
5 |
1HP lost and lose one
agility class |
|
|
6 |
Critical - lose 3 HPs |
Hit Points |
||
Aircraft |
Hit
Points |
Critical
Points |
Single
Seat Fighter |
8 |
2 |
Two
Seat Fighter |
10 |
2 |
Observation |
10 |
2 |
Pusher |
8 |
2 |
Heavy
Bomber |
16 |
4 |
Zeppelin |
14 |
6 |
Rules
·
When
a plane reaches its critical value, it must withdraw from the fight by the
shortest route possible, off the ends of the tables not the sides.
·
If
planes reach 0 HPs, they are shot down.
·
Some
aircraft may vary from the standard amounts as shown in their stats.
Movement
Aircraft
have two characteristics: their speed and their agility, with both influencing
their movement.
· Speed
is Fast, Medium, or Slow. Planes must move exactly the number of squares shown
unless this is impacted by a manoeuvre or damage.
· Agility
is Nimble, Average, or Clumsy. This affects your turning and ability to
manoeuvre. All turns are 45o
and you must not end a turn facing diagonally.
Speed |
Manoeuvrability |
||
Fast |
6 Squares |
Nimble |
1 turn / square moved
and may slow down by 2 without manoeuvring. |
Medium |
4 Squares |
Average |
1 turn / square moved |
Slow |
2 Squares |
Clumsy |
1 turn / 2 squares
moved, with an initial turn to start the move only. |
Note: This means Clumsy planes must commit to the turn as their first action regardless of Crashing
·
Aircraft
ending up in the same square or crossing over each other do not crash, instead
they are assumed to take avoiding action.
·
Aircraft
with a wing-mounted gun (e.g. the SE5a) may make a shot as they pass on a
4,5,6. This indicates they managed to pass under the enemy.
Manoeuvres
· Some
are only available to Aces
·
Many
create a Combat Advantage with +ve indicating a positive and –ve a negative. Sum
them up to see if one side or the other has an advantage, up to a maximum of
two.
Standard
Manoeuvre |
||
Split-S |
Average / Agile only |
Move 2 forward and do
a 180. Count -ve. |
Climb |
Medium / Fast only |
Reduce speed by 2,
min 2. Count -ve. No turns. Can’t do 2 turns in a row. |
Dive |
All types |
Increase speed by 2.
No turns. Can’t do 2 turns in a row. |
Jinking |
Average / Agile only |
-2D6 to attackers but
no shot yourself next turn. May be combined with a turn. |
Aces
only |
||
Anticipation |
All types |
Always move last,
dice-off with other Aces if a conflict. This is declared when your turn moves
up. |
Immelmann turn |
Average / Agile only |
A split-S with no
disadvantage. |
Engine Hang |
Average / Agile only |
Move 0, but count two
-ve. |
Dead Eye |
All types |
+2D6 or +1D6 attack
(double MG / single MG) |
|
|
Leaving the table
·
Unless
critically hit, where planes have a legal move that would keep them within the
combat area, they must take it.
·
If
leaving is unavoidable, they return in the next move where they left and move
first. They will collect a -ve and be unable to shoot in the next turn.
Advanced Rules
· Small
clouds cannot be shot through but may be flown through.
·
If
you fly into a large cloud you are lost for a turn. Remerge at a random point
the move after, with a -ve. Unless you
get lost of course!
Barrage balloons
· These
may not be shot or flown through.
· They
may be shot down and each has 6 HPs.
Bombers and Zeppelins
·
These
are so slow that they are placed in the middle of the table and the action
takes place around them.
·
Zeppelins
have 2 gondolas, each with 3 MGs firing forwards and to each side. Measure arcs
from the gondolas.
·
Heavy
Bombers have one observer in the front and 2 in the middle. All have a 180 arc
of fire.
Aircraft Statistics – printer friendly
|
|
SE5a – Fighter, Fast,
Medium, 2*MG, wing MG. |
Sopwith Camel –
Fighter, Medium, Agile, 2*MG |
|
|
Bristol F2B –
Fighter, Medium, Average, 1*MG, 1*observer MG. |
RE8 – Observer, Slow,
Clumsy, 1*MG, !*observer MG |
|
|
Hadley-Page O/400 –
Bomber, 3*observer MG |
Nieuport 17 –
Fighter, Fast, Agile, 2*MG |
|
|
|
|
Fokker Dr1 – Fighter,
Medium, Agile, 2*MG |
Fokker DVII –
Fighter, Fast, Agile, 2*MG |
|
|
Albatross DIII - Fighter,
Medium, Average, 2*MG |
Fokker EIII –
Fighter, Slow, Clumsy, 1*MG |
|
|
Roland CII -
Observer, Slow, Clumsy, 1*MG, 1*observer MG |
Halberstadt CLII - Observer, Slow, Clumsy, 1*MG, 1*observer MG |
|
|
Rumpler CIV - Observer, Slow, Average, 1*MG, 1*observer MG |
Gotha G IV - Bomber,
3*observer MG |
|
|
Zeppelin P-Type - Bomber, 6*observer MG |
|
Blue Max Campaign
· Players
are divided equally between Deutsche
Luftstreitkräfte and the Royal Flying Corps.
·
The campaign is played as a series of missions.
Both sides role for a mission each turn, so two are played per turn. The active
side is always Side A.
· Typically, the action will involve 1 or 2 planes per player.
Mission
Table |
|||
1 |
Photo Recon |
7 |
Fighter Sweep |
2 |
Long Recon |
8 |
Bombing Run |
3 |
Long Recon or Photo
Recon |
9 |
Bombing Run |
4 |
Fighter Sweep |
10 |
Bomber Escort |
5 |
Dawn Patrol |
11 |
Balloon Busting |
6 |
Dawn Patrol |
12 |
Balloon Busting or
Bomber Escort |
Promotion and death
·
After
3 confirmed kills the player is allowed to choose their own aircraft from the
available models of the right type, rolling-off if several players want the
aircraft.
·
After
5 kills they become an Ace, gaining one of the ace manoeuvres randomly. Every 3
kills after that gain another ace skill.
·
Pilots
who flee the field due to critical hits always survive. If you are shot down
then on 5,6 (D6) you survive and make it back for the next mission.
·
Winning
a mission and surviving counts as a kill.
· Only the player who deals the killing blow gets credits. No assists unless specified in the scenario.
The Missions
Some variations on the
themes will come from introducing clouds and moving the objective markers
about.
Photo Reconnaissance:
·
The
aim is for Side A to escort their observation aircraft to a designated point on
the table and then escape safely off their own edge. Escaping from a different
edge counts as a draw.
·
Side
A gets 3*fighters and 1*observation.
Side B gets 3 fighters.
Bombing Run:
·
Side
A must bomb three ground targets by moving one of their observation aircraft
over the target squares. They win if they bomb two of the three, otherwise it
is Side B’s victory.
·
Side
A gets 2*fighters and 2*observation aircraft. Side B gets 3*fighters.
Fighter Sweep / Dawn
Patrol:
· Both
sides have 3*fighter aircraft.
· The
winner is the one who shoots down the most. Aircraft forced to flee count as
half a kill for determining the winner.
Long Range
Reconnaissance
·
Side
A is searching for some hidden enemy guns but has several possible locations.
There will be 4 possible sites (markers). Three are blanks and 1 is real. Side
A win if they can discover the location and escape with one of their observers.
If they find the guns but don’t escape it’s a draw.
·
Side
A gets 2*fighters and 2*observers. Side B gets 3*fighters.
Balloon Busting:
·
Side
A is seeking to destroy three observation balloons being used the enemy. They
win if they can destroy all three.
·
Both
sides receive 3*fighter.
Bomber Escort
·
Side
a is trying to escort a heavy bomber or Zeppelin to bomb a strategic target
when Side B spots them and attacks.
·
The
Bomber / Zeppelin is placed in the middle of the table and does not move. Side
A wins if they drive off Side B’s fighters. Side B wins if it downs the beast.
It’s a draw if Side A’s fighters flee but the beast survives.
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