Quote:
Originally Posted by carnifex
Hi there!
Good suggestion, perhaps these rule was too generic. Dogfighting is perhap a bad description. In the inter-war the Italien was very impress by the maniability of their biplan and put resource in their developpement. But the less agile monoplan of the allied force has more speed and wiped-out the italian air-force. The German pilot like dogfihting but the messhersmith 262 wa not good in this type of fight and they have to use his superior speed to destroy allied plane.
Another names than dogfigthing has to be use for this rules. I am open to sugestion. The intermediary speed for spacecraft was a good one. I was thinking to create equippement cards for vehicule but you are right the rule has not ready yet.
carnifex
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Just a semi related bunch of tweaks and ideas. It is easy to modify somethuning once there is a framework.
Aircraft:
Okay this is a pretty complex topic that we atre trying to bolit down into game terms but here goes.
The Itialitan Aircraft really weren't very maneuverable. While they could out turn a monoplane, that was because the biplane was moving so slow. The biplanes were alos made out of wood and canvas, making then fragile, unable to put much wing loading on the plane. If both planes were moving at similar speeds, the monoplane would outturn the biplane, as the biplane could actually rip it's wings off in a tight turn. Also, thing like pilot quality and the armanents used, not to mention morale played a huge part.
Liekwise the ME-262, although novel as one of the first jets was not a good fighter plane. Pilots would complain that it moved to fast that they hard a hard time getting and statying in gun range, and were limited to conducting straffing runs. And the ME262 didn't fare as well as planes like the Fw-190, that were more maneuverable.
Today, a subsonic but maneuverable plane like the Harrier can outfight a MIG-25 "Foxbat" IF the MIG lets the Harrier get in close. TW, I based the maneuverability on the g's a vehicle can pull (Maneuverability=g'sx10), so a real world turn rate would be: Maneuverability/(10xVelocity squared).
I figured that most of the Speed advantage would apply with the COC chase rules in allowing the faster plane the ability to control the range band. For instance the early monoplane, the 262 and the Foxbat would all having increasing ability to control the distance and terms of engagement.
Still, I could see where a faster moving target would be harder to hit. How about we apply a penalty to hit a fast moving vehicle, say:
Apply a -10% modifier to attacks at a vehicle that has a higher Speed.
Apply an additional -10% per 25MPH difference.
So a ME262 with a 100mph speed advantage against most allied fighter would be -50% to hit.
I think dogfighting is a good term, but perhaps we could put in a fly-by attack for fast aircraft, allwing them to interupt thier movement to fire. THat way they could move in close, fire, and move out of range in one turn.
What we could all dwould be a dodgfight chart, and have that affect what wort of weapons can be fired. Basically compare the degree of success to see what arc the enemy is in. Something like:
Same success Level (Sucess vs Success, Special vs. Special, Cirtiical vs. Critical): Fly by, both can fire forward facing weapons
Faliure vs. Failure: Tail Weapons Only
Fumble vs. Fumble: No weapons fire
1 degreee of Difference (Special vs. Success, etc.): Better roll can attack with forward weapons (or other arc if desired), lower quality roll restricted to side weapons or tail, loser's chose).
2 degrees difference (critical vs. Success, etc.): Better roll can attack with forward weapons (or other arc if desired), lower quality roll restricted to side weapons or tail (winner's choice) weapons .