Topic-icon Flight rules clarifications

habaya created the topic: Flight rules clarifications

4 years 3 months ago

Hello, we're using markers for flights.
1. It is possible to place them on top of each other? Or to place them directly over ships?
2. Are distances measured one-by-one for each flight in the group? Can it happen that a flight in a group is left out of an attack because of a few millimeters?
3. You mentioned that CAPs are possbile to start in the air when deploying carriers. How many CAPs can we place in the air for a single carrier? All?
4. How would you determine the size of a flight marker? Flights have distributed aircrafts - how big should they be compared to the ships to keep sizes, distances realistic? I use 1:3000 ships and 1:1000 aircrafts.
5. Can you confirm that every air attack need its own order token (activation)? So, does attacking two different ships (more than 10 cms of each other) need 2 different air attack activations?
6. I assume only fighters can intercept - e.g. dive bombers cannot (because even though they have positive dogfight bonus, they are always either carrying bombs or returning home). Is this correct?

Please Log in or Create an account to join the conversation.

Naval War HQ replied the topic: Flight rules clarifications

4 years 3 months ago

Interesting. This has not come up with my own games since I use bases with model planes.

1. No, placing them in base contact is the closest you can (or need to) get
2. Distances are measured individually, but once an attack run has been initiated, all members of the air group may attack the target, so a few cm's do not matter there.
3. The hidden deployment rules say that up to two flights may be deployed as CAP with every carrier.
4. This is a bit arbitrary, since it might vary with your chosen scale. I use 1" (2,5cm) tokens with 1/600 aircraft and 1/1800 ships. I could imagine that smaller tokens are used with smaller scales. Just agree with your opponent before the game.
5. Yes, every air attack needs a seperate activation. The 1.5 beta version has some improved rulings on this, since you form your airgroups at launch instead ad-hoc at an air attack.
6. Dive bombers can (and did) intercept. They just need to voluntarily drop their payload as a consequence. You are correct that they cannot intercept if they still carry ordinance or are on their way home. This allows for some emergency CAP or escorts to be formed if you ran out of fighters or for some other reason.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
Last edit: 4 years 3 months ago by Naval War HQ.

Please Log in or Create an account to join the conversation.

habaya replied the topic: Flight rules clarifications

4 years 3 months ago

Thanks for the clarification.

About interception - so basically all aircraft without Defensive Armament can intercept (as long as they declare they are getting rid of their ordinance). Just surprised me that JAP float planes like Rufe, Jake and such can do it.

Please Log in or Create an account to join the conversation.

Naval War HQ replied the topic: Flight rules clarifications

4 years 2 months ago

Well, the Rufe was just a A6M2 Zeke with floats, so those were able to put up a dogfight. Although they would always be outclassed by their no-floats counterparts they could still be dangerous to any bombers.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
The following user(s) said Thank You: habaya

Please Log in or Create an account to join the conversation.

Powered by Kunena Forum