Uncle Ted's Expansions

This page links some Fighting Wings expansions that I have written:

All of these expansions are, of course, completely unofficial and are optional.

House Rules

Gifted Pilots and Collisions

SNIP Version added to base rules

Head-On Attack Minimum Distance

Gunnery attacks during movement (head-on or strafing) that are declared before 1/4 of the FPs of a turn are expended are short bursts.

Gunnery arcs for Longburst and Tracking

I refuse to dumb down the game. As far as I am concerned, having the target in your sights for 2/3 of the FPs of the game turn means that the target spends the whole FP in your gun arc; not entering, and not leaving.

Smoke Screens

Naval vessels had the capability to leave smokescreens, thick curtains of smoke that obscured the view of surface targets for aircraft flying at low levels.

Smokescreens are placed in a hex when a vessel leaves the hex at the time of movement. Since the vessel is leaving the smoke screen constantly as it moves, by the time it leaves a hex, it has already laid the smoke screen for that hex.

AAA attacks during movement:

AAA can respond to attacks during movement provided the weapon mount is:


Soviet Taran Attacks

Note: a subset of these rules were added in the Whistling Death rules.

Early in World War 2, when the Soviet Air Force (VVS) was faced with attack by the Luftwaffe, the majority of the fighters available were too under-armed and too slow to be very effective against the speedy Luftwaffe aircraft. Most fighters, armed with rifle-calibre machineguns and maybe a cannon could not shoot down a Luftwaffe Ju88, He111, or Do17 before the bomber ran away. Stavka, the Soviet High Command, suggested the Taran or Ram attack as a last resort attack.

A taran attack is not the same as the later Japanese kamikaze attack. The pilot was not supposed to deliberately commit suicide. The goal was to either ram an enemy aircraft or chop into its control surfaces with the propeller or wing. This would probably ruin the attacking aircraft, but the pilot was supposed to survive. From Stavka's viewpoint, trading an obsolete aircraft for an enemy's technologically advanced aircraft (usually a bomber) was a good trade - especially if the pilot's training did not go to waste in the bargain.

There were three types of Taran attacks:

  1. Using the propeller against the rudder or elevators of the enemy aircraft. This type was the most difficult to achieve, but also offered the pilot the best chance of survival.

  2. Using the wing as a blade to slice into the enemy aircraft's wing or tail. Some models of the Polikarpov I-16 were especially strengthened for this type of attack. This offered less chance of the attacking aircraft's survival, but was less dangerous than the outright ram to the pilot.

  3. Outright ram (taranyy udar). This was the most dangerous type of attack, but was the easiest for the pilot to perform.

There were between 200 and 500 taran attacks between the beginning of Barbarossa and the middle of 1943 (sources disagree and some exaggerate), at which point enough "modern" fighters were available that taran attacks were no longer warranted or sanctioned. Fourteen Soviet pilots were credited with making two taran attacks. One pilot, Aleksandr Hiobystov of the 147th IAP (fighter regiment) made three. Another pilot, Lt. Boris Kobzan of the 184th IAP, made four taran attacks.

From a gaming point of view, a taran attack may seem like a good means of relieving frustration in an early Barbarossa scenario after a few passes of rather ineffectual machine-gun attacks.

Eligibility

In order to use a taran attack:

The actual type of attack used depends on the situation of the aircraft involved.

Using the Propeller

In this type of attack, the attacker pulls up behind his target and uses the propeller to chop away at the enemy's rudder and elevator. This attack must come from the rear arc and the pilot must be going slowly enough to avoid an outright crash.

Example
Requirements Must first pass a range 2 determination roll.
Attack must come from rear arc.
Attacker must be within one step of target's horizontal attitude.
Attacker's speed must be within 0.5 of target.
Pilot cannot fire at target.
Mechanics: Base attack roll of 8+ modified as follows:
Modifications Determination roll=-2
Veteran/Ace=+1 each
Attacker GF=+1 (optional)
Turns=-0 TT; -1 HT, -2 BT
If attacker not in defender's blind arc:
Vet/Ace=-1
Defender GF=-1 (optional)
Damage to target Roll 1D10
1-6:
7-10:

Roll 1 Crit on Controls table + 1D6-2 hits
Roll 2 Crits on Controls table +1D6-2 hits
Damage to attacker Roll 1D10
1:
2-4:
5-7:
8-10:

No damage
Lose 25% power (round up)
Lose 50% power (round up)
Lose all power

Using the Wing

In this type of attack, the pilot uses the wing of the attacking aircraft as a blade. While this is certainly more dangerous than the propeller attack, there is a good chance of the pilot not dying immediately in the crash. If the attack is made during movement, apply any damage immediately and continue movement if possible.

Example
Requirements Must fly through during 2nd half of movement (any FP > half as determined by 1/3-½-2/3 Determination Chart) or end movement in hex and altitude containing target.
Must first pass a range 1 determination roll.
Pilot cannot fire at target.
Attack must come from front or rear arcs.
  • Front arc attacks can target wings only.
  • Rear arc attacks can target wings or tail.
Treat other attack arcs as Outright Rams.
Mechanics A modified collision roll.
Modifications On purpose aimed ram=+2
Determination roll mod=-1
Veteran/Ace=+1 each
Attacker GF=+1 (optional)
If attacker is not in defender's blind arc:
Vet/Ace=-1 each
Defender GF=-1 (optional)
Damage to target Per normal collision. Roll the first two critical hits on the Wing (wing target) or Control (tail target) critical table.
Damage to attacker Per normal collision. Roll the first two critical hits on the Wing critical table.

Outright Ram (Taranyy Udar)

Easiest taran attack to carry out; the most damaging to the aircraft and most dangerous to the pilot. This is simply running into the other aircraft. If the attack is made during movement, apply any damage immediately and continue movement if possible.

Example
Requirements Must first pass determination roll.
Any situation that causes a normal collision roll, or fly through during 2nd half of movement (any FP > half as determined by 1/3-½-2/3 Determination Chart) or end movement in hex and altitude containing target.
Pilot can fire at target.
Mechanics A modified collision roll.
Modifications On purpose ram=+3
Veteran/Ace=+1 each
Attacker GF=+1
If attacker is not in defender's blind arc:
Vet/Ace=-1 each
Defender GF=-1 (optional)
Damage to target Per normal collision.
Damage to attacker Per normal collision.

Examples

Taran attack using the propeller:

An I-16 Type 10 flown by a Regular Ace at speed 4.5 is in a shallow dive chasing an He111H (Reg crew) at 11.2 heading East at speed 5.0. It moves second, and dives from 11.3 to 11.2, makes a TT turn and ends up in the He111's hex and altitude, heading SE, ending at speed 4.5 (carry over makes no difference) still in a shallow dive.

The He111's rear gunner shoots at the pesky Rata, and while it manages 3 damage points, it has no other effect. The I-16 pilot, busy piloting, does not shoot back, but proceeds to his taran attack:

Since he meets the requirements (same location, within 0.5 of the target's speed), he rolls his determination roll; believing the party line about these types of attacks, he rolls a 4, modified to 1 (attack type and Ace), and goes on with the attack.

He rolls a 7, modified (+1 Ace, -0 TT) to an 8; he makes his attack (barely!), his prop chopping into the He111's tail. The He111's crew is neither veteran nor GF, so it has no chance to evade.

Taran attack using the wing:

An I-16 Type 10 flown by a Regular GF/Hero at speed 4.0 is flying west directly at an He111H (Reg crew) at 11.2 heading East at speed 5.0. It moves completes 3 FPs (into second half of move) and ends up in the He111's hex and altitude.

The pilot rolls his determination roll; believing the party line about these types of attacks, he rolls a 6, modified to 4 (wing attack and Hero), and goes on with the "attack," which is a modified collision roll.

He rolls a 4, modified to an 7 (+2 on-purpose aimed collision, +1 GF, +1 Combined Speed >7.5, -1 one a/c turning, -1 one a/c not firing (bomber), +1 Medium bomber); he makes his attack, slamming his wing into the He111. Had he missed, the I-16 would have continued with its last FP.

Taranyy udar:

An I-153 flown by a Green Pilot at speed 5.0 dives straight down into the 3:00 of a FW190A (Reg GF) that ended his turn in the midst of a turn, firing as he goes. The I-153 ends its move in the FW190A's hex and altitude and attempts an outright ram.

The I-153 pilot rolls his gun attack normally, scoring 3 points of damage and no criticals. Why can he shoot? Arranging a crash requires less concentration than arranging to use a specific part of the aircraft.

The I-153 pilot rolls his determination roll: 2, modified to 3 (+1 Green), allowing the taranyy udar attack.

He rolls a 5, modified to an 6 (+3 on-purpose collision, -1 one a/c turning, -1 one a/c not firing, +1 last a/c shot at another, -1 GF defender who can see the attacker); screaming patriotic slogans about the Rodina, the I-153 slams into the FW190A.

Damage for each is figured as for a normal collision.


Survivors in a Campaign Setting

In the event a pilot survives the game in which he performs a taran attack, regardless of whether it destroys the opposing aircraft, roll for Hero status per Rule 12.5.


Got a comment? Complaint? Correction? Want to add something? Tell me about it!