BG WW2 Close Air Support Rules

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Close Air Support Rules 1. INTRODUCTION __________________________________________________________________________ "Mueller, flying his Stuka at low altitude, spotted the infantry convoy moving to support the defensive. Lining up h dove out of the blue sky with his plane shrieking like a mad banshee. He dropped his bombs and pulled up before watched as the middle vehicles exploded in a fiery inferno. That would be one less squad his infantry would have t These rules are designed for use with Easy Eights Battleground WWII to simulate the Support (CAS) provided by fighter & fighter/bomber aircraft. In World War Two, comba infantryman often found themselves in dire straitsthat is until close air support ro and softened up their opponents. Most often, unit commanders had to contact availabl radio to help pinpoint the attack. To simulate this on the small, one-to-one scale that is used in Battleground WWII, t bombing runs are not included and can already be simulated by something similar to o artillery barrages (this goes for naval bombardments as well). Most ground commander never allow tactical bombing anywhere near their forcesbut it has happened on more t occasion! For close air support, fighters must get into machine gun/dive bomb range accurately identify and lay their weapons onto the enemy and not friendly forces. Th for small arms and anti-air guns to fire back. Close air support aircraft are treate to vehicles, like fast moving jeeps except they fly! The vehicles make fly-by attack strafing or dive bombing runs.

Transcript of BG WW2 Close Air Support Rules

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Close Air Support Rules

1. INTRODUCTION

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"Mueller, flying his Stuka at low altitude, spotted the infantry convoy moving to support the defensive. Lining up his run, he dove out of the blue sky with his plane shrieking like a mad banshee. He dropped his bombs and pulled up before impact, and watched as the middle vehicles exploded in a fiery inferno. That would be one less squad his infantry would have to face."

These rules are designed for use with Easy Eights Battleground WWII to simulate the Close Air Support (CAS) provided by fighter & fighter/bomber aircraft. In World War Two, combat infantryman often found themselves in dire straitsthat is until close air support rolled in and softened up their opponents. Most often, unit commanders had to contact available CAS via radio to help pinpoint the attack.

To simulate this on the small, one-to-one scale that is used in Battleground WWII, tactical bombing runs are not included and can already be simulated by something similar to off board artillery barrages (this goes for naval bombardments as well). Most ground commanders would never allow tactical bombing anywhere near their forcesbut it has happened on more than one occasion! For close air support, fighters must get into machine gun/dive bomb range to accurately identify and lay their weapons onto the enemy and not friendly forces. This allows for small arms and anti-air guns to fire back. Close air support aircraft are treated similar to vehicles, like fast moving jeeps except they fly! The vehicles make fly-by attacks such as strafing or dive bombing runs.

2. AIRCRAFT TYPES

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"Zbignew watched in awe as the fearsome dive-bomber make his run on the convoy. The sound of his shrieking plane chilled his bones to the marrow; and at that moment, he knew that they were doomed."

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World War Two was the first war to see air superiority play a major part in ground offenses. As technology and manufacturing developed, the air war industry took advantage of the many different concepts of applying aircraft to war. Experimentation with different forms of aircraft developed into a variety of classifications. For game play, each aircraft is categorized into a type. This is for game purposes only, and may not be what each nation called their aircraft. Any aircraft not falling into these classifications are simply termed aircraft. There are three major categories of aircraft; a biplanea plane with two sets of wings and is prop-driven, a monoplaneone set of wings and is prop-driven, and a jetplaneone set of wings and is jet-driven. Here are their types:

Fighter (F): Dedicated anti-air attack craft, typically fast, light, and armed for taking on other aircraft.

Fighter/Bomber (F/B): Multi-role aircraft designed to provide some anti-air capabilities with good air-to-ground support. Typically slower, heavier, and armed with anti-air and anti-ground weapons.

Bomber (B): Dedicated bombers that are slow, very heavy, and armed with massive bomb-loads.

Transport (T): Large, slow aircraft dedicated to transporting men and material.

Recon (R): Very lightly armed (if at all) and used for scouting.

Seaplane (S): Various types of aircraft that may land upon water.

3. AIRCRAFT CREW & MORALE

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"Jones knew that his P-47 could handle some damage, but when he looked out to see a large part of his fuselage missing, he was amazed that the aircraft was still even flying. When and if he lands, he promised to send the maintenance crew a case of beer."

Aircraft rule supreme over the battlefield. Tons of metal hurtling through the sky with dedicate crews focusing their attention on targets and destroying them. Yet the sky is not a friendly place for them either, and all flight crew know that few ever survive a crash.

Typical aircraft crew

Pilot: Flies the aircraft, and on single seat planes, performs all functions.

Gunner: Fires the anti-air or anti-ground weapons

Bombardier: Targets and drops the bomb payload.

Radio Operator: Operates the radio.

Crewman: Performs necessary in-flight or ground functions.

CREW QUALITY

Aircraft crew have a quality rating just as tank crews do. This rating represents their skill and ability to work as a team.

Green: This crew only received elementary training, or has just recently received their aircraft and have never seen combat before.

Regular: This crew has had some training in their aircraft, and have had some taste of combat. They are somewhat prepared

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to deal with it, provided all goes well. This is the standard quality of troops unless otherwise dictated by the scenario or other rules.

Veteran: These crewman knew their aircraft and each other well, they have been through combat and are ready for it.

Elite: These are the best-of-the-best. They are experienced crewman very familiar with combat and their aircraft and make it perform better than others could hope for.

Aircraft Morale

These moral rules apply to the aircraft crew, which all fight together, and as such have a collective moral rating that is represented as a number between one and twenty. This number indicates the experience and devotion of the crew, and if an aircraft crew leader is present, the crew can test at his rating.

Morale Checks

An Aircraft Morale Check is similar to the Moral Check for a tank. There are combat effects that can force a crew to take a Morale Check. An Aircraft Morale Check is made by rolling a d20 and applying the results to the entire crew, and using the aircraft crew leader if one is present. If the die roll is higher than the morale rating, the check has failed. All failed checks force a crew to bail.

Engines Knocked-Out: Anytime an aircraft gets over half of its engines destroyed, it must make a Aircraft Morale Check. The crew fears that the aircraft will not be able to land.

Crew Loss: If one of the crewman of the aircraft dies as a result of a penetrating hit, the crew must take a Aircraft Morale Check. If they fail, they must all bail due to fear of being the next one to get it. However, if they pass the morale check, and it is the pilot that is the result of the crew loss and there is another pilot/crewman aboardhe may attempt to do a perform a Takeover, the new pilot must first attempt to rally his crew and himself by making a skill check. If successful, the crew stays. If the attempt fails, everyone must bail.

Main Armament Loss: If the aircrafts main armament is damaged, the aircraft may use secondary weapons if available. Bomb payloads that are damaged can cause catastrophic results to the aircraft, consult the Aircraft Penetration Effects Chart. If all weapons/payloads are damaged the aircraft must make an Aircraft Morale Check, if failed the aircraft must leave to reload/repair. They will be out for the remainder of that scenario.

Craven Coward: If an aircraft crew rolls an unmodified 20 on their Aircraft Morale Check, that crew have become cowards that will immediately bail out of the aircraft, and leave the game for that entire scenario.

Heroes: If the crew rolls an unmodified 1 on their Aircraft Morale Check, then roll on the chart below to find out what kind of Heroes they are:

Note: Craven Cowards and Heroes are only created on unmodified rolls of 1 or 20, and only on Morale Checks caused by combat, never Skill, Gut, or Rally Checks.

BAIL OUT

If at any time an Aircraft Morale Check is failed (unless a successful Takeover in the case of Crew Loss), then all crew must Bail Out. To Bail out, all crew member must make a successful Skill Check. If this succeeds, then they have exited the aircraft and deployed their parachute. If this check fails, the crew member is either trapped within the aircraft, or failed to deploy his parachute. Either way, that crew member is KIA. Those that make it to the ground (use the parachute deployment rules to determine where the land) are considered Broken infantry, and must follow those rules. Crews may voluntarily Bail Out at any time, and are considered Broken until Rallied.

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AIRCRAFT LEADERS

Aircraft Leaders are typically exceptional pilots that lead either a crew or a squadron of aircraft. They are rated very much like Tank Leaders, having a Morale Rating and a Modifier. Any crew or aircraft led by a Leader always uses his Morale. In addition,

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the Leadership Modifier can be applied to any To-Hit or Hit Location roll. All pilots are considered Leaders

AIRCRAFT SQUADRON INTEGRITY CHECK

At the start of each turn, during the Set Special Fire Modes phase, each side must check the willingness of their aircraft forces to fight on. At the start of each turn count the number of aircraft that are remaining on each side.

75% Check: If 75% or more of your aircraft are destroyed or out of action, each of the remaining aircraft must make a 1/2 Morale Check. Broken crews and abandoned craft apply towards this amount.

50% Check: If 50% or more of your aircraft are out of action, the each of the remaining aircraft must take a Morale Check.

Aircraft Squadron Integrity Check: If an aircraft fails the Morale check, roll a d20 to determine the behavior of that aircraft. Refer to the Aircraft Integrity Check Chart:

4. ACTIONS

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"Dmitri knew that his scout plane could never outrun the German fighter aircraft, so he took it down to the deck in hopes of using tree cover to evade. The German pilot dove down to rake him with his powerful cannons. Dmitri knew that his hopes lay in the fact that, although his plane was slowit was also very maneuverable. After twisting and turning through some thickly forested hills, he looked back to find his pursuer gone."

There were many different types of aircraft, some single seat, some two-seaters, and many with an entire crew. The crew must all work together for the aircraft to survive combat. Because there were several men to an aircraftor some aircraft designed specifically around one manaircraft can perform several tasks at one time. For example, the gunner could fire the guns, the bombardier drop bombs, or the pilot fly his aircraft. Aircraft moves on a card draw described in the core rules. Different types of aircraft have different capabilities, consult the vehicle chart for specific information regarding that plane. However, one thing that makes aircraft different than vehicles is the fact that they may never stop in mid-air. They must alwaysrisk stalling. As long as there is a pilot, he will automatically fly the aircraft (as a free action), and perform other actions in the same action phase. Remember, aircraft get spot checks just like other units.

Fly & Use Radio: fly the aircraft and use his radio to communicate to other air or ground units with radios.

Fly & Fire/Bomb: Fly the aircraft and fire/drop bombs. Pilot Only.

Here are some examples of other actions:

Use Radio: all crew may use on-board communications for no cost.

Unbutton: Open any doors/bays, costs one action.

Button-up: Close any doors/bays for no cost.

Aim Gun: the firer can take use one action to aim, and fire with his second action. This gives the shooter a +2 to-hit bonus. This can be done without direction from a commander.

Direct Fire: The commander of the aircraft can direct the actions of his crew, thereby giving them his Leadership Modifier bonus to their to-hit or location rolls. This counts as an action for the commander.

Fire Any Weapon: Any crewman may fire any weapon available on the craft.

Bail: any crewman may exit the aircraft at any time by following the Bail Out rules, except those that fail their skill check fail to

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deploy the chute are considered KIA.

Bomb: the bombardier may drop ordinance upon targets.

Exit/Enter Aircraft: if the aircraft is not moving, crewmembers may enter or exit it at the cost of one action.

Take-off /Landing: Requires a skill check and costs one action. See movement rules about take-offs and landings.

Other Actions: Anything a player can think of can be an action of a crewman., if the GM allows or both sides agree. Such as putting out an on-board fire, taking over a dead crewmembers location, etc.

SIMULTANEOUS ACTION

Each crewmember is allowed to perform two actions per turn, first actions must be completed first, second actions secondwith the exemption of a double-move action. Example: A bombardier may want to do nothing his first action and wait until the second action to drop bombs because he is waiting to get over the target.

5. MOVEMENT

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"Georgi could feel the G-forces pulling the blood from his head.  Just a few more moments he though to himself, as he attempted to climb away from the plane behind him.  Just as he felt that he had out-climbed his pursuer, the engine stalled."

Movement

All aircraft have two actions to spend on movement, but unlike tanks, they may not stop. They may go slow, however, by not moving their entire move distance. Terrain has no impact on movement as movement is considered above terrain level, weather and time of day does have an impact. See Flying Conditions section.

Note: In BGWWII, most of the fighting is performed at the tactical level, where the one-to-one scale is most appreciated. To simulate the 3d approach to air combat, each plane model should either be based on a telescoping rod allowing it to mark its current altitude level, or otherwise noted with a counter or some similar system. There is only one level of altitude that is portrayed on the game tableLow Altitude. This allows for players to accurately measure the distance from firer to target. It also better represents that small, tactical scale used by BGWWII. To measure the distance to aircraft on the game table, measure from model to model similar to the vehicle rules.

Turning

All aircraft, except Bombers, Transports, & Seaplanes may make a free 90° turn for every move action. Bombers and Transports, may only turn 45° for every move action.

Reverse

Aircraft may never go in reverse.

Diving & Climbing

Aircraft may move up and down in elevation by generally inclining or declining their aircraft.

Diving: All aircraft can double their move on a dive action. Aircraft must exceed a 45° dive plane to be considered diving.

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Climbing: All aircraft, except Bombers and Transports, may climb at 1/2 (round up) their move score. Bombers/Transports climb at 1/4 their move score. To climb, you must exceed a 45° climb plane.

Stall

Aircraft may never stop, and if they slow to 1/2 of their speed or less, they will stall. If an aircraft stalls, the pilot must roll a Skill Check with any and all modifiers. If this succeeds, the aircraft recovers. If the check fails, the crew must Bail, as per Bail rules.

Low Flying

Any time an aircraft flies within 10 inches of a terrain piece (hill, trees, building, etc.), you must roll a Skill Check to keep from crashing into that piece of terrain. This Skill Check is modified by Flying Conditions, as well as any other Skill Check modifier. Consult the Low Flying Chart below for results.

6. BUTTONED-UP

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"John, piloting their bomber, ordered the bombardier, to push the lever opening the bomb bay door. The cold air rushed into the hold of their bomber. Ten seconds over the target! cried John. Five...four...Three Kaphrump! An explosion rocked the aircraft as flak guns opened up causing the aircraft to spin out of control. Bail, Bail, Bail!"

Buttoned-Up

An aircraft is considered button when its bays and doors are all closed. If there is no marker detailing the status of the aircraft, consider it buttoned-up. Buttoned-up crew, except for those in cockpits or glass covered gun turrets, are considered immune to small arms and non-penetrating artillery.

Unbuttoned

Allows aircraft to drop payloads, but also allows those areas unbuttoned to be hit by small arms/non-penetrating effects.also allows for a -4 to the Bail Check.

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7.  ARMAMENT & AMMO TYPES

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"Jurgen, jockeying for position, lined up his sights on the B-17. The speed of his FW-190 allowed him to come in fast, avoiding most of the turret machine gun fire. A quick burst of his guns set a port wing engine on fire. As he climbed to higher altitude looking for another target, he noticed crewmen bailing out of the burning bomber.Aircraft in World War Two, because having to play various roles, had many options of attack. To fulfill their missions, aircraft often had to strafe air or ground targets, dive bomb, or drop ordinance."

Armament & Ammo Rules

Throughout the war, there many types of machine guns and cannons mounted on aircraft. Some had bombs or machine guns, others automatic cannons and rockets that were mounted on some aircraft. Typically, most had a combination of these.

Machine Gun (MG): Any type of belt or box fed automatically firing weapon, normally around up to 12 mm. These were typically 7 mm or 8 mm/.30 cal).

Large Caliber Machine Gun (LCMG): Any type of belt or box fed automatically firing weapon between 12 mm and 15 mm, these were typically 12.7 mm/.50 cal.

Automatic Cannon (AC): Any type of box or belt fed cannon larger than 15 mm, typically these were 20 mm or 30 mm cannons. Some were much larger and slower firing. This weapon uses the Gun Chart (like tanks).

Bombs (B): Any size or type of free falling bomb, typically HE or Incendiary.

Rockets (R): Any type and size of self-propelled HE rocket, typically fuel or chemically propelled. All are non-guided.

Gun Mounts

Due to the varying types of armaments, World War Two aircraft had many different types of mounts that these weapons fired from. For game purposes, there are two types of mountings:

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Turret: The weapon is mounted in a turret that is either hand or mechanically rotated. Turrets can be designated normal or slow, depending upon the type of aircraft and its special rules. Turrets can be turned and fired in the same action as long as long as they are not turned more than 90° for a normal turret, or 45° for a slow one. Most aircraft turrets rotate 360°, however some were placed on the side or top/bottom that had 180° arcs.

Nose or Wing: The weapon is mounted in the nose, hull or wing of the aircraft. The only way to lay the gun upon a target is to maneuver the aircraft to line up the shot.

Ammo Types

There were several ammunition types developed for all types of aircraft weaponry. The most common were:

Armor Piercing (AP): This was the common anti-tank round that was either solid-shot (solid metal core) or shell (metal sheath with small explosive core that supposedly detonated after penetration. Often it would detonate simultaneously with the hit). Normal Effects.

Tracer Rounds: Rounds that ignite a chemical that leaves a colored streak as it flies towards its target. Use of these rounds were made to allow those firing it to walk the round into the target. Also makes the firer easier to spot. +1 To Hit effects, -1 on Spotting Column Shift for being spotted.

High Explosive (HE): Used against soft targets, or to destroy built-up areas. Most bombs were HE. Normal HE effects

Rocket (R): A missile type explosive that propels itself to the target. Usually with a HE core. Normal HE effects.

Incendiary (I): Designed to create fire and heat upon impact, typically a chemical base. BombsInstead of HE effect, use the appropriate template as a flamethrower (with A to C ring as red area of flamethrower templatesee flamethrower rules). LCMG/AC+1 effects modifier on the Aircraft Penetration Table

Smoke (S): Used to mark target and obscure LOS. Produces a cloud of smoke the same size as its template. See smoke rules for dispersion and drift.

Ammunition Supply: Not all aircraft had every type of round available. In order to determine if the aircraft has any ammunition type, roll a d6; the result is the number of rounds of that special type available.

8.  SPOTTING

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"Steiner could see the bridge up ahead through the billowing black smoke. His orders were to make sure that Allied units not cross into the Fatherland. He could see armor support moving to cross it, so he climbed altitude to begin his bombing run."

In order for an aircraft to perform its many types of attacks, it may require several actions. These actions are performed by the crew of the aircraft. There are several different types of attacks that aircraft can perform.

Spotting

Before each action, aircraft crews can attempt to spot enemies just like their infantry or armored counterparts.be radioed enemy positions by friendly forces equipped with radios (this requires actions by figure with radiocheck for contact, which is typically 12 or less for success. Modifiers can be placed on this roll for weather, poor radios, etc). Aircraft have the benefit of being high in the sky, giving them a birds eye view of the battlefield around them.  However, this benefit is moderated by distance, terrain, speed of flight, etc. Use these modifiers when spotting to or from aircraft:

Spotting From Aircraft: Receive a +1 column shift due to height. The also receive a 1 column shift due to spotting from a moving vehicle, which equals out. However, due to the speed and height of the aircraft, any spotting attempt that fails, consult

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the chart below:

Spotting To Aircraft: Receives a -1 column shift for large, or 2 for very large aircraft. A further 1 column shift due to being up in the sky and easily sighted. However, any spotting attempt that fails, roll on the chart below:

9.  ATTACK OPTIONS

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Laying the Aircraft on the Target

In order for most weapons to be effective, the pilot must line up his aircraft with the target. To do so, the aircraft must move, tilt, or angle, etc., this is often simulated by forcing the pilot to make a skill check. A pilot may spend a action of Aiming to gain an additional +2 to hit. Anytime an aircraft drops ordinance or fires MG/LCMG/AC/Rockets without being lined up straight with the target, they suffer a 1/2 to hit/double deviation distance. Aircraft with traversing turrets do not suffer this modifier.

Air-to-ground Attack

This type of attack allows the aircraft to target ground units. These units can be soft targets, such as infantry, or hard targets, like armor or bunkers. There are several types of air-to-ground attacks:

Direct Fire: The aircraft fires its MG/LCMG/AC at targets on the ground as it flies towards it. Follow these steps:

Step 1: Declare a target point, find the range between firer and target in inches, if out of range, stop hereyour rounds fell short.

Step 2: Determine all To Hit modifiers for firer & target (including spotting). Roll a Skill Check. If the result is a success, the shots are on target. If the Skill Check Fails, the pilot errs in his aiming and he suffers a 1/2 to hit penalty (aside from any and all other modifiers). Whether the Skill Check is successful or not, all models within two inches of the template must go prone unless they are in +7 cover or better (Green troops do not get to go prone).

Step 3: Roll a d20 and check the weapon Range & To Hit Table using the HMG range line for all shots that the weapon has. Example, if firing an MG, throw four To Hit dice, a LCMG throws three, and a AC uses two. After modifying the result, examine

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the number needed to hit the target. If your roll is equal to, or under this number, that roll hits. Any roll of natural 20 means that weapon has Jammed (see Jamming Rules). Remember, aircraft always suffer the 1/2 To Hit penalty for firing while moving. All hits are resolved on the LCMG Effects line.

Strafing Run: This attack allows an aircraft to line up and pin down a long section of terrain, such as road, field, etc. The aircraft noses down, then fires its weapons as it noses back up. This creates a raking fire effect, as rounds strike in a line moving in the same direction as the aircraft. Follow these steps:

Step 1: Declare a target point, find the range between firer and target in inches, if out of range, stop hereyour rounds fell short.

Step 2: Place the special Strafing Template centered on the target point. Roll a Skill Check. If the result is a success, the template is right on target. If the Skill Check Fails, the pilot errs in his aiming and the template is moved d6 inches at a random d8 direction. The center point of the template is placed at the new, random location. Whether the Skill Check is successful or not, all models within two inches of the template must go prone unless they are in +7 cover or better (Green troops do not get to go prone).

Step 3: Roll a d20 for every model under the dark lines of the template. They have been hit if your roll is equal to or under the number needed to hit at the range you are firing at. Any roll of natural 20 means that weapon has Jammed (see Jamming Rules). All hits are resolved on the LCMG Effects line with all normal cover effects included.

Dive Bombing: This attack lets the aircraft roll in, nose down, and drop bombs onto targets. This is an effective way to root infantry out of heavy cover. The steeper the dive, the better the aim was for bombs to hit their targets. Follow these steps:

Step 1: Declare a target point, the aircraft must fly towards and over this target point. If the aircraft pulls out of the run for any reason (gets hit and breaks, bails, etc.), then the bomb cannot be released.

Step 2: When the aircraft is nearly over the target, the pilot/bombardier must roll a Skill Check to drop their bombs on target. Consult the chart below, if the Skill Check succeeds, all models within two inches of the bomb template must go prone unless they are in +7 cover or better (Green troops do not get to go prone). If the Skill Check Fails, the pilot errs in his aiming and the template is moved d10 inches at a random d8 direction (see chart below). Dive bombers diving with a 45 degree or steeper dive get a -2 modifier to thier SKill Check.  Steep dives assisted in delivering more accurate strikes.  The center point of the template is placed at the new, random location.

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Step 3: Roll a d20 for every model under the dark lines of the template. They have been hit, all hits are resolved on the Effects line corresponding to the ring they are inwith all normal cover effects included. Different size bombs use different templates, consult the Bomb Chart below to see effect modifier & template size. Bombs larger than 100 lb will leave shell holes for cover.

Rocket Strike: This type of attack was new to aerial combat, first seen in WWII. Although very inaccurate, rockets had the ability to project HE in a straight (but very inaccurate) line. This allowed pilots to lay HE onto targets without flying and diving directly over them. Follow these steps:

Step 1: Declare a target point, find the range between firer and target in inches. If out of range, rockets will hit randomly (d20 distance, d8 direction) at the maximum range limit in line with the original target.

Step 2: As the aircraft nears the target drop point, the pilot/bombardier must roll a Skill Check. If the Skill Check succeeds, place the appropriate HE template(s) centered on the target point. If the Skill Check Fails, the pilot errs in his aiming and the template is moved d10 inches at a random d8 direction, and the center point of the template is placed at the new, random location. Whether the Skill Check is successful or not, all models within two inches of the template must go prone unless they are in +7 cover or better (Green troops do not get to go prone). Do this for each rocket, the pilot can fire two rockets at once, one from each available wing point.

Step 3: Roll a d20 for every model under the template. They have been hit, all hits are resolved on the Effects line corresponding to the ring they are inwith all normal cover effects included. Different size bomb/rockets use different templates, consult the Bomb/Rocket Chart to see effect modifier & template size.

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Air-to-air Attack

Dog-fighting, an art of war first used in WWI, was refined in WWII. The Battle of Britain saw some of the most daring air-to-air combat in history. Some aircraft were soon designed to hunt down other aircraft, these were called interceptors. Pilot skill at wheeling and turning is one of the greatest factors determining the outcome of dog-fighting. The other is sighting, hence the fighter motto--"Lose sight, lose the fight!" When you want to attempt to fire upon other aircraft, follow the steps below:

Step 1: Declare a target point, find the range between firer and target in inches, if out of range, stop here your rounds fell short. Rockets cannot be fired at moving aircraft.

Step 2: Roll a Skill Check. Determine all To Hit modifiers for firer & target (including spotting & Air-to-Air chart below).

Step 3: Roll a d20 and check the weapon Range & To Hit Table using the range line belowfor all MG shots that the weapon has. Other weapons use thier individual ranges.  Throw dice to hit for each weapon.  Example, if firing an MG, throw four To-Hit dice, a LCMG throws three, and a AC uses two. After modifying the result, examine the number needed to hit the target. If your roll is equal to, or under this number, that roll hits. Any roll of natural 20 means that weapon has Jammed (see Jamming Rules). Remember, aircraft always suffer the 1/2 To Hit penalty for firing while moving. All hits are resolved on the LCMG Effects line. If there is a penetration result on the aircraft, consult the Aircraft Penetration Effects Chart.

Ground-to-air Attack

Aircraft had to deal with ground defense forces, as technology was advancing to let artillery fire upon advancing aircraft. Timed delay explosions and radar guided flak were some new anti-air weaponry first used in WWII. Small arms fire (rifle/pistol/submachine gun) will only effect certain locations on an aircraft, like cockpit and open bays. For anti-air units on the ground (LMGs, MMGs, HMGS, LCMGS, or ACs or any anti-air capable artillery) wishing to fire at air targets, follow the steps below:

Step 1: Declare a target point, find the range between firer and target in inches, if out of range, stop hereyour rounds fell short. Rockets cannot be fired at moving aircraft.

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Step 2: Determine all To Hit modifiers for firer & target (including spotting).

Step 3: Roll a d20 and check the weapon Range & To Hit Table using the weapons range line for all shots that it has. Example, if firing an MG, throw four To Hit dice, a LCMG throws three, and a AC uses two. After modifying the result, examine the number needed to hit the target. If your roll is equal to, or under this number, that roll hits. Any roll of natural 20 means that weapon has Jammed (see Jamming Rules). Use the LMG majority of hits rule (where a more shots hit than missed to determine penetration.).  Also use the MMG/ATR/LCMG table for penetration.  Remember, aircraft are always moving, so use moving modifiers!. All hits are resolved that weapons Effects line. If there is a penetration result on the aircraft, consult the Aircraft Penetration Effects Chart.

 10.  AIRCRAFT PENETRATION EFFECTS_________________________________________________________________

"Johnson felt the shock as flak burst through the hull of his Mustang.  Immediately, fire sprang up from a broken fuel line...he knew had but seconds to get out."."

Once a hit has been scored, it isa necessart to establish where the target was hit.  To determine hit location on an aircraft, roll a d20 and consult the aircraft chart (remember the appropriate facing!).  This chart (template) will indicate specific damage and location.by any non-penetrating AND any additional penetrating effects.  This is in addition to any effects rolled on the Aircraft Penetrating Effects Chart.

Automatic Penetration

Any time a location 1 is rolled, it is considered an automatic penetration (for any weapon).  This reflects the ability for a round to tear through the thin skin and strike the fuel tank/lines. and cause considerable damage--maybe even an explosion!Regardless, the round does not have to roll for penetration, buts gets to immediatly roll for penetrating effects.

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11.  FLYING CONDITIONS

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"Heinrich knew that a weather front was moving in from the west, and to him, that was good news. It meant the invasion that they were all dreading would not happen today. He went to the café where his trupp usually gathered to drown their apprehension with excellent French wine. Heinrich was just thinking that this morning might just turn out ok, when the first pre-invasion bombardment struck the roof."The single most important factor in using air support is weather and visibility. Historically, air support was not used during bad weather, like heavy rain and snow. Also, visibility, due to fog, etc., had an impact on the ability of air support to perform its mission. Air support, being capable of turning the tide in a battle, was often called upon to go from one fight to the next. There never seemed to be enough air support to go aroundespecially for the Axis!

Flying Conditions

When using air support in a game, determine the Flying Conditions by consulting scenario information, such as historical data, or by rolling randomly on the Flying Conditions Chart. This check is made during the Set Special Fires Mode phase and lasts for the entire scenario. Optionally, GMs may set the number of turns that any effect last and then roll for a new one. Example:

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Heavy Winds is rolled, the GM allows for four turns of this and rolls again.

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Medic! Rules

Combat Medic Rules"Private Jones slowly raised his head above the rim of his foxhole. "I know that sonofabitch sniper is hiding in the church bell tower-- I'm sure of it!", he muttered to himself. Slowly, he started low-crawling his way to a burnt-out hull of a Sherman tank. No less than ten feet from it, a loud report rang out from the sniper rifle. Arghh! Im hit, medic! Walcowski, the platoon medic, saw what happened. He kissed the crucifix hanging around his neck, grabbed his aid bag, and dashed towards the fallen soldier."

Historical Notes

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The combat medic was one of the unsung heroes of World War II. All armies had them, and he lived with the front line infantrymen and was the first to answer a call for help. He gave first aid to his wounded comrades and helped them out of the line of enemy fire. More often than not, he faced the enemy unarmed and was the foundation of the medical system with hundreds of thousands of surgeons, nurses, scientists, and enlisted medics.

During World War II drugs such as sulfa (Sulfanilamide) and penicillin were discovered and advanced surgical techniques were introduced to make lifesaving improvements possible, but the first reason for such successes in improving the mortality rate was the speed with which wounded men were treated. It began with the frontline combat medics. In the beginning of the war at training camps, medics had been mildly despised because many of them were conscientious objectors and often ridiculed. Sometimes called "Pill Pushers" or worse. But in combat they were loved, respected and admired.

The main objective of the medic was to get the wounded away from the front lines. Many times this involved the medic climbing out from the protection of his foxhole during shelling or into no-mans-land to help a fallen comrade. Once with the wounded soldier, the medic would do a brief examination, evaluate the wound, apply a tourniquet if necessary, sometimes inject a vial of morphine, clean up the wound as best as possible and sprinkle sulfa powder on the wound followed by a bandage. Then he would drag or carry the patient out of harms way and to the rear. This was often done under enemy fire or artillery shelling.

Medic Rules

Medics have an effect on nearby troops; giving them confidence that, if wounded, help is near. They often wore helmets & armbands with red crosses or such insignia painted upon them for easy recognition. These rules add to realism and creativity to the game without bogging down play.

SPECIAL RULES

First Aid

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A medic in base-to-base contact with a soldier with a Light Wound (LW) may spend two actions applying First Aid. Doing so eliminates the +5 LW modifier for the wounded soldiers actions each turn for the remainder of the scenario. Note however, that the Light Wounded soldier is still limited to one action instead of the normal two because of the wound.

Aid Radius

A medic has a 15 Aid Radius and any soldiers with a LW within LOS & Aid Radius are not subject to the +5 LW modifier to the Moral Check (MC) that normally results from a LW on the Effects Chart.

Self-Rally

Medics often have to cross no mans land in order to reach their fallen comrades. Because of this, all Medics are able to Self-rally using their normal Morale instead of using ½ Morale.

Thats Against the Geneva Convention!It occurred that, upon occasion, Medics were targeted by enemy soldiers--even when it was expressly forbidden by the Geneva Convention. Any side that PURPOSEFULLY targets any Un-Armed Medic and causes a LW or worse, will cause all enemy soldiers that are in Aid Radius & LOS of that Medic to become Fanatics. This applies to small arms fire & grenades only; artillery & other HE rounds are considered to be area firing, or firing from a distance that cannot recognize the Medics markings.NOTE: Medics must be marked by some sort of identification (see figure 1; figures on the table must have some sort of Medic markings on them) to qualify for this rule. The Fanatic rule lasts for the entire scenario and does not apply to those Medics that are Armed (see below).

Un-Armed/Armed

Some Medics went unarmed, some didn't. Medics that arm themselves,even if not firing are considered soldier capable of killing and thus are exempt from the Thats Against the Geneva Convention! Rule. Medics may be armed with any weapon listed in their Weapon Class.

Historical Note--According to the Geneva Convention, Members of the armed forces specially trained for employment, should the need arise, as hospital orderlies, nurses or auxiliary stretcher-bearers, in the search for or the collection, transport or treatment of the wounded and sick shall likewise be respected and protected if they are carrying out these duties at the time when they come into contact with the enemy or fall into his hands. --Signed at Geneva, 12 August 1949. [source: U.N.T.S. No. 970, vol. 75, pp.31-83 (1950),]

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Heroes

These are new Heroes for your BGWWII game.MEN OF HONOR--these are all REAL men who have performed above & beyond the call of duty.  I strongly endorse you read about them in detail to fully understand the courage and valor of these individuals.

First Lieutenant John R. Fox598th Field Artillery Battalion, 366th Infantry Regiment, 92d Infantry Division

Background: Congressional Medal of Honor.  For extraordinary heroism against an armed enemy in the vicinity of Sommocolonia, Italy on 26 December 1944, while serving as a member of Cannon Company, 366th Infantry Regiment, 92d Infantry Division.  During the preceding few weeks, Lieutenant Fox served with the 598th Field Artillery Battalion as a forward observer.  On Christmas night, enemy soldiers gradually infiltrated the town of Sommocolonia in civilian clothes, and by early morning the town was largely in hostile hands.  Commencing with a heavy barrage of enemy artillery at 0400 hours on 26 December 1944, an organized attack by uniformed German units began.  Being greatly outnumbered, most of the United States Infantry forces were forced to withdraw from the town, but Lieutenant Fox and some other members of his observer party voluntarily remained on the second floor of a house to direct defensive artillery fire. At 0800 hours, Lieutenant Fox reported that the Germans were in the streets and attacking in strength.  He then called for defensive artillery fire to slow the enemy advance.  As the Germans continued to press the attack towards the area that Lieutenant Fox occupied, he adjusted the artillery fire closer to his position.  Finally he was warned that the next adjustment would bring the deadly artillery right on top of his position.  After acknowledging the danger, Lieutenant Fox insisted that the last adjustment be fired as this was the only way to defeat the attacking soldiers.  Later, when a counterattack retook the position from the Germans, Lieutenant Fox's body was found with the bodies of approximately 100 German soldiers.  Lieutenant Fox's gallant and courageous actions, at the supreme sacrifice of his own life, contributed greatly to delaying the enemy advance until other infantry and artillery units could reorganize to repel the attack.  His extraordinary valorous actions were in keeping with the most cherished traditions of military service, and reflect the utmost credit on him, his unit, and the United States Army.

SPECIAL HERO RULES

Special Rules: Fox is Elite and never takes Morale Checks. In addition, Fox never takes

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Gut Checks for any reason.

"Spotter" -- Fox gets a 2 column shift (as if he had binoculars) before any other sighting modifiers are made.

"Call in Artillery" -- Fox may call in Artillery on any location on the board that he can spot.  He may call in Artillery on his own location without taking a Gut Check (most men would be forced to take a 1/2 Gut Check to do so).  Artillery must still be decided by scenario, or purchased using 'battle points'.

Morale: 17-1

Weapon of Choice: M-1 Carbine

S/SGT Lucian Adams30th Infantry, 3rd Infantry Division.

Background: Congressional Medal of Honor.  Near St. Die, France, 28 October 1944. Entered service at: Port Arthur, Tex. Birth: Port Arthur, Tex. G.O. No.: 20, 29 March 1945. For conspicuous gallantry and intrepidity at risk of life above and beyond the call of duty on 28 October 1944, near St. Die, France. When his company was stopped in its effort to drive through the Mortagne Forest to reopen the supply line to the isolated third battalion, S/Sgt. Adams braved the concentrated fire of machineguns in a lone assault on a force of German troops. Although his company had progressed less than 10 yards and had lost 3 killed and 6 wounded, S/Sgt. Adams charged forward dodging from tree to tree firing a borrowed BAR from the hip. Despite intense machinegun fire which the enemy directed at him and rifle grenades which struck the trees over his head showering him with broken twigs and branches, S/Sgt. Adams made his way to within 10 yards of the closest machinegun and killed the gunner with a hand grenade. An enemy soldier threw hand grenades at him from a position only 10 yards distant; however, S/Sgt. Adams dispatched him with a single burst of BAR fire. Charging into the vortex of the enemy fire, he killed another machinegunner at 15 yards range with a hand grenade and forced the surrender of 2 supporting infantrymen. Although the remainder of the German group concentrated the full force of its automatic weapons fire in a desperate effort to knock him out, he proceeded through the woods to find and exterminate 5 more of the enemy. Finally, when the third German machinegun opened up on him at a range of 20 yards, S/Sgt. Adams killed the gunner with BAR fire. In the course of the action, he personally killed 9 Germans, eliminated 3 enemy machineguns, vanquished a specialized force which was armed with automatic weapons and grenade launchers, cleared the woods of hostile elements, and reopened the severed supply lines to the assault companies of his battalion.

SPECIAL HERO RULES

Special Rules: Adams is Elite and never takes Morale Checks. In addition, Fox never takes Gut Checks for any reason.

"Run & Gun" -- Adams can move and fire in the same action.  All Op-Fire directed against Adams has a +4 effects modifier due to his ability to dodge and weave using available cover.  Adams may elect to throw a grenade and move instead of firing and moving.

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Morale: 18-2

Weapon of Choice: Bar PMG, unlimited Mark IIA1 "pinapple" Grenades.

SGT Sylvester AntolakCompany B, 15th Infantry, 3d Infantry Division.

Background: Place and date: Near Cisterna di Littoria, Italy, 24 May 1944. Entered service at: St. Clairsville, Ohio. Birth: St. Clairsville, Ohio. G.O. No.: 89, 19 October 1945. Citation: Near Cisterna di Littoria, Italy, he charged 200 yards over flat, coverless terrain to destroy an enemy machinegun nest during the second day of the offensive which broke through the German cordon of steel around the Anzio beachhead. Fully 30 yards in advance of his squad, he ran into withering enemy machinegun, machine-pistol and rifle fire. Three times he was struck by bullets and knocked to the ground, but each time he struggled to his feet to continue his relentless advance. With one shoulder deeply gashed and his right arm shattered, he continued to rush directly into the enemy fire concentration with his submachinegun wedged under his uninjured arm until within 15 yards of the enemy strong point, where he opened fire at deadly close range, killing 2 Germans and forcing the remaining 10 to surrender. He reorganized his men and, refusing to seek medical attention so badly needed, chose to lead the way toward another strong point 100 yards distant. Utterly disregarding the hail of bullets concentrated upon him, he had stormed ahead nearly three-fourths of the space between strong points when he was instantly killed by hostile enemy fire. Inspired by his example, his squad went on to overwhelm the enemy troops. By his supreme sacrifice, superb fighting courage, and heroic devotion to the attack, Sgt. Antolak was directly responsible for eliminating 20 Germans, capturing an enemy machinegun, and clearing the path for his company to advance.

SPECIAL HERO RULES

Special Rules: Antolak is Elite and never takes Morale Checks. In addition, Fox never takes Gut Checks for any reason.

"Tough Son of a Gun" -- Antolak may ignore any Ltw result on the Effects Chart.  He may recieve any number of wounds and they will have no effect on him, he is effected by all other results normally.

Morale: 17-1

Weapon of Choice: Thompson SMG

Second Lieutenant, Van T. BarfootU.S. Army, 157th Infantry, 45th Infantry Division.

Background: Place and date: Near Carano, Italy, 23 May 1944. Entered service at:

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Carthage, Miss. Birth: Edinburg, Miss. G.O. No.: 79, 4 October 1944. Citation: For conspicuous gallantry and intrepidity at the risk of life above and beyond the call of duty on 23 May 1944, near Carano, Italy. With his platoon heavily engaged during an assault against forces well entrenched on commanding ground, 2d Lt. Barfoot (then Tech. Sgt.) moved off alone upon the enemy left flank. He crawled to the proximity of 1 machinegun nest and made a direct hit on it with a hand grenade, killing 2 and wounding 3 Germans. He continued along the German defense line to another machinegun emplacement, and with his tommygun killed 2 and captured 3 soldiers. Members of another enemy machinegun crew then abandoned their position and gave themselves up to Sgt. Barfoot. Leaving the prisoners for his support squad to pick up, he proceeded to mop up positions in the immediate area, capturing more prisoners and bringing his total count to 17. Later that day, after he had reorganized his men and consolidated the newly captured ground, the enemy launched a fierce armored counterattack directly at his platoon positions. Securing a bazooka, Sgt. Barfoot took up an exposed position directly in front of 3 advancing Mark VI tanks. From a distance of 75 yards his first shot destroyed the track of the leading tank, effectively disabling it, while the other 2 changed direction toward the flank. As the crew of the disabled tank dismounted, Sgt. Barfoot killed 3 of them with his tommygun. He continued onward into enemy terrain and destroyed a recently abandoned German fieldpiece with a demolition charge placed in the breech. While returning to his platoon position, Sgt. Barfoot, though greatly fatigued by his Herculean efforts, assisted 2 of his seriously wounded men 1,700 yards to a position of safety. Sgt. Barfoot's extraordinary heroism, demonstration of magnificent valor, and aggressive determination in the face of pointblank fire are a perpetual inspiration to his fellow soldiers.

SPECIAL HERO RULES

Special Rules: Barfoot is Elite and never takes Morale Checks. In addition, Fox never takes Gut Checks for any reason.

"All Around Good Soldier" -- Barfoot is adept at performaing all the missions his army asks of him.  He is proficient with anti-tank weapons, demolition charges, and crew-served machine guns.  Barfoot never recieves the untrained use modifier for any US weapon he uses.  Additionally, any Skill Checks that Barfoot is required to make recieves a -4 bonus.

Morale: 18-2

Weapon of Choice: Thompson SMG