Heavy Bombers - Special Rules ============================= A. Damage Aircraft damage rules are modified for heavy bombers as shown below:- 1. There is no size bonus for firing on heavy bombers (defensive fire negates this). 2. Maximum burst length is short if firing at bomber from the front or medium if firing from the side. 3. All BLUE damage chits are ignored. Mark off ONE box per RED chit - against engine, tail, fuselage or wing as indicated on the chit. 4. Fuel Tank hits (except for EXPLODE!) are treated as Fire. 5. Fire causes 1 RED chit of damage per turn (other fire rules as normal). 6. Ignore any "Rudder Jam" chits. 7. Heavy bombers never check for spinning due to RED wing or tail hits. 8. Mark off 1 "Crew" box for each Pilot Killed result. 9. Mark off 1 "Guns" box for Each Observer Killed result and reduce the aircrafts defensive guns by 1 die. 10. Some results depend on angle of attack:- Rear: Pilot armour counts - The double "Pilot Killed"* is ignored Side: Pilot armour doesn't count - The double "Pilot Killed"* is used. Front: As ‘Side’ but both "Tail 4" chits are treated as "Pilot Killed" and "Tail 3" is ignored. * the double "Pilot Killed" is the one with "Pilot Killed" on both sides. B. Bomber Damage Capacity The number of damage boxes for each aircraft is shown below. These should be filled in on the Formation Record Sheets. With the exception of "Guns" once any aircraft loses all boxes in any section it is shot down. B-17 B-24 Crew : 2 2 Guns : 4 4 Engine : 6 6 Wing : 10 9 Fuselage : 10 10 Tail : 7 6 C. Formation Flying Each model represents a "box" of (initially 4) aircraft flying in tight formation. 1. One Formation Record Sheet (showing all 4 aircraft in the box) is used for each model on the table. 2. The formation always moves straight forwards at speed 3 (maneuver 3S2). D. Stragglers A heavy bomber may be forced to drop out of formation due to damage. Bombers not in formation do not benifit from or contribute to the formations defensive gunfire. They should be represented by smaller models or special counters. 1. Once a bomber has taken at least 50% engine hits roll 1 die each turn before any moves have been plotted. If score is 3+ it moves only 1 hex that turn and so drops out of formation. Bombers not in formation do not benifit from or contribute to the formations defensive gunfire. They should represented by small models or special counters. 2. Once a bomber has at least 50% wing or 50% tail damage roll 1 die each turn before any moves have been plotted. If the score is 3+ it sideslips after moving forwards and so drops out of formation. If the die is odd slip 1 hex right (& back), if even slip to the left. E. Defensive Fire 1. Each model represents a "box" of (initially 4) aircraft in tight formation. 2. Aircraft in formation do not roll for defensive fire individually. Each "Guns" box on an aircraft gives it 1 die to roll for defensive fire. Add together all the remaining "Guns" boxes on the aircraft in the formation. This is the MAXIMUM number of dice the formation can roll for defensive fire (on that turn). 3. As aircraft are lost from the formation or as individual aircraft lose guns this maximum will be reduced. 4. In addition the formation as a whole is limited in how many dice it may roll against any SINGLE attacker on any turn, depending on the direction the attack comes from and total defensive dice:- Angle of Total Formation Defensive Dice Attack 1-4 5-8 9-12 13-16 Front 2 3 4 5 Side 2 4 6 8 Rear 3 5 8 12 _____ / \ _____/ F \_____ / \ / \ _____/ F \_____/ F \_____ / \ / \ / \ / S \_____/ F \_____/ S \ \ / \ / \ / \_____/ S \_____/ S \_____/ / \ / \ / \ / S \_____/Bombers\_____/ S \ \ / \ F/R / \ / \_____/ S \_____/ S \_____/ / \ / \ / \ / S \_____/ R \_____/ S \ \ / \ / \ / \_____/ R \_____/ R \_____/ \ / \ / \_____/ R \_____/ \ / \_____/ F = Front S = Side R = Rear F/R = Front or Rear 5. For each die rolled the score required to damage depends on range:- Range BLUE damage RED damage 0 3,4 5,6 1 4,5 6 2 5,6 - 3 - - Ian Clarence (28/8/00)