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Page 1: Sturmovik_Commander_Nightfight Scenarios

NIGTHFIGHT SCENARIOS

The scenarios below concentrate on night actions of air forces during WW2. They are rather intended to be used by experienced players, because of their complexity and the advanced rules used. Some of these scenarios may be random and a little unbalanced, but this is war, Gentlemen!

Victory pointsIn most scenarios the winner is determined using the victory points system, which is described below:1.Destroyed enemy planes are worth 100% of their points value, or 75% if its crew survives.*2.Planes damaged by 50% or more are worth 25% of their points value.*3.Other victory points may be determined by the scenario.

In these scenarios there can be only victory, a draw or defeat. If the difference in points is below 10% the game is a draw, if more the player with more points wins.

* - count only the value of planes without ordnance

Crew & bailing outIf a plane is shot down and the crew bails out successfully, roll a D6 dice after the battle.If the battle took place over friendly territory, on a 2+ the crew (or at least its majority) return to the squadron. On a roll of 1 the crew is missed or badly injured in combat and is counted as lost.If the battle took place over a frontline, on the roll of 4+ the crew returns to the squadron. On the roll of 1-3 they are captured or killed by the enemy and lost.If the battle took place over enemy territory, the player has to roll a 6 for the crew to return to their squadron. On a roll of 1-5 they are captured or killed by the enemy and lost.

ModulesIt is recommend that the Nightfight and Flak! modules are used when playing these scenarios.

CampaignIn a campaign, the 'Intruder' scenario counts as an air superiority mission. The 'Night Raid' and 'Hunting the Shadows' scenarios count as strategic superiority missions.

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Page 2: Sturmovik_Commander_Nightfight Scenarios

SCENARIO 1: INTRUDER

Night fighters were often sent over enemy territory to hunt down enemy bombers. Although dangerous, if successful, such raids were devastating to morale.

SquadronsThe attacker composes his squadron with one or two fighters (preferably with the night fighter special rule) worth up to 60 points. The defender must field between two and four bombers, worth from 100 to 150 points, and between one and three fighters (preferably with the night fighter special rule) worth up to 80 points (up to 50% of these points may be spent on a-a guns and searchlights).

OrdnanceNight fighters may be armed only with gunpods at the normal points cost. The bombers may carry any bomb payloads at no extra cost.

DeploymentThe scenario is intended to be played on a 4'x4' square table. The defender places one airfield (runway, D3 small buildings, hangar) and all stationary aircraft around it (up to 1” from any buildings or runway) in the middle of the table and deploys his a-a guns first, within 6” of it. Every turn, starting from the first, one bomber takes-off as described in the core rules. The defender's night fighters are held in reserve.

Game lengthThe game lasts 12 turns, or until one squadron disengages by moving off the table or is destroyed.

Victory conditionsAttackers earns points for destroyed and damaged bombers. Bombers, which emergency drop ordnance, are also counted as damaged, as they will not release their payloads this time. The defender earns points for damaged and destroyed fighters as normal.

TerritoryThe battle takes place over a defender's territory.

Special rulesLimited awareness: no attacker's night fighter may be shot at by AA until it opens fire or moves within 4” of an enemy plane at the same altitude or one level higher or lower, or moves within 6” of an a-a gun at low altitude. Until one of these conditions is fulfilled the attacker is counted as undetected.Calling for support: when the attackers are detected, roll a D6 for every night fighter held in reserve by the defender in each subsequent turn. On a result of a 5+ it enters the battlefield from any point on the table edge within 12” of a randomly selected table corner.

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Page 3: Sturmovik_Commander_Nightfight Scenarios

SCENARIO 2: NIGHT RAID

A group of planes is sent under cover of darkness, to destroy an enemy strategic target.

SquadronsThe attacker's squadron may be composed of any planes up to the agreed points value (suggested: 150-600 points). The defender’s squadron may be composed of fighters and FLAK only. In addition, the defender has to put one random strategic target on the table. See ‘Appendix 1: strategic targets’ in the Strategic Superiority scenarios, for suggestions.

OrdnanceThe attacker's planes may use only bombs and gunpods. The defender's planes may be armed only with gunpods.

DeploymentThe defender deploys his planes and all AA guns within his deployment zone.The attacker moves his night fighters and pathfinders on from his table edge in the first, second or third turn. In the reserve phase roll a D6 for every bomber held in reserve and add the number of the current turn. On a result of a 5+, the bomber arrives. The bombers arrive in the bomber stream.

Game lengthThe game lasts 15 turns or until the attacking squadron disengages by moving off the table or is destroyed.

Victory conditionsCalculate victory points for destroyed enemy planes, damaged enemy planes and destroyed ground units. Defending fighters and AA are worth 50% of their normal points value (25% if the plane's crew survives). The strategic target is worth 75% of the game points value if destroyed, or 30% if damaged by 50% or more (calculated by remaining hits).

TerritoryThe battle takes place over the defender's territory.

Special rulesBomber stream. Usually bombers did not keep any formation during night raids, and had to find targets individually. To represent this fact, divide the attackers table edge into 6 equal sections. When a bomber enters the table roll D6. The rolled number is the table edge section in which the bomber enters combat.

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Page 4: Sturmovik_Commander_Nightfight Scenarios

SCENARIO 3: HUNTING THE SHADOWS

The night fighters try to identify and destroy the bombers before they inflict damage on the target.

SquadronsThe attacker's squadron may be composed up to an agreed points value (suggested: 150-600 points) and must consist of at least 80% of bombers by points value. Fighter-bombers are counted as fighters. The defender’s squadron may be composed of fighters and FLAK only. In addition, the defender must put one strategic target on the table. See ‘Appendix 1: strategic targets’ in the Strategic Superiority scenarios, for suggestions.

DeploymentThe defender deploys his AA guns within his deployment zone. Defending fighters enter the table from any defender table edge in the first, second, third and fourth turn.The attacker moves his night fighters and pathfinders on from his table edge in the first, second or third turn. In the reserve phase, roll a D6 for every bomber held in reserve and add the current turn number. On a result of a 5+ the bomber arrives. The bombers arrive in the bomber stream.

OrdnanceThe attacker's planes may use only bombs and gunpods. The defender's planes may be armed only with gunpods.

Game lengthThe game lasts 15 turns or until the attacking squadron disengages by moving off the table or is destroyed.

Victory conditionsCalculate victory points for destroyed enemy planes, damaged enemy planes and destroyed ground units. Defending fighters and AA are worth 50% of their normal points value (25% if the plane's crew survives). The strategic target is worth 75% of the game points value if destroyed, or 30% if damaged by 50% or more (calculated by remaining hits).

TerritoryThe battle takes place over the defender's territory.

Special rulesBomber stream. Usually bombers did not keep any formation during night raids and had to find targets individually. To represent this fact, divide the attackers table edge into 6 equal sections. When a bomber enters the table, roll a D6. The rolled number is the table edge section on which the bomber enters the combat.Dummies. The defender is allowed to field one “dummy” plane of any type for every aircraft in his squadron, to represent misidentified airplanes, birds, shadows, wrong radar echoes, and so on. A dummy plane moves exactly like the airplane it imitates, until a night fighter or AA gun passes the crew skill roll when it opens fire on it – in this case the dummy is removed from play and the night fighter/cannon does not shoot at it. Note, that if the roll is failed and the night fighter/gun still fires at it and hits despite the re-rolls, roll to damage and critical hits as normal to keep up appearances. This time, the night fighter made some holes in the air! Dummies may not attack, are worth no victory points and in practice may do nothing with the exception of moving until revealed.

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