Thursday, 18 September 2014

New Aircraft Rules for Went the Day Well?

Hi there chaps, I have been toying with some aircraft rules for Went the Day Well? and these are the produces of my labour a rather simple and quick set of rules. Now what do you think about them.

Aircraft Rules

An aircraft is classified as a special unit and is the same as any other unit in that it is activated when its Unit Card is drawn. However there are some differences between aircraft and other units, that being the aircrafts movement and firing. The aircraft must be activated to be able to shoot but its movement is detailed below.

Aircraft Types:
There are three different types of aircraft that are used in the game and these types are Fighters, Fighter-Bombers and Bombers.

A fighter is classed as fast aircraft with two or more forward firing machine guns and uses the HMG template. These aircraft carried enough ammunition for four bursts with the machine guns and carry no bombs.

A fighter-bomber is classed as a fast aircraft with forward firing machine guns but uses the LMG template and carries one or two bombs, using the 2 inch round, grenade template. An aircraft that carries one bomb carried enough ammunition for three bursts with the machine guns and an aircraft that carries two bombs carried enough ammunition for two bursts with the machine guns.

A bomber as classed as a slow aircraft with no machine guns that can be used for ground attack but carried four bombs, using the 2 inch round, grenade template.

Aircraft Movement:
An aircraft must move between 2 and 4 inches every time an even number Unit Card is drawn from the Unit Card Deck if a fast aircraft or between 2 and 3 inches for a slow aircraft. An aircraft turns by measuring from the outside of the plane base a maximum of 45’ each time it moves.

Aircraft Shooting:
For an aircraft to be able to shoot at a unit it follows the same procedure as shooting normally. Declare you target and then measure the range to a maximum of 20 inches in front of the aircraft then put down the appropriate template, HMG template for fighters and a LMG template for fighter-bombers. Roll to hit and damage as normal for the template weapon.

An aircraft also counts as moving and thus receives a minus one penalty but is always counted as firing from a higher position so ignores cover.

An aircraft can carry a maximum number of bombs depending on the type pf aircraft being used, a fighter-bomber has one or two bombs and a bomber can carry four bombs. You can choose to either shoot with the aircraft’s machine guns or drop a bomb or bombs. The aircraft simply place a marker or two markers if both bombs are dropped, down on either side of the planes base. Then use a scatter dice to see direction the bomb falls and a D6 inches to for the distance from the base of the aircraft. The bombs use the 2 inch round, grenade template. Roll for hits and wounds as normal for template attacks.

Shooting at an Aircraft:

When shooting at aircrafts is calculated by using the following:

Firstly measure range to base of aircraft to work at the “to hit” roll as normal shooting.
The number of dice used for the “to hit” roll are as follows:
1 D10 per 5 riflemen
1 D10 per LMG
3 D10 per LMG or HMG on AA mount

To score a hit on an aircraft depends on whether it is a slow aircraft or a fast aircraft. The required score to hit a slow aircraft is 9 or 10 and to hit a fast aircraft is 10s. If the shooter scored a hit on the aircraft then roll on the Vehicle Damage Table as normal for each hit scored. The Pilot’s nerve level is 4 and test as normal for LMG/HMG fire.
-1 per hit on the aircraft.
Jumpy= +1 to pilot’s to hit score.
Suppressed= Flies too high to attack ground targets or be fired at.
Running Away= Returns to base.


  1. I think they're on the right lines. It'll make aircraft effective without dominating the battlefield.


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