RULESPosted by Magnus Kimura 2018-12-26 18:51:49
Mechanical Failures or combat damage can result in drag or slowing down your bomber. An unfeathered propeller, landing gear down, flaps down, cowl flaps open, BIP damage and Aft Bomb Bay Doors jammed open will cause drag.
7.42.1 The B-26 is out of formation (see 7.45.0 Out of Formation) immediately after the attack (Initial/Successive/FLAK/Mechanical Failure - see A.5.26) and after all actions are finished in the current Turn the B-26 must begin the next Turn returning to base. (See also 7.42.4 to 6.)
7.42.2 Bombs must be dropped. If the bombs cannot be dropped the B-26 must crash land or the crew bail out at the end of the second turn at the latest. Jettison ammunition and machine guns to gain one more turn.
7.42.3 With one engine out and drag the crew must bail out Table BO-1b. If at 2000ft or lower Table BO-1c or crash landing on LT-1a (Land) or LW-1 (Water). Bail out or land at the end of the Turn.
7.42.4 If DRAG damage in the Target Zone by Mechanical Failures/Fighters: The B-26 is out of formation and the bombs must be dropped. It will not go through FLAK nor bomb with the Formation. After all actions are finished in the current Turn the B-26 must begin the next Turn returning to base. (See 7.42.6.)
7.42.5 If DRAG damage in the Target Zone by FLAK: The B-26 is out of formation and the bombs must be dropped. It will not bomb with the Formation. After FLAK in the current Turn the B-26 must begin the next Turn returning to base. (See 7.42.6.)
7.42.6 When returning the B-26 must go through two Turns in the current Turn and two turns in each of the following zones.
7.42.61 If returning in the Target Zone after FLAK, the first Turn has first FLAK (TZ-2) then Fighters on MT-2. The second Turn has only Fighters on MT-2. (If Advanced Table MT-1a is used, roll on it first each Turn.)
7.42.62 If already returning from Target the B-26 is out of formation and must go through one more turn in the current zone.
7.42.4 The mission may be aborted.
7.42.5 No Evasive Action (7.46.0) is allowed.
7.42.6 Drag & Fuel Consumption. (MAY CHANGE!)
7.43 SLOWED has been deleted. ALL FOLLOWING SECTIONS WILL BE RENUMBERED.
RULESPosted by Magnus Kimura 2018-12-19 15:10:07
Sorry. Seems I have been inactive. Both yes and no. Got stuck on rules tweaking trying to change rules to make them easier to understand and play - and so I can continue my mission.
RULESPosted by Magnus Kimura 2018-11-25 14:08:33
The slowed rule will most likely be deleted.
RULESPosted by Magnus Kimura 2018-10-15 11:10:49
I think the odds of Bombs Detonating on 5-6 are too high. I think I will change it to "6" and also change Fuel Tank Fire to "1" with 2-4 as a leak, or 2-3 as a leak and 4-6 self-seal...
RULESPosted by Magnus Kimura 2018-10-15 11:01:44
I have a question about damaged superchargers.
What will the effect be if one or both have been damaged/inoperable?
I think I have simulated it in two different ways. The current is that if you are at 11000 or higher your bomber is SLOWED.
The first simulation was that the engine would be at ½-power. Do you think this is more or less correct, or do you have another suggestion? I think that may be more correct, but I am not sure. I have googled for answers, but with my limited knowledge about engines I cannot find an answer.
RULESPosted by Magnus Kimura 2018-09-24 17:45:14
Combat Table 4a, Gunner To Hit: Optional:
MG will jam on an unmodified roll of “2.” You cannot continue to fire until you
have unjammed it.Combat Table 4c – Damage on
.50 and Twin .50 DR 2 Machine Gun jams if extra Ammo Box used.
Spray Fire DR 2 &3 Unmodified roll: Machine Gun jams!
RULESPosted by Magnus Kimura 2018-09-24 17:29:10Serious Wound:
Crewman may not perform any actions for the rest of the mission. (See also Optional below.) One Crew Man must be with the wounded crewmember. He may move to man a machine gun (When two men in the Nose, Flexible Nose Gun
Spray Fire only) after the first Initial Attack of the first attacking wave. He must move back to the wounded crewmember after all attacks, before moving into the next turn.
RULESPosted by Magnus Kimura 2018-09-24 17:02:32
Veteran – The veteran is an experienced pilot with good flying and fighting skills. The Veteran has +1 bonus on his To Hit roll.Aces/Experts/Old Hares
No change in their position if you are Out of Formation and the Top
Turret and Tail Guns/Turret are inoperable.