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"Campaigning with wounded Pilots" Topic


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quidveritas19 Oct 2009 12:13 p.m. PST

We are in the midst of a prolonged discussion regarding wounded pilots and their fate in the context of a campaign.

The Rules are 'Watch Your Six!'

The campaign system is similar to:

PDF link

The issue is what to do with wounded pilots. Historically most were probably lost for the duration, while some (Rudolf Bertholt) would learn to fly left handed (his right arm was useless),continued to fly by taking large amounts of opiates and endured pus bursting from his wounds as he gained altitude (air pressure dropped, pus pressure increased).

Incidentally, Bertholt was quite successful in spite of his disabilities.

Don't want to get overly complicated with this -- thinking, at most, a single die roll.

I know all about the 'historical' possibilities. What I'm after, is from a 'gaming' perspective, what would be the best way to handle these wounded pilots?

Treat them all as 'out for the duration'?

If they are to return, how long should they sit on injured reserve?

Should the nationality of the pilot make a difference? (Americans had more pilots than planes so a wounded pilot would not likely be allowed to return. Germans needed every trained pilot they could get so rehabilitation was more likely.)

For those not familiar with Watch Your Six, each player runs at least a flight of 6 aircraft -- and six pilots. There is some low level role playing in the game but losing a pilot is not as big a deal as in some games. It is common to lose at least one pilot in every other game you play.

A wounded pilot is defined as a Pilot who has been so badly wounded that he is unable to fire the aircraft's guns, can maneuver only with great difficulty (and sometimes luck is needed) and can do little more than attempt to withdraw from the combat before he is shot down.

There is no tally of wounds -- you are either badly wounded or you are not. It is possible to be wounded more than once (and still survive).

All thoughts or comments – from a purely gaming perspective – appreciated.

mjc

Dn Jackson19 Oct 2009 12:25 p.m. PST

It would depend on the severity of the wound. A flesh wound that nicks an artery could cause the effects you describe via blood loss, yet a few days or weeks and the pilot could be back with no long term problems.

I would go with a simple die roll,, say a d6 and the pilot returns on a 5+. Maybe give a +1 to Germans to reflect their desperation and a -1 to Turks to reflect their poor medical situation.

Top Gun Ace19 Oct 2009 12:37 p.m. PST

Agreed.

A variable schedule would be best, with some possibly never returning, e.g. roll on a D10:

1 – returns immediately, and ready for operations – just a nasty scratch – nothing a little alcohol and a bandage can't fix;

2 – returns for next mission, it was just a flesh wound (mates tease the pilot about just wanting to meet a nurse, so dallied a bit at the hospital, keeping him from the current mission);

3 – pilot returns to active duty in 2D6 days – reduce pilot skill by 1D5 levels (1D10/2), due to injuries, and his weakened state (player has the option to send him up as is, or to let him recover further, by keeping him off missions, e.g. 1 level per week improvement, if no missions are flown);

4 – 8 roll again prior to next mission to check pilot's status – doesn't return to the squadron in time for this mission;

9 – things look grim – no word on the pilot's condition – reroll before the next mission (add plus 2 to the die roll, e.g. not just a scratch, or flesh wound);

10 – pilot dies of his wounds.

Tachikoma19 Oct 2009 12:41 p.m. PST

I would treat wounded pilots as being out for the duration of the campaign. My rationale is that, from a game design perspective, a wound that does not inhibit a pilot's taking part in active operations is not a "wound" as defined in the game. If they're considered "wounded" under the game rules, then their ability to function is impaired and they would not still be flying.

RockyRusso19 Oct 2009 12:45 p.m. PST

Hi

We simply roll d6 for months out of action.

R

The Black Tower19 Oct 2009 2:55 p.m. PST

Give them a chance to be shot down – in terms of severity

Sitting duck – The wounded pilot is struggling to maintain control of the A/C

Flee the battle – The pilot has control of the A/C but must get out of the fight and land ASAP

quidveritas19 Oct 2009 5:41 p.m. PST

Black Tower,

All your points are handled in the game. No need to make these determinations they have already been addressed prior to the game ending.

The topic under discussion is what to do with the wounded pilot that manages to make it home.

mjc

Timmo uk20 Oct 2009 1:39 a.m. PST

I'd keep it simple. As RR suggests 1D6. Perhaps with a roll of 6 meaning they never come back.

Of course you could modify the results so perhaps if allied pilots are wounded on a roll of 4, 5 or 6 they don't return.

Sierra1921 Oct 2009 5:39 p.m. PST

You have to remember WW1 medicine also. Shrapnel and bullet wounds typically take weeks to months to heal, assuming the pilot doesn't die from infection first. I had an uncle who served in WW1, and he was wounded in the leg at Chateau Thierry, and was out of action for around 6 months or so (long enough to return stateside to a hero's welcome).
So roll a d6, 1,2, or 3, it's a minor wound-miss the next mission. 4,5, or 6, roll another d6, a 1 means the pilot has died of his wounds, and 2-6 is how many months he'll be out of action.

Simon Oliver Lockwood22 Oct 2009 8:55 a.m. PST

A pilot could believe he was seriously wounded, be in intense pain, and be interested in nothing but getting down as fast as possible, and then discover on the ground that he had been only scratched. cf. ASG Lee's "No Parachute." I'd either go with TopGunAce's table or something like:

1 – 'Tis But a Scratch -- can fly next mission
2 – Out One Week
3 – Out One Month
4 – Out Six Months
5-6 – Blighty -- Invalided Home

BTW Your pdf link leads to a 404.

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