From my rules "Demi-Brigades in the Desert!"
link
This is how I handle Aerostiers Operations:
Aerostiers (Balloonists). In the original plan for the invasion of Egypt by General Bonaparte, the French brought two Observation Balloons along with them. Napoleon was lukewarm toward aerial observation. Unfortunately they were still onboard the ships of the French fleet when on the 1st – 2nd August 1798, the French Fleet was destroyed at the Battle of the Nile (Aboukir Bay).
A few months later the Aerostiers had built a replacement Balloon that was used mainly for festivals and demonstrations in and around Cairo.
The following rules will be used for the use of Observation Balloons.
Observation Balloons may not operate in Gusty Wind, Rain or a Stormy condition.
It will be represented by a two inch by two inch (2" x 2") base and will have two (2) figures mounted on it. This is representing that the Observation Balloon tethered to the ground so that the Observation Balloons dose not drift, and its Aerostiers crew and a small security detachment.
An Observation Balloon will have no shooting capability. If it is attacked in close combat it will defend at zero (0) defensive points, and it may not be used as a supporting unit. It will move at the speed of beasts of burden when being transported by ground. If it is set free from its tether then you will use the following wind rule, as per XIII. Optional/Special Rules: a. Gunboats and Transport: wind direction.
Note: One roll for wind as per below is all that is needed if using Gunboats/Transport and Observation Balloon in a game.
For the direction of wind go to XII. Optional/Special Rules: – m. Weather: Wind:
It will take an Observation Balloon unit one hour (2 turn) to setup for flight or tear down for movement. And during either movement or setup/tear down they may not be assisting in observing of the enemy.
Observation:
The following distances will be used for observation of units from an Observation Balloon.
All units in the open in day light, ninety six Inches (96").
All units in the open at night, two inches (2").
All campfires in the open at night, ninety six Inches (96").
All units observing in to Orchards, Woods and Built-up areas (city, and villages) ten inches (10").
If a unit is hidden, and moves or performs shooting combat it is no longer hidden.
An observation Balloon will be able to observe troops behind terrain features (hills ridges and in depressions), and behind city walls or in towns and cities (in the streets).
m. Weather: Weather, of course, will affect the speed of an army on the march. If fighting a historical battle and you know what the weather conditions were that day use them. Or you may use the weather conditions generated by the tables below. This will also work for day to day operations if conducting a campaign.
Unless playing a historical battle roll 1d12 for the season of the year.
1-3 Summer (July, August, September)
4-6 Autumn (October, November, December)
7-9 Winter (January, February, March)
10-12 Spring (April, May, June)
Next roll 2d6 to determine the type of weather for the day.
Summer Autumn Winter Spring
2-8 * 2-7 * 2-3 2-6 * Good
9-10 * 8-9 4 7-10 Gusty Wind
11 10-11 5-7 11 Rain
12 12 8-12 12 Storm
Effects of Weather. Visibility Movement Fire Combat
Good N/A N/A N/A
Gusty Wind ** 15" N/A -1 on die roll
Rain 6" -25% *** -2 on die roll
Storm** 2" -25%/-50%**** As below **, ***
Wind: At the beginning of each game the gamemaster will roll one twelve-sided die (1d-12), to determine the direction the wind will be blowing towards. Note: the wind blows prominently to the South East in this region.
1= NORTH 2= NORTH EAST 3, 4= EAST 5, 6, 7= SOUTH EAST
8, 9= SOUTH 10= SOUTH WEST 11= WEST 12= NORTH WEST
Then roll one eight sided die (1 d-8) once every eight turns/four hours for any changes in the direction of the wind.
Below is the shift in the wind direction.
One or two (1, 2) the wind shifts one position to the left.
Three or four (3, 4) the wind shifts one position to the right.
Five (5) the wind shifts two position to the left.
Six (6) the wind shifts two position to the right.
Seven or eight (7, 8) the wind remains the same.
* Heat reduces the march rate 25% for each day without a river, water well or canal. If units continue for four days non-stop, all movement will have to cease. They may resume the march after a twenty-four hour rest and or a resupply of water.
** Sand/Dust storm roll 1d8 for distance of visibility on the beginning of every turn. For movement, and combat in "Sand/Dust storm" you may use the procedures from "n. Night Operations" below. Units that are facing in to the direction of a Sand/Dust storm will receive a -1 to Shooting Combat and Close Combat.
*** Rain, which will turn the roads to a sea of thick mud and greatly hinder the passage of Infantry Cavalry, Artillery and Beast of Burden (**** -25% on road / -50% off road.) Reduce the march rate 25% for each day it rains (i.e., if it continues for four days non-stop, all movement will have to cease: muskets and cannon would be virtually useless under these conditions). The ground dries out much more quickly, however, at a rate of 50% a day. Rain may change to snow at the higher elevations in the Holy Land.