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"Nightfighter - Scenario 2B, Japanese Home Islands" Topic


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Action Log

08 Jan 2013 6:19 a.m. PST
by Editor in Chief Bill

  • Changed title from "Nightfighter - Scenarion 2B Japanese Home Islands" to "Nightfighter - Scenario 2B, Japanese Home Islands"

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CAG 1908 Jan 2013 6:10 a.m. PST

March 1945 – Japanese Home Islands

667th Bomber Squadron of 444th Bomb Group belonging to the USAAF 58th Bombardment Wing has another mission over Japan. They are scheduled to route individuall to the target at 4200'. Each B-29A would carry its own internal jammer to disrupt the Japanese Tachi Radar systems. Opposition had been heavy over the last few weeks with Japanese Ki-45 Nick nightfighters achieving some success against the Bomber stream. The clear night sky, illuminated by a Half Moon, means that they will have be extra vigilant tonight. The American pilots can see the Japanese Searchlights active ahead as they rapidly close the distance to the target.

A lone Ki-45 Toryu ("Dragon Slayer") is airborne and its Ace pilot Sadamitsu Kimura is looking at slaying yet another American Bomber to add to his impressive total of 15 kills to date. American Jamming isn't as heavy as previous nights and he is warned of approaching targets. The Cloudless sky and light of the half moon will make his job slightly easier. The Yankees had a habit of running in fast and low and his aircraft had the height to gain speed in a dive onto a target appearing below him.

This is a "hard" mission for the Nightfighter. With only a single Tachi 6 RADAR, that is being jammed and unable to provide a bearing of any contact but with a useful range of 3.

As there are only 3 B-29A in this cell the umpire decided to hold the entry of the first Bomber until Turn 3 and then bring a pair on at once at low level relying on their 3* speed to outrun any interceptor if they can get ahead. I had gone forward to the middle of the board with the Nick rather than wait on the Searchlight beacon and hope to get an indication on the Tachi even if I didn't get a bearing. No one said this was easy!

Turn 1 – Moving forward slowly and scanning I relied on the Tachi to provide coverage on the LH side of the board. Nothing

Turn 2 – Still being cautious the Tachi was now scanning the centre of the table. I hoped that the delay was just one turn and he hadn't come in the now vacant LH side. You take your chances!

Turn 3 – There had to be at least one bomber on the table and somewhere between 1 and 10 hexes in (3/4/3 movement = 10) I had searched with the Radar in a Inclined Pattern 3 Hexes, 7 Hexes and now 10 Hexes in roughly in the middle of each "box". This gave me a reasonable chance of picking up an early entry bomber. So at the end of turn 3 I was pretty certain he had delayed entry by at least one turn. It now meant that I had to guess where to start the search sweep again. If he was on the table at 10 hexes next turn he would move 4 hexes and I probably couldn't catch him if I had this wrong without a dive.

Turn 4 – I opted to search the RH box first this time moving forward to the 10 hex point to make sure nothing had come in on turn 2 with the RADAR. CONTACT! Problem is with no sweep I don't have a direction just that I have a positive return within hexes. Now if if 2 bombers came on in Turn 3 moving to prosecute this one would leave the other side of the board open and any B-29 would scoot through. I had probably a chance to nail this one for a victory and possibly get a chance on the 3rd Bomber when it came in on turn 6 (or 7 or 8).

Turn 5 – The Bombers are going to move 3 this turn. The RADAR contact didn't happen in Turn 3 so I am pretty sure that the B-29A is just entering the zone. Which means I need to get a move on with the Nick or the B-29A will be past me. The bombers move first. I follow and complete a 180 degree turn by moving speed 4 This should put me roughly level or just behind a bomber. I can use a slip and spot each turn to try and tidy up the contact. The B-29A will be in the Searchlight zone hopefully in Turn 7 at the earliest or more likely Turn 8. So I just need to be patient and take my time. The RADAR search comes back 3 and over 1 towards the centre just to make sure. CONTACT is maintained but again no direction but I have an inkling that it is on the edge of the zone. In which case if I sideslip next turn I have a chance of a tally due to the good visibility. Lets see

Turn 6 – Bombers are going to move 4 this turn and this is the earliest the 3rd Bomber can enter. Keeping at Speed 4 I am hoping that I am not too far behind the Bomber. I still have 3 turns of speed increase from diving available but that reduces the amount of shooting I can take. I opt to bring the RADAR back 5 hexes this turn just to confirm the hex row of the Bomber. If I lose contact it means he is two hexes in Front and to the left. LOST CONTACT. Result from my perspective I am now 90% sure

Turn 7 – Bombers are going to Move 3 this turn and the 3rd Bomber is either on table or could enter this turn. With no contact last turn I am pretty sure where he is going to end up. I side slip right and keep my speed at 4. Moving the RADAR across and back 3 I hope this turn to pick him up again which means I am in the right position. CONTACT. Next break goes my way as the Searchlight zone is active and Searchlights indicate a bomber is present. Careful. A Fix. A B-29A is illuminated in the middle of the Searchlight zone. I have two chances of getting a visual spot on this aircraft one from the Nightfighter itself and one from the fact that it is caught in the searchlights. There directly in front of me is a B-29A. Over on the other side of the board the LH searchlight zone goes active which means that they did enter two bombers back on turn 3. Unfortunately no fix so that one is probably going to get away. I am too high to get a shot at the B-29A and too far away as well this turn so Turn 8 beckons. The B-29A is going to move 4 next turn so I need to dive down. Lets be careful…

Turn 8. Bombers move 4 this turn and the 3rd Bomber must now be on the table (I just don't know where). Watching the B-29A scoot forward 4 is fine as I will use all my remaining dives in one turn to get into an attack position. Problem is that the oblique gun system cannot be used while diving so it will be regular firepower. Lets not get ahead or ourselves. Move first and get in a position to shoot. Luckily the Searchlight Zones keep the B-29A fixed as it moves over the boundary. I follow down in a dive ending up in a good attack position. Careful. The B-29A doesn't respond as I line up the sights. Rolling 8 (+2 Expert, +2 FP) gives me 3 hits not enough to down the Bomber but enough to cripple it. The crew is busy fighting the damage and doesn't respond (unlucky roll of a 1 by the umpire). My RADAR is sent looking for the last bomber. NO CONTACT.

Turn 9. Bombers move 3 this turn however my B-29A is alerted and the throttles are pushed to max so it can move 4 as well. It shouldn't make any difference to me as that matches my movement. Still no contact on the RADAR for the 3rd Bomber. The Searchlights on the LH side finally fix the second bomber but it too far away and will complete its mission. I am now in a position with Oblique guns to get a shot off. But the wounded B-29A still has teeth. Luckily the Oblique guns and Ace pilot mean that they cannot get a shot off before my cannon shells finally cause fatal damage to it. Sadamitsu Kimura follows the prey down to make sure of its destruction. As a result it is at the board edge and cannot turn which means that in Turn 10 it would leave the table.

Game end. Victory to the Nightfighter in something that was pretty close. The umpire revealed the third bomber had come on in Turn 6 and was pretty close to the action. If I had managed to down the first B-29 there was a slight chance that I could have engaged the last target. But a very slight chance. The Umpire was unlucky (can an umpire be unlucky) in that the Columns 5 and 14 were the first two aircraft and Column 15 for the third. With no Sweeps the umpire isn't doing a lot to confuse the Japanese player.

From a miniatures perspective not a lot of models on the table. The lone Nightfigther was the only model on a 4 foot table until turn 7 which saw a fix model being almost straight away being replaced by a Tally model in the same turn. I didn't get a fix on either of the other two aircraft. So I am now under the impression that actually I should be looking at a smaller rolling map affair probably no bigger than 2 x 2 and just handle the main activity from the Umpires map. Good for a convention game where you have players up against a controlled opponent.

Photos will be added later tonight when I get home
link

Personal logo aegiscg47 Supporting Member of TMP08 Jan 2013 7:59 a.m. PST

A very good battle report and a good idea to convert this to miniatures. However, I'm really torn about this game as I like the designer's other efforts such as Downtown, Burning Blue, etc. It may work as a convention game or something you bring out every now and then, but I found after a few plays everyone had figured out the system and it got boring real fast.

CAG 1908 Jan 2013 8:14 a.m. PST

Ummmm, Must admit that it took my 12 Year old two games to work out how to interpret two radar sweeps and then shepherd a bomber until he could get into an attack position but that is one of the more simple scenarios. The mechanisms are simple I think it is more of having a good scenario. Some of the later ones with Intruders and Nightfighters make this more of a challenge. 1 v 3 with Radar search I agree is pretty easy to win.

This one was a lucky place by the defender of the Radar otherwise he didn't really have a chance. From a quick pick up and play you get probably two games in an evening with both players taking turns to umpire.

CAG 1908 Jan 2013 10:59 a.m. PST

Photos now added and you can see what I mean about the expanse of table and underpopulation of models

Mako1108 Jan 2013 5:27 p.m. PST

Throw in some Mossie NFs over Europe, and the Hunters become the Hunted, and vice versa.

Thanks for sharing your report.

Sounds like fun.

Joep12308 Jan 2013 7:16 p.m. PST

I like it…very good report.
Thanks
Joe

CAG 1909 Jan 2013 12:18 a.m. PST

Bombers and Intruders vs Nightfighters is covered in some detail on the rules. Gradually working my way up to those, but might divert off to see how it plays. From a minis perspective because I game in 1/600th (3mm) then space is realistic but looks odd to gamers used to having more metal (or plastic) in closer proximity.

Mossies are on order and hopefully will be painted by the end of the week. Decals and Bombers on route from Dom. Will have played an intruder scenario as a boardgame by then so at least have a handle on how it should look or play on the table.

I am looking at running the scenarios in chronological order rather than how they appear in the rule book (which is layed out in a programmed manner) now we have read through the rules in some detail and think we have a handle on things. The early scenarios get harder when you go back and play them with the later rules. Also interested in the Campaign approach as well as not completely happy with the amount of "Experten" in stand alone scenarios. They are pretty powerful.

Regards

Si

Mako1109 Jan 2013 9:44 a.m. PST

What rules are you using Si?

I've read most of the books on the European Nightfighter War, and during the early to mid-war period, if not even later, the Experten would be given priority for most engagements against bogies. That is especially true for those tightly controlled by GCI.

Other pilots used to complain about the issue, since only some pilots were permitted to seek "glory", while others were unable to gain the experience from combat, or attempted interceptions. The 2nd and 3rd stringers usually had to wait in vain, and were only given the go ahead when the 1st string pilots ran out of fuel, or developed some sort of mechanical problem.

Just like in the NFL, the "coaches" preferred to stick with the 1st string players, since presumably they were much more effective. That appears to be proven in actual combat, since the experienced pilots had a much better percentage of successful interceptions and kills, when compared to their compatriots.

This also seems to be borne out as well, for the RAF too, based upon accounts I've read of their NF pilots and radar intercept officers.

Aerial radar intercept interpretation has a very steep learning curve, and the pilot and radar officer had to learn to work very closely together in order to be successful.

Of course, once the Wilde Sau battles started taking place, all bets are off in terms of German NF team experience, but even then, the pilots would probably be fairly well trained. Flying at night is a very dangerous game, especially back in WWII, in the challenging European weather conditions.

Mako1109 Jan 2013 10:54 a.m. PST

Also, if you're just using a few aircraft on the table, and the rest are bogies, you might consider using 1/144th scale planes as well.

Granted, the radar ranges will need to be shortened a bit, to account for that, but visual ranges won't be too far out of whack, excepting for unusually bright, moonlight conditions.

The larger aircraft look very impressive on the table, and you can use "bogie-balls" for the bogies and bandits not actually sighted visually. These are ping-pong balls, mounted on flight stands, and painted black.

They were suggested for use on the Air Pirates / Mustangs Yahoo Group, and work well for decoys and real aircraft blips.

I must work on getting my scratch-built 1/600th scale He-219 into production. Just needs a little minor tweaking to finish the upper wing surface detailing.

I want a whole staffeln of those, even though just a few will do.

CAG 1909 Jan 2013 11:18 a.m. PST

GMT Games Nightfighter straight out the box. While play testing I only have a 2" hex map and 1/600th models so the do look a bit lost. Going to try an intruder mission tonight seeing that the mossies arrived this morning.

Would like to see you He 219. Been tempted to scratch one myself.

Still not sure about scale on this. 1/144 would look good as would 1/200. It is that there aren't a lot of models on the table so need to match the playing surface accordingly.

Mako1109 Jan 2013 3:50 p.m. PST

Thanks for the info.

It's basically complete, and just needs a slight mod.

The X-Acto knife slipped slightly, while I was scribing the port wing detailing, so I need to fix that.

Overall though, I think it really looks the part, and since it is a labor of love, I've filed/sanded down the wing and tail surfaces, so they look a bit more realistic than your typical slab-sided styrene stock.

I'll see if I can get some pics of it soon.

Used to have some, but the last PC crashed.

Thought about trying to do the Moskito in 1/600th as well, but haven't yet.

Perhaps I need a mini-Kickstarter for the Uhu, to get the cash to get a mold made, and some production planes produced.

For 1/144th, there are a decent number of aircraft available, though some may be harder to get now, and expensive, since they were limited runs.

Still, between the plastic kits, and resin models, plus the occasional display model, and/or wooden ones, you should be able to refight the night bomber raids over Europe.

I think many of the Japanese Pacific Theater planes are available as well, though a B-29 would be rather large.

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