
"Nightfighter Scenario 4J Black Widow" Topic
5 Posts
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| CAG 19 | 26 Jan 2013 10:30 a.m. PST |
We played Scenario 4j to see if it is a good introductory scenario. The combination of speed 5 and radar 8 against a single G4M is overwhelming and the scenario needs to be balanced if I was looking for replayability. Works fine to show how the rules mechanics go together. link |
| Mako11 | 26 Jan 2013 4:45 p.m. PST |
Yea, I can see that. A few things to make it a bit harder, and more realistic would be to add in altitude, and have the bomber(s) fly in high. Apparently, the Black Widow was a pig in a climb, and never lived up to the performance expecations of it for that. Also, AI Mk X / SCR-720 had about a 20% failure rate (possibly higher in the humid air of the Pacific Theater), so you could include that in your games as well, accounting for the length of turns expected, in order to determine the expected failure rate for that each move, say perhaps 2 – 3%, or so. I agree though, adding in more bombers is probably the best fix for the game. |
| CAG 19 | 27 Jan 2013 4:02 a.m. PST |
Couple of ideas: Increase the number of bombers to at least 3 and I think this is something that should be done on any of the 3 bomber scenarios as the player knows what he is up agaisnt and doesn't have to keep guessing. Play it at low altitude which affects the AI search performance. The other way around in the time scale probably means no intercept would be made. I have considered that having a random height for the bomber works well as it eats up turns for the Nightfighter to get into position. Only allows the SCR-720 to search in * turns this keeps the player from positioning himselft too quickly with the main Radar Search. I have also been thinking of the Tally phase as well generally and actually rather than have the aircraft appear where you want it randomise its placement using a simple D6 (it would be behind you so either lef, ahead, right, further ahead or where you expected it. Left and right have two options as well. Gives you something to chase with a fleeting glimpse in the moonlight. |
| Mako11 | 27 Jan 2013 9:20 a.m. PST |
Actually, I was surprised to read recently, that even at 500' altitude, the max. range of the AI Mk X is still 6 – 6.5 miles. Getting low and slow is a good tactic though. The He-111 V-1 carriers would fly at about 125 knots, and a number of Mosquitoes were lost while trying to pursue them below 500' altitude, over water. Presumably, conjecture was they tried to turn at very low altitude and speeds, and stalled out, spinning into the water at night. I think the numbers, and randomizing the target appearance locations are a good idea. You can also use a D6, D8, or D10 for distance as well (depending upon its altitude, and distance spotted at), in addition to the D6 for direction. |
| CAG 19 | 28 Jan 2013 5:46 a.m. PST |
The game scale hexes are in mile increments so only adjacent hexes would be selected. If I was converting this for CY6 (which I don't own) but do have the Jet Age variant, random distance would also be a useful Fog Of War idea. I need to go and do some research on Radar Parameters to look at the ranges on various types and conditions as well for completeness Si |
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