I've been toying with introducing some simple rules for air power for games using TS&TF in colonial conflicts and scenarios of the 1920s or early 1930s, looking mainly at the French in Morocco and the British on the NW Frontier.
I'd use Wings of War WWI airplanes as models and their use would have to be carefully balanced in game terms -- an airplane should be the equivalent of at least one Imperial unit, or if they are employed, the natives should get some bonuses or more relaxed victory conditions. I'd think no more than one airplane per game would be appropriate, and its appearance might be variable as to timing and entry point.
I haven't had a chance to playtest any of this yet, but here's what I've made rough notes for -- anyone else done this and have any ideas to kick around?
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Airplanes move 36"/turn. They are activated for movement and fire the same as any other unit.
An airplane can be used to Scout and might reveal hidden enemies within a 24" radius; the Native player rolls 2d6 for each such unit based on its current location/target class: Target Class I, spotted on 5, 6, 7, 8, 9. Target Class II, spotted on 5, 6, 7, 8. Target Class III, spotted on 6, 7, 8. Target Class IV, spotted on 7, 8.
An airplane may attack by bombing OR strafing each Fire phase against any visible target within range. Planes carry only two bombs. Range for bombs: 8" Range for strafing with machine guns: 24"
Target Class
I II III IV
Bomb roll 6d20 1-8 1-6 1-5 1-3
Strafe roll 10d20* 1-7 1-6 1-4 1-2
* on a roll of 6 on 1d6, the machine guns jam this turn.
Friendly figures within 12" of a target unit will become casualties ("friendly fire") on any drawn Diamond casualty card.
Airplanes can be shot at by ground fire (small arms or machine guns only) as a long range, Class IV target. Two hits (cumulative) can be absorbed before the plane is either forced down intact (random direction, 4d6 distance, terrain permitting) or crashes (roll of 5-6 on 1d6).