Friday, November 1, 2019

Dogfights- The Squadron Phase


A round of dogfighting consists of two phases: The Squadron Phase and the Combat Phase. During the Squadron phase, the chaotic cloud of feints, bullets, dives, and destruction buzzing through the heavens boils down to a single opposed roll called the Squadron Roll. Afterward, PCs and other characters more interesting than unnamed airmen perform individual actions during the Combat Phase. If the fight remains unresolved by the end of the Combat phase another round of dogfighting begins with the Squadron Phase.

The Squadron Phase
Every Squadron Phase, both sides of the dogfight gather a dice pool consisting of 1 die for every aircraft in their squadron, including fighters, bombers, monsters, and aircraft piloted by PCs. Each side also adds the highest Handling attribute among their aircraft to their Squadron’s pool. The friendly squadron rolls white dice and the enemy squadron rolls black. Black successes negate white, and white successes negate black just like a regular roll. Any remaining successes are net successes and their effects depend on the Squadron Maneuver chosen before the roll. Due to the opposed nature of the roll, any 6s rolled by black dice explode just like the white. Ties mean neither side accomplishes their maneuver. The players keep track of the number of planes in their squadron and choose their Squadron Maneuver. The Gamemaster performs the same tasks for the enemy squadron.

Example: The RAF 11 Group sends 3 Spitfires, 2 Wyverns, and 4 Hurricanes to intercept a Luftwaffe swarm of 7 Bf 109s, and 5 He 111s. The highest Handling attribute among the RAF’s aircraft is the Spitfire’s +5. For the Luftwaffe squadron, it’s the Bf 109’s +3. Therefore the RAF dice pool for the Squadron Roll is 14 dice and the Luftwaffe Pool is 15. Both sides choose the Attack Maneuver. The RAF Squadron rolls 4 successes while the Luftwaffe rolled 6, leaving the Luftwaffe 2 net successes.

Squadron Maneuvers
                Attack- For every net success in the winning squadron’s pool, the enemy removes a fighter from their squadron of their choice. If the winning squadron wishes to target special aircraft, such as enemy bombers, monsters, and planes piloted by PCs or important NPCs, for every 3 successes spent they make a damage roll against their chosen targets using one of their fighter’s armaments. The number of successes from the Squadron Maneuver does not contribute to the damage. The squadron engages the enemy’s planes in furious combat.
Defend- The squadron adds dice to their Squadron Roll pool equal to half of their current Squadron Roll pool (rounding up). However, if they win the Squadron roll, they remove enemy fighters from the dogfight for every 3 successes or damage special aircraft for every 6. The planes circle up, fly evasively, or avoid direct engagement with enemy fighters.
Escape- For every net success, 1 friendly aircraft safely leaves the battle to fight another day. Successes during an Escape maneuver do not remove enemy planes from the dogfight nor aircraft piloted by PCs. Planes perform an emergency landing, fly away, or escape in thick cloud banks.
Tactical- Net successes from the Squadron Roll contribute to this turn and boost the next turn’s Squadron Roll. Aside from canceling out the enemy squadron’s success, Net Successes from a Tactical Maneuver cause no other effect during that turn they were rolled. Successes from a previous Tactical Maneuver in the next turn count towards the net successes as normal and can remove enemy planes from the dogfight for an Attack, help more planes getaway during an Escape, etc. Tactical Maneuver successes do not contribute to a Tactical Maneuver in the following turn. The squadron climbs to a higher elevation to attack enemy planes from above, circle behind enemy formations, or maneuver out of the sun’s glare.

Next week we’ll look at the Combat Phase, where players and important NPC’s shine.

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