JudgeDredd
Posts: 8551
Joined: 11/14/2003 From: Scotland Status: offline
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Combat Phase - Turn 2 Fast Pilots Again, I have no fast pilots, so the enemy gets to strike first. Sites and Bandits The weapon platforms in range of my aircraft are the S-60 and the Mig-19 in the Western Approach Area (where my aircraft are) and the M1939 over the target area. That's quite a lot of evasion I'm going to have to do here. The Mig-19 swoops in and attacks (randomly rolled) Jagger. Surfer and Lefty have guns (the Phantom F4 II have marked on their cards that they don't have guns until 1967) and Junior has an AIM-9. I really need to keep the AIM-9 so I can attack one of the Migs. So Surfer dives and heads towards the Mig in his F-100 Super Sabre - guns blazing..7 rolled (+1 for the Sierra Hotel event card but with 3WPs of AtG he suffers a -1 on AtA rolls) = 7 and 10 is needed...the suppresion fails and the Super Sabre sweeps on by. The Mig-19 gets into position and is ready to open fire...Jagger goes evasive (and gains 2 stress for his reward!). In order to be successful the Mig-19 must roll a 5, 8 or 10. I roll two dice (because Jagger has gone evasive) and I roll a 3 and 1 - it would've missed anyway! The Mig scurries around, looking for another opportunity. nb on bandit/site attacks - a roll less than the first number then there is no effect, a roll equal to the first number but less than the second number and the pilot gains one stress, a roll equal to the second number but less than the third and a hit is incurred and the pilot gains two stress and and loses all external stores...an further hit and the aircraft will be destroyed...and a roll equal to or greater than the third number and the aircraft is destroyed outright. nb on evasion - when an aircraft goes evasive, they are awarded 2 stress points and you roll two dice for the attack by the bandit and choose the lowest attack number) Next the S-60 opens up (Junior will be left out of this random roll to determine who is attacked because he is High and the S-60 can only attack low flying targets) and targets Cajun. He rolls over, dives down and fires his rocket salvo to suppress the S-60. Rockets have a +3 modifier for suppression. A roll of 5 modified to 9 with the +1 from the Sierra Hotel Event Card and the +3 from the rockets being used as suppression means the site is suppressed. The M1939 from the target area has a range of 1 and can attack my aircraft. Because it can attack both high and low, Junior can be targeted. I roll to see which aircraft the site is attacking and it's Surfer. The M1939 can inflict stress on a roll of 3,4 or 5 - inflict a hit on a roll of 6 and 7 and can destroy an aircraft on a roll of 8,9 or 10...so it's quite dangerous. Lefty dives down - letting loose his rockets. A roll of 8 modified to 12 (+1 Sierra Hotel and +3 for rocket suppression) suppresses the site. Slow Pilots Right - at last - it's my boys turn. Lefty fires his AGM-12 Bullpup at the M1939 in the Target Area (the AGM-12 has the range). It's a definite hit with the +1 from the Sierra Hotel card - and a roll of...ohhhh...1 means it's only just a hit! Without the Sierra Hotel modifiers that would've went skyward! The M1939 is destroyed - and with it the danger it poses. Lefty is out of weapons. Junior fires his AIM-9 at the Mig-19 in the Western Approach Area. A roll of 4 modified to 5 (+1 Sierra Hotel and +1 AtA modifier and -1 for 3WPs AtG penalty) means his AIM-9 goes wide...bad news! Surfer dives down and drops a Mk-82 on the S-60. A roll of 7 modified to 9 sees the S-60 going up in smoke! Movement There's nothing else to do here...the pilots stay low and move in to the Target Area The bandit in the Target Area stays and the one in the Western Approach Area moves into the Target Area This is the pictures at the end of Turn 2
< Message edited by JudgeDredd -- 11/10/2012 1:16:01 PM >
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