While most of the V@S rules do the job I've found the aircraft rules to be a bit lightweight. So I decided to do a bit of rewriting. The rules I've come up with have been play tested a bit but I'm still open to suggestions.
New aircraft rules
General Notes
Each flight is now considered to be 6 separate aircraft. Stats will remain as published except for the following changes.
Ordinance (torps, bombs, etc) Get the number of attacks given in stats per aircraft attacking. Damage stats are to be altered, half the number of damage dice of weapon rounding up. E.g. swordfish torpedo bomber gets 4 DD this now become 2.
Dogfight
Change to dogfight stats
Stat 0 becomes -1
Stat 1 becomes 0
Stat 2-3 becomes 1
Stat 4-5 becomes 2
Stat 6+ becomes 3
Aircraft Initiative and AA
Aircraft now roll separately for initiative. This in done between the ship movement and ship firing phase. Each side roll a D6, the side with the highest dice roll moves first. The two sides then alternate until all aircraft have moved. All dog fighting and bombing is resolved in this bound.
Ships being attacked, or ship close enough to support ships being attacked by aircraft, resolve their AA fire in this bound. AA fire at planes not attacking is resolved in the ship firing phase. NOTE AA cannot be fired into a dogfight involving friendly aircraft.
Dogfighting,
A dogfight can only be initiated by a flight of aircraft with a dogfight score of one or better. The attacking aircraft rolls 1 D6 for each surviving plane in the flight. To this they add or subtract their dogfight stat. To they must equal or better the to hit score of the target. If their dogfight modifiers mean that to hit a score of seven or more is needed then two rolls of six on the dice equal one hit (or three if a result of eight is needed). For each hit, the defender must successful roll a dodge result to avoid damage. In the case of planes with more than one hit these will work through one aircraft at a time (e.g. three hits have been scored one a flight of beaufighters; damage two aircraft. One is shot down, a second suffers a point of damage)
Fighter must roll at end of each round in which they fought to see if they still have ammunition. On the first combat 2+, second 3+, etc. Once their ammunition is expended cannot attack, carrier aircraft must return to carrier, aircraft purchased separately are removed and cannot return. If themselves are attacked they dogfight as normal but cannot return fire.
A flight that has been intercepted by enemy aircraft can opt to move away, rather than remain in the dogfight. In their move (which my be the next round if they have already moved this bound) flight returns fire on the attacking fighters using the dogfight rules. The flight may then move away at up to two thirds it’s top speed. However it may not initiate a new dogfight or attack a ship this bound.
Example
1. A full stand of 109’s attacks a full stand of swordfish
2. The 109 has a dogfight stat of 2
3. 109’s roll 6 D6 + 2 meaning for every roll of 3 or better the 109’s score a hit.
4. In this case the 109’s score four hits.
5. The swordfish has a dodge score of 4+.
6. In this case, three swordfish successfully dodge, the fourth is shot down.
7. The 109’s now roll for ammo and unfortunately roll a one. Their ammo depleted, if land base (i.e. purchased separately) the fighters are removed from the board. If carrier aircraft they remain. We’ll assume here they are carrier aircraft.
8. In the swordfish’s turn the five survivors now return fire.
9. Since the Swordfish is dogfight –1, they are rolling 5 D6-1, meaning that they need two 6’s to score one hit.
10. The swordfish score no hits.
11. The swordfish may now move up to eight inches. The 109’s may not further engage until they have returned to their carrier and rearmed.
Attacking ships and modifications for separate aircraft types
Aircraft do not receive beam on modifiers that are used by ships, instead the following modifiers are used depending on the aircraft type.
Dive Bombers
To reflect the greater accuracy and difficulty of shooting these aircraft down in their attack run, dive bombers receive a +1 bonus to their to hit roll, while the AA suffers a –1 to hit the dive bomber.
EXAMPLE. A JU 87 is attempting to bomb a cruiser, normally a 5+ would be needed, however as a dive bomber the Ju 87 will hit on a 4+. (subject to modifiers for high speed etc) The cruisers AA would normally hit the Ju 87 on a 4+ but now will hit on a 5+.
Note these modifiers ONLY apply while the dive bomber is attacking a ship.
Level Bombers and fighter-bombers
To reflect either the high speed or high altitude of these aircraft AA against these aircraft suffers a –1 to hit. However these aircraft also receive a –1 when bombing to reflect the reduced accuracy of this method of bombing.
Note these modifiers ONLY apply while the bomber is attacking a ship.
Torpedo bombing
No special modifiers
Aircraft carriers
Aircraft carrier can be fielded in two ways, on table and off table, with each being subject to a number of additional rules.
On table
The carrier is deployed on the table and used as normal with the following modifications.
If carrier has launched or recovered aircraft in turn that it is hit by gunfire or bombs (but not torpedoes), it will suffer potential criticals on damage roll of 5 or 6 (still needing 4+ as per rulebook) In addition even weak weapons can cause a critical. This is to reflect the vulnerability of carriers when their flight deck is loading with aircraft carrying munitions and aviation fuel.
Off board
Carrier is not deployed on the table. The player must declare aircraft launch but these aircraft will only arrive on the players base edge the turn after they are launched. When returning to the carrier, the aircraft must first reach the base edge, then spend another turn before they are considered to have reached the carrier. So it is only 2 turns after leaving the board that they can land.
The idea being that if the player opts to put the carrier on the board he gets a much faster turn aircraft around. Off board it is invulnerable but it will take aircraft ages to return after their first strike.
Finally since the hitting power of aircraft has gone up carriers should each slide up one priority notch.
New aircraft rules
General Notes
Each flight is now considered to be 6 separate aircraft. Stats will remain as published except for the following changes.
Ordinance (torps, bombs, etc) Get the number of attacks given in stats per aircraft attacking. Damage stats are to be altered, half the number of damage dice of weapon rounding up. E.g. swordfish torpedo bomber gets 4 DD this now become 2.
Dogfight
Change to dogfight stats
Stat 0 becomes -1
Stat 1 becomes 0
Stat 2-3 becomes 1
Stat 4-5 becomes 2
Stat 6+ becomes 3
Aircraft Initiative and AA
Aircraft now roll separately for initiative. This in done between the ship movement and ship firing phase. Each side roll a D6, the side with the highest dice roll moves first. The two sides then alternate until all aircraft have moved. All dog fighting and bombing is resolved in this bound.
Ships being attacked, or ship close enough to support ships being attacked by aircraft, resolve their AA fire in this bound. AA fire at planes not attacking is resolved in the ship firing phase. NOTE AA cannot be fired into a dogfight involving friendly aircraft.
Dogfighting,
A dogfight can only be initiated by a flight of aircraft with a dogfight score of one or better. The attacking aircraft rolls 1 D6 for each surviving plane in the flight. To this they add or subtract their dogfight stat. To they must equal or better the to hit score of the target. If their dogfight modifiers mean that to hit a score of seven or more is needed then two rolls of six on the dice equal one hit (or three if a result of eight is needed). For each hit, the defender must successful roll a dodge result to avoid damage. In the case of planes with more than one hit these will work through one aircraft at a time (e.g. three hits have been scored one a flight of beaufighters; damage two aircraft. One is shot down, a second suffers a point of damage)
Fighter must roll at end of each round in which they fought to see if they still have ammunition. On the first combat 2+, second 3+, etc. Once their ammunition is expended cannot attack, carrier aircraft must return to carrier, aircraft purchased separately are removed and cannot return. If themselves are attacked they dogfight as normal but cannot return fire.
A flight that has been intercepted by enemy aircraft can opt to move away, rather than remain in the dogfight. In their move (which my be the next round if they have already moved this bound) flight returns fire on the attacking fighters using the dogfight rules. The flight may then move away at up to two thirds it’s top speed. However it may not initiate a new dogfight or attack a ship this bound.
Example
1. A full stand of 109’s attacks a full stand of swordfish
2. The 109 has a dogfight stat of 2
3. 109’s roll 6 D6 + 2 meaning for every roll of 3 or better the 109’s score a hit.
4. In this case the 109’s score four hits.
5. The swordfish has a dodge score of 4+.
6. In this case, three swordfish successfully dodge, the fourth is shot down.
7. The 109’s now roll for ammo and unfortunately roll a one. Their ammo depleted, if land base (i.e. purchased separately) the fighters are removed from the board. If carrier aircraft they remain. We’ll assume here they are carrier aircraft.
8. In the swordfish’s turn the five survivors now return fire.
9. Since the Swordfish is dogfight –1, they are rolling 5 D6-1, meaning that they need two 6’s to score one hit.
10. The swordfish score no hits.
11. The swordfish may now move up to eight inches. The 109’s may not further engage until they have returned to their carrier and rearmed.
Attacking ships and modifications for separate aircraft types
Aircraft do not receive beam on modifiers that are used by ships, instead the following modifiers are used depending on the aircraft type.
Dive Bombers
To reflect the greater accuracy and difficulty of shooting these aircraft down in their attack run, dive bombers receive a +1 bonus to their to hit roll, while the AA suffers a –1 to hit the dive bomber.
EXAMPLE. A JU 87 is attempting to bomb a cruiser, normally a 5+ would be needed, however as a dive bomber the Ju 87 will hit on a 4+. (subject to modifiers for high speed etc) The cruisers AA would normally hit the Ju 87 on a 4+ but now will hit on a 5+.
Note these modifiers ONLY apply while the dive bomber is attacking a ship.
Level Bombers and fighter-bombers
To reflect either the high speed or high altitude of these aircraft AA against these aircraft suffers a –1 to hit. However these aircraft also receive a –1 when bombing to reflect the reduced accuracy of this method of bombing.
Note these modifiers ONLY apply while the bomber is attacking a ship.
Torpedo bombing
No special modifiers
Aircraft carriers
Aircraft carrier can be fielded in two ways, on table and off table, with each being subject to a number of additional rules.
On table
The carrier is deployed on the table and used as normal with the following modifications.
If carrier has launched or recovered aircraft in turn that it is hit by gunfire or bombs (but not torpedoes), it will suffer potential criticals on damage roll of 5 or 6 (still needing 4+ as per rulebook) In addition even weak weapons can cause a critical. This is to reflect the vulnerability of carriers when their flight deck is loading with aircraft carrying munitions and aviation fuel.
Off board
Carrier is not deployed on the table. The player must declare aircraft launch but these aircraft will only arrive on the players base edge the turn after they are launched. When returning to the carrier, the aircraft must first reach the base edge, then spend another turn before they are considered to have reached the carrier. So it is only 2 turns after leaving the board that they can land.
The idea being that if the player opts to put the carrier on the board he gets a much faster turn aircraft around. Off board it is invulnerable but it will take aircraft ages to return after their first strike.
Finally since the hitting power of aircraft has gone up carriers should each slide up one priority notch.