VaS - Turning, Fires, Dogfighting, Radar

David S

Mongoose
Several questions,
For a ship to be able to turn, must it move at least half its Speed stat or half its intended move for the turn before executing a turn?

Extinguishing fires, is this a Damage Control check (modifiable), a Command Check (modifiable) or just a plain D6 + Command roll (which can’t be modified)?

First question regarding Dogfighting. Since a player attacks with all of his aircraft at once, and both players can do this at separate times during a turn, does that mean that a single flight could participate in 2 dogfights in one turn (i.e. player 1 performs all his aircraft attacks but fails to kill all enemy flights dogfighting his flights, then later in the turn player 2 performs his aircraft attacks, thereby continuing the previous dogfights)?

Second question regarding Dogfighting. How do you resolve combat between multiple flights in contact with the same target (i.e. friendly fighter flight makes contact with enemy bomber flight, then later during the turn enemy fighter flight makes contact with the friendly fighter flight)?

Can a ship with Radar have multiple enemy ships detected or just one at a time?

David
 
1. Half its Speed score. So you would have to move 3 inches in order to turn with a Speed 6 ship.

2. D6 + Command score. The third option you gave.

3. Dogfighting between two flights is resolved with a single roll, once in a dogfight you can not move away until the turn after the fight has been completed (ie: one side or the other has been shot down).

4. If an ME109 flight engages two flights, a Fulmar and a Swordfish, then the follwoing occurs. The British player chooses the Fulmar (he could choose the Swordfish for some reason) to fight off the 109. If he predictably fails to shoot down the 109s then the Swordfish and 109 engage one another on the same turn.

5. Radar can locate multiple ships simultaneously.
 
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