Something wicked this way comes….
And so it was that yesterday evening at the club, yours truly ran an Angels 20 game based on the interception of V1 Flying Bombs over Southern England during the second half of 1944. The scenario was loosely based on the version found in the rulebook for Air Force, designed to introduce new pilots to the game and to provide something different for the more seasoned aerial gamer.
There was a minor snag at the outset in that hexes of the esteemed Mr Fox’s gaming mat are orientated in a different way to how the Air Force scenario maps are. In a nutshell, if entering the board from one of the short edges, instead of flying straight down the full length of the table one had to fly at a sixty degree angle. Initially I did not think this would be a problem and indeed, had I thought it through correctly it would not have been but, in the spirit of somewhat misplaced enthusiastic improvisation, I opted to allow the V1s (three of them, one entering on turn one and the other two entering based on a successful D6 roll) to enter at the same point and flying from corner to corner.
As designed the three interceptors - a Spitfire 14, a Tempest V and a P51 Mustang - could enter on either long side at least half the playing area away from the V1 entry point (or edge, as originally intended).
What I should have done at this point was to adjust the interceptor entry points because as it now stood, the Spitfire 14 was a lot closer to the first V1 than it should have been given the the flying bomb was entering from the corner. The P51 was on the same side as the Spitfire but further up the table whilst the Tempest was on the opposite side.
This all sounds rather nit-picking but even allowing for this faux pas on my part the game turned out to be enormous fun and will certainly be fine tuned and even seen as a potential show game!
I am unable to give a turn by turn commentary of how the game played out but I will describe the action from the perspective of each aircraft.
Spitfire 14
The first V1 appeared at level two and so the Spitfire, piloted by Mr Fox, immediately dived to manoeuvre so as to gain a firing position. The V1 had other ideas as it sped away across the table but by good fortune, the second V1 appeared with Mr Fox in a perfect position to fire - in fact it was almost two perfect as here is always a chance that blowing up a V1 at close range could inflict serious damage on the attacking aircraft. The V1 exploded under a hail of cannon fire and the resulting explosion inflicted a point of damage on Mr Fox’s aerial steed. One down.
Scratch one V1
P51 Mustang
The Mustang (piloted by Nigel - the third member of the “3 Ns” club) sped off in pursuit of the first V1 and executed a perfect Immelmann after having overshot the target to face the flying bomb head on. Unfortunately it was too high to get a shot in and given that it was virtually on the opposite edge of the playing area the V1 was deemed to be in good position to escape. All now rested on the Tempest, piloted by (and painted and owned by) Mr Huband.
Tempest
As the first V1 sped across the table, Mr Huband decided that he would attempt to ‘tip the wing’ of the flying bomb. He successfully caught up with the V1 and carefully positioned his aircraft alongside. The D6 rolls were sadly short by one point! Had the game continued with the models being moved back up the table there is no doubt that either the P51 or the Tempest would have destroyed the target. Meanwhile though, back with Mr Fox and the Spitfire 14….
Fly tipping is usually frowned upon but in this case….
Spitfire 14
The third and final V1 entered and so Mr Fox lined up for a head on shot, this time at range 2 so the chance of any potential blast damage would be reduced. Mr “my dice hate me” Fox opened fire, rolling 8D6 with the results you see in the picture below. “KABOOM!!” The V1 was unceremoniously splashed to the four winds and with the bonus of nary a scratch on his aircraft as a result of the potential damage roll.
The second V1 is destroyed….
….and that is how! In game terms that is 11 hits (two for each 6 and one for the 5) against a target that is destroyed by 4!
When the game was called it was deemed to be a draw in that two of the three V1s were shot down but one still got through.
Thoughts on the Game
No question about it, this was a lot of fun and surprisingly challenging. In designing the scenario I made use of AI - suitably fact checked - and learned some quite surprising things. Of the three aircraft used without a doubt the Tempest was best suited to deal with the V1 threat in terms of speed due to its low level performance and the power of its Napier Sabre power plant - the Griffin engined Spitfire came a close second with the P51, designed as it was for use as a high altitude bomber escort, bringing up the rear. Ideally the latter two aircraft needed to lose altitude to gain speed so as to overhaul the V1, travelling at 400mph or 4 hexes a turn.
AI suggested that giving the aircraft a high-speed of 5 against the 4 of the V1 would prove to be a fair reflection of the relative speeds based on the Angels 20 system. That felt about right so high speed ratings for the aircraft were modified accordingly. In a nutshell the aircraft had a straight line speed advantage of one hex over the V1. This meant that aircraft manoeuvring had to be carefully thought out.
Aside from the issue around the gaming mat hex orientation - my fault entirely, I should have checked beforehand - the game ran splendidly and was enjoyed by all. I shall definitely develop it further and am waiting on the delivery of a Gloster Meteor to complete the range of aircraft available.
My thanks to Mr Fox for providing the mat, the P51 and the Spitfire and to Mr Huband for the Tempest and the two V1s - he now has a third to paint up - and to Nigel for his aerial acrobatics in the Mustang! It was a great game!