Strafing
Strafing is done from an altitude of either 50 or 100 feet, and
a level (not nose down) attitude. Any military unit on the ground is fair game for strafing, but gun positions (machine guns
and anti-aircraft or AA units) are the most common targets. The range of a strafing attack is counted normally, but the aircraft's maximum range is increased to 650
feet. The chances of hitting the target at various ranges are:
Range to Hit
150' - 250'
1-5
300' - 350' 1-4
400' - 450' 1-3
500 - 550' 1-2
600' - 650'
1
Check the type of burst
against the corresponding range in the normal manner for effect. There are five ranges, just as with other shots.
A ground gun can be put out of action by strafing in three ways: by disabling the gun itself, by killing or wounding
the gun's crew or by forcing the crew to abandon the gun. The table below lists
results of strafing attacks on ground gun positions depending on the number of hits scored in the attack. The defending player
rolls one die, subtracting one if the gun is dug in for better protection.
|
Hits |
|
|
|
|
|
|
|
Roll |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8+ |
1 |
- |
- |
- |
0-1 |
0-1 |
1-1 |
1-2 |
1-3* |
2 |
- |
- |
0-1 |
0-1 |
1-1 |
1-2 |
1-3* |
2-2 |
3 |
- |
0-1 |
0-1 |
1-1 |
1-2 |
1-3* |
2-2 |
2-3* |
4 |
0-1 |
0-1 |
1-1 |
1-2 |
1-3* |
2-2 |
2-3* |
3-3 |
5 |
0-1 |
1-1 |
1-2 |
1-3* |
2-2 |
2-3* |
3-3 |
3-** |
6 |
1-1 |
1-2 |
1-3* |
2-2 |
2-3* |
3-3 |
3-** |
4-** |
The first number
in each result is the number of crew casualties. The second number is the number of turns that the gun may not fire. An asterisk
means the gun is destroyed if it is a machine gun. A double asterisk means the gun is destroyed regardless of its type. A
machine gun has a crew of three and a light AA gun has a crew of six. It takes at least one man to fire a machine gun, and
at least two to fire a light AA gun. The number of hits scored by a ground gun is reduced by one if its crew is short two
persons and is reduced by two if its crew is short four persons. A ground gun that damages its target always causes at least
one hit, despite crew reductions. If a gun is destroyed surviving crewmembers can run to another gun position at the rate
of one square per turn. The attacking pilot should not know the result of a strafing run. The defender rolls the result secretly.
Firing
priority:
1) Fire at strafing/bombing plane.
2) Fire at aircraft attacking balloons or other ground guns.
3) Closest and
easiest to hit (dice it if multiple aircraft in alt. band)
Machine gun hits are distributed
normally, and there is deflection shooting. Anti-aircraft shells burst around the target plane.
Machine guns will not fire if friendly
with 200; AA guns will not fire at an enemy plane if a friendly plane is within 400 feet of the target. Hill contours, which intervene, may block a target, but other ground obstacles will not prevent ground
guns from firing.