Algernon Pulls it Off - Bag the Hun WW1 Aerial Rules.pdf

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Algernon Pulls it Off
R ICHARD C LARKE AND N ICK S KINNER
T ABLE OF C ONTENTS
1 I NTRODUCTION ............................................................... 4
2 G AME C ONCEPTS .............................................................. 5
2.1 B EFORE THE GAME YOU WILL NEED : .............................................................................................................. 5
3 A IRCRAFT C HARACTERISTICS ..................................................... 6
3.1 S PEED ............................................................................................................................................................ 6
3.2 M ANOEUVRABILITY ....................................................................................................................................... 6
3.3 A LTITUDE ( CEILING ) ...................................................................................................................................... 6
3.4 R ATE OF CLIMB .............................................................................................................................................. 6
3.5 R OBUSTNESS ( OR ABILITY TO WITHSTAND DAMAGE ) ..................................................................................... 7
3.6 A IRCRAFT SIZE ............................................................................................................................................... 7
3.7 W EAPONS AND F IRE FACTOR ......................................................................................................................... 7
4 P ILOTS AND C REW ............................................................ 8
4.1 P ILOT ABILITY ............................................................................................................................................... 8
4.1.1 The Sprog .............................................................................................................................................. 8
4.1.2 The Regular Pilot .................................................................................................................................. 8
4.1.3 The Veteran Pilot .................................................................................................................................. 8
4.1.4 The Junior Ace ...................................................................................................................................... 8
4.1.5 The Top Ace .......................................................................................................................................... 8
4.2 D ETERMINING PILOT ABILITY ......................................................................................................................... 9
5 T URN S EQUENCE AND I NITIATIVE ................................................. 10
5.1 T URN SEQUENCE AND CARDS ....................................................................................................................... 10
5.1.1 Flight/Kette Move Card ...................................................................................................................... 10
5.1.2 Aircraft Moves Card ........................................................................................................................... 10
5.1.3 Flight/Kette Fire Card ........................................................................................................................ 10
5.1.4 Aircraft Fire Card............................................................................................................................... 10
5.1.5 Side A / Side B Blinds card ................................................................................................................. 10
5.1.6 Top Ace bonus move or fire ................................................................................................................ 10
5.1.7 Junior Ace bonus move ....................................................................................................................... 10
5.1.8 Altitude bonus move ............................................................................................................................ 10
5.1.9 Archie.................................................................................................................................................. 11
5.1.10 Tally Ho! / Flying Circus!................................................................................................................... 11
5.1.11 Character Cards ................................................................................................................................. 11
6 B LINDS AND SPOTTING ........................................................ 12
6.1 U SING BLINDS .............................................................................................................................................. 12
6.2 T YPES OF BLIND ........................................................................................................................................... 12
6.3 M OVEMENT OF B LINDS ................................................................................................................................12
6.4 S POTTING B LINDS ........................................................................................................................................ 13
6.5 W HEN TO SPOT ............................................................................................................................................. 13
6.6 B LINDS ON THE ATTACK .............................................................................................................................. 13
7 M OVEMENT ................................................................. 14
7.1 M OVING AN AIRCRAFT ................................................................................................................................. 14
7.2 C HANCE OF COLLISIONS ............................................................................................................................... 14
7.3 S CRAMBLE ! ................................................................................................................................................. 14
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8 M ANOEUVRES ............................................................... 15
8.1 C LIMBING .................................................................................................................................................... 15
8.2 D ESCENDING ................................................................................................................................................ 15
8.3 O THER MANOEUVRES (A LGERNON S P ATENT M ANOEUVRE H ANDBOOK ) ................................................... 15
8.4 T HE PILOT CONTROL TEST ............................................................................................................................ 19
8.5 T HE U NCONTROLLED S PIN ........................................................................................................................... 19
8.6 S TRUCTURAL F AILURE ................................................................................................................................. 19
8.7 W IND ........................................................................................................................................................... 20
8.8 G ETTING ON HIS TAIL ................................................................................................................................... 20
8.9 S TAYING ON HIS TAIL ................................................................................................................................... 21
9 F IRING ................................................................... 22
9.1 R ANGE ......................................................................................................................................................... 22
9.2 F IRING ARCS ................................................................................................................................................ 22
9.3 D EFLECTION FIRING ..................................................................................................................................... 22
9.4 F IRING PROCEDURE ...................................................................................................................................... 23
9.5 G UN JAM ...................................................................................................................................................... 24
9.6 A MMUNITION R ESTRICTIONS ....................................................................................................................... 24
9.7 R ELOADING A MMUNITION ........................................................................................................................... 24
10 E FFECTS OF D AMAGE ........................................................ 25
10.1 T HE H IT E FFECT T ABLE ............................................................................................................................... 25
10.1.1 Firer sideslips ..................................................................................................................................... 25
10.1.2 Overuse of ammo ................................................................................................................................ 25
10.1.3 Minor damage..................................................................................................................................... 25
10.1.4 Critical damage .................................................................................................................................. 25
10.1.5 Pilot killed ........................................................................................................................................... 27
10.1.6 Pilot Wounded..................................................................................................................................... 27
10.1.7 Explode ............................................................................................................................................... 27
10.1.8 Damage to other aircraft from exploding planes (optional rule) ....................................................... 28
10.1.9 Reduction of Manoeuvrability............................................................................................................. 28
10.1.10 Reduction in Robustness ................................................................................................................. 28
10.1.11 Crash Landing ................................................................................................................................ 28
11 A RCHIE ................................................................. 29
11.1 D ETERMINING THE EFFECTS OF “A RCHIE ” ................................................................................................... 29
12 B OMBING ................................................................ 30
12.1 D ETERMINING HITS ...................................................................................................................................... 30
13 B ALLOON B USTING ......................................................... 31
13.1 O BSERVATION B ALLOONS (S IZE 6) .............................................................................................................. 31
13.2 A MMUNITION ............................................................................................................................................... 31
13.2.1 Le Prieur Rockets................................................................................................................................ 31
13.2.2 Pomeroy and Incendiary Ammunition ................................................................................................ 31
13.3 B ALLOON HIT EFFECT TABLE ....................................................................................................................... 31
13.3.1 Ordinary Ammunition ......................................................................................................................... 31
14 APPENDIX 1 - SELECTED AIRCRAFT DETAILS ................................ 32
14.1 R OYAL F LYING C ORPS ................................................................................................................................. 32
14.2 L UFTSTREITKRÄFTE ..................................................................................................................................... 33
14.3 F RENCH AND U NITED S TATES ...................................................................................................................... 34
15 APPENDIX 2 SUGGESTED AIRCRAFT RECORD SHEET ........................... 35
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1 Introduction
The Great War of 1914 to 1918 saw the birth of a new type of warfare, combat in the air between
aeroplanes, something unheard of and almost unconsidered in 1914. From the earliest fumbling
attempts, where fowling pieces were used to take pot-shots at an opponent right through to the large
dog-fights of the latter years, aerial combat was always been a fast and frantic affair, with the skill
and initiative of the pilot, rather than the theoretical technical specification of the machine, being the
deciding factor in who wins or loses, who lives or dies.
This rule set was born out of our Second World War aerial combat set, Bag the Hun . For me, Bag the
Hun recreates wonderfully the emphasis on initiative and personal skills. As such it was an obvious
choice to use as a model when looking at developing a system suitable for recreating the flamboyant,
eclectic days of the First World War, when the first ‘Knights of the Air’ learnt their craft and set the
benchmark for future generations.
These rules are designed to provide a fun game which is based on historical accounts of aerial combat
by those who took part; they are not a scientific exercise in modelling such events with absolute
accuracy. It would be possible to add many variables and additional factors beyond what we have
already covered in order to examine the minutiae of technical differences between individual planes,
feel free to add this on if you wish.
Much credit must go to our lovely assistant, Miss “Tricky Dicky” Ansell and his encyclopaedic
knowledge of air combat in the Great War. Tricky was simultaneously our greatest asset and harshest
critic, if there are any aspects of these rules that you dislike feel free to blame him – we do.
Richard Clarke & Nick Skinner
May 2006
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2 Game Concepts
Several core tenets run through these rules, the main one of which is that it was the personal qualities
and skills of the men who flew these primitive machines that was the key differentiator that made the
difference between life and death. Naturally aircraft specifications played some part, but if you
believe that the number of rivets or calibre of weapon decides battles then these rules are not for you.
Within Algernon Pulls it off the following are considered to apply:
Weather remains constant at all times
Initiative counts for a lot in aerial combat, and altitude advantage is the key to this.
The ability of one aircraft to shoot down another aircraft is determined by a combination of
factors - mainly aircraft type, relative speed, aspect (relative to each other and the sun) and
pilot skill.
The ability of an aircraft to manoeuvre is determined by pilot skill, aircraft type and damage
sustained.
The ability to fly in formation is determined by pilot skill and damage sustained.
Speed is determined by aircraft type and climb/descent angle.
The chance of hitting a target is determined by pilot skill, aspect and proximity to target and
the length of time it is fired at.
Damage sustained is determined by the number of hits and the ability of the target aircraft to
withstand damage.
2.1 Before the game you will need:
A game mat overprinted with a hexagonal grid design (this is not essential, but if you do not
have such a sheet you will need to convert the way movement is performed under these rules).
At the time of writing, hex cloths suitable for “Algy” can be obtained in the UK from S&A
Scenics.
Model aircraft, based approximately to fit the hex pattern. Most common scales include
1/300 th (Navwar/Skytrex) or 1/600 th (Tumbling Dice) and 1/144 th (Red Wing).
Individual aircraft record sheets (see appendix 2).
A ‘compass’ indicator showing where south is (because that’s where the sun normally is).
Some way of marking altitude next to the aircraft models. I use small d6 to mark the altitude
band.
A dozen or so six sided dice for rolling during the game, pus a d4 and at least one d10.
A series of cards to govern the turn sequence (see section 5)
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