I've been thinking about how to use torpedoes in Wings at War games, partly inspired by Korean War Skyraider missions to blow up North Korean dams, but mainly because it's not been done before and would be really good fun. Here are my initial, very sketchy ideas:
Torpedoes can be dropped at Altitude Level 1 only.
Aircraft must be at no more than Energy 2.
Torpedo range is 15cm or 20cm?
The torpedo drop point is marked with a suitable counter.
The torpedo moves in the following turn in the player's own phase, giving the target player one turn to react and then move a ship by taking evasive action.
A torpedo moves in a straight line after all enemy ships have moved, unless it's a stationary target or installation of some kind. All torpedo movement is measured from the drop point.
If anything is in the path it may be hit.
When a torpedo makes contact with a target, there would be a D6 roll on a table with different outcomes for different types of target e.g. large ship, small ship, slow ship, fast ship, static target etc.
There would be at least a 1/6 chance of a FUBAR i.e. the torpedo fails to run, dives deep, fails to go boom determined when the torpedo roll is made
Depending on the target, there would also be at least 1/6 chance of the aircraft being shot down or damaged by AAA. This would have to be in the same turn that the torpedoes hit, which might cause some issues?
This obviously needs some more development, but I think it's not a bad start....
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