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Panzer (second edition)» Forums » Rules

Subject: Air combat rss

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Hubert Hoffmann
Austria
Vienna
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Hello

I enjoy this game very much, but we recently tried air combat and got really confused by the rules.

1. On some Vehicles, mostly tanks, there is a Open(-20) Note for AA. We assumed that it means that you have to be open (Not buttoned up) but half-tracks also have this note. Does this mean half-tracks can also button up or are we misunderstanding what stands there? (A 88 FLAK would for example get a (20)

2. How often can an aircraft attack on each flight? Once per unit in it's range? Once per flight? Can it fire all it's weapons on every attack? If it can attack multiple units, how often do you roll? Once for all units in it's arc? (For example with strafing low you hit two hexes in front of you) So you roll against a 3 for strafing and than hit all units wih a GP of 8? Or do you roll for every unit and hit all units again (Which would do insane damage)

If you roll for a hit once (Bomb/Strafing/Rockets) for all units in the arc, can you do it multiple times? So if there are 2 units you hit, than 10 hexes later there is 1 more in your arc can you attack again?

We would really appreciate your input for this, the rules for air combat seem really confusing for such a minor part of the game.

Thanks!
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Jim Day
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1. I went with a consistent presentation for all of the vehicle data. That's why the half-tracks, e.g., G-5A SPW 251/1, states Open (-20). Since P-Type vehicles can't button-up, they're always open.

2. See section 6.7.3 at the start of the aircraft combat rules. Aircraft can make multiple attacks per turn on all target they can acquire as they move. Aircraft may make an attack against an acquired target with bombs, rockets or strafe. Other units that would fall in the target arc would also be affected. All the attacks are resolved individually. The aircraft wouldn't take, for example, three strafing attacks at the same time or file rockets and strafe the same targets.

The aircraft could then attack a different target it acquired later in its move. Again, by launching the attack by following the rules of a single attack, bombs, rockets or strafe against that target. Any other targets, friendly or enemy, falling in the arc would also be attacked.
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Hubert Hoffmann
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Thanks a lot for the clarifications! You made a great game btw
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Jason Cawley
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The part I initially found confusing was the acquisition rules, but once you walk through an attack sequence and see how key that part of the process is, it all starts to make sense.

Basically you need to pick which weapon to fire at a unit and you will get to fire at another unit along the line of flight only if the second target is far enough along to "acquire" it separately. (Also note that with a "slow" pass you can turn once along the flight path, "fast" you can't).

Each chosen weapon may, however, affect nearby targets as well - e.g. 2-3 hexes from strafing and 2 or 4 hexes from bombing at altitude.

The main benefit of lining up multiple attacks on the same "pass" (turn) is that return fire from AA is limited that way, compared to making separate passes for each attack. Also you can compress the attacks into a shorter overall time window, so there are fewer targets left alive longer, to fire at your ground forces etc.
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Jim Day
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JasonC wrote:

The part I initially found confusing was the acquisition rules, but once you walk through an attack sequence and see how key that part of the process is, it all starts to make sense.

Basically you need to pick which weapon to fire at a unit and you will get to fire at another unit along the line of flight only if the second target is far enough along to "acquire" it separately. (Also note that with a "slow" pass you can turn once along the flight path, "fast" you can't).

Each chosen weapon may, however, affect nearby targets as well - e.g. 2-3 hexes from strafing and 2 or 4 hexes from bombing at altitude.

The main benefit of lining up multiple attacks on the same "pass" (turn) is that return fire from AA is limited that way, compared to making separate passes for each attack. Also you can compress the attacks into a shorter overall time window, so there are fewer targets left alive longer, to fire at your ground forces etc.


Very well put. Thanks.
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