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B-17: Queen of the Skies» Forums » Variants

Subject: Take-Off and Assembly rss

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Alan Barrett
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I'm finalising the events tables for each of the five 'decision points' on my 'Take-Off and Assembly' card (file available). Something happens only on throws of 1-1, 2-2, 3-3, 4-4, 5-5, and 6-6 using 2xd6. What happens is resolved for all five aspects by a further table, with 11 possibile 'slots'. Most events are relatively minor niggles or near-misses rather than mission-compromising in their entirety. Worst-case scenarios - mission aborts, crashes and death - are reserved for rarer throws, such as 2 or 12 on 2xd6. Other throws have 'flavour' descriptions attached but no long-term game consequences - such as an engine 'coughing' but recovering, a messy bird-strike, a strange noise from the bomb bay area.....I'd welcome any suggestions (about this!). What things could/should occur?
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michael white
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I like this idea.....I always roll for take-off as per earlier "rules" but a finesse to these like you are suggesting is a good idea.
I am not well informed about take off and formation problems so I will leave it to you and others to incorporate them.
BTW I always roll (2d6) for mechanical problems(6-6) every Zone.Occasionally I get difficulties.It is a tense dice roll.
Keep flying.thumbsup
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Alan Barrett
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dingers wrote:
I like this idea.....I always roll for take-off as per earlier "rules" but a finesse to these like you are suggesting is a good idea.
I am not well informed about take off and formation problems so I will leave it to you and others to incorporate them.
BTW I always roll (2d6) for mechanical problems(6-6) every Zone.Occasionally I get difficulties.It is a tense dice roll.
Keep flying.:thumbsup:


Thanks. Don't know if you've seen the take-off/assembly file - I think there's an image of it, too. Thanks again for the encouragement! By the way, the literature suggests that such hazards were VERY real and fairly frequent - weather conditions, over-loaded a/c etc. One pilot goes so far as to say that take-off and assembly was more hazardous than flak (but I don't know about that - maybe he was just unfortunate).
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Alan Barrett
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"The dangers began on take-off, when planes set off down the runway with a full load of bombs and fuel. Some failed to gain height and crashed on take-off. Once in the air large numbers of planes from different local bases were climbing to take up and then maintain close formations; these gave mutual protection but brought a real risk of mid-air collision."

http://americans.sudburysuffolk.co.uk/the-heavy-price-of-lib...

Anybody out there any idea which causes/categories of early mission problems there were - fatal and non-fatal? I'm trying to get a comprehensive overview. How dangerous, statistically, was take-off and assembly? I'd appreciate any insights into this. Thanks - Al.
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Alan Barrett
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This is going to be done with a card draw and tables for each of the 5 phases of the Take-Off and Assembly stage of the mission. In each phase, a player running a squadron/group solo game will select one card in each phase. Only if the card matches with the phase AND a double is thrown on 2d6 will there be an incident for the squadron (not necessarily the player a/c). Fatal incidents or mission-enders at this stage will therefore be fairly rare - but quite possible, just to keep you honest! I've uploaded the card deck (15 cards) I'm going to use. The tables will follow soon. - Al.
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Alan Barrett
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Does this give any indication of possible causes of accidents/aborts on take-off/assembly?

 
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Alan Barrett
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My final ideas for the shape this phase takes are now included in the Group Mission pdf, now uploaded. - Al.
 
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AMOS BURKE
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Roll in zone 1 out bound and in bound 2D6 6,6 roll on B-7 random event
 
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