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August 31, 2008 at 2:07 pm #6405
Jim Phillips
ParticipantHey guys,
I’ve found house rules for most groups. Do you wisconsin guys have any and would you share them?September 5, 2008 at 6:34 pm #6904Alan Christensen
ParticipantHere they are. It took a while because my hard-copy was printed on the dot-matrix printer attached to my Apple IIc.

UW Wargaming Club House Rules for Dawn Patrol
Adopted on November 14, 1993
P. 3 Determining Movement
Planes that are 200 feet or more below all enemy planes move first.
P. 4 Special Maneuvers
Circle: If the lead plane performs a circle, the tailing plane may move as few as 6 (or 5 if that is your minimum speed) squares through the circle to stay behind his opponent, even if he intends to move more. If he does move more his first move(s) must be to complete the circle maneuver. It is always possible to move less than seven squares in a circle if that is your complete move.
Climb: It is possible to do a climb maneuver even if the maximum climb of your plane is less than the minimum climb for the maneuver. If a leading plane climbs less than the minimum for this reason, the tailing plane may also climb the same amount less than the minimum.
PP. 7-8 Rear Guns Field of Fire
Observers may never fire at the same target as the pilot of the two-seater, even if the target is at a higher altitude. The only exceptions to this are the German two-seaters listed on p. 25 as being able to fire into the pilot’s field of fire at the same altitude. They must apply the penalties listed on p. 25 when they do fire at the same target as the pilot.
P. 9 Targeting
“A pilot must shoot at his chosen target” except when A all his guns are jammed, or B he qualifies for tailing as in section A of the tailing rules on p. 11.
Planes which are not targeted at the end of their move may target any plane which subsequently enters their field of fire. The attack limitations rule does not apply in this case.
P. 9 Attack Angles
The target of a head-on attack may, after all movement and targeting, attempt to belly-up to avoid the head-on. If the attempt is made the target may not shoot at any plane other than the attacker. The chance of success is 70%. If successful the target may not shoot and the attacker’s shot is converted into a bottm attack. (If more than one aircraft is attacking head-on, all get bottom attacks.) This is not the same as going nose up, and has no effect on the attack angles of other aircraft. There is also no chance of collision. If the attempt to belly-up fails the head-on proceeds as usual and the target may fire, but only to return the head-on.
P. 10 Blocked Shots
The attacker must shoot at the blocking aircraft whichever side it is on. He may alter the type of burst he fires, if he hasn’t already rolled for jamming.
P. 10 Hit Location Table
On tail attacks where the firing aircraft is at a lower altitude than the target (except where both are nose-up) a roll of 4 is a FF hit rather than a CW hit.
P. 12 Collisions
Collisions are not automatically fatal. Each aircraft rolls a die on the following table and applies the result to his own plane.
1-3 Plane destroyed.
4,5 Wing hit. Roll randomly for left or right and apply all effects below to that wing:
1) Roll on the critical hit table to determine a critical and apply all effects to that wing.
2) Apply (1-3) + 3 additional hits damage.
3) Based on the number of H.F. now taken, roll to see if another critical hit is applied.
6 Landing Gear destroyed. Calculate landing chance normally with an additional -20% modifier for this damage. Roll normally. A “safe” landing is treated as crash #5. If a crash landing is indicated apply a -2 modifier to the type of crash roll.
P. 15 Gliding
Planes gliding at low throttle receive the movement for their throttle speed.
P. 15 Overdive
Pilots are not required to announce and roll overdives publically. Merely tell your wingman what you are rolling for and have him witness the roll. This can conceal critical hits which have cut your dive.
P. 17 Attack Limitations
In determining which shot is equal or better, neither attack angle (except head-on) nor 50′ altitude increments which don’t influence the line of the Range/Firepower Effectiveness chart being used are considered. See note on P. 9 Targeting for another exception.
P. 18 Ammunition Expenditure
The ammunition per drum for Parabellum guns is changed to 25 points.
P. 18 Reloading
Use the reloading chart published in Aerodrome #100 to determine the disposition of partial drums taken off a gun while reloading.
P. 19 Range/Firepower Effectiveness
Observers use the deck mounted gun chart for either one or two guns as appropriate. Their shots are then modified for the deflection modifier. The single gun deck mounted table is printed incorrectly. All shots should be adjusted up one table. Twin wing guns use the twin deck gun table down two charts.
P. 19 Deflection Shooting
The highest table for single deck guns is table J, for single wing guns is table H, and for twin wing guns is table K.
P. 23 Ground Fire
If flaming onions score forward fuselage hits the German player rolls once per hit, not once per H.F., for pilot hits. Each pilot hit scored counts as two normal pilot hits. (i.e. if the onion scores two FF hits (four H.F. of damage) and rolls twice for pilot hits. If one pilot hit is scored, the Allied played rolls for effect on the “Two Hits Taken This Turn” column of the Wound chart.
Ground MG’s and AA and rifle fire never go up or down tables for deflection and always need double ones to hit a pilot, even on head-ons.
P. 25 Lewis Guns
Planes with wing guns may only defend vs, top attack if t hey have not previously targeted another plane and if the plane doing the top attack entered from one of the three squares to the defender’s front.
P. 26 Landings
Roll-out for planes gliding and landing into the wind is reduced to three squares.
P. 27 Downed Pilots – At the Front
Calculate the pilot’s chances to meet misfortune (be killed or captured) as described. If he meets misfortune, his chance of being captured is the same as his original chance of meeting misfortune.September 5, 2008 at 10:36 pm #6908Ronald Currie
MemberThat’s a lot of interesting house rules. I especially find the P.3 rule interesting. 200 ft below? I think I would always try to have some altitude so that I could go last. Our house rule is 2000 ft since that is above the dive limitations of any aircraft.
September 6, 2008 at 5:04 pm #6909Jim Phillips
ParticipantHey Thanks AL!!!
I’m with Ron are you sure thats 200 and not 2000?
September 7, 2008 at 3:06 pm #6912George Henion
MemberIt is 2000 ft
September 8, 2008 at 4:21 pm #6913Alan Christensen
ParticipantOops! Sorry about that missing zero. It is indeed 2,000 feet.
September 8, 2008 at 5:47 pm #6917Andrew Priest
ParticipantThats a house rule? I thought that was standard?
I really like the blocked shots- punish those that fly in front of you!!
September 9, 2008 at 5:37 pm #6921Alan Christensen
ParticipantRE 2000′, I think the book rule requires all on one side to be 2000 below the other side (or something like that).
September 11, 2008 at 9:31 pm #6918Ronald Currie
Memberlol, I thought I was going to be able to clean up flying my Fokker Dr1 pilot.

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