Had some time last week at work, while watching machine control panels, to start brain storming my Quar Diesel-punk Airship Fleet Combat Game! idea.
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Royalist battleship and cruiser with some kites flying past |
I've wanted to do a diesel-punk alt-history airship game for quite a while, but got held up by not being able to source enough drop tanks etc to make the ships from and brutal reality. There being rather good reasons why aircraft quickly overtook airships in warfare. Alt-history doesn't let you ignore physics.
But along come the Quar with their thicker atmosphere, and presumably more readily obtainable helium, and voila!, suddenly fleets of airships fighting it out don't seem as impractical or belief-stretching as human crewed ships would.
The lack of models were readily solved by Don and his resin printer. A quick tour around Yeggi and Wargaming 3d (search "airships" and "zeppelins" for more models) for airships came up with lots of models, some of which Don was able to scale down for me. An 8 inch long Hindenburg would make great air support for 15mm Quar though, just sayin'.
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Crusader kite carrier launches two flights |
I was looking at converting Nimitz or Full Thrust, but I want lots of ships, whole squadrons in fact, and I did not want to be managing ship damage cards for EVERY ship model on the table. So something where I could mark minimal critical or systems hits with pipe cleaners and record basic damage points on the ship itself (or micro dice by the stand) was desirable.
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Royalist Cruiser |
Ships will be divided into 6 classes:
Class A- Aircraft Carriers 8 Damage Points, 4 light batteries, 4 flights of kites (aircraft), SLOW 0-3, MEDIUM 4-5, FAST 6-7 hexes
Kites 3 Damage points, 1 firepower per kite (3) SLOW 4-10, MEDIUM 11-15, FAST 16-20
Class B- Battleships, 8 Damage Points, 4 heavy batteries, 4 light batteries, SLOW 0-3, MEDIUM 4-5, FAST 6-7 hexes
Class C- Cruisers, 6 Damage Points, 2 heavy batteries, 4 light batteries, SLOW 0-4, MEDIUM 5-6, FAST 7-8 hexes
Class D- Destroyers, 4 Damage Points, 4 light batteries, SLOW 0-5, MEDIUM 5-7, FAST 8-10 hexes
Class E- Scouts, 3 Damage Points, 2 Rocket pods, 1 light battery, SLOW 0-5, MEDIUM 5-7, FAST 8-10 hexes
Class G- Transports, Merchant shipping, 6 Damage Points, 2 light batteries, SLOW 0-2, MEDIUM 3-4, FAST 5-6 hexes
Note that airships can choose to not move at all in a turn, using reversed engines etc to hold position in air currents. Kites however must move at least 4 hexes or stall.
Heavy batteries are 37mm to 50mm quick firing breech loading cannon with explosive shells. Light batteries range from 9mm light machine guns to 20mm magazine fed autocannons.
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Crusader battleship |
Turn Sequence
Dice for initiative. Winner decides if they want to move first or second. Player who held initiative last turn wins a tie.
Movement
Player with initiative moves first ship or formation of ships. Players alternate moving formations or single ships. All ships or formations moving in their SLOW speed band are moved. Then continue alternately moving all formations or ships in the MEDIUM speed band. Finally all ships or formations moving in the FAST band are moved.
Class A and B can make one hex facing turn every 3 hexes moved.
Class C, D and E and can make one hex facing turn every 2 hexes moved.
Kites can make one hex facing turn every hex moved.
Class G can make 1 hex facing turn every 3 hexes moved.
Formations do not need to move together, but they won't count as a formation in the shooting phase or in the next turn.
Shooting
The side that moved first then shoots first. Shooting is alternated between players again by ships and formations. A formation can shoot at different targets. But all batteries on a ship must fire at the same target, except light batteries directed to anti-kite fire.
Arcs of fire: 1 light battery can fire through the bow or stern hex facing. All batteries can fire to either flank.
Kites have a range of 0-3 and hit on a 5+ they start with 3 firepower but lose 1 for every damage point they take. Kites arc of fire is through their front hex facing only.
Light Batteries Range 1-3 hit on 4+, 4-6 hit on 5+
Heavy Batteries Range 1-4 hit on 4+, 5-7 hit on 5+, 8-10 hit on 6
Rocket pods 1-2 hit on 4+, 3-4 hit on 5+ 5-6 hit on 6
Anti-kite fire, light batteries only Range 1-3 hit on 5+, 4-6 hit on 6, each hit causes 1 DP to the flight
For each successful hit roll 1d10. Heavy Batteries and Rocket Pods add +1 to the die roll.
1- No effect, passed through the envelope and missed anything important
2-6 1 Damage Point
7- Engines Damaged, no longer able to make FAST speed, second result no longer able to make MEDIUM speed
8- Steering hit, rudder jammed, must make a 1 hex face turn every 2 hexes moved Roll a d6. Odds turn left, even turn right.
9- FIRE! Fuel line hit. Roll again on this chart at the beginning of each turn.
10- ammunition hit, BOOM! ship destroyed
For each damage point the ship loses 1 shooting dice, players choice and they can change that decision each shooting phase, the damage is as much shock, chaos and crew casualties as it is destroyed guns. (Scouts can count expended Rocket Pods for this), at 25% damage the ship can no longer move FAST, at 50% damage it can no longer move MEDIUM
Terrain
Clouds block line of sight for shooting. Ships moving inside a cloud must roll 1d6 and roll again after every 3 hexes moved
1-drift 1 hex to left keep moving in same direction
2-drift 1 hex right keep moving in same direction
3- turn 1 hex facing left and move in new direction
4- turn 1 hex facing right and move in new direction
5- stay on current course
6- stay on course but move back 1 hex
Mountains block line of sight and movement.
Storms move across the battlespace in a straight line 2d6 hexes per turn. Move storm clouds at the end of movement phase. Ships caught in a storm roll on the damage table each turn they are inside the storm.
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Royalist battleship with kites |