Fire and Fury Games
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RMD's Air Observation rules
Air Observation Rules
Our rulebook covers ground attack aircraft, but some of the most feared aircraft on the battlefield were
lowly observer aircraft with no armament. These could bring in massive artillery support (sometimes even
from battleships) and were capable of ranging behind the front line looking for targets.
Although unarmored and unarmed, the consequences of shooting at one and missing made anti-aircraft units
wary of engaging them. The inimitable R. Mark Davies
has provided us with some rules for representing these in Battlefront WW2:
The AOP transits to its 'orbit' location during the Close Air Support phase. It takes at least
one turn to move to an observation position get there and is vulnerable to AA fire normally while
it does so. It may also transit to a new position anywhere on the board during this phase.
The point at which the AOP stops is the centre of its observation 'orbit'
or 'figure 8' (i.e. it circles around this point while searching for targets).
For game purposes an 'orbiting' AOP remains stationary on the tabletop.
The AOP may only call for CAS or artillery once it is 'stationary'
(i.e. it may not call for fire/CAS if it moved in the CAS phase).
All AA fire against the AOP is resolved normally. The range is measured
to the orbit point if the aircraft is orbiting, or to the flight path if transiting.
AOPs gain a +2 spotting modifier.
AOPs may treat any targets in dense cover as if they were on the edge of cover.
AOPs have no intrinsic combat value (aside from some modern AOPs) and have an Armour value of 0.
This page was last updated on 10/28/2013 at 08:57AM