Elperfildeltraductormédico:
Fase 1: estudio preliminar de tipo cualitativo
These rounds are flares attached to a parachute for night use. Use normal firing procedures when using this round.
However, rather than impacting the ground the shell bursts in the air and slowly drifts to earth, bathing an area appropriate for the weapon used in light, creating daylight LOS within this area. Artillery rounds will illuminate a 36” circle for three full turns, while mortar rounds will illuminate a 24” circle for three turns. Illumination rounds drift with the breeze at 6” per turn, 12” per turn with strong winds, and fall straight down with no wind. Only one illumination round per weapon may be fired per turn.
S TOP !
Divide the table into six sections. Place your squad in section 6 and the enemy in section 2.
Call in a Mortar Fire Mission (Artillery/Mortar Request Table). Did you Make the Call first? Roll to hit (Hitting w/Mortars Table) and check for deviation ( Artillery Deviation Table).
Carry out the damage.
Do the same with Artillery.
Notice how the rounds can deviate. Keep this in mind when you are playing the game!
15T AC A IR
Tactical Air Support (called “Tac Air,” or airstrikes) is usually called in when you absolutely, positively have to have a target blasted to little tiny bits. When aircraft hit the right target with the right weapons, it has a devastating effect that is almost beyond compare. They may even rearrange the landscape. When you're calling in an Air Strike it is pretty much game over man, one way or the other.
In order to utilize an air strike that is available or on scene, either a FAC plane (page, 84) must be in the air over the battlefield, or a Forward Observer (page, 76) must be on the ground. However, if playing USMC, you do not require an FO or a FAC if the aircraft on station are also USMC.
A successful radio communication between the people on the ground and the FAC must be made before an attack can take place.
R EQUEST T ABLE
When requesting Tac Air support, use the following procedure:
Make the Call (page, 72).
Roll 1d6.
Modify the score by any applicable modifiers.
Consult the table and carry out the results.
1
A
IRSTRIKER
EQUEST (Read the result as rolled)WHO'S CALLING MODIFIER
Force Commander is Lieutenant +1
Force Commander is Captain or higher +2 SUPPORT LEVEL MODIFIER
Support Level 1 -3
Support Level 2 -2
Support Level 3 -1
Support Level 4 -1
# RESULT
1 or less
“Request denied!” No assets are available for the remainder of the game.
2 “Wait one out.” No assets are available this turn, but another request attempt may be made on a later turn.
3 “Stirring the coals!” FAC will arrive in 1+1/2d6 turns with an airstrike available the following turn.
4 “Support in-bound.” FAC will arrive next turn with an airstrike available the following turn.
5 “Where do you want it?” A FAC has arrived and an airstrike will be available next turn.
6 or greater
“Rolling in hot!” A FAC is overhead and an airstrike is available immediately.
A
VAILABLEA
IRCRAFTOnce an Airstrike has been authorized you have to see what aircraft is available. The aircraft type available will dictate the types and amount of ordinance available to be expended. Here's how we do it:
Roll 1d6 on the Aircraft Availability for the appropriate Corps Zone.
Roll a second d6 for Pilot REP.
1
IC
ORPSA
IRCRAFTA
VAILABILITY (Read the result as rolled)# RESULT
1 USMC F-4:
(1-2) REP 4
(3-4) REP 5
(5-6) REP 6 2 USAF A-1 Skyraider:
(1) REP 3
(2) REP 4
(3-5) REP 5
(6) REP 6
3 USAF F-100 “Hun”:
(1) REP 3
(2-4) REP 4
(5-6) REP 5 4 USMC A-4 Skyhawk:
(1-2) REP 4
(3-4) REP 5
(5-6) REP 6 5 RAAF Canberra:
(1) REP 3
(2-4) REP 4
(5-6) REP 5 6 USAF A-37 Dragonfly:
(1) REP 3
(2) REP 4
(3-5) REP 5
(6) REP 6
1
II, III, IVC
ORPSA
IRCRAFTA
VAILABILITY (Read the result as rolled)# RESULT
1 RAAF Canberra (VNAF A-1 if IV Corps):
(1) REP 3
(2-4) REP 4
(5-6) REP 5
2 USAF or VNAF A-1 Skyraider:
(1) REP 3
(2) REP 4
(3-5) REP 5
(6) REP 6 3 USAF F-100 “Hun”:
(1) REP 3
(2-4) REP 4
(5-6) REP 5
4 II and III Corps - USAF A-4 Skyhawk:
(1-2) REP 4
(3-4) REP 5
(5-6) REP 6
IV Corps - VNAF T-28 Trojan:
(1-3) REP 4
(5-6) REP 5
5 USAF F-4 (USN if IV Corps):
(1) REP 3
(2-4) REP 4
(5-6) REP 5 6 USAF A-37 Dragonfly:
(1) REP 3
(2) REP 4
(3-5) REP 5
(6) REP 6
S
TRAFING THEB
ATTLEFIELDThe use of aircraft in FNG does not require an actual model. In most cases aircraft will “loiter” off-table awaiting the signal to attack. The following rules represent an aircraft flying over the battlefield and firing its weapons at eligible targets or “strafing” the field.
F
LIGHTL
INEFirst we must establish the Flight Line. Here's how we do it:
First decide the part of a table edge where the aircraft will arrive from. This is where the run will start.
Next determine the part of the edge on another side of the table that the aircraft will depart from.
This is where the run will finish.
Connect the two with a line. This is called the Flight Line. String or yarn works well for this.
Aircraft may attack targets up to 3” on either side of this line.
After establishing the Flight Line it's time to line up and declare the run. Here's how we do it:
The owner of the aircraft declares where the aircraft is entering on the Flight Line and where it will exit.
He declares that the craft is making a “strafing run,” “bombing run,” “napalm run,” or “rocket run”. Only one type of weapon can be used during the attack run, as the attack setup is different to the pilot depending upon the weapon being used.
During a bombing run aircraft may drop one or more bombs, even mixing bomb types, counting each as a separate attack with separate impact points. They may even drop their bombs on points that are off the table, but along the flight line, with the blast circles affecting on-table targets, though their Flight Line must cross at least part of the table.
On the player‟s next Activation it's time to make the run.
The aircraft enters the table and the attack run begins.
The aircraft moves along the Flight Line and any enemy figure that is within 12” of the Flight Line and can trace LOS to it must take the Anti-Aircraft Check and act accordingly.
Figures in bunkers or under triple canopy jungle do not have LOS to airstrikes.
2
A
NTI-
AIRCRAFTC
HECKThose with OR 3 or higher weapons roll 1d6 versus REP.
Pass 1d6 stand and fire at the approaching aircraft.
Pass 0d6 Duck Back.
1 Infantry will Duck Back.
Vehicles will head for cover and Duck Back.
0 Infantry will Retire away from aircraft Flight Line.
Vehicles will head for cover and Duck Back.
F
IRING AT THEA
IRCRAFTFigures that stand and fire will do so in the following way:
Add the OR of all of the weapons firing at the aircraft and have a range of at least 24". RPGs and LAWs only count if they are loaded/prepared.
If an eligible figure is within terrain that provides cover or concealment from the air count their OR as half.
Divide the OR total by the REP of the aircrafts Pilot and round up.
The result is the number of d6 that is rolled on the Golden BB Table. The minimum number of d6 is equal to the REP of the Pilot.
3+ No effect, Pilot continues attack run.
2 Pilot presses the attack, but at –1 REP.
1 or less Aircraft veers away and breaks off the attack. There is a chance (1-3) that he returns to base for the remainder of the game.
Figures that fire upon aircraft cannot fire any further that turn. This includes when they are Active or inactive.
A
IRCRAFTD
AMAGEIt is possible that the weapons fire from the ground will cause damage to the aircraft. Here's how we do it:
When rolling on the Golden BB Table keep track of the number of d6 that the Pilot did not pass.
Each d6 not passed is a hit against the aircraft by the weapon that was used with the highest Impact, not APR.
Roll on the Aircraft Damage Table for each hit.
Example- Ten Main Force VC in the open are within 12”
of the Flight Line of a F-100 with a REP 4 Pilot making a bombing run. Eight of the VC pass 2d6 on the Anti-Aircraft Check. Four are armed with AK-47s (OR 3 each), one is armed with an LMG (OR 4), another with an RPG-7 (OR 5), while the other two have SKS (OR 2) and cannot effectively fire at the aircraft due to their low OR. The total OR is 21, divided by the pilots REP of 4 which gives 6d6 on the Golden BB Table, rounding up. The pilot passes 3d6 vs. his REP, but three do not pass. He rolls those three on the Aircraft Damage Table using the Impact of 3.
1 A
IRCRAFTD
AMAGE(Read the result as rolled)
# RESULT
“1”
Aircraft receives two points of damage. Deduct it from the Damage Points of the craft.
Pilot counts as –1 REP for remainder of the game.
Impact or less but not a “1”
Aircraft receives one point of damage. Deduct it from the Damage Points of the craft.
Higher than Impact
No effect.
Damage to the aircraft is cumulative. If the damage taken during the game exceeds the Damage Points of the aircraft it flies somewhere off- table and crashes.
Pilots that are reduced to half their starting REP due to damage or Golden BB Checks will return to base and no longer participate in the battle.
A
TTACKINGW
ITHA
IRCRAFT- B
OMBSAfter the AA and Golden BB Test are taken it's time to complete the run. When using bombs, rockets, or napalm here's how we do it:
Declare the nominated impact points for each individual ordinance.
Roll 1d6 for each one.
Roll normally on the Range Combat Table (page, 32). Be sure to take into account whether the impact point is within cover or concealment from the air.
If a miss occurs roll 1d6 and consult the Airstrike Deviation Table.
1
A
IRSTRIKED
EVIATION (Read result as rolled)CIRCUMSTANCE MODIFIER
Firing from a helicopter Deviation distance is halved
# RESULT
1 On target, no deviation.
2 On target, no deviation.
3 Attack hits 2d6” past the target.
4 Attack hits 2d6” short of the target.
5 Attack hits 4d6” past the target.
6 Attack hits 4d6” short of the target by All deviation moves the center of the attack the indicated direction from the intended impact point based upon the aircraft's Flight Line.
A
TTACKINGW
ITHA
IRCRAFT- G
UNSAfter the AA and Golden BB Test are taken it's time to complete the run. When using LMG, HMG, or auto-cannon here's how we do it:
All targets within 3" of either side of the Flight Line will suffer an attack.
Using the Pilot's REP roll once for each figure on the Ranged Combat Table.
Any hit is carried out normally while each miss causes a received Fire Test taken by groups of figures that were fired upon.
WEAPON IMPACT
LMG 3/APR 2
HMG 5/APR 3
Auto-Cannon 5/APR 5