SOPWITH II - THE WHOLE STORY
This article is intended to be a
highly biased set of rules for "Sopwith II", an 'occasional'
mini-campaign of aerial warfare over (and sometimes under) the western front in
WW1. The very simple but elegant system allows for multi-player dogfights using
fragile biplanes (OK, a thinly - disguised excuse for playing with some
stunningly painted 1/72nd scale models - and some of mine) in what is arguably
the last era of 'personal' expression
in combat as an art, rather than a technology - dominated form of team science
(bloody hell - that's a bit heavy for a toy soldier magazine in't it.....?).
What that actually translates to (in club terms) is that the anarchic reality
of the war in the air, 1917/18 style,
is perfectly reflected by the bunch of self-seeking, cack-handed, blind,
insubordinate, gravity-ignoring group hereinafter referred to as 'players'!
These simple rules are loosely based on the old 1978 boardgame
"Sopwith", without which many players around the world would be much
saner! THESE BASIC RULES SHOULD ALSO BE READ IN CONJUNCTION WITH THE CAMPAIGN
GUIDELINES.
Whilst I prefer the 'look and
feel' of the 1/72nd scale kits (Airfix - now re-released - and Revell, ably
supported by a number of lesser-known manufacturers; contact Hanants' of
Hendon, ‘Model Box’ of Croydon, or
Comet Miniatures of Lavender Hill for details), don't forget that veteran
manufacturer 'Skytrex' also carries a very comprehensive range of 1/144 models
and an observation balloon.........
SECTION{1} TACTICAL & CAMPAIGN RULES
1.
ORDERS:
Each turn is
split into 1-4 phases, during which all aircraft must move their full allowance & may fire. Use the following order codes (any unfilled/unreadable
orders = AHEAD/NO FIRING)
1.1 BASIC MOVEMENT:
A
= AHEAD 1 hex
L/R
= LEFT or RIGHT TURN; rotate a/c 60 and move 1 hex forward
SL/SR = SLIP LEFT or RIGHT; move a/c 60 left or right, BUT with the same heading
C
= CLIMB 1 height band (heights are LOW, MEDIUM,
HIGH - see below)
D/DL/DR = DIVE AHEAD, LEFT or RIGHT; move 1 hex in the appropriate
direction,
losing 1 height level in the process.
N.B. POWER-DIVES: If a DIVE order is followed by an
asterisk '*', then the aircraft is to POWER-DIVE. This will move the a/c 1
additional hex forward AFTER all other firing in that phase. To represent the
strain on the airframe, however, you must roll EQUAL or OVER the damage
sustained.
1.2 SPECIAL MOVES (Fancy Flying - usually
only by "Aces" and ONLY scouts!):
I
= IMMELMANN TURN; move 1 hex ahead, then turn 180
STL/STR = SLIP-TURN LEFT or RIGHT; do a normal side-slip, then turn 60 in
the
opposite direction (i.e. against the direction of the slip.)
BR
= BARREL-ROLL; a/c remains in the hex,
N.B. AFTER ANY FANCY FLYING PHASE,
a/c must move A, L or R next phase to
regain speed.
2.
COMBAT:
Firing may take
place once per phase and must be written on the order sheets IN ADVANCE at the
same time as movement. Results are calculated after a/c have moved.
2.1 FIRING ORDERS:
SCOUTS (fighters) may fire
(A)head, (L)eft, or (R)ight 60 .
2-SEATERS may fire in any of the
6 facing hex-sides (number them clockwise from 1, ahead)
2.2 DAMAGE
This is inflicted according to
and decreasing strictly according to range; max. range is 4 hexes.
RANGE
(1 hex)=4pts; (2 hexes)=3pts; (3 hexes)=2pts; (4 hexes)=1pt
3.
CLOUDS:
If used, are of two types: NORMAL
and STORM.. Both have the effect of preventing any firing either THROUGH, IN or
OUT of a cloud bank. In addition, STORM CLOUDS have the effect of causing 1 pt
of damage per phase to any a/c inside
one. MOVEMENT is 1 hex per turn at the start of a turn (roll 1d6 for wind
direction each game). They may only cover certain height bands, at the
discretion of the umpire.
4.
HEIGHT BANDS:
There are three height bands
represented in the game by coloured markers. In ascending order they are RED, GREEN, and BLUE. Any a/c diving below RED has crashed, ‘climbing’ from BLUE =
stall & spin!
5.
AIRCRAFT CHARACTERISTICS:
There are broadly three types of
a/c featured in the game, grouped into "standard" (=1917 ish) or
"late" (=1918). The "later" types reflect the edge which
such a/c had by comparison with the numerous 'also-rans'. Aircraft types are as
follows:
SCOUTS (=fighters); 2-SEATERS
(=the 'workhorse' light bombers, recce etc); and BOMBERS (=0/400 etc.)
TYPE |
AMMO |
DAMAGE |
CLIMBS |
PHASES |
|
|
|
(per turn) |
|
1916
Scout |
8 |
8 |
1
in 2 |
2 (choose from 1-3) |
1917
Scout |
12 |
10 |
1 |
3 (first three) |
1918 " |
10-12 |
10-12 |
1
(+1 ***) |
4 (4th is optional) |
1918 " (exp) |
?? |
?? |
?? |
?? **** |
1918
Triplane |
12 |
10 |
2
* |
3 (first three) |
1917
2-Seater |
12 |
12 |
1
in 2 ** |
2 (choose from 1-3) |
1918 " |
14 |
14 |
1 |
3 (first three) |
Big
Bomber |
24 |
24 |
1
in 3 ** |
2 (choose from 1-3) |
1918
Seaplane |
14 |
16 |
1
in 3 ** |
2 (choose from 1-3) |
NOTES: * A/c
must move 1 "ordinary" move after each climb (cannot be consecutive)
** The slower a/c can only climb 1 turn
in 2 (or 3)
*** A/c must roll 4+ on 1d6 to make these
extra moves; if not, no action or (A)head
**** The experimental a/c may be stronger,
faster etc. but is UNPREDICTABLE
SECTION{2} THE Campaign
RULES
These
rules are intended to accompany the amended version of the original
"SOPWITH" rules, together forming the Warlord's campaign set. Each
player in this occasional campaign will be issued with a set of flying rules/order
sheet, these campaign rules and a character record sheet.
1. PLAYERS: Each player may have 1xAllied and 1xAxis
character available at any one time (not in the same game!). When choosing
sides, preference will always be given to newer/junior players, the remainder
using some suitably agreeable formula or d6 roll. Odd numbers are allowed
(brings more bonus points) but no more than one difference - unless all sides
agree.
2. LEADERS: The senior pilot (or d6 highest, if none
present) will always be the mission leader, who is responsible for devising a
plan, allocating roles etc. You must attempt to follow orders or face a Court
Martial if you get back.
3. MISSIONS: Each side must fly one of the following
missions, chosen by the leader:-
1.Photo-recce: A 2-seater
must overfly all 9 boards and return safely with pictures
2. Trench raid: Each payer
to attack 3+(1d6/2) hexes of enemy trench (#5)
3. Bomber: A 2-seater
must attack 'n' targets in the enemy's rear (#1)
4. Air supremacy:Must gain at least 3:1 odds by the end (#2)
5. Sneak raid: Destroy 'n'
targets in the rear with light bombs (#3)
6. Balloon bust: Destroy 'n'
balloons in the rear area (#4)
MISSION NOTES:
#1 = 'n' denotes a number of
targets from 1-3; roll 1d6: (1)=1,
(2-4)=2, (5,6)= 3
add +1 to the roll
for every three players in the team (or part thereof).
#2 = If ALL enemy aircraft are
shot-down, gain 1 additional RP each.
#3 = Light bombs are carried by
any aircraft and cost 2 ammo points each to fit;
they cause 1d6
points of damage to target (with defensive value 10 pts);
also, ALL aircraft
may not fire and bomb at the same time.
#4 = Balloons are tethered at
either blue or green height, near the back of the area;
defensive value of
10pts BUT also risk of fire (roll 1d6> D.V. to 'torch' it);
risk of collision
if flying under it (as well as through it!); defended by strong
"tripple-A"
- roll 1d6 for height, then difference of 2d6 = hits!
#5 = Trench raiding requires flying along the (enemy) trench line and
directly above it at
low-level;
write 'T' in the firing box to conduct an attack.
4. SKILLS & PERKS: The successful completion of a mission
allows surviving pilots to make 1 roll on the experience/skills chart. Some
rolls have a maximum level (see character sheet) while others are more useful
for promotion than tactically.
5. REPUTATION: Various actions by players may gain (or
lose) reputation points (RP) which are used to gain promotion and better
aircraft. Points are awarded as follows:-
(i) Personally complete a mission (trench raids, any 2-seater
etc) - 1RP
(ii) Each balloon personally destroyed - 1RP
(iii) Each confirmed "kill" (of an enemy aircraft) - 1RP
(-1 for each friendly!)
(iv) If all enemy KIA when not on 'air superiority' (not just
driven off)
(v) For shooting down a 'ranked' player - 1d6xRP
(vi) If the whole team completes it's individual missions - 1RP
(vii) Each medal or letter from your german monarch - 1RP
6. PROMOTION: Each PC with more than 1 RP total may try
for promotion at the end of a mission. The higher ranked a player becomes, the
greater the chance of getting to the front of the queue for new/better
aircraft. To try for promotion, roll 1d6 less than your total RP.
N.B. After each
promotion, the character loses all of their current
RP.
7. RANK HATH IT'S PRIVILEDGES: Which in this case means good aircraft,
although this is not automatic, depending on your position in the hierarchy.
(i) 20-minuter: No chance, green-horns!
(ii) Flight-leader: Roll 4+ on 1d6 (each mission)
(iii) Sqdn-leader: Roll 2+ on 1d6 (each mission)
(iv) Wing Comdr: Automatic - "Out of my way, minions!"
8. COWARDICE: If a PC is accused of showing
"excessive caution" or "a bit of a funk" or even of
"p*%&ing-off and dumping us in it!", then an immediate Court-Martial
is held. ALL players must vote (i.e. both sides) with the result as follows:-
UNANIMOUS = Guilty as
charged and quickly shot!
MAJORITY = Doubtful
behaviour; demoted (if of higher rank), posted to 1917 2-seater sqdn
where
he must complete 1 successful mission to go back to Scouts.
TIE (or less) = Vindicated
with no loss of rank etc; now the ACCUSER must lose ALL RANK
(not
skills) and next fly a 1917 2-seater mission!
9. SURVIVAL: Unlike the standard game, PCs become
more precious as the campaign continues (tell me about it) and so a
crash-landing 'saving throw' is now possible for all but mid-air collisions
(they may still try parachutes, if they have them - roll 3+ on 1d6). Others
roll as follows:-
(i) 20-minuter: 6
(ii) Flight-leader: 5+
(iii) Sqdn-leader: 4+
(iv) Wing Comdr: 3+
10. FANCY FLYING: Normally a PC must gain experience to
perform manoeuvers such as the Immelmann, Slip-turn, Barrel-rolls or
Over-climb. Now any PC can try it, but for those without the skill
there is a risk of going into a spin.
- Write orders in the normal way, but for
each attempt at something unfamiliar, roll 1d6 -
needs 4+ to succeed (move and
fire normally);
- If the PC is not successful, IMMEDIATELY drop 1 height level and start to
spin (change
the
facing to 1d6/clock); take 1pt damage; NO FIRING IS ALLOWED WHILE SPINNING
- For any aircraft already in a spin,
need a 5+ on 1d6 for the first attempt to pull out, then
6 on the second attempt
(+1 per rank above 20-minuter); with three height bands, it is
impossible
to have more than two attempts to pull-out, as each failure results in the loss
of 1 height band! DEDUCT
one from the roll if using a 1918 Scout (less stable).
- If successful in pulling out of the spin,
all existing orders are cancelled and aircraft must
fly straight ahead for the remainder of the
turn.
- Anyone running out of sky is killed;
anyone attempting to bail-out deducts 1 per spin.
11. NEW CHARACTERS: there is, of course, an endless supply of
20-minuter PCs. If an existing PC is killed, however, the player must fly 1x
successful 1917 2-seater mission before starting again..
12. RESCUE ATTEMPTS: for crashed players (who survive) landing
behind enemy lines (not on a trench hex). The heroic/stupid player who wishes
to save a comrade does a "dive" from 'low' height to land in the hex
which is the site of the crash-landing. The plane must then spend 1 WHOLE TURN
on the ground while the "passenger" climbs aboard. Then, when ready,
the aircraft must turn into wind (against the direction of the clouds) at the
rate of one hex-side per phase. Once facing into wind, climbs may be done as before but
only every other move (to represent the extra weight). Likewise,
"fancy flying" is also out of the question. However, a successful
rescue brings 1RP to the player in receipt of the rescue and 1d6RP to the
looney rescuer.
13. BEWARE THE SNEAKY
BASTARD IN THE SUN:
Using the sun to blind an opponent before an attack was a favourite ploy. To
reflect this, decide on 'Sun direction' at the start of the game (as with wind
direction - roll 1d6). If a player begins a turn adjacent to and higher
than an opponent in the direction of the sun, he may
add +1 to damage inflicted on that a/c for that turn. Only one
a/c can be so "targetted", however, and the ID must be noted
beforehand.
SECTION{3} PLAYER CHARACTER ‘BONUSES’
These are the
much-valued bonuses which players receive after their missions (mainly for
success, but occasionally for other achievements). The MAXIMUM no. of each type
is in brackets.
Roll Effect
1 (2)
+2 Extra ammunition points to normal load
2 (5) +1
To damage inflicted (at all ranges)
3 (3) Flying
skill: 1,2 = SLIP-TURN manoeuvers
3,4
= IMMELMANN TURNS
5,6
= BARREL ROLLS
4 (?) +1
man. phase if rolling 4+ on 1d6 (before
writing orders)
5 (3) Flying
skill (as above but player may choose!)
6 (1) +2
To basic a/c damage total (armoured seat)
7 (1) A
parachute (survive by rolling 3+ on 1d6)
8 (?) The
DFC/Blue Max!
9 (?) A
letter of thanks from your German Monarch!
10 (?) Family influence - immediate promotion!