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!