The mechanics in Nightfighter are very slick. The Scenarios are written to enable you to learn the game in a programmed manner. This does have a slightly negative effect on replayability. The system is flexible for you to add or remove rules or there effects.
There are some other subtle changes to the rules as written I am tempted to try out. For example,
I have also been thinking of the Tally phase and would rather than have the aircraft appear where you want it randomise its placement using a simple D6 (it would be behind you so either lef, ahead, right, further ahead or where you expected it. Left and right have two options as well. Gives you something to chase with a fleeting glimpse in the moonlight.
The mechanism in Scenarion 6 for adding variants is very good and is has small bidding element. The umpire choosing first to select something. As such I think something similar could be applied to all other scenarios. What I don't know you yet is if the +/- effect of each of the suggestions is suitable. See how you get on
Scenario 7 Serrate
1 Anti-Player. On a Turn marked with an * the German NF displaces one hex using a Corkscrew manouvre towards the closest RCAF Bomber. This manouvre expends no MP. Then move the NF forward as normal.
1 Anti-Player. If a NF is attacked by the Intruder, in its next movement phase , it conducts an Emergency Evasion move (27.3.1) if permitted.
1 Anti-Player. The Poor Firing Position rules are in force.
2 Pro-Player. One NF is equipped with Experimental Neptun R2 Tail warning RADAR. The NF becomes Alerted (28.2) if the RAF Intruder enters any of the 2 hexes directly behind the NF.
1 Pro-Player. The German NF enter play randomly as if they were Intruders (27.1)
2 Pro-Player. If the RAF Intruder is in front of a German NF which has an AI Fix on it, then move the German NF as if it has Pursuit behavior (27.2.23). The NF can initiate combat in the Move Bombers phase as if it was an Intruder (27.2.4)
1 Anti-Player. Increase the number of bombers to at least 3 and I think this is something that should be done on any of the 3 bomber scenarios as the player knows what he is up agaisnt and doesn't have to keep guessing.
1 Anti-Player. Play it at low altitude which affects the AI search performance. The other way around in the time scale probably means no intercept would be made.
1 Anti-Player. The umpire only declares the height of the fix once a successful AI search has been conducted. The scenario is then continued to be played at Low Level with the P-61 having height advantage.
1 Anti-Player. Only allows the SCR-720 to search in * turns.
As with all gamers, projects come and go. Models you were thinking of moving on get a new lease of life due to a comment in the Hobby or a movie on TV. This will hopefully be my record of my best endeavours not to start anything new until I have at least completed 75% of what I already have....as if that is ever going to happen ;)
Showing posts with label Manufacturer - GMT Games. Show all posts
Showing posts with label Manufacturer - GMT Games. Show all posts
Tuesday, 21 May 2013
Saturday, 26 January 2013
Nightfighter - AAR - Scenario 4j Black Widow
This is probably a good introductory scenario on how to use Search Radar and AI in harmony. The Strength is that it is easy to win and plays very quickly. The downside is that with only one G4M there is little the umpire can do against the SCR-720A radar on the P-61. I would play this with 3 G4M in the future and have the Victory set at shooting down all 3 aircraft which bumps up the difficulty somewhat. But the P-61 is awesome in this scenario Speed of 5 and an 8 Hex range search radar with a 180 degree search arc.
I suppose the other way of playing this one would be to take the later MEW scenario and replace the MEW with the SCR-720. Still needs to be lots of targets to make the P-61 work hard to get as many kills as possible. The other alternative would be to set a turn limit.
Game markers needed. I didn't need the track markers which I tend to use to remind me where I found or think things are.
The SCR-720 Radar Search indicates the target is off to the left
In front or slightly to the left
Contact on Turn 3
The Range 8 AI confirms the presence of "something" which as I know there is only one bomber and it is a G4M that will be it then.
Speed 5 is unbeatable and the P-61 is brought round 180 degrees to maintain the AI Fix. The SCR-720 just keeps the contact confirmed. Not really much use for it as I am not going to lose the G4M with the AI
The game being set in the Pacific resulted in Good visibility. So closed to one hex to visual ID the target and set up the firing solution
5D6 rolled and the Betty appears on a 4.
Maintain the Tally and move in to engage. No response from the Betty and a 2D6 roll of 11 with +5 for Firepower gives me enough for 4 hits which is enough to splash the Betty.
Post Kill, Pilot was a bit rash and nearly collided with the debris. A roll of 3 however enabled a split S and away to resume the patrol.
I suppose the other way of playing this one would be to take the later MEW scenario and replace the MEW with the SCR-720. Still needs to be lots of targets to make the P-61 work hard to get as many kills as possible. The other alternative would be to set a turn limit.
Game markers needed. I didn't need the track markers which I tend to use to remind me where I found or think things are.
The SCR-720 Radar Search indicates the target is off to the left
In front or slightly to the left
Contact on Turn 3
The Range 8 AI confirms the presence of "something" which as I know there is only one bomber and it is a G4M that will be it then.
Speed 5 is unbeatable and the P-61 is brought round 180 degrees to maintain the AI Fix. The SCR-720 just keeps the contact confirmed. Not really much use for it as I am not going to lose the G4M with the AI
The game being set in the Pacific resulted in Good visibility. So closed to one hex to visual ID the target and set up the firing solution
5D6 rolled and the Betty appears on a 4.
Maintain the Tally and move in to engage. No response from the Betty and a 2D6 roll of 11 with +5 for Firepower gives me enough for 4 hits which is enough to splash the Betty.
Post Kill, Pilot was a bit rash and nearly collided with the debris. A roll of 3 however enabled a split S and away to resume the patrol.
Wednesday, 23 January 2013
Nightfighter - AAR - Scenario 7 (Serrate)
We played Scenario 7 tonight which took about 20 minutes. It pits a single RAF Mosquito NF.II up against 28 Royal Canadian Air Force Halifax Bombers and 2 Luftwaffe Ju88C-6.
This isn't a standard scenario as the Umpire controls both the Luftwaffe and the Bombers. The RAF job is to determine out of the 30 aircraft possibly on the table which ones are the Nightfighters and shoot one of them down. The Scenario is rated as Normal which means it is relatively straightforward.
In the programmed learning this one introduces Serrate as a Search Radar, which behaves in exactly the same manner as all other search radars, the exception being that it can only be placed in the Wide Arc rather than anywhere on the board. The Mosquito is also equipped with AI Radar with a range of two hexes.
There is a special rule in the scenario which affects Tallying. On a tally a second D6 is rolled on a 5+ you cannot differentiate between German/RCAF so you can engage but you take the risk. The RAF automatically lose if they shoot down a Halifax by mistake.
The RCAF also treat the Mosquito as hostile!
I elected to enter on Turn 3. The Umpire had entered the first Ju88 on Turn 2 (it has to enter by Turn 6). My idea was to scan ahead (and yes the Umpire can create false contacts if no Lichtenstein equipped aircraft is on the table). Keep my speed down and do some S turns before confirming up the location of first JU.
Things went well and I started picking up serrate indications off to the RHS of the board. The umpire had selected Red entry hexes and I had started in Column 10.
As I had played Scenario 10 a few days ago I tried to emulate the Intruder "Serrate Behaviour" which sees gradual side slips and increasing speed to firm up. This seemed to work well and but I kept at speed 3 for a while.
I finally get into a postion where I have an AI fix and a Serrate indication so I placed a NF Marker on the table.

Next turn I accelerated and moved the Serrate counter into my hex to firm up the contact. Ooops, that is a Halifax on my screen the NF must be just in front of it (or slight off to the RHS). The Serrate didn't get a contact and showed the emissions still ahead of me. I changed the fix marker to a Halifax.

Dropping the fix means that the Umpire can move the Bomber to add to the Fog Of War, which he obligingly did when removing it from the playing surface. I had spent two turns on this contact and the end of the table was rapidly approaching.
As I only had a NF.II the speed is 4* and luckily this turn I could move 5. Which I did. Serrate contact and AI Fix directly ahead.
The Mosquito has a FP of 5 which put paid to the Ju88. The umpire showed my the master map with 22 Halifax Bombers present and the location of the Second Ju88 off to the side.
Again lucky (and as we still talk through options sometimes it is easy to guess the intention of the umpire (he is only 12!)
Game markers used.
The Luftwaffe AI Fix marker is an old Do-17. The Ju88 is in BOB livery until my order from Dom arrives to replace with a dedicated NF bird.
The Mosquito NF.II (really a XIX) in intruder scheme. Decals by Dom
The Halifax Fix markers. The Halifax has C1 fuselage roundels and Flashes from Dom. I haven't put the Type B upper roundels on yet. They are in the same order from Dom as some new aircraft. Once they are on then a dullcote spray to seal everything in
Good enjoyable game with plenty of tension. I am quite happy with only having one or two aircraft on the table with the reduced Hex size.
This isn't a standard scenario as the Umpire controls both the Luftwaffe and the Bombers. The RAF job is to determine out of the 30 aircraft possibly on the table which ones are the Nightfighters and shoot one of them down. The Scenario is rated as Normal which means it is relatively straightforward.
In the programmed learning this one introduces Serrate as a Search Radar, which behaves in exactly the same manner as all other search radars, the exception being that it can only be placed in the Wide Arc rather than anywhere on the board. The Mosquito is also equipped with AI Radar with a range of two hexes.
There is a special rule in the scenario which affects Tallying. On a tally a second D6 is rolled on a 5+ you cannot differentiate between German/RCAF so you can engage but you take the risk. The RAF automatically lose if they shoot down a Halifax by mistake.
The RCAF also treat the Mosquito as hostile!
I elected to enter on Turn 3. The Umpire had entered the first Ju88 on Turn 2 (it has to enter by Turn 6). My idea was to scan ahead (and yes the Umpire can create false contacts if no Lichtenstein equipped aircraft is on the table). Keep my speed down and do some S turns before confirming up the location of first JU.
Things went well and I started picking up serrate indications off to the RHS of the board. The umpire had selected Red entry hexes and I had started in Column 10.
As I had played Scenario 10 a few days ago I tried to emulate the Intruder "Serrate Behaviour" which sees gradual side slips and increasing speed to firm up. This seemed to work well and but I kept at speed 3 for a while.
I finally get into a postion where I have an AI fix and a Serrate indication so I placed a NF Marker on the table.
Next turn I accelerated and moved the Serrate counter into my hex to firm up the contact. Ooops, that is a Halifax on my screen the NF must be just in front of it (or slight off to the RHS). The Serrate didn't get a contact and showed the emissions still ahead of me. I changed the fix marker to a Halifax.
Dropping the fix means that the Umpire can move the Bomber to add to the Fog Of War, which he obligingly did when removing it from the playing surface. I had spent two turns on this contact and the end of the table was rapidly approaching.
As I only had a NF.II the speed is 4* and luckily this turn I could move 5. Which I did. Serrate contact and AI Fix directly ahead.
The Mosquito has a FP of 5 which put paid to the Ju88. The umpire showed my the master map with 22 Halifax Bombers present and the location of the Second Ju88 off to the side.
Game markers used.
The Luftwaffe AI Fix marker is an old Do-17. The Ju88 is in BOB livery until my order from Dom arrives to replace with a dedicated NF bird.
The Mosquito NF.II (really a XIX) in intruder scheme. Decals by Dom
The Halifax Fix markers. The Halifax has C1 fuselage roundels and Flashes from Dom. I haven't put the Type B upper roundels on yet. They are in the same order from Dom as some new aircraft. Once they are on then a dullcote spray to seal everything in
Good enjoyable game with plenty of tension. I am quite happy with only having one or two aircraft on the table with the reduced Hex size.
Monday, 21 January 2013
Nightfighter - Terrain Board (Pt 2)
With a quick base coat and some markers made up I played Scenario 3 again.
The Ju88C-2 looking Lonely. The tiles have been given a quick base coat and then the edge of the searchlight zones have been given a purple dot to enable me to differentiate between them

Early maneuvering againts what I believe are two Wellingtons. Turned out to be a bit of a bluff by the Umpire as no aircraft had actually entered the area

The Ju88 is prosecuting a contact towards the RHS of the board
The Searchlight zone indicates a bomber overhead but no contact and I am now risking the Nightfighter by entering a Flak Zone.

Probably got these the wrong way round. I finally managed to get a tally on one aircraft and then ran out of space again. The Blue works fine as a base coat and will gradually have more detail added.
The next couple of tiles are going to have a Pacific Island or two on them for the Rabaul, Guadalcanal, Saipan and Home Islands scenarios. I want two with the Searchlight zone and Task Forces painted on as well for some variety.
I have change the colours of the markers to a delicate pink and have all the Radar Counters and Sweep markers made up (I need to do another four sweep markers for the MEW).
Track Counters for plotting fleeting contacts have been started but I have run out of 25mm squares so need a load more from Minibits.
The Ju88C-2 looking Lonely. The tiles have been given a quick base coat and then the edge of the searchlight zones have been given a purple dot to enable me to differentiate between them
The Ju88 is prosecuting a contact towards the RHS of the board
Probably got these the wrong way round. I finally managed to get a tally on one aircraft and then ran out of space again. The Blue works fine as a base coat and will gradually have more detail added.
The next couple of tiles are going to have a Pacific Island or two on them for the Rabaul, Guadalcanal, Saipan and Home Islands scenarios. I want two with the Searchlight zone and Task Forces painted on as well for some variety.
I have change the colours of the markers to a delicate pink and have all the Radar Counters and Sweep markers made up (I need to do another four sweep markers for the MEW).
Track Counters for plotting fleeting contacts have been started but I have run out of 25mm squares so need a load more from Minibits.
Tuesday, 15 January 2013
Nightfighter - Scratch Building He-219 "Uhu"
One of Scenarios in GMT Games Nightfighter requires a pair of He-219 "Uhu" as a variant. Following on from the Ta-154 Moskito I thought about scratch building this as well.
Lessons Identified from last time were take your time. This I did and some early build work was completed last night. I finished the aircraft off when I came home from work this evening and following an hour or so in the Airing Cupboard was 90% finished. I haven't added callsigns/Staffel information yet but that will follow.
The Decals on the upper wings are too large, for some reason I don't have any LW German Cross' in 1/600th only 1/300th. So had to use these (I didn't HAVE to use them I just didn't have the patience to wait).
A bit of droop on the wings which will need to be sorted out with a bit of judicious brute force in the morning.
Lessons Identified from last time were take your time. This I did and some early build work was completed last night. I finished the aircraft off when I came home from work this evening and following an hour or so in the Airing Cupboard was 90% finished. I haven't added callsigns/Staffel information yet but that will follow.
The Decals on the upper wings are too large, for some reason I don't have any LW German Cross' in 1/600th only 1/300th. So had to use these (I didn't HAVE to use them I just didn't have the patience to wait).
A bit of droop on the wings which will need to be sorted out with a bit of judicious brute force in the morning.
Monday, 14 January 2013
Nightfighter - Luftwaffe Campaign (Part 1)
The scenarios work very well and the idea of playing them through in chronological order also works. I wanted to try something along the later idea and the rules contain supplementary campaign rules.
The aircraft mix in your campaign squadron isn't historical per se in that you have disparate types but that generates different scenarios. I think it would be a bit stale continuing to fly Ju-88 for example for a whole year. The rules, however, do give you the option of playing single type squadrons if you want to keep historical. How many players are going to take the "least capable" type though.
Anyway, I liked the idea of odd aircraft coming in and out of servce and the idea of having to manage your pilot pool and keep them current on your available aircraft. The rules allow you bring in new aircraft once a month however that needs you to send pilots away on courses as well as manage damaged aircraft etc.
My starting squadron will comprise:
1 Experte , 2 Seasoned and 9 Green category pilots. Between them they have to man four aircraft types: 1 Do-215B, 1 Me-110F-4, 6 Me-110E-4 and 2 Ju 88C-2
There are some 120 possible Raids spread over the 12 months of the campaign that you are going to play against.
So setting up the Staffel gave me (using the crew generation mechanism and my choice of aircraft)
Staffelkapitan & Crew qualified on Ju88C-2 with 23 Kills (Knights Cross)
Section Leader & Crew qualified on Ju88C-2 with 13 Kills (Iron Cross 1st Class)
Section Leader & Crew qualifed on Me110E-4 with 9 Kills (Iron Cross 2nd Class)
Crew qualifed on Me110F-4 with 2 Kills
Crew qualified on Me110E-4 with 1 Kill
Five Crews qualified on Me110E-4 with no kills
Two Crews qualified on Do215B-5 Kauz 3 with no kills
The RAF have just launched the first of the Millenium raids and are doing something different. Now is the chance for the Nachtjager to apply their skills to a new environment.
There is an opportunity at the end of June to rotate an airframe out of the Staffel. In return I can choose a new airfrome of one of the existing types or a "new" Ju88C-6. The aircraft traded out can be one under repair if desired. The Do-215B production has finished and I cannot receive new Do215B after August.
As the crews need to qualify on a change of airframe it means that I cannot simply give the Experte a Ju88C-6. He will be away for two weeks qualifying. It means that sometimes you might have to train lesser pilots on the better aircraft first.
The aircraft mix in your campaign squadron isn't historical per se in that you have disparate types but that generates different scenarios. I think it would be a bit stale continuing to fly Ju-88 for example for a whole year. The rules, however, do give you the option of playing single type squadrons if you want to keep historical. How many players are going to take the "least capable" type though.
Anyway, I liked the idea of odd aircraft coming in and out of servce and the idea of having to manage your pilot pool and keep them current on your available aircraft. The rules allow you bring in new aircraft once a month however that needs you to send pilots away on courses as well as manage damaged aircraft etc.
My starting squadron will comprise:
1 Experte , 2 Seasoned and 9 Green category pilots. Between them they have to man four aircraft types: 1 Do-215B, 1 Me-110F-4, 6 Me-110E-4 and 2 Ju 88C-2
There are some 120 possible Raids spread over the 12 months of the campaign that you are going to play against.
So setting up the Staffel gave me (using the crew generation mechanism and my choice of aircraft)
Staffelkapitan & Crew qualified on Ju88C-2 with 23 Kills (Knights Cross)
Section Leader & Crew qualified on Ju88C-2 with 13 Kills (Iron Cross 1st Class)
Section Leader & Crew qualifed on Me110E-4 with 9 Kills (Iron Cross 2nd Class)
Crew qualifed on Me110F-4 with 2 Kills
Crew qualified on Me110E-4 with 1 Kill
Five Crews qualified on Me110E-4 with no kills
Two Crews qualified on Do215B-5 Kauz 3 with no kills
The RAF have just launched the first of the Millenium raids and are doing something different. Now is the chance for the Nachtjager to apply their skills to a new environment.
There is an opportunity at the end of June to rotate an airframe out of the Staffel. In return I can choose a new airfrome of one of the existing types or a "new" Ju88C-6. The aircraft traded out can be one under repair if desired. The Do-215B production has finished and I cannot receive new Do215B after August.
As the crews need to qualify on a change of airframe it means that I cannot simply give the Experte a Ju88C-6. He will be away for two weeks qualifying. It means that sometimes you might have to train lesser pilots on the better aircraft first.
Nightfighter - AAR - Scenario 2
This is effectively the first Scenario for the German Nightfighter player. It pits a single Me-110C-2 against a trio of Hampdens in late 1940 on the coast of Holland. It is rated as Hard which means there should be a chance of winning but you will have to work for it.
MISSION ANALYSIS
Weather.
With no cloud and moderate visibility the Moon could be the only friend however I won't know the moon state until game start.
Enemy Forces.
Bombers enter Turns 1, 5 and 10. These are spread out which means the Freya Radar is going to be getting a lot of umpire false signals.
The Hampdens are 2* movement, 1 FP and 3 Hits which doesn't tell me a lot. It does mean however that they are slow. Turn One 1 - 2 Hexes in, Turn Two 1 - 5 Hexes in, Turn Three (Latest Entry) 1 - 7 Hexes in. So from Turn 3 onwards I am tracking a real bomber and can keep the Freya moving to make sure I can localise the aircraft. Therefore with 27 hexes to go I have a minimum of 8 turns to find him and get in a position to shoot. Keeping the Freya in front of the line every turn means I can continue tracking and ignore the second bomber.
Own Forces.
The Me110C-4 has a MP of 4. I can gain a firing solution over him in a steady manner. Turns 1 and 2 will have me moving forward 2 hexes per turn (probably side slip) and then increase to Speed 4 from Turn 3 onwards to prosecute the expected bomber.
Single Freya. Sweep and contact will work as normal however the Radar sweep is going to generate a lot of bogus contacts. The Umpire could elect to load the "wrong" side of the map with echoes when generating the entry points on the other side of the map.
Counter Measures
In this game neither side has any electronic aids apart from my Freya.
Game Set Up
I put the Me110C-4 on the radio beacon and waited in the moonless dark (Umpire 2d6 rolled 8 for moonstate).
Turn 1. I simply move the NF forward 2 hexes (side slip right). I am not expecting any real information despite the Freya indicating possible enemy. (I so don't trust radar in the first two turns of the simple games).
Turn 2. Ditto. I side slip back left
Turn 3. Time to go looking for trade as the Search is after I move I only move 3 this turn. The Freya can now be of some use.
Turn 4. Keeping the Freya moving backwards each turn means that I can localise the Bomber. Sneaky so and so brought the bomber on in Turn 1 knowing I wouldn't go looking for it. So rather than give me the advantage after four turns.
Turn 8 I am in a position but cannot get a Tally. The lack of AI and the visibility isn't helping
Turn 9 No Tally again. The Radar is showing a contact so I just think I am rolling badly. I only have two turns to get the kill as the board edge is beckoning. I think I need a 3
Turn 10 finally roll a tally dice which is indeed a 3. Combat phase no hits.
Turn 11 and the bomber reaches safety and I have to come about 180 degrees. I have used up six precious turns looking for bomber 1 which means Bomber 2 is as much as around row 17 which means I have four turns. I keep the Radar on the RHS of the table and send the Me-110 south. The Radar phase is a bit of a result as it would appear that the bomber is also on the RHS. (Red chits favour the RHS and Yellow the Left) so I am guessing he has chosen red chits. The odd aircraft do appear over on the other side but I can now focus on the RH half.
Turn 12 It would appear that there is a delayed entry as the contact is back towards row 15 or 16 which is a break for the NF.
Turn 13 - 14 Kept moving south
Turn 15 - 180 degree turn to localise the bomber again. But no Tally. Radar indicates that I need to be one more hex ahead
Turn 16 - Tally on the bomber which was lucky. And with +4 FP, enough for a shoot down. As this was to try out minis I ended here rather than chase the 3rd Bomber (which is on the LH Half and far enough away for me not to be able to chase.
Game End. Scenario 2 doesn't suit Miniatures play. One NF on table with no AI or Searchlight. Means that you end with some markers. Teaches you how to use Radar and Radar contact to localise a bomber but you still need to get a visual relying on the Mk I eye ball. I missed the first bomber due to poor tally rolls and was lucky on the second. From a VP perspective I think that 3 bomber scenarios should be 1 Kill = Draw, with 2 Kills for a Victory and all 3 for a Decisive. Otherwise I think the Victory conditions are a bit too easy.
MISSION ANALYSIS
Weather.
With no cloud and moderate visibility the Moon could be the only friend however I won't know the moon state until game start.
Enemy Forces.
Bombers enter Turns 1, 5 and 10. These are spread out which means the Freya Radar is going to be getting a lot of umpire false signals.
The Hampdens are 2* movement, 1 FP and 3 Hits which doesn't tell me a lot. It does mean however that they are slow. Turn One 1 - 2 Hexes in, Turn Two 1 - 5 Hexes in, Turn Three (Latest Entry) 1 - 7 Hexes in. So from Turn 3 onwards I am tracking a real bomber and can keep the Freya moving to make sure I can localise the aircraft. Therefore with 27 hexes to go I have a minimum of 8 turns to find him and get in a position to shoot. Keeping the Freya in front of the line every turn means I can continue tracking and ignore the second bomber.
Own Forces.
The Me110C-4 has a MP of 4. I can gain a firing solution over him in a steady manner. Turns 1 and 2 will have me moving forward 2 hexes per turn (probably side slip) and then increase to Speed 4 from Turn 3 onwards to prosecute the expected bomber.
Single Freya. Sweep and contact will work as normal however the Radar sweep is going to generate a lot of bogus contacts. The Umpire could elect to load the "wrong" side of the map with echoes when generating the entry points on the other side of the map.
Counter Measures
In this game neither side has any electronic aids apart from my Freya.
Game Set Up
I put the Me110C-4 on the radio beacon and waited in the moonless dark (Umpire 2d6 rolled 8 for moonstate).
Turn 1. I simply move the NF forward 2 hexes (side slip right). I am not expecting any real information despite the Freya indicating possible enemy. (I so don't trust radar in the first two turns of the simple games).
Turn 2. Ditto. I side slip back left
Turn 3. Time to go looking for trade as the Search is after I move I only move 3 this turn. The Freya can now be of some use.
Turn 4. Keeping the Freya moving backwards each turn means that I can localise the Bomber. Sneaky so and so brought the bomber on in Turn 1 knowing I wouldn't go looking for it. So rather than give me the advantage after four turns.
Turn 8 I am in a position but cannot get a Tally. The lack of AI and the visibility isn't helping
Turn 9 No Tally again. The Radar is showing a contact so I just think I am rolling badly. I only have two turns to get the kill as the board edge is beckoning. I think I need a 3
Turn 10 finally roll a tally dice which is indeed a 3. Combat phase no hits.
Turn 11 and the bomber reaches safety and I have to come about 180 degrees. I have used up six precious turns looking for bomber 1 which means Bomber 2 is as much as around row 17 which means I have four turns. I keep the Radar on the RHS of the table and send the Me-110 south. The Radar phase is a bit of a result as it would appear that the bomber is also on the RHS. (Red chits favour the RHS and Yellow the Left) so I am guessing he has chosen red chits. The odd aircraft do appear over on the other side but I can now focus on the RH half.
Turn 12 It would appear that there is a delayed entry as the contact is back towards row 15 or 16 which is a break for the NF.
Turn 13 - 14 Kept moving south
Turn 15 - 180 degree turn to localise the bomber again. But no Tally. Radar indicates that I need to be one more hex ahead
Turn 16 - Tally on the bomber which was lucky. And with +4 FP, enough for a shoot down. As this was to try out minis I ended here rather than chase the 3rd Bomber (which is on the LH Half and far enough away for me not to be able to chase.
Game End. Scenario 2 doesn't suit Miniatures play. One NF on table with no AI or Searchlight. Means that you end with some markers. Teaches you how to use Radar and Radar contact to localise a bomber but you still need to get a visual relying on the Mk I eye ball. I missed the first bomber due to poor tally rolls and was lucky on the second. From a VP perspective I think that 3 bomber scenarios should be 1 Kill = Draw, with 2 Kills for a Victory and all 3 for a Decisive. Otherwise I think the Victory conditions are a bit too easy.
Sunday, 13 January 2013
Nightfighter - The Electron War
I have enjoyed reading about the development of technology around Nightfighting in the Second World war. GMT Games Nightfighter has rules to model the varying systems or include their effects elsewhere that were deployed over Europe. I thought this might be useful.
Thursday, 10 January 2013
Nightfighter - AAR - Moskito
December 1944 - Somewhere over the Reich
The Stab on NJG 3 had struggled to get even one of the new Ta-154A-4 Moskitos into an airworthy condition. Two had been damaged during training. But this one was now orbiting the Radio Beacon waiting for tasking. A raid had been detected crossing the coast. The Pilot strained their eyes into the night as even the simple task of orbit was dangerous now that Tommy had started intruding with his own Mosquitos. II/NJG 3 would provide additional support with a second crew in a Ju-88G-6.
The Halifax MkIII Bombers of the Royal Canadian Airforce squadrons assigned to No.6 Group were alert in the darken zone where German Nighfighters were known to operate. The Boozer warning devices were currently quiet but that did not lessen the need for vigilance. This vigilance has to be kept up because accompanying the stream were a pair of 100 Group's Mosquitos out hunting the nightfighters. In the dark with itchy fingers it would be all too easy to engage your own side by mistake. With no moon and little cloud visibility was moderate which would keep them hidden from the naked eye but the German Radars would be out there probing the darkness.
I had the Job of defending Scenario 10c with a Ju-88G-6 and a Ta-154A-4 against 34 Halifax bombers and two Mosquitos. The Mosquitos were mixed in with the Bombers and would be pulled out of the counter mix at random. The only bonus I knew was that two Mosquitos wouldn't appear in the same turn. I had one hope that the Mossies would be picked early and end up racing down the board before I had moved off the radio beacon and leave me in the unprotected stream. I had to shoot down 3 bombers to get a victory in the 15 turn limit of the Scenario. The other restriction I had was that from the Orbit I could only get one NF into action every other turn. Which meant deploying early and flying slowly to get the other one up and ready.
Pre Game Set Up.
The Umpire set off the first 6 bombers ahead of Turn 1. With a large scenario they don't have the option of delayed entry so I knew that by the end of the Bomber movement of Turn 1 that I would have 3 bombers somewhere between rows 7 and 9 and another 3 somewhere in rows 4 to 6. From there there would be three more bombers entering each turn.
Turn 1. Strangely enough nothing encountered. I had a rough idea of the row but no idea of columns and had no Radar search to help. I deployed the Ju-88G-6 first as it is the slowest relying on the speed of the Ta-154 later in the game.
Turn 2. I bounced the Ju-88G-6 forward with its Air Intercept radar scanning the blackness quickly gaining a contact with the Lichtenstein 2B off to the right.
Turn 3. The Ta-154 comes into play to support the Ju-88. The Ju-88 began a 180 degree left turn to keep the AI Fix while the Ta-154 with its Narrow beam on the Lichtenstein BC becan a series of S Turns to try and pick up a target. Despite having a solid fix on the 2B the Ju crew cannot pick out a halifax in the dark sky due to the visibility.
Turn 4. The Ta-154 keeps its S turns going while the Ju-88 closes onto the contact. Again in the darkness it fails to make contact visually despite strong radar returns (I found out later that the Bomber failed its response roll).
Turn 5. There were now 21 Bombers on the Map somewhere and so far I knew where one was. At least as it was moving speed 3 I knew it wasn't a Mossie. I Kept up the fix on the contact and again moved in to try and acquire it visually. If I didn't get it this turn I had two turns left before it reached the edge of my patrol area. So question of do I prosecute it or go looking for the other 18 (I assumed that as this was likely to one of the first three the other two would soon reach safety). The Ta-154 increase speed slightly and continued to fruitlessly scan the sky. Double 5 on the Tally Roll and a Halifax could be seen clearly just in front and above me, I was in a good attack position. But as I manouvered in a stream of tracer came my way. Damn Boozer was the last thought as the rounds impacted the cockpit killing the pilot instantly. (Double 6 +2 FP for a 14 more hits than the Ju-88 can sustain and down it goes in flames). Odds are now against me as the Ta-154 only has a narrow search beam and it will be a needle in a haystack.
Turn 6. (Intruder Mosquito Entered but obviously I don't know this yet). The Ta-154 on its lonesome continues to search for the bomber stream. (In reality 15 Bombers have managed to sneak past without detection...) .
Turn 7. Bombers Move first then the Intruders. I decide that being half way down the map with no contact and nearly halfway through game means time to try something different. I increase the Moskito speed to 5 and complete a 180 degree turn. The Lichtenstein 2B almost glows white with the strength of the contact. A Large target less than a mile ahead. (What I didn't know was that a Mossie had already begun to pick up my trail and was five miles away). Problem with the speed and turning is that I cannot see the target in the gloom. (I found out later that despite the Boozer warning the Bomber didn't respond).
Turn 8. Bombers Move first then the Intruders. My Tail Warning Radar goes off something is either directly on top of me or directly behind me. I can either Ignore the warning (I know that a Mossie can't follow me into a target hex with a bomber) or make an evade. Problem is that the tail warning can also be set off by a close proximity bomber. I chose to go for the Kill. Problem is that I have failed the Tally rolls again. (I would find out later that I am being pursued by a Halifax closely followed by a Mossie both of which are sufficient to cause my warning radar to activate).
Turn 9. Again my Tail warning Radar is going mad. I don't have a tally on an aircraft. If this is a Mossie I might decide to do a 180 degree turn on him (noting that the warning tells me that the contact is in the same column as me and I might try and see if I can catch what ever it is on my tail. So If I drop to speed 4 I can get all the way around and have a chance at a AI Search directly behind me. Miscalculation I need to go 5 however as my BC has a range of 2 I can rely on that. I at least gives me room to manouvre. AI Contact is made. Now question is what. And what I don't know is if this is a Mossie and whether it has AI on me. (Which it is and does!).
Turn 10. Bit of a dance contest now. I can win the game if this is a Mossie and I get to shoot it down. If not and it is a bomber then all I have done is dropped a definite contact for a possible which I still have to acquire and get behind. Bombers move first. The Mossie (has to be at that speed) moves past and comes around behind. Intruder combat doesn't occur so I assume he failed to spot me (which he did) but I also then failed my response roll. Bit confused now as I am not sure if I should now get to move (which I assume I should). The mossie matches my speed so I think i need to get in front and out the way. The Tail warning is going off which is from the Mossie (and a Halifax which I hadn't seen) so I decide to evade and move 6.
Turn 11. In a pickle both Mossies are on the table (I only know about one of them). The AI range of a NF.XIX is 8 so it means he has a fix and therefore is going to try and hunt me down. In my turn I am going to call it a day and head off the board.
End Game. Serious loss to the Luftwaffe. The early loss of the Ju-88G-6 lost the game for me. I cannot believe (despite being shown the board) that I only ran across two Halifax bombers out of 34. The two tail warnings I had were from Halifax aircraft crossing behind me. The search arc in the Ta-154 is awful compared to the Mosquito and one they had a Fix it was going to be trouble I just couldn't get a shot onto a bomber while having to guard my tail.
The Stab on NJG 3 had struggled to get even one of the new Ta-154A-4 Moskitos into an airworthy condition. Two had been damaged during training. But this one was now orbiting the Radio Beacon waiting for tasking. A raid had been detected crossing the coast. The Pilot strained their eyes into the night as even the simple task of orbit was dangerous now that Tommy had started intruding with his own Mosquitos. II/NJG 3 would provide additional support with a second crew in a Ju-88G-6.
The Halifax MkIII Bombers of the Royal Canadian Airforce squadrons assigned to No.6 Group were alert in the darken zone where German Nighfighters were known to operate. The Boozer warning devices were currently quiet but that did not lessen the need for vigilance. This vigilance has to be kept up because accompanying the stream were a pair of 100 Group's Mosquitos out hunting the nightfighters. In the dark with itchy fingers it would be all too easy to engage your own side by mistake. With no moon and little cloud visibility was moderate which would keep them hidden from the naked eye but the German Radars would be out there probing the darkness.
I had the Job of defending Scenario 10c with a Ju-88G-6 and a Ta-154A-4 against 34 Halifax bombers and two Mosquitos. The Mosquitos were mixed in with the Bombers and would be pulled out of the counter mix at random. The only bonus I knew was that two Mosquitos wouldn't appear in the same turn. I had one hope that the Mossies would be picked early and end up racing down the board before I had moved off the radio beacon and leave me in the unprotected stream. I had to shoot down 3 bombers to get a victory in the 15 turn limit of the Scenario. The other restriction I had was that from the Orbit I could only get one NF into action every other turn. Which meant deploying early and flying slowly to get the other one up and ready.
Pre Game Set Up.
The Umpire set off the first 6 bombers ahead of Turn 1. With a large scenario they don't have the option of delayed entry so I knew that by the end of the Bomber movement of Turn 1 that I would have 3 bombers somewhere between rows 7 and 9 and another 3 somewhere in rows 4 to 6. From there there would be three more bombers entering each turn.
Turn 1. Strangely enough nothing encountered. I had a rough idea of the row but no idea of columns and had no Radar search to help. I deployed the Ju-88G-6 first as it is the slowest relying on the speed of the Ta-154 later in the game.
Turn 2. I bounced the Ju-88G-6 forward with its Air Intercept radar scanning the blackness quickly gaining a contact with the Lichtenstein 2B off to the right.
Turn 3. The Ta-154 comes into play to support the Ju-88. The Ju-88 began a 180 degree left turn to keep the AI Fix while the Ta-154 with its Narrow beam on the Lichtenstein BC becan a series of S Turns to try and pick up a target. Despite having a solid fix on the 2B the Ju crew cannot pick out a halifax in the dark sky due to the visibility.
Turn 4. The Ta-154 keeps its S turns going while the Ju-88 closes onto the contact. Again in the darkness it fails to make contact visually despite strong radar returns (I found out later that the Bomber failed its response roll).
Turn 5. There were now 21 Bombers on the Map somewhere and so far I knew where one was. At least as it was moving speed 3 I knew it wasn't a Mossie. I Kept up the fix on the contact and again moved in to try and acquire it visually. If I didn't get it this turn I had two turns left before it reached the edge of my patrol area. So question of do I prosecute it or go looking for the other 18 (I assumed that as this was likely to one of the first three the other two would soon reach safety). The Ta-154 increase speed slightly and continued to fruitlessly scan the sky. Double 5 on the Tally Roll and a Halifax could be seen clearly just in front and above me, I was in a good attack position. But as I manouvered in a stream of tracer came my way. Damn Boozer was the last thought as the rounds impacted the cockpit killing the pilot instantly. (Double 6 +2 FP for a 14 more hits than the Ju-88 can sustain and down it goes in flames). Odds are now against me as the Ta-154 only has a narrow search beam and it will be a needle in a haystack.
Turn 6. (Intruder Mosquito Entered but obviously I don't know this yet). The Ta-154 on its lonesome continues to search for the bomber stream. (In reality 15 Bombers have managed to sneak past without detection...) .
Turn 7. Bombers Move first then the Intruders. I decide that being half way down the map with no contact and nearly halfway through game means time to try something different. I increase the Moskito speed to 5 and complete a 180 degree turn. The Lichtenstein 2B almost glows white with the strength of the contact. A Large target less than a mile ahead. (What I didn't know was that a Mossie had already begun to pick up my trail and was five miles away). Problem with the speed and turning is that I cannot see the target in the gloom. (I found out later that despite the Boozer warning the Bomber didn't respond).
Turn 8. Bombers Move first then the Intruders. My Tail Warning Radar goes off something is either directly on top of me or directly behind me. I can either Ignore the warning (I know that a Mossie can't follow me into a target hex with a bomber) or make an evade. Problem is that the tail warning can also be set off by a close proximity bomber. I chose to go for the Kill. Problem is that I have failed the Tally rolls again. (I would find out later that I am being pursued by a Halifax closely followed by a Mossie both of which are sufficient to cause my warning radar to activate).
Turn 9. Again my Tail warning Radar is going mad. I don't have a tally on an aircraft. If this is a Mossie I might decide to do a 180 degree turn on him (noting that the warning tells me that the contact is in the same column as me and I might try and see if I can catch what ever it is on my tail. So If I drop to speed 4 I can get all the way around and have a chance at a AI Search directly behind me. Miscalculation I need to go 5 however as my BC has a range of 2 I can rely on that. I at least gives me room to manouvre. AI Contact is made. Now question is what. And what I don't know is if this is a Mossie and whether it has AI on me. (Which it is and does!).
Turn 10. Bit of a dance contest now. I can win the game if this is a Mossie and I get to shoot it down. If not and it is a bomber then all I have done is dropped a definite contact for a possible which I still have to acquire and get behind. Bombers move first. The Mossie (has to be at that speed) moves past and comes around behind. Intruder combat doesn't occur so I assume he failed to spot me (which he did) but I also then failed my response roll. Bit confused now as I am not sure if I should now get to move (which I assume I should). The mossie matches my speed so I think i need to get in front and out the way. The Tail warning is going off which is from the Mossie (and a Halifax which I hadn't seen) so I decide to evade and move 6.
Turn 11. In a pickle both Mossies are on the table (I only know about one of them). The AI range of a NF.XIX is 8 so it means he has a fix and therefore is going to try and hunt me down. In my turn I am going to call it a day and head off the board.
End Game. Serious loss to the Luftwaffe. The early loss of the Ju-88G-6 lost the game for me. I cannot believe (despite being shown the board) that I only ran across two Halifax bombers out of 34. The two tail warnings I had were from Halifax aircraft crossing behind me. The search arc in the Ta-154 is awful compared to the Mosquito and one they had a Fix it was going to be trouble I just couldn't get a shot onto a bomber while having to guard my tail.
Tuesday, 8 January 2013
Nightfighter - Playing the Scenarios in Chronological Order
The rules structure and the Scenarios as written complement each other. This means, however, that you play the games out of chronological order and you lose some of the knowledge development that occurred with Nightfighter tactics and technology. This is a listing by Allied or Axis Players on the Sequence of games that you you should try and follow once you have a good grasp of the rules.
German Player
Allied Player (Europe)
Allied Player (Pacific)
Japanese Player
German Player
| Scenario 2 | 1940 October | Europe |
| Scenario 2b | 1940 October | Europe |
| Scenario 3 | 1941 March | Europe |
| Scenario 3a1 | 1941 June | Europe |
| Scenario 5a | 1941 June | Europe |
| Scenario 4c | 1942 June | Europe |
| Scenario 4 | 1942 August | Europe |
| Scenario 4e | 1943 March | Europe |
| Scenario 4g | 1943 March | Europe |
| Scenario 5 | 1943 August | Europe |
| Scenario 6 | 1943 August | Europe |
| Scenario 6c | 1943 August | Europe |
| Scenario 6i | 1944 February | Europe |
| Scenario 6p | 1944 June | Europe |
| Scenario 10b | 1944 August | Europe |
| Scenario 10c | 1944 December | Europe |
| Scenario 10 | 1945 January | Europe |
| Scenario 10d | 1945 February | Europe |
Allied Player (Europe)
| Scenario 1 | 1940 September | Europe |
| Scenario 2a | 1940 September | Europe |
| Scenario 8a | 1941 January | Europe |
| Scenario 8b | 1941 January | Europe |
| Scenario 4a | 1941 March | Europe |
| Scenario 10a | 1942 February | Europe |
| Scenario 4d | 1942 June 5/6 | Europe |
| Scenario 8c | 1942 June | Europe |
| Scenario 8d | 1943 June 13/14 | Europe |
| Scenario 7a | 1943 June | Europe |
| Scenario 7 | 1943 December | Europe |
| Scenario 8 | 1944 January | Europe |
| Scenario 4i | 1944 May 12/13 | Europe |
| Scenario 8f | 1944 June | Europe |
Allied Player (Pacific)
| Scenario 2c | 1942 March 4/5 | Pacific |
| Scenario 4h | 1943 April 19 | Pacific |
| Scenario 9 | 1944 June 27 | Pacific |
| Scenario 9a | 1944 June 27 | Pacific |
| Scenario 9b | 1944 June 27 | Pacific |
| Scenario 4j | 1944 December | Pacific |
| Scenario 8g | 1945 January | Pacific |
Japanese Player
| Scenario 2d | 1943 May | Pacific |
| Scenario 3b | 1945 March | Pacific |
| Scenario 4k | 1945 March | Pacific |
Sunday, 6 January 2013
Nightfighter - GMT Games Conversion (Part 3)
Replayed Scenario 3 tonight. This time I delayed the entry of the first bomber to allow two bombers to enter on Turn 3. This allowed meant that Josh's usual tactic of waiting for two turns with the Nightfighter on the Radio Beacon while he localised the attack with the Freya and Wurzburg was frustrated.
Pushing the two wellingtons down columns 03 and 14 at Speed 2* gave reasonable separation and the Radar Searches still weren't helping so Josh committed the Ju-88C-2 down the centre right of the board. Concentrating both radars on one target he soon had the 14 Column Wellington bracketed and the Ju-88 approaching from astern. The Wellington made it into the Searchlight zone before being tallied. Despite rolling on the response table the crew made no attempt at corkscrew or defensive fire and were lucky that despite a +5 FP roll the first round of shooting went wide. The Crew now alerted failed to respond on a second chance. Next turn still fixed they at least managed to respond before the attack but the Experten modifier allowed the Ju-88 to get in and this time rolled a enough hits. The Ju-88 narrowly avoided the ensuing explosion but luckily found himself point back down the board to where the final Wellington had entered Column 17 on turn 6.
While the searchlight fix and tally on the second Wellington were doing their thing, Josh put the Freya and Wurzburg to good effect looking for the last Wellington. Again it didn't take long to localise the aircraft and when it appeared in the Searchlight zone it was tallied from nearly maximum distance by the Ju-88. With four turns of combat against the Expert Ju-88 to face we decided to call it a day and award the Luftwaffe a decisive victory.
From a minis perspective we have identifed that a simple 40mm diameter white disc will do quite nicely for a Searchlight fix and a dark green one with a cathode type sweep would do for both Search markers and AI fixes.
Things are progressing well and I put together three B-29 this morning before Rugby, two of which are now black and the third has been basecoated with Alumunium waiting for decals and markings.
Pushing the two wellingtons down columns 03 and 14 at Speed 2* gave reasonable separation and the Radar Searches still weren't helping so Josh committed the Ju-88C-2 down the centre right of the board. Concentrating both radars on one target he soon had the 14 Column Wellington bracketed and the Ju-88 approaching from astern. The Wellington made it into the Searchlight zone before being tallied. Despite rolling on the response table the crew made no attempt at corkscrew or defensive fire and were lucky that despite a +5 FP roll the first round of shooting went wide. The Crew now alerted failed to respond on a second chance. Next turn still fixed they at least managed to respond before the attack but the Experten modifier allowed the Ju-88 to get in and this time rolled a enough hits. The Ju-88 narrowly avoided the ensuing explosion but luckily found himself point back down the board to where the final Wellington had entered Column 17 on turn 6.
While the searchlight fix and tally on the second Wellington were doing their thing, Josh put the Freya and Wurzburg to good effect looking for the last Wellington. Again it didn't take long to localise the aircraft and when it appeared in the Searchlight zone it was tallied from nearly maximum distance by the Ju-88. With four turns of combat against the Expert Ju-88 to face we decided to call it a day and award the Luftwaffe a decisive victory.
From a minis perspective we have identifed that a simple 40mm diameter white disc will do quite nicely for a Searchlight fix and a dark green one with a cathode type sweep would do for both Search markers and AI fixes.
Things are progressing well and I put together three B-29 this morning before Rugby, two of which are now black and the third has been basecoated with Alumunium waiting for decals and markings.
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