Strafe, bomb & intercept

Rules for Miniature Wargaming

Strafe, bomb, intercept enemy units with planes

Tactical bombers and fighter planes may choose to strafe mulitple enemy units with the firepower of their MGs and/or autocannons in order to harm or suppress enemy units. Suppose a player chooses to go for a strafing run. First of all the player chooses a corridor that matches the wingspan of the plane and covers the full length of the table. After that the attacker has to roll 2D6 to see how many units located in the corridor his plane can possibly harm or suppress in this strafing run. Perform an attack roll (4D6) for every targeted unit. Every hit unit has to check for effect and morale. The strafing run may be broken up by enemy machine guns, anti air or enemy interceptors.

In order to intercept enemy planes the opposing player may assign one of his fighter planes at the beginning of the turn to this duty. If the interceptor manages to hit the attacking plane, the attack is broken up and the attacker has to check for the effect on the plane.

Tactical bombers may perform a certain number of HE / AP attacks per game by dropping bombs. The number of attacks depends on how well these units are armed. A JU 87B for example may perform two AP/HE attacks per egame. Tactical bombers may only attack one target per turn when going on a bombing run.

The attack may be broken up by interceptors or enemy AA.

Dogfights: Planes intercepting enemy planes

To engage in a dogfight the attacking player obviously needs a plane, be it a fighter or tactical bomber. The first way to engage is to put the fighter or tactical bomber on duty to intercept enemy planes. The interceptor will be marked with an intercept token at the beginning of the turn by the player that assigned plane and pilot to this duty. Interceptors may only intercept one enemy plane per turn. Every shot they fire at the enemy plane is worth one action. Interceptors act during the enemy turn. The number of actions they use will be spent at the beginning of the next turn by the player that assigned plane and pilot to this duty. Every successful interception will break up the enemy attack sequence.

Planes will use the HE or AP value of their weapons to shoot at enemy planes. These values are detailed on the unit cards. Autocannons and machine guns may try to get off multiple shots on the enemy plane. Dogfights in Burst of Fire are always fought in close range.

Table machine guns and autocannons hitting multiple units

Range band Distance Number of units that may be shot at by machine guns per attack Number of units that may be shot at by autocannons per attack
Far More than 100cm /40in 1 1
Medium Less than 100cm / 40in 1D3 1D3
Close Less than 50cm / 20in 1D6 1D3