ME262 stats

By Major Mishap, in Dust Tactics

Bought meself an ME262 and have been trying to work out some stats for it, problem is there are no plane stats to work from, nor the weapons it takes. So please take a look and let me know what you think:

ME262

The weapons are 4x 30mm Cannon and 24x 55m rockets fired in 4 salvo's of 6 rockets.

I see the cannon as ripping apart any infantry and lightly armoured vehicles. The high explosive rockets were known to take down bombers with 1 hit but inaccurate, hense the 1/3 damage on planes

And of course there are no rules, so:

All aircraft are going to be so fast and turning circles so greatt hey are unlikely to stay on the area for long before flying of to turn around and dive in for another straffing run.

Planes enter the battlefield from any square and are placed on any table edge square, this is 1 action.

The speed value shown is the minimum speed, they can fly any distance on the table. Planes must move at least the minimum speed in a straight line every turn (but may make 1 turn) - this compulsory move does not cost an action. Instead they can spend an action making a 45' turn at any point during their move. They can shoot at the end of the compuslsory move as normal but all targets must be in the squares dead ahead.

Any plane moving off table can re-enter next turn as above. (or spend a turn off table maybe)

Major Mishap said:

Bought meself an ME262 and have been trying to work out some stats for it, problem is there are no plane stats to work from, nor the weapons it takes. So please take a look and let me know what you think:

ME262 The weapons are 4x 30mm Cannon and 24x 55m rockets fired in 4 salvo's of 6 rockets.

I see the cannon as ripping apart any infantry and lightly armoured vehicles. The high explosive rockets were known to take down bombers with 1 hit but inaccurate, hense the 1/3 damage on planes

And of course there are no rules, so:

All aircraft are going to be so fast and turning circles so greatt hey are unlikely to stay on the area for long before flying of to turn around and dive in for another straffing run.

Planes enter the battlefield from any square and are placed on any table edge square, this is 1 action.

The speed value shown is the minimum speed, they can fly any distance on the table. Planes must move at least the minimum speed in a straight line every turn (but may make 1 turn) - this compulsory move does not cost an action. Instead they can spend an action making a 45' turn at any point during their move. They can shoot at the end of the compuslsory move as normal but all targets must be in the squares dead ahead.

Any plane moving off table can re-enter next turn as above. (or spend a turn off table maybe)

have you playtested these rules out ?

as you scale the board up , this rules set will make the plane a monster as the move rules will allow it to stay on the board alot longer and can let it take over the game .

i came up with a set of rules that we playtested out over a few weeks till it all came together and works pretty well . it lets you add planes into the game , but not take over the game . though if you converted to our rules , the plane stats would be alot differnt to rep all the stats and weapons and everything , buffing it up while still not cheesing it out .

though it must be said that out rules really take into account a larger battle field , so you need atleast 2 sets of tiles or more since we play on bigger battle fields .

they are posted at BGG in the files section of the DT pages titled screaming 50's

they are a bit wordy , but once you play through them , they are super simple and easy to understand .

just my 2 cents

I'll take a look at the rules thanks. No, I haven't tried them out at all (not even built the plane :) ) and are intended for the normal board although we will soon have a 4' x 4' board to play on. My original thought was to move to anywhere on table and take a shot, then next turn remove from play to return the following turn. This allows a shot with it and at it every other turn. Need to build and test it all out.

Major Mishap said:

I'll take a look at the rules thanks. No, I haven't tried them out at all (not even built the plane :) ) and are intended for the normal board although we will soon have a 4' x 4' board to play on. My original thought was to move to anywhere on table and take a shot, then next turn remove from play to return the following turn. This allows a shot with it and at it every other turn. Need to build and test it all out.

problem i see with that though is that puting it on the table and pulling it the next turn vastly increases its life making it ripe for more abuse by simply bringing it on last each round , it gets to take its shot , and before the opposing player can move to shoot it down .

and looking at the stats for it if it was changed over , the 4x4 table would still be a bit small , but like i said , we added planes to our games , not letting the plane become the game . they are still fun to put in , and still take part , just not a game breaking part . thus far , i am the only player to succed in shooting a plane down with another plane in our games :)

our planes are usually on the board for 2 , maybe 3 turns average at a time , and usually dont take part in more than 5 or so turns of a game .

GrandInquisitorKris said:

Major Mishap said:

I'll take a look at the rules thanks. No, I haven't tried them out at all (not even built the plane :) ) and are intended for the normal board although we will soon have a 4' x 4' board to play on. My original thought was to move to anywhere on table and take a shot, then next turn remove from play to return the following turn. This allows a shot with it and at it every other turn. Need to build and test it all out.

problem i see with that though is that puting it on the table and pulling it the next turn vastly increases its life making it ripe for more abuse by simply bringing it on last each round , it gets to take its shot , and before the opposing player can move to shoot it down .

Possibly, but that will be down to the initiative roll and whats going on the rest of the battlefield. Will the player move his plane off table early in the move to protect it or let rip and blow up the Pounder with a pair of twin 88's? Also the plane will not be able to hold any objectives and is only on table for half the game, thats just 4 shots in standard scenario's. Move on - move off, for movement rules would certainly be nice and simple to implement yet still make you take tactical decisions.

however , the bigger the battle field , the longer the game goes on , so then the plane is on for 6 turns , or 8 turns , or even 10 .

additionaly , the larger the battle field , the more spread out the units are , so the harder it is for the opposing player to even ATTEMPT to down your aircraft . remember , most units cant attack aircraft , so they are sitting ducks .

having the free compulsory move means they can ALWAYS do sustained fire , which becomes another abuse , compounded by the longer games on the bigger field , against units that cant always fight back , especially if your opponent is the americans who dont yet have alot of GOOD AA like the germans

and you describe the rockets as fired in 6 salvos , but for longer games , they arent listed as limited ammo weapons .

the 5 + speed values allow you alot more leaway in choosing targets which can allow you compound the problems above as you zip around the board , and if you get in a bind , the open 5+ move allows you to just fly off and know that your will be back automaticaly next turn .

if your opponent doesnt have an airplane to counter it , its even worse .

i'm not attacking what you have done , these are the same things we had to deal with when we did our rules , and it took alot of thought , playtesting , and adjustments to get what we have , which have made everyone here that has tried them happy .

Don't worry, am accepting as constructive critisism and all thoughts welcome happy.gif

Must addmit I'm still thinking of the standard play area but will eventually play on a 4x4 table of however many squares that gives us and the 8 move scenario, unless its a wipe all out game, I don't see why larger games should or need to go on longer than the standard 8 moves, something we as a group will have to investigate later on.

And, ahhh, I've just noticed after your comment that the 'ammo box' didn't save on the card when I converted to jpeg to upload it, the rockets do has a limit of 4 shots for the game. The value given is for a salvo of 6 rockets.

I take your point about sustained fire and lack of good US flack, although I do have the quad 50 I mentioned in the other thread and it shouldn't be to long before we get the AA mechs, so anything we do now will probably change then anyway. Bit of fine tuning and re-thinking required.

Do the values of guns and rockets look ok to you?

Thanks for the input.

Dave

the reason the games go on longer as the board gets bigger is because it takes longer for forces to cross the field , and the units can maneuver alot more than on a standard game .

at 4X4 you add just 4 more squares to the width and length which seems small , , BUT your 4X4 ads in about 88 more squares around the battle field thats werent there before so it changes things alot as you scale up .

by ABSOLUTLY NO MEANS does it make the game any less fun or start to lag , because the unit activations still keep swaping , it is still fast playing , bloody and fun , and if anything the bigger field adds even more tactical options to the game since you have more space to put cunning plans into action , but even just a swap up to 4X4 changes things for how units interact on the battle field .

for your rules , the armament still looks a bit powerful though i would change the armor to 3 because its a jet . for ours it would be restated , and would get a substantial upgrade in firepower , aswell as we would change the rockets from just limited ammo to the multishot rules from OC .