Sunday, 6 July 2025

Intercept Vector 2025 (Jet Aerial Wargaming)

 ....because I only have 6 projects on the go, I decided to revise one of my homebrew rules (as per my New Years resolutions)...

This is called "wo-crastination". It's procrastinating a job while doing another, similar job. Much more defensible than ordinary pro-crastination. 

Anyway the blog regulars know my eternal (hopeless) quest - fast playing jet rules that giver a feel of aerial combat. Where you can go "fwoooosh!" with your mouth while moving handfuls of models around. More Ace Combat and Top Gun than super strict sim. It's like Forza compared to iRacing.

Actually Blood Red Skies (Mantic) has attempted something like this for WW2 (and even uses a similar high/low energy system than what I do), but I don't enjoy the "throw handfuls of dice and only count 6s" - I feel it has stripped too much out. It also has lots of special rules in an attempt to differentiate the rather samey planes. It does, however, handle quite a few fighters.

Jet combat is a bit of a conundrum. There's a lot going on. A lot of natural complexity. Gravity/height, energy management, maneuvers, radar/EW, missiles, limited fuel/ammo, pilot skill. The fast paced nature of combat is also at odds with this. An Age of Sail 74-gunner may take a while to ponderously complete a move. I want to pick up a jet, swoop it across the table with pew pew noises, and plonk it down. I find space fighter games far easier cos I can handwavium away what I choose.  It's fair to say streamlining aerial wargames are a knotty problem.

 "We do this not because it is easy, but because it is hard we thought it would be easy"

Most aerial wargames (think Check Your Six as typical) track every minute throttle adjustment and stick movement in detail that would be considered insane micromanagement if you applied it to a ground skirmish wargame. In Top Gun, they call out general instructions like "break left!" and "evade!" not "move the throttle 3/4 forward and turn left at a precise 45d angle." Pilots should be following general instructions like those given by a wingman over radio not a godlike omniscient being guiding their every finger twitch. 

So what do we simplify/abstract?

Where I'm up to in 2025's version:

1. There is a detection phase where planes can roll to spot any in a short/360 arc (visual) or a longer/60d frontal cone (radar). Whether to bother to roll or not should be visually obvious in most cases. Any undetected jets are marked as such and treated as "stealth" in a conventional wargame i.e. you can't attack them or react to them and they get attack bonuses.

2. Starting with the highest energy plane/best pilot etc, players take turns activating jets. A jet can move normally for free, but attacking or a special maneuver (like a reversal) uses an action. Jets have 1 action unless they pass a pilot test to get a 2nd action. A failure stresses the pilot (like suppression). So only good pilots can reliably, say loop AND fire guns. A wingman can attempt to follow on and move directly after his buddy. Moves are pretty simple; like "turn up to 60d then move 2-6" - no charts or special tools are needed - it should be similar in complexity to moving an Infinity model or similar skirmish wargame.

3. Special maneuvers like Immelmans, yo-yos or scissors require a pilot test. Failure could stress the pilot and result in a more mundane maneuver, or even result in a spin. Planes are marked with high, normal or low energy. Energy is abstracting together altitude AND speed. Controversial I know - I wouldn't do this for a earlier era (WW2/Korea) game but with 1:1 thrust to weight ratios more common I feel altitude is less important now.   Most special maneuvers should allow you to trade energy for better position.

4. An enemy jet can react to a visible active jet IF they have more energy or equal energy and some advantage like a better pilot, on their tail etc. There is a contested Infinity-esque dice roll for this and many other actions. This makes energy state and detection pretty important.

5. Firing missiles is "shooting" and a dogfight is "melee." 

Missiles are pretty normal. Roll to lock (radar vs target EW), then roll to hit (missile accuracy vs flares/evasive) etc.

Dogfights are a bit more unusual. 

Basically you push the models together like a normal skirmish wargame, take into account relative energy/approach angle, roll a contested roll then mime how the results play out while swooshing your hands around with afterburner noises. The jets are likewise swooping and twisting around the general vicinity.

6. Energy is a resource to be spent/gained for positional advantage. There are three levels - high, medium and low energy. Violent maneuvers like reversals cost an energy level. A low energy plane that spends more energy can stall and crash. A dogfight bleeds energy for both combatants. Certain moves - like a slow steady climb - can regain energy. Jets with powerful thrust can regain it more easily. 

 

 This is an example. As you can see I use hex bases because (a) they are cheap and (b) handy to define relative positions/turns. Note the use of F-18s due to my recent watching of Top Gun: Maverick.

 

 The dogfight shows the end positions, but is assumed to include cool maneuvers around the general area of where the models met. 

It must be accompanied by lots of hand gestures and explaining "and the F-18 cuts onto his tail - fwooosh!" "Fox Two!" or "he fires the Vulcan - tracer spews towards the MiG!"

7. Finally there is a "fuel pool." Basically this is a slider (a 1m ruler for me) that tracks combined fuel/ammo expenditure for all jets - a token on each side for both forces. 

This is because I have noticed many air combats are broken off due to one side having expended fuel/ordinance.

How it works is each jet contributes to the combined pool; perhaps 1 each 200km range, 1 each 2 missiles or 1 each 500rds of ammo. Now whenever ANY jet regains energy or fires a weapon, it removes "fuel" from the pool. 

Certain jets cost more to spend from the pool - a jet with only 2 missiles "limited missiles", or 400km range "limited fuel", or only 250 rounds "limited ammo" uses TWO fuel each action. This means although you don't track individual fuel or ammo usage, you will be more sparing when firing missiles from say a F-5A with 2 AIM9s then a fully loaded F-15 - so it has the same effect.

The checklist:
(  ) Detection matters

(  ) Pilot Skill matters

(  ) Plane Stats matter/differentiate (thrust/top speed/agility/toughness/radar) 

(  ) Energy = resource to manage: Swaps height/speed for position/advantage/initiative.

(  ) Fuel/ammo matters

(  ) Speed and Simplicity - can handle 4-8 planes per side; similar to Necromunda/Infinity

(  ) Minimal recording and table clutter 

11 comments:

  1. As before, this has all the problems of me trying to "fix" Car Wars, but with higher speeds and ranges.

    I wonder if you should turn back the clock to the Vietnam area, where tech is simpler.

    Anyhow, I wonder what you make of the recent Pakistan v. India air war, where the system is more important than the plane.

    - GG

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    1. Oh this isn't ultramodern jets. They aren't as freely available as Cold War ones in 1/300 anyway.

      The original inspiration was the (1979-1986) anime/manga Area 88, along with Top Gun (1986). I am personally using mercenary squadrons with specialist pilots a la Necromunda.

      Era is more Vietnam-Middle East 1973/Lebanon 1982/Cold War 1989 as I also think that the system/tech side is more dominant now.

      -eM

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    2. IIRC, you have a 3-D printer, so 1/300 everything is available, no? You'd just have to find it. I see CAD models for the latest Chinese "6th Gen" fighters, and people are already 3D printing them.

      I never watched Area 88, but I get Top Gun.

      Trying to wargame the current era and near future is very tricky because the scale is completely different. Even a modern squad level action has potential 'eyes in the sky' that can bring artillery in a matter of minutes, if not seconds.

      - GG

      - GG

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    3. Ultramodern does not interest me. Partly because I'm not interested in ongoing conflicts, partly for the reasons you named. It's why modern naval doesn't interest me much - mostly missiles and EW environment and less maneuver.

      If I'm going ultramodern I'm going Neil Blomkamp sci fi like District 9/Elysium....

      I actually don't have a resin printer - just 2 dodgy plastic ones which I've concluded are a hobby in themselves.

      I now avoid 3D printing as I realized I spent more time with printer settings/slicing - sitting solo in front of a computer - than I did painting and assembling the models in my shed with my kids...

      -eM

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  2. Interesting!

    It seems like the Defender Wins dogfight result isn't much better for him than the Both Fail result - either way he ends up pointing in a random direction away from the attacker.

    Would it be too strong to let the defender pick their facing in the Defender Wins result?

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    1. --"It seems like the Defender Wins dogfight result isn't much better for him than the Both Fail result - either way he ends up pointing in a random direction away from the attacker."--

      Are you refering to the "Defender wins by any-Evade?"
      He can in fact choose:- "faces away from any of 3 rear hexes"
      ^^^ just badly worded?

      It's better for defenders then that.

      Both jets (active or reactive player) have an equal chance to +2/+1 win/get shots in (winner/loser) if the defender chooses to FIGHT.
      (....However you'd assume an attacker would have chosen to dogfight rather than fire missiles because he has an advantage in energy, agility etc.)

      The "Defender wins/evade" pic is just a special response only if the reactive jet chooses an EVADE reaction. Like a "block/defend" in a videogame - he has an extra dice roll to win the initial dogfight, but he can't attack /damage the enemy afterwards.

      ....It's so the defender can choose to disengage more easily.

      -eM

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  3. Ah, gotcha.

    I was thinking it would be nice that if the defender won, he could choose to get on the attacker's 6. But if this is a result from evading, then facing away makes more sense.

    I'd love to playtest when you get to that point!

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    1. --"I was thinking it would be nice that if the defender won, he could choose to get on the attacker's 6."--

      He totally can - defenders can win by +2 or +2 just like the attacker.

      The "evade" option that seems to be causing the confusion is the result of an EXTRA choice: "evade" - that the defender CHOOSES to fight back or evade.

      It's like in a videogame when you choose to block instead of strike back. Blocking is less risky and allows you to break away but you can't hit back.

      The defender has an extra choice, basically.

      He can roll a single contested dice like the attacker, and win or lose just like the attacker does with full range of options... OR he can choose to EVADE and have double the chance of winning but may not attack as he is putting all his efforts into running away....

      Since the attacker is moving into a dogfight for a reason (presumably because he thinks the odds are in his favour) the defender needs an option to break off "melee"....

      If you think of it as a land skirmish game where models can be locked in melee, where energy is like a stamina bar that can be spent - it may help you picture the feel of the game.

      I've drawn from conventional wargames rather than slavishly following 1970s air rules as those are the games I rejected...

      -eM

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  4. So glad you decided to pick this game concept back up! This stuff is hard! As someone also making dogfighting rules (for mecha, not jets) I’m glad to see someone else grappling with similar issues. How to handle altitude? How to handle energy and ammo, how about damage? I encourage you, keep it up, balancing realism with fun isn’t easy, and your efforts have produced some very interesting insights.

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  5. This is getting close. You just need to type it all up and format it now!

    The idea of Missile fire as Range and dogfight as melee is pretty clever. Mike Hutchinson did something for Naval in Pacific Command. Air strikes were the ranged attacks and naval gunnery was melee.

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    1. ^^^^^Oh yeah, that was EF from Blood and Spectacles ^^^^

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