Takeoff incidents - failing to find formation
Feb 21, 2022 10:14:46 GMT -8
blaird, limburger59, and 1 more like this
Post by randomcanadian on Feb 21, 2022 10:14:46 GMT -8
One thing I realise from reading some mission reports is the occasional occurrence of aircraft failing to find the formation in poor (or bad) weather upon takeoff and instead of returning to base, joining some other group or squadron.
Hence, a little variant for the takeoff incident table for the existing takeoff table variant by limburger59 would be as follows:
On a 2d6 roll of 4 or 5
If Weather Over Base is “POOR” (or "BAD" and the mission hasn't been scrubbed), then roll 1d6*: (* +1 die modifier for Veteran Pilot (10 or more completed missions); -1 if another plane in the squadron has already rolled a potential mid-air accident)
1-3: There has been a mid-air accident (if you are rolling for a whole squadron, no effect unless another plane rolls this result as well; otherwise, if you are playing a single plane, treat it as in the original variant).
4-5: You fail to find and make assembly. Return to base.
6: You fail to make assembly in your designated squadron, however you find another formation: roll 1d6
1: Another group heading for a different target. Roll a target at random to see if it is closer or at the same distance than your original target. If it is, you may choose to follow it (although, depending how far from your actual target it is, this might not be a good idea in case you are later forced out of formation over unknown territory) - unless you have flown to this same target before, and unless you drop following the lead bomber, you will have a -1 (on 1d6) modifier to your on target roll (QOTS)/-2 (on 2d6) (on top of the other modifiers - TFT). No matter where this group is heading, you may still choose to abort the mission and return to base (as you haven't been briefed for this one...). [n.b. I don't know if this actually occasionally happened, but it doesn't appear to be that far fetched a prima vista, and it wouldn't be the most far-fetched thing in the game anyways, so...]
2-4: Another group heading for the same target. Roll randomly for which squadron of that group; assume you are in a "middle position"
5: Another squadron within you own group. Roll randomly to see which one. If things are quiet as far as zone 3, you will be able to rejoin your original squadron, albeit in the middle position (somebody else will have taken tail or lead if you were assigned to it)
6: You manage, through sheer dumb luck, to fall upon your own squadron. However, the formation has been disrupted by the weather (treat as though random event "Loose formation" had been rolled). Assume the position and squadron position your originally rolled for.
Note that in the Pacific and Mediterranean theaters (particularly during the early North African campaign and such), a roll of 6 should probably be treated as "You fail to find and make assembly. Return to base.", as many missions were of smaller scale and often single squadron efforts.
N.B. if I have done my math right, this leads to about a 2.4% chance of a mid-air accident in a six-plane squadron during poor weather; a 10% chance (per plane) of failing to find formation [seems about right from the reports I saw], and a 4.6% chance of finding another formation.
Hence, a little variant for the takeoff incident table for the existing takeoff table variant by limburger59 would be as follows:
On a 2d6 roll of 4 or 5
If Weather Over Base is “POOR” (or "BAD" and the mission hasn't been scrubbed), then roll 1d6*: (* +1 die modifier for Veteran Pilot (10 or more completed missions); -1 if another plane in the squadron has already rolled a potential mid-air accident)
1-3: There has been a mid-air accident (if you are rolling for a whole squadron, no effect unless another plane rolls this result as well; otherwise, if you are playing a single plane, treat it as in the original variant).
4-5: You fail to find and make assembly. Return to base.
6: You fail to make assembly in your designated squadron, however you find another formation: roll 1d6
1: Another group heading for a different target. Roll a target at random to see if it is closer or at the same distance than your original target. If it is, you may choose to follow it (although, depending how far from your actual target it is, this might not be a good idea in case you are later forced out of formation over unknown territory) - unless you have flown to this same target before, and unless you drop following the lead bomber, you will have a -1 (on 1d6) modifier to your on target roll (QOTS)/-2 (on 2d6) (on top of the other modifiers - TFT). No matter where this group is heading, you may still choose to abort the mission and return to base (as you haven't been briefed for this one...). [n.b. I don't know if this actually occasionally happened, but it doesn't appear to be that far fetched a prima vista, and it wouldn't be the most far-fetched thing in the game anyways, so...]
2-4: Another group heading for the same target. Roll randomly for which squadron of that group; assume you are in a "middle position"
5: Another squadron within you own group. Roll randomly to see which one. If things are quiet as far as zone 3, you will be able to rejoin your original squadron, albeit in the middle position (somebody else will have taken tail or lead if you were assigned to it)
6: You manage, through sheer dumb luck, to fall upon your own squadron. However, the formation has been disrupted by the weather (treat as though random event "Loose formation" had been rolled). Assume the position and squadron position your originally rolled for.
Note that in the Pacific and Mediterranean theaters (particularly during the early North African campaign and such), a roll of 6 should probably be treated as "You fail to find and make assembly. Return to base.", as many missions were of smaller scale and often single squadron efforts.
N.B. if I have done my math right, this leads to about a 2.4% chance of a mid-air accident in a six-plane squadron during poor weather; a 10% chance (per plane) of failing to find formation [seems about right from the reports I saw], and a 4.6% chance of finding another formation.