Fire and Dice: Aircraft
Aerial unit cards are where the fighting statistics are recorded. The first simplification is that no matter what the array of weaponry, the WD value of an aircraft is taken from its forward firing capability for fighters and an average of guns for bombers. Whilst larger aircraft may be bristling with guns, Fire and Dice averages the firepower, dividing the guns by the number of placements (often turrets). No matter how aircraft models are positioned or from what approaches they intercept from, provided the models are placed alongside one another, they fight with these assigned WD values.
After all, this is not an air-combat system. Fire and Dice is designed as a ground-based miniature wargame in which air assets are in support of ground operations.
Unlike other rules, the air-to-ground combat and the air-to-air combat resolution method relies on exactly the same competitive dice mechanics as the rest of the game.
Aircraft always observe each other and can engage each other simultaneously: otherwise, combat is the same mechanic as other combat - WD v's Duck & Cover. When rolling for WD a player will likely be rolling multiple dice and they do so simultaneously against a single Duck & Cover roll to calculate if their target is hit and to calculate the damage by the difference in scores. Then the roles are reversed, the defender rolls their WD dice against their opponent's Duck & Cover roll.
Let's look at an example. A British Wellington Mark 1A bomber (twin-engine) appears over the table-top to make a bombing run on fixed enemy defences. As it is positioned over the target, a German ME109F which has been loitering from the previous turn on 'patrol' interrupts the British player with an intercept and is moved next to the Wellington. They both automatically observe each other and being aircraft, they do not need a Morale roll to take action.
The ME109F has a pair of forward firing machine guns and a nose firing cannon: 2 xd6 and 1 xd8 which are rolled and the German player scores a 3 and 4 on the d6 and a 6 on the d8. The British player rolls for the Wellington's Duck & Cover (a d6) and scores a 4. As 6 beats the Duck & Cover score by 2, the ME109F inflicts two points of damage on the Wellington. The Wellington has three damage (2 engines +1) so stays in the fight.
At the same time, the Wellington shoots its guns at the ME109F. A Wellington Mark 1A has two twin MG turrets in defence (one forward and one in the tail) giving it a WD of 2 xd6 being the number of guns divided by placement (turrets). The British player rolls both d6 and scores a 5 and a 2. The ME109F has a Duck & Cover value of D12 and rolls an 8 which ducks both shots.
Because the ME109F inflicted more damage (2) than it received (0), it drives the Wellington off the table to High Altitude, spoiling the Wellington's pass and preventing that bombing run. It remains on the table-top at the point of contact until the German player's next turn when it will move to high altitude in pursuit.
Aircraft which engage other aircraqft over the table cannot complete an attempted ground attack for that pass. Fighters must engage other aircraft. Bombers and dive-bombers may elect to evade (Duck & Cover) hoping to survive he attack and complete their ground mission - but good luck with that.
Unlike other aerial combat systems, Fire and Dice does not allow anti-aircraft units to drive off enemy aircraft. Aircraft will always commit to the ground attack and either complete their drive or strafing run or are shot down in the attempt.
AA ranges are either up to 36 for low-altitude or unlimited for firing at targets at high-altitude for guns capable of doing so.




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