BG and BH Volume discounts - starting at 5%off $75 order, 10% OFF $125+order, 15% OFF $125+order (Excludes Plains War)

BG and BH Volume discounts - starting at 5%off $75 order, 10% OFF $125+order, 15% OFF $125+order (Excludes Plains War)

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BRS-HUNSINTHESUN-PDF

Huns in the Sun WW1 Aerial Combat Wargame - PDF - Digital Version

Huns in the Sun (WW1 Aerial Combat) Wargame - (PDF - Digital Version)

This is a downloadable and printable PDF file for your licensed use only.
You will need Adobe Reader version 10 or later.

by Chris Peers

"Huns In The Sun"is a set of rules for aerial combat in the First World War. The basic mechanisms are similar to those used in our companion set for World War Two,"Day Of Eagles", although of course the very different conditions of air fighting in the earlier conflict require a change of emphasis in many respects. Like"Day Of Eagles", though, this is an attempt to achieve a practical compromise between historical accuracy and the requirements of a playable and enjoyable game which flows smoothly, can be played to a finish in a reasonable time, and does not entail too much poring over charts.In this game we are dealing with fairly small forces, and we can assume that each model represents one real aircraft. Each player takes command of a unit, which will normally consist of between 2 and 6 machines, though occasionally a single roving ace or patrol aircraft may constitute a unit on its own. Each unit should have a designated leader. We set no upper limit to the number of players or units you can have on each side (though of course if you have too many people involved it will tend to slow down the game), and it is not necessary for both sides to have the same number.What will you need?
  • A supply of percentage (10 sided) dice, referred to here as D10s. Most dice throws in these rules involve percentages: two D10s are thrown together, one counting as tens and the other as units, to give an equal chance of rolling any number between 1 (=0 and 1) and 100 (=0 and 0). So for example a 60% chance requires a throw of 60 or less for success.
  • A protractor might be useful for cases where angles need to be measured, but a simple template marked with 30, 45 and 90 degree angles will be sufficient.
  • Some suitably shaped pieces of white card to represent clouds are a good idea, if not absolutely essential.
  • Something to indicate where the sun is.
  • Model aircraft. Theoretically these can be in any scale. 1/600 models for this period, or the larger 1/300 scale,are typical.
  • A record card for each aircraft, on which you can keep track of current speed and altitude, any accumulated damage, ammunition status etc. The aircraft's performance data can be taken from the Data Table in this book, and we provide an example of a record card.
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.

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