Air Defence Fire: Probability to Hit (D12)
Weapon Range in Inches
10 20 30 40 50 60 70 80 90 100 110 120
LMG 4 5 6 7 6 5 4 3 2 1 - -
HMG 3 4 5 6 7 6 5 4 3 2 1 -
20 mm & 25 mm 3 4 5 6 7 6 5 4 3 2 1
37 mm & 40 mm 3 4 5 6 7 8 7 6 5 4 3 2
57 mm 2 3 4 5 4 3 2
75 mm, 88 mm & 100 mm 2 3 4 3 2 1
+1 to Hit Number for each additional coaxial barrel firing.

If a hit is scored, throw 1 D6 for hit location:
1 = Wing (if weapon is 75+ mm, a D6 result of 1, 2, 3 = shot down)
2 = Fuselage (if weapon is 37+ mm, a D6 result of 1, 2, 3 = shot down)
3 & 4= Cockpit (throw D6 for pilot hits: 1, 2, 3 = killed)
5 & 6 = Engine (throw D6 for damage: 1 (on fire), 2, 3 = engine destroyed)

Single-engine aircraft will begin to crash if the engine is destroyed. Multi-engine aircraft may complete their current bombing run, and crash somewhere away from the table, they will not return to the game.

If an aircraft is shot down, it will continue to travel on course until it hits the ground 2 D10 Inches away from its current position. Count the red D10 as tens and the white D10 as ones, to arrive at a distance between 00 and 99 Inches.

If an aircraft crashes on the battlefield, it counts as a napalm explosion with a blast radius of 6 Inches. Figures and equipment caught in the blast have to be thrown for with a D6, as usual.

High altitude anti-aircraft fire: Throw a D12 at the beginning of the bombing run, and consult the following table:
Weapon D12 Hit Number Weapon D12 Hit Number
37 mm 3 40 mm 4
57 mm 5 75 mm 6
80 mm 7 100 mm 8
If a high-altitude hit is achieved, throw 1 D6 for hit location, same as above.

Frequently Asked Questions

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