UPDATES FOR INSTANT THUNDER
Posted: 15 January 2007 01:18 PM   [ Ignore ]
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I shall be using this topic to post periodic updates for Instant Thunder.

First off is an up-dated aircraft list - offered here in a stripped down form to allow for the size limitations of attachments to this board.

I must freely acknowledge the work of Michael (“Scotty”) Scott in providing this up-dated list and I would like to record my general thanks to him for firing my enthusiasm for the game over several long e-mails. Cheers Scotty!

On the other hand, if you disagree with any of the figures I can hold my hands up and say “Not Guilty!”. There are some planes on the list I have not even HEARD of!

Coming soon - expanded Missile lists!

Nelclaret

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Posted: 16 January 2007 11:10 AM   [ Ignore ]   [ # 1 ]
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As promised - up-dated missile lists courtesy of Michael (“Scotty”) Scott.

Thanks Scotty!

Nelclaret.

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Posted: 22 January 2007 07:11 PM   [ Ignore ]   [ # 2 ]
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Here is a gameboard for Instant Thunder courtesy of Michael (“Scotty”) Scott.

I have posted it elsewhere in this forum but it seems appropriate to this thread.

I printed mine our and stuck it to a piece of A4 card. The squares are big enough for a standard boardgame counter (stack if more than one aircraft occupy a square).

Mine works a treat! Thanks Scotty!

NL

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Posted: 22 January 2007 08:33 PM   [ Ignore ]   [ # 3 ]
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I haven’t downloaded the gameboard, although I did recommend the site to a couple of interested gamers.  My own board was done on a sheet of 20” x 28” poster board for use with A/C counters measuring about 1” x 1/2”.  This worked pretty well—allowed more than 4 counters to be easily placed in each deployment square.

If I have an opportunity I’ll try to post some photos of the board in use.

Diego

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Posted: 23 January 2007 03:32 AM   [ Ignore ]   [ # 4 ]
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Sounds good, Diego. I look forward to seeing some pics.

When I was designing the game I also drew up a grid on artists board and used commercial counters from other games.

Then, with a rush of blood, I went out and bought stacks of 1/300 scale miniatures. I painted up a piece of chipboard blue and drew on a grid in pencil.  I use that for normal games (crippled aircraft look quite effective trailing a plume of cotton wool smoke!)

The mapboard designed by Scotty is ideal if you have limited space - a kind of ‘travelling set’. 

It is also possible (although I have never tried this), to play using a pencil and paper (with aircraft positions being erased then redrawn ).

Regards

NL

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Posted: 23 January 2007 04:00 AM   [ Ignore ]   [ # 5 ]
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AIR TO AIR ROCKETS

I have attached some suggested rules for the use of unguided Rockets in the game. They reflect my reading in that Air to Air rockets are pretty inaccurate but can be devastating if they hit!

As ever, these are offered as a suggestion only.

NL

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Posted: 12 February 2007 11:33 AM   [ Ignore ]   [ # 6 ]
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Here’s a chance to even things up for those early jets - especially Sabres v Mig 15s in the Korean War.

NL

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Posted: 23 February 2007 02:00 PM   [ Ignore ]   [ # 7 ]
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Latest update for Instant Thunder.

This introduces ‘VIFF’ manoeuvers for the Harrier/AV8 series.

Please note that version 1.1 of the rules will be coming soon. This will incorporate all the rules updates, plus updated aircraft lists, missile charts, etc. The mechanics of the game will NOT be changing.

Also, keep an eye out for the final four scenario packs. I have virtually completed ‘INTO THE NINETIES’ and ‘NAM’. I am halfway through India v Pakistan 1965/71 and this will be followed by a short Sweden v USSR (Hypothetical) circa 1985.

Should be posting these in the next 3-4 weeks, if not sooner.

Regards

Nelclaret

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Posted: 07 March 2007 03:46 AM   [ Ignore ]   [ # 8 ]
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This is the final update for Instant Thunder before version 1.1 of the rules (which I am hoping to post within the next 7 days - this will incorporate all updates)


EJECTION

In an individual scenario the fate of aircrew is of passing interest. If players are running a campaign then it may be of vital importance.

To see if aircrew survive then it is necessary to determine an ?Ejection Number?. Once this has been established then a card is drawn. If the ejection number or less is drawn then the aircrew has survived (this can be drawn separately for each airman if desired)

The Ejection Number depends on the circumstances of the decision or necessity to eject.

A player may VOLUNTARILY eject his aircrew at any time. He does so by merely announcing the fact. The other side gets full credit for a ?kill? in these circumstances.

When ejecting from a shot down aircraft the number depends on whether the shoot-down is as a result of progressive damage or an instant kill..

If the attack causing the shoot-down scores insufficient Hit Points to kill in its own right but causes the target?s Hit Points to reach its limit then this is a ?progressive kill?.

If the attack, in itself, scores sufficient Hit Points to kill the target (regardless of previous damage) then that is an ?instant kill?.

The Ejection Number for success in a VOLUNTARY ejection is as follows:

Ejecting from Undamaged or lightly damaged (less than half Hit Point value) = 11
Ejecting from a crippled aircraft = 9
(The above numbers also apply to ?Panic? ejections)

Instant Kill = 6
Progressive damage = 7

*

RH MISSILES - TARGETS IN CLOUD

(The basic rules allow a RH missile target in cloud to employ the full range of defensive measures against the incoming missile(s). This optional rule modifies this. It assumes that the target catches sight of the missile at the last minute.)

If the target of a RH missile is in a cloud square the following rules apply to defensive measures that it may employ against the missile.

-If the missile reaches the target square and is engaged then the target aircraft uses the LOWER of its V or M numbers to determine whether the missile is dodged. The relevant number is modified by the missile?s manoeuvre number in the normal way (with a minimum of ?1?)

-If the target aircraft has chaff then it may deploy this as normal after its movement phase to try and degrade enemy lock-ons. However, it may only deploy chaff to try and decoy an incoming missile if it enters the target square. The target is therefore restricted to only ONE decoy attempt against a given missile.

Aircraft firing RH missiles OUT of a cloud square are not affected by any of the above.


NL

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