GAMEPLAY

OVERVIEW

Angle of Attack: 1947 Air Fleet Combat is a 1/1800 scale aerial fleet tabletop wargame played on a 6x4 foot table with D10 dice between two players, each controlling their own air fleet.

In this alternate history universe, the advancement of specific technologies has allowed for large airship fleets to be fielded by the major powers of the world. With once-large nations splitting into smaller warring factions, players take control of their chosen faction of aerial warships. No mere transport, modern airships of 1947 are armored and armed like the sea-going dreadnoughts of old. Each airship includes its own command sheet defining armor layout, weapons, and abilities. Superior tacticians balance firepower, positioning, altitude, and the support of fighter, bomber, and strike aircraft to control the skies. Two opposing players fight to win by preventing the ability to reach objectives or outright annihilation of the enemy fleet. 


INITIATIVE AND MOVEMENT

Initiative is randomized by pulling a token from a bag; the color of the token indicates which player moves their unit first. Even the most careful plans can go awry. 

Movement is accomplished with several movement templates. Units can move with two different types of movement templates: Silver (for slower units) and Gold (for faster units).


ATTACK AND DAMAGE

Attack is accomplished by rolling 3d10 dice (two hit dice plus one location die). Sum the results of the hit dice. A hit is scored if the number is higher than the hit number of the target. If successful, the location die notes where the hit lands.

Damage is “realistic,” with airships being tough and resilient units that need to have armor stripped before real damage can be dealt. All airship components have the ability to be damaged and destroyed. Aircraft are nimble and hard to hit but stand little chance against concentrated anti-aircraft fire.

WINNING

Depending on the mission type chosen, the victory conditions may be met when one side breaks through the opposition's blockade (breakthrough), when all objectives are controlled (strongpoint security), or when a side has been rendered combat ineffective (airspace dominance).

Victory points are earned for every destroyed unit's command point value. Destroying the enemy fleet will always result in a victory, so players must choose if the objective is more important or if all-out destruction of the enemy is the path to victory.