The basic starter set for Blood Red Skies has probably the most two iconic WW2
Fighter planes included, the Supermarine Spitfire MkII and the Messerschmidt
Bf109E “Emil”, both at their Battle of Britain zenith. I thought I would give a quick and dirty run down on how they
match up in BRS, and my thoughts \ opinions on how that is reflects the
historical record (or doesn’t). This should be clearly filed in the "initial assessment \ pinch of salt" folder as it's based on only half a dozen games and the information already released, but I think it still has some validity.
In BRS the two aircraft share the same basic stat line – Firepower 1, Agility 3, Speed 7. The Spitfire has a marginal advantage in the initiative
“tie break” of 357mph to the Emil’s 354mph. This means that in all circumstances
except one, they are equal.
Speed first, because it has probably the most impact on how you play. Speed is one of the tie breakers when working out who has the initiative. Being faster is therefore important. This nicely segues into the first area I would
like to mention – the idea of hard statistics. The problem with any statement
about top speed or similar is that in “real life” this could vary quite a bit.
Some factors are easy to understand such as speed varies with altitude, so when comparing speed data you really should have comparable altitudes. This is usually just not possible to do with any accuracy. Other factors are frankly
bordering on the arcane – some Spitfires were faster than others because the
factory that made them used flush rivets rather than mushroom headed ones for
instance, and something as simple as a good coat of wax could add a couple of
mph, which is why the Photo Recce Spitfires were waxed and polished before
missions if they could help it. A good ground crew really did make a difference, even though they never flew in the plane. What I’m trying to say is we need to remember
the figures given are estimates, and in all probability sources will be contradictory. In this case there is also a need for some
sort of differentiation, so Andy Chambers has given what seems a marginal
advantage to the Spitfire which really only counts as a tie breaker for
initiative. One of them needed it, so dealers choice. I suspect this "speed" thing is going to rear it's ugly head a lot when BRS is released and discussed, but you just have to accept that in reality there really is no "correct" answer and the best we can manage is "x" aeroplane was usually faster than "y" aeroplane. Usually.
Secondly, Firepower. Here I think there is some room to
raise an eyebrow at rating the two planes the same. The Emil has a pair of 20mm
cannon and a pair of rifle calibre machine guns which are usually considered as vastly superior to the
Spitfires eight .303 rifle calibre machine guns. The fact the RAF tried to switch to cannon as fast as possible tends to
bear this out. On the other hand against smaller less protected single seat fighters there is
something to be said for having a lot of fast firing guns with lots of
ammunition (the 20mms on the Emil had only 60 rounds each). Andy has decided to
group them all into the lowest firepower category. Again this is really going to cause some discussions when other aircraft are compared. It is a complicated area because not all guns are the same. This is particularly true of Soviet guns which tended to be just "better" in every way to the others, so when you look at apparently under gunned Soviet fighters, just remember their cannons and MGs are probably throwing out twice as much lead as their German counterparts, and often at higher velocities. In the end to keep it simple Andy went with three broad categories, and both the Spitfire II and 109E are in the lowest one. Its a game designers decision.
Lastly Agility. Both share the same Agility rating of 3 –
the best there is. I can here various shouts from the audience about how the
Spitfire could out-turn a 109 or the 109 could out dive a Spitfire, and the
same as the idea of speed, the issue is more nuanced than first it seems.
Firstly note it’s “Agility”, not “turning”, and so this rating includes a
basket of general factors such as turning but also rate of roll etc. Could a
Spitfire in real life out turn a 109? Actually the jury is still out. The
Spitfire has a better wing loading and famously sweet handling. The 109 has a
higher wing loading due mostly due to the small and narrow wings which
continued to plague the design for the whole of its life. The 109 turned tight
but as it did so it got harder to control. To compensate the 109 has a set of
automatic slats that deploy at low speed, snapping the nose around, but the
physical act of deploying those slats was not something the pilot had control
over, and when they did deploy, they did so suddenly and did horrible things to
the airflow. A seasoned 109 pilot probably could stay with a Spitfire in a turn,
but it was far from comfortable and took a lot of experience and faith to hold
your plane in a tight turn with all the problems that involved - and getting it
wrong could and would be disastrous. Most pilots simply didn’t risk it, so a Spitfire in a tight turn would lose the 109, usually. On the
other hand there is the Spitfire’s much examined lack of direct fuel injection.
When a 109 went into a steep dive, because it has fuel injection the engine
runs normally. A Spitfire (or Hurricane) has a normal carburetor feed – stick the
nose down steeply and the engine is momentarily starved of fuel and stutters, power
is lost and then you get an ominous belch of black smoke. Pilots could attempt
to avoid it by rolling into dives, and anyway once in a dive the Spitfire would
gradually catch a 109, but as with the 109 turning, it took a very brave and
experienced pilot to try and get through the initial rather worrying coughing
and spluttering, so most didn’t. These “facts” quickly became self-reinforcing –
Emil pilots found they could usually dive away to escape, Spitfires could snap
into a tight turn.
So on the whole the stats are even and I think that’s the
right choice.
In the advanced game however we get some further options by
the addition of Trait Cards.
These are special cards that can be played to “break” the normal rules. In the case of our pair of aircraft the cards reinforce the operational differences I mentioned. The Spitfire has the “Tight Turn” trait, which allows the British player to make his turn at any point in his move, not just the end. In reality this means a Spitfire with a “Tight Turn” card can turn inside a tailing 109.
The 109 has two traits, “Great Dive”, and “Great Climb”. These are a little more complicated than the Tight Turn, but what they do in play is allow the 109 to dive away from a Spitfire, or prevent a Spitfire from gaining a height advantage. Both are a bit more situational than Tight Turn, but once you get the hang of it they will really help keep the Spitfires off your tail.
These are special cards that can be played to “break” the normal rules. In the case of our pair of aircraft the cards reinforce the operational differences I mentioned. The Spitfire has the “Tight Turn” trait, which allows the British player to make his turn at any point in his move, not just the end. In reality this means a Spitfire with a “Tight Turn” card can turn inside a tailing 109.
The 109 has two traits, “Great Dive”, and “Great Climb”. These are a little more complicated than the Tight Turn, but what they do in play is allow the 109 to dive away from a Spitfire, or prevent a Spitfire from gaining a height advantage. Both are a bit more situational than Tight Turn, but once you get the hang of it they will really help keep the Spitfires off your tail.
Lastly: The One That Got Away – Firepower. If you really do
feel the need to boost the 109s firepower, there is a way to do it. There is a Theatre Card you could add (more on those at a later date) called "Superior
Armament" that allows you to add an additional dice to your shooting attacks,
but risks losing the effect when you uses it –like shooting off all 60 rounds of
cannon ammunition for instance?
So to sum up, I’m rather impressed at the way BRS manages to
represent not only the similarities in these two iconic opponents, but also
with the addition of the Trait Cards encourages players to adopt historical
tactics. This is starting to look like a set of rules that really hits the
target.
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