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Torpedo Bombers


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#1 Stephen Smith

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Posted 29 March 2008 - 05:03 PM

I am intending to run some GQ games/campaign set in 1919/1920. One of the aspects that I want to use is Torpedo Bombers. I have some questions regadring this aspect as whilst the some changes are covered in tis chapter of FAI, I need some clarification on some matters.Section 2.11.1 Aerial Torpedo Drops. The "The maximum WW1 TB drop spreed is 2000 yds per air phase". That seems very fast considering the WW11 speeds are 1100 yds for US and 1300 for others.In Gq3 aeroplanes are represented as flights of 3, whereas in FAI they are single aeroplanes. I assume then that when doing an aerial Torp drop each drop only represents a single torpedo as opposed to the 3 as read in section 2.11.2.11.3 Damage This sections mentions shifting left one column for the smaller warheads of aerial torpedoes. This is also highligted in the torpedo damage charts. However on the FAI torpedo damage charts it is quoted eg Grand Fleet 18' torpedo half hull hits. Does the shift left column also apply.Finally on the campaign aerial ops, the torpedo bomber chart one dice is rolled per flight. Howver in a WW1 situation this chart should be reduced in effectiveness I would have thought.

#2 Lonnie Gill

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Posted 04 April 2008 - 05:43 AM

Looks like a bit of clarification between GQ III and FAI is in order to answer your inquiries on torpedo bomber attacks.The WWI drop speed of 2,000 yds per 1 minute Air Phase, listed in rule Section 2.11.1of FAI, equates to 60 kts (2,000 yds x 3 minutes = 6,000 yds in a 3 minute Game Turn, equivalent to 60 kts). [Ships and planes move 100 yds per kt in three minutes.] Your reference to WWII speeds of 1,100 yds and 1,300 yds from rule Section 2.11.2 of GQ III relates to the movement of WWII aerial torpedoes after they have been dropped, not the drop speed of the TB in the launch Air Phase. The beginning of rule Section 2.11.1 in GQ III indicates the drop speed of TBs is listed as “TB max speed” beneath the Torpedo Bomber DROP table found on Chart 17A, Tactical Air Ops. The speeds listed there are 8,600 yds for IJN TBs and 4,000 yds for other TBs in the launch Air Phase. This equates to 258 kts (8,600 yds x 3 minutes/100 yds) for IJN bombers and 120 kts (4,000 yds x 3 minutes/100 yds) for other torpedo bombers. The IJN had a significant advantage in drop speed for much of WWII, having devoted a great deal of attention to developing more robust aerial torpedoes before the war. The speed listed for other TBs is representative of the “low and slow” limitations of their aerial torpedoes during the early and mid war years. The Allies improved their aerial torpedoes as the war continued, but by the time they were deployed, the opportunities for TB attacks were limited. If you would like more details on drop speeds and drop heights of the different nations WWII aerial torpedoes, these are provided at the bottom of the “GQ 3 Movement for 3 Minute Game Turn” worksheet found in the Design Files section of the Bonus Files elsewhere on the ODGW website.Incidentally, the generalized WWII aerial torpedo movement after dropping has been updated in the GQ THIRD EDITION AMENDMENT 1, available as a download file on the ODGW site, free to all registered GQ III owners. This Amendment lists a number of enhancements and optional rules for those who want a bit more detail. On the amended TORPEDO CRTs, the specific aerial torpedo movement per Game Turn is listed for each nation in a range band to the left of the CRTs as described in the revised rule Section 2.11.2 on page Amd 1-6.When you are using the FAI suggestion in Part 9 to have aircraft miniatures represent individual aeroplanes instead of flights, as in GQ III, each torpedo drop represents one torpedo. This also applies when using the Campaign Aerial Ops; each TB’s attack is resolved as one torpedo using the "1" column of the Torpedo CRT in place of the "3" column used for WWII flights.Finally, the damage adjustment for WWI 17.7” and 18” torpedoes is described in FAI rule Section 7.4.7, using a different method than used in GQ III. Thus, you would halve the Hull hits instead of shifting one column left. This more effective method has also been adopted for WWII in the GQ THIRD EDITION AMENDMENT 1, described in the revised rule Section 1.4.7 on page Amd 1-2. This is one of several Amendment 1 changes to streamline the rules and improve conformance between GQ III and FAI.Hopefully, this clarifies aerial torpedo attacks for you. Good luck in your 1919/1920 games. Simulating attacks by aeroplanes like the Sopwith Cuckoo will foreshadow the future for naval aviation.LONNIE

#3 Bill Ponder

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Posted 31 May 2014 - 07:27 PM

For IA, the Italians made a TB attack using a moterized blimp.  Now that is low and slow.






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