Wargame Mechanics Index

Air support to ground

Aircraft in a ground game.

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Watch it played 4 moments

  • 5:06–5:31
    Epic D-Day Wargame (Part 2 of 2)
    Little Wars TV
    Rule in play Air and naval combat upshifts

    British commander Chal uses airstrike and naval gunfire support cards to upshift his combat column against German defenders outside Caen.

  • 12:44–13:28
    Winter Kharkov Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play Stuka strafing run breaks frontline

    A German Stuka arrives on a randomized air-support roll and strafes four Soviet platoons, forcing Steve to make four troop quality tests.

  • 17:15–17:52
    Vietnam 1967 Mekong River Wargame
    Little Wars TV
    Rule in play Medevac helicopters clear wounded under fire

    The host outlines how medevac Hueys remove wounded tokens from battered squads, while Tony tests saves on 3s to keep his surviving infantry from breaking.

  • 22:30–23:35
    North Africa Operation Compass Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play RAF bomber airstrike hits Fort Mechili

    A British fog-of-war card summons an RAF medium bomber that places an explosive template over the town of Mechili, suppressing Italian defenders and paving the way for an infantry assault.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 5 games

2air
The 3d Dimension: Battle from the AirDunn-Kempf

Attack helicopters and fixed-wing CAS attack ground targets after surviving air defence.

How it works

Helicopters on wire stands move 500 m per bound and cannot move and fire in the same turn; lift helicopters remain exposed at LZs. CAS missions declare target, load and direction; after surviving ADA rolls, two dice place the impact point on a locator grid (gross errors on 11/12), then a pattern template is placed and d66 rolls on weapons effects tables give suppression or kill per target.

Dice are rolled twice to establish the weapons pattern center on the impact locator.
Download · p. 26, 27, 29, 30, 31 Quote verified
2air
Air Support and Anti-Aircraft (optional)Hail of Fire

A Hero Die roll of 1 triggers an immediate air attack, which AA guns may try to drive off.

How it works

Each AA Team rolls its RoF against the aircraft's d6, with each higher die a hit; the aircraft is driven off if it fails a save against the AA's AT. The attack is rolled on d6: bombs (3-inch radius, 3 RFPs, d10-3 deviation), rockets (AT 5 or 3 RFPs) or a cannon strafing line 12 inches by 2 inches (2 RFPs). Aircraft cannot target enemies within 12 inches of friendly teams.

When rolling Order Dice, if the Hero Die rolls a 1, an air attack immediately occurs on the Active Player's behalf before they spend any Order Points.
Download · p. 32 Quote verified
2air
Stukas / Desert Air ForceK.I.S.S. Rommel

Up to three air attacks per turn on spotted enemy units, with a risk of losing air capacity.

How it works

Roll per attack: 5-6 the target must save or be Scattered/Destroyed; 2-4 no effect; 1 if within 12" of an enemy HQ (its AA) the aircraft are dispersed and that side has one fewer attack per turn for the rest of the battle.

1 = if the attack was within 12" of an enemy HQ, the aircraft are dispersed. That air force is allowed one less air attack per turn for the rest of the battle.
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1air
Close Air Support / Bomber WingFrozen Chosin (Command Post)

Allied HQs can buy daytime air strikes that hit an area.

How it works

Close Air Support (2D6=4+ or 5+, day only) rolls FP 3 against each unit within d6 inches of the target. Bomber Wing (2D6=5+) automatically suppresses all units within d6 inches, but the target cannot be within 12 inches of a UN unit. Air Supply drops 2 supply markers, with 2d6 inch drift on failure.

CLOSE AIR SUPPORT [Day only] Roll FP 3 against each unit within d6” of the target.
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1air

Purchased aircraft spend three turns overhead, strafing targets of opportunity or bombing pre-plotted points, opposed by AA.

How it works

Each aircraft is present for up to 3 turns: it may strafe once in any turn and bomb only in turns 2-3 (using its Ordnance Load), never both in one turn. Bomb points are pre-plotted unless a Forward Air Support Coordinator is available (depends on nation/date and a cohesion roll). Each AA stand that passes cohesion adds +2 (40mm or less) or +1 (larger) to the strike's 'to attack' and 'to deviate' cohesion rolls. Deviation is 1D8 direction and 1D6 inches (1D6/2 for strafing).

Each aircraft may be in play for no more than 3 turns.
Download · p. 50, 51, 52 Quote verified