| Image from Reduced Aircraft Factory |
2.15.2026
Great War Scenarios
2.11.2026
Goblin Arrival
2.10.2026
The Second Taiwan Crisis
2.06.2026
The McDonnell XF-85 Goblin
The use of parasite aircraft extended back to the Great War, with planes being considered for use under airships. The Unites States Navy did put the parasite idea into use during the 1930s on the airships Akron and Macon. During World War Two both the Soviets and the Germans toyed with parasite designs and testing, with the Soviets actually using parasites in 1941 to attack a bridge. The United States put out request for proposals in late 1942, but McDonnell that submitted a proposal concept.
However, the Goblin seemed destined for failure - the first prototype was accidently dropped from a height of forty feet during wind tunnel testing. Additional testing proved that the Goblin, while showing promise, would not be fast enough to deal with the generation of enemy jets it would face, and recovery of the parasite was problematic due to the buffeting of air around the bomber. Only a few successful hookups were completed during testing, and the program was canceled.
In Check Your 6! Jet Age terms I have cobbled together these stats:
There is an existing XF-85 at the National Museum of the United States Air Force in Dayton.
2.02.2026
Operation Torch - The Western Task Force
1.27.2026
Rules for the F-86F-2 Sabre
While the scenarios I am creating include the following rules for using the F-86F-2 Sabre as part of Project GunVal, I thought having the rules included as a blog post might be useful. As of this date, I have four Project GunVal scenarios available on the Downloads page, with maybe two or three more to work up. After that I hope to create a Project GunVal scenario mini-book and offering it as a pdf download. In the meantime, here are the rules and stats for the F-86F-2 Sabre.
- F-86F-2 stats: B7 + 2 Hx, 93/75, R2/d6, @FF: 4xMC.
- Due to the high muzzle velocity of the 20mm M39 (T-160) cannons on the F-86F-2, use a twelve-sided dice (d12) for each firing gun.
- The T-160 cannon had a high rate of fire, therefore will check for ammunition depletion at one aircrew level lower.
- The T-160 cannon had an issue with dispersion at longer distances. Firing at ranges greater than six hexes is suffers a -1 die roll modifier.
- Conversely, the APG-30 radar provided greater accuracy at longer ranges. Add a +1 modifier to all F-86F types when firing at four hexes or greater within the target's tail arc.
- Compressor Stall – When the cannons on the F-86F-2 were fired, exhaust from the guns created a cloud of gas directly in front of the nose intake which could cause engine flame out. When an F-86F-2 fires its cannon an aircrew check is required, with a -2 modifier for CABs HIGH and above and -1 for CABs MEDIUM to HIGH BOTTOM. A failed check results in an immediate reduction of one speed at the end of the phase, and a loss of one speed on each subsequent turn, plotting only forward turn codes, until the engine has been restarted. Once restarted, speed is immediately set to 2.
1.26.2026
Another Scenario
1.24.2026
Commission Time
1.23.2026
1948 Arab-Israeli Scenarios
1.18.2026
"Fixing" the MiG-15
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| I am digging this late war scheme used by Soviet pilots |
1.11.2026
The First Victory AAR
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| My pair of Yaks in lower left corner. |
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| Denying Mustangs their due while the F-80s are in a futile chase. |
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| The end is nigh. |
1.05.2026
Low on Ammo!
Our group seems to roll A LOT of doubles during game play. This causes many aircraft to run out of ammo and hence creates less than a perfect gaming experience. We've tried a house rule or two to address the frequency of our doubles conundrum, but haven't used them on a consistent basis. In all my reading, where there are certainly instances of running out of ammunition, or at least some guns running out while others still had rounds, it did not seem to happen as habitually as it does in our games. I was looking at the Ammo Depletion table recently, trying to figure out a way to reduce the amount of out of ammunition results while factoring in crew experience. What follows is a chart that I plan to try at a few upcoming games that I host.
When a second set of doubles has been rolled (or after the first fire box has been checked), it triggers an ammunition check. Using the same parameters for aircrew quality as on the Ammo Depletion table (meaning that a skilled aircrew has to check on doubles of 4 or higher, a veteran on 5 or higher, etc.), based on pilot skill the player will take an aircrew check and using the following table to determine the outcome. The numbers under each weapon type are the minimum numbers to roll in order to maintain that weapon type's ammunition supply. There are no die roll modifiers as aircrew quality has already been factored into the chart.
Example One: A veteran P-38 jock rolls his second set of doubles for the game, this time a pair of fives. This triggers an aircrew check on the table. The player rolls a 7 on his 2d6. Checking the Veteran row, this would result in his 20mm cannon being out of ammo, but his four .50 caliber HMGs are good to go.
Example Two: A poor Chinese MiG-15 pilot has rolled his second set of doubles which triggers a check on the table. He rolls his 2d6 and the result is an 8. All guns are out of ammo. Had the result been an 11, then the two 23mm cannon would still be available, but the 37mm Sabre buster would be out of rounds.
Any check would be dependent upon what guns were used in the firing attack. If the type of gun(s) were not used, they are not impacted by a failed crew check.
Also, additional doubles means another aircrew check on the table, not an automatic out of ammo result. Therefore a plane could roll multiple doubles during the course of a game, but could continue to pass the checks and have some or all of its guns available.
1.04.2026
GunVal Scenario
While the details are hazy, I was able to host a scenario featuring a pair of 20mm cannon equipped F-86 Sabres in the cold skies over MiG Alley recently (called Moore's Double Down and can be found on the Downloads page). The player running the 20mm Sabres had a lot of issues as he kept failing crew checks when firing the 20mm cannons, causing the Sabres to flameout, requiring additional crew checks to restart the engines. However, the American players did a number on the Soviet-piloted MiGs, even though outnumbered eight to six. The first four MiGs on the board did not wait for their reinforcements and instead went at the Americans, which allowed the Imperialist Yankees to swarm the four MiGs. By the time the next four MiGs were able to close in, the odds were not looking good. It was an overwhelming American victory!
No after action report this time as I waited too long to write it up and the feeble mind does not quite have all the details.
Game Mat - Deep Cut Studio with 1.75" hexes.
1.02.2026
Back to the Pak!
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| Sabres, Gnats, and Mystères...oh my! |
















