Nightfighter

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Nightfighter NIGHTFIGHTER Nightfighter Caça Nocturno Guerra aérea nos céus nocturnos da segunda guerra mundial Livro de Regras Autor do jogo: Lee Brimmicombe-Wood ©GMT Games, 2011 Tradução para português: Miguel Pedro Mourato v1.0 NOTA DO TRADUTOR: Tentou-se nesta tradução ser fiel ao espírito do texto original, não sendo simplesmente uma tradução literal, tendo-se seguido a ortografia anterior ao acordo ortográfico de 1990. Optou-se por manter muitos dos nomes originais (como nomes de aviões, sistemas de armas etc.) bem como as unidades originais (milhas etc.), com indicação dos factores de conversão para as unidades mais correntemente usadas em Portugal. Todas as notas de pé de página são notas do tradutor explicando determinados termos utilizados. Muitos termos militares técnicos são de difícil tradução pelo que se optou pela tradução que se considerou mais representativa do significado original, mas sempre sujeita a ser melhorada. Qualquer sugestão ou correcção a esta tradução deve ser dirigida ao autor em: [email protected] 1 NIGHTFIGHTER ÍNDICE 18.0 VANTAGEM DE ALTITUDE 19 19.0 RADAR IA 19 1.0 INTRODUÇÃO 3 19.1 Introdução aos radares IA 19 1.1 Regras 3 20.0 CANHÕES OBLÍQUOS 20 1.2 Jogadores 3 20.1 Schräge Musik 20 1.3 Cenários 3 21.0 ALTITUDE BAIXA E ELEVADA 21 1.4 Escala 3 21.1 Operações a baixa altitude 21 1.5 Glossário 3 21.2 Operações a altitude elevada 21 2.0 COMPONENTES 4 22.0 FLAK 21 2.1 Mapas 4 23.0 ZONA DE FEIXE DE RÁDIO 21 2.2 Peças 5 24.0 EQUIPAMENTO ELECTRÓNICO 2.3 Separador auxiliar de jogo 6 AVANÇADO 22 2.4 Dados 6 24.1 Radares IA especiais 22 3.0 PREPARAÇÃO DO JOGO 6 24.2 Sistemas de aviso 22 3.1 Preparar a mesa de jogo 6 24.3 Radares de navegação 22 3.2 Cenários 6 24.4 Serrate 23 3.3 Ambiente 7 24.5 Interferências electrónicas 23 3.4 Preparação do cenário 8 25.0 INTERCEPÇÃO POR CONTROLO DE 4.0 SEQUÊNCIA DO JOGO 8 TERRA 24 4.1 Fim do jogo 9 25.1 Busca por ICT 24 5.0 NEVOEIRO DE GUERRA 9 25.2 Alerta precoce por microondas 24 5.1 Informação no mapa 9 26.0 ACÇÕES NAVAIS 25 6.0 FICHAS DE INFORMAÇÃO DE AVIÃO 9 26.1 Força-tarefa 25 7.0 MOVIMENTO DOS BOMBARDEIROS 10 26.2 Lançadores de marcadores luminosos 25 7.1 Direcção dos bombardeiros 10 26.3 Bombardeiros-torpedeiros 25 7.2 Movimento dos bombardeiros 10 27.0 INTRUSOS 26 8.0 ENTRADA DOS BOMBARDEIROS 10 27.1 Selecção de intrusos 26 8.1 Fichas de entrada 11 27.2 Comportamento dos intrusos 26 8.2 Entrada de bombardeiros 11 27.3 Radar de aviso de cauda 27 9.0 MOVIMENTO DE CAÇAS 11 28.0 REGRAS OPCIONAIS 28 9.1 Pontos de movimento 11 28.1 Seguir manobras de saca-rolhas 28 9.2 Movimento 12 28.2 Bombardeiros alerta 28 9.3 Saída do mapa 12 28.3 Atrapalhação de holofotes 28 10.0 AVISTAMENTO BÁSICO 12 28.4 Posição de ataque 28 10.1 Verificação de avistamento 12 28.5 Pilotos inexperientes 29 10.2 Manter o avistamento 12 28.6 Avistamento avançado 29 11.0 COMBATE BÁSICO 13 CAÇAS-NOCTURNOS 29 11.1 Redução do risco de colisão 13 CRONOLOGIA 34 12.0 EQUIPAMENTO 13 LEITURA RECOMENDADA 36 13.0 BUSCA POR RADAR 13 NOTAS DO AUTOR 36 13.1 Marcadores de busca por radar 13 CRÉDITOS 36 14.0 HOLOFOTES 14 14.1 Holofotes e nuvens 14 14.2 Zonas de holofotes 14 14.3 Iluminação por marcadores luminosos 15 15.0 AVISTAMENTO AVANÇADO 16 15.1 Avistamento de alvos fixados 16 16.0 NEVOEIRO DE GUERRA AVANÇADO 16 17.0 COMBATE AVANÇADO 16 17.1 Poder de fogo 16 17.2 Pilotos experientes 17 17.3 Destruição de aviões 17 17.4 Resposta dos bombardeiros 17 2 NIGHTFIGHTER O jogo Nightfighter permite que os jogadores participem 1.3 Cenários nas batalhas aéreas (ao nível táctico) entre os caças Neste jogo há um determinado número de cenários, nocturnos e os bombardeiros na Segunda Guerra cada um dos quais representando diferentes estados do Mundial. Os cenários apresentam o desenvolvimento das desenvolvimento da guerra aérea nocturna. Os cenários técnicas de combate nocturno desde as mais primitivas encontram-se descritos no Livro de Cenários e técnicas “a olho” até às mais avançadas intercepções encontram-se listados por ordem cronológica. Cada guiadas por radar do final da guerra. cenário tem variantes que consistem em alterações ao cenário base. Os jogadores são encorajados a testar 1.0 INTRODUÇÃO estas variantes. O jogo Nightfighter permite que os jogadores participem nas batalhas aéreas (ao nível táctico) entre os caças nocturnos e os bombardeiros na Segunda Guerra Mundial. Os cenários apresentam o desenvolvimento das técnicas de combate nocturno desde as mais primitivas técnicas “a olho” até às mais avançadas intercepções guiadas por radar do final da guerra. 1.1 Regras Este livro de regras descreve as regras do jogo. As regras estão numeradas e as referências cruzadas para outras regras encontram-se [entre parêntesis rectos]. As notas do autor em itálico apresentam algumas explicações suplementares em relação às regras. 1.1.1 INSTRUÇÕES PROGRAMADAS Estas regras são apresentadas de modo que o jogador apenas tenha de aprender as regras necessárias para FIGURA: O árbitro à direita tapa o seu mapa (mais pequeno) jogar o próximo cenário. Em diversos locais nestas com o auxiliar de jogo. Deste modo ele consegue ver ambos regras, o jogador é convidado a parar de ler as regras e os mapas e pode actualizar o mapa do jogador (maior, à jogar um cenário usando as regras que acabou de ler. esquerda) com a informação necessária. 1.2 Jogadores 1.4 Escala Nightfighter requer dois participantes: um jogador e um Cada peça de unidade (unit counter) do jogo representa árbitro. O árbitro gere o jogo e controla as forças um único avião (bombardeiro ou caça nocturno). Cada hexágono (abreviado para hex) do mapa representa atacantes enquanto que o jogador controla os 1 defensores. aproximadamente 1 milha (transversalmente). Cada turno do jogo equivale a aproximadamente 1 minuto de 1.2.1 COMBATENTES tempo real. Todas as forças em jogo encontram-se divididas em 1.5 Glossário atacantes (o árbitro) e defensoras (o jogador). As forças atacantes representam os bombardeiros e caças de Apresenta-se de seguida uma lista de termos mais intrusão ou intrusos (intruder fighters) enquanto que as comuns usados no jogo. forças defensoras incluem os caças nocturnos usados Radar IA (AI radar). Radar de Intercepção Aérea. Esta era contra os atacantes. a designação dos sistemas de radar montados nos aviões 1.2.2 JOGO CEGO [19.0]. O jogo encontra-se desenhado de forma que o jogador Atacante (attacker). As forças de bombardeiro e de joga de forma “cega”. O jogo contem dois mapas: um intrusão controladas pelo árbitro. para o árbitro e outro para o jogador. O mapa do Bombardeiro (bomber). Um avião bombardeiro árbitro serve para seguir as posições tanto das forças controlado pelo árbitro. Os bombardeiros não voam de atacantes como das defensoras. O mapa do jogador é forma livre mas sim de acordo com regras estritas. A idêntico ao do árbitro mas apenas mostra as forças maior parte dos bombardeiros têm torres com defensoras e os atacantes que tiverem sido fixos (fixed) metralhadoras para se defenderem de ataques de caças e ou avistados (tallied). O auxiliar de jogo (play aid) é podem também tentar evadir os ataques desses caças. colocado como divisória, entre os dois mapas, de modo Como a maior parte dos aviões atacantes presentes no a evitar que o jogador veja o mapa do árbitro [3.1]. O jogo são bombardeiros, o termo “bombardeiro” é usado árbitro pode, naturalmente, ver ambos os mapas. A como significando “bombardeiro ou intruso” nestas regra 5.0 descreve esse processo em maior detalhe. 1 Uma milha são 1,6 km. 3 NIGHTFIGHTER regras. Todas as regras que se apliquem a bombardeiros 2.1.1 GRELHA DE HEXÁGONOS devem também aplicar-se aos intrusos a menos que tal Cada mapa tem uma rede de hexágonos (hex ou hexes). seja especificamente dito. Os mapas têm 18 hexes de largura por 27 de Defensor (defender). Os caças nocturnos controlados comprimento. Cada hex tem um código único de pelo jogador. identificação com 4 dígitos, em que os dois primeiros dígitos representam a COLUNA de hexes e os dois Distância (distance). A distância no mapa é medida últimos a LINHA de hexes. A grelha encontra-se contando o número de hexes de um hex para outro, disposta de modo que as colunas de hexes se encontram pelo percurso mais curto. Deve-se contar o hex de dispostas ao longo do eixo maior do mapa. A localização destino mas não o de partida [2.1.4]. de um avião é feita colocando a respectiva peça num Direcção (facing). A direcção em que um avião está hex. Outras peças e marcadores podem ser colocados virado no mapa [7.1, 9.2]. Um avião tem de estar sempre nos hexes para assinalar certos acontecimentos. virado para um dos 6 hexágonos adjacentes [2.2.1]. 2.1.2 FLUXO DE BOMBARDEIROS Fixar (fix). Se um bombardeiro ou um intruso estiver NOTA DO AUTOR: O mapa representa a largura fixado, a sua localização é conhecida do jogador. Os máxima do fluxo de bombardeiros presentes num aviões são fixados por holofotes [14.2.1] ou por radar IA determinado raide. Todos os bombardeiros passavam por [19.1.2]. este estreito corredor aéreo.
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