Air Force
Air Force Rulebook
Table of Contents
Table of Contents
- I. Game Equipment
- II. Initial Layout and Preparation for Play
- III. General Course of Play: Basic Game
- IV. Glossary
- V. Sequence of Play
- Movement
- VI. Writing Movement (How to Move)
- Facing
- Determination of Advantage
- Reference Quadrant
- Planes with Advantage
- Disadvantaged Planes
- Determination of the Order of Movement
- Friendly Planes
- Air Speed
- Speed Increments
- Speed Change
- Power Factor
- Brake Factor
- Altitude Change
- Forward Movement
- Maneuvers
- Codes for Writing in the Log
- Board Limits
- VII. Status Determination Phase
- VIII. Movement Execution Phase
- Combat
- IX. Fire Phase
- Victory Conditions
- Optional Rules
- X. Optional Sequence of Play
- XI. Layout of the Clock Reference
- XII. Visibility Options
- XIII. Movement Options
- XIV. Fire Options
- XV. Damage Options
- XVI. Bombing Options
- XVII. Ground Targets
- XVIII. Rockets
- XIX. Training and Experience
- XX. Solitaire Play
- Scenarios
- XXI. Introductory Scenario
- XXII. Universal Scenarios
- XXIII. Exclusive Scenario
- XXIV. Creating Your Own Scenarios
- XXV. Notes for Players
I. Game Equipment
The components listed below are those included in a complete game of AIR FORCE. If any of them has been lost or damaged, write to the following address to replace it:
REPLACEMENT PARTS:
AIR FORCE
THE AVALON HILL GAME CO.
4517 HARFORD ROAD
BALTIMORE, MD 21214
Questions about the AIR FORCE rules should be phrased so that they can be answered with a single word. Send all questions to the address above together with a self-addressed stamped envelope. Also write "Air Force Questions" on it.
The Board (6 Sections)
The board comes in six sections that can be laid next to one another in any way desired, and can be exchanged during play so that no plane in flight can fly off the board. However, at the start of each scenario the six sections must be laid out as the diagram shows.
The hexagonal grid printed on the board is used to determine movement, weapon range, and the exact location of the plane. Each hex has an identification code (a letter and a number) that serves to determine the plane's starting placement at the beginning of a scenario. The six sides of a hex are numbered from one to six, following the order marked by the compass printed on each section.
Counters (255 Pieces)
A sheet of counters to be cut out is included in the game; the players must do the cutting. Each counter has a different background color according to its nationality: beige with a blue silhouette for the Germans, light green with a black silhouette for the British, and dark green with a yellow silhouette for the Americans. Neutral counters are printed in other colors and can be used by either side indifferently. The only information printed on the airplane counters is the type and number of the plane.
Examples of airplane counters and of optional counters are shown on the rules sheet.
Other Components
AIRPLANE DATA CARDS (15 cards). All the most important information about the different types of planes and their performance characteristics is on these cards. They are divided into two sections, the maneuver characteristics section (CM) and the target characteristics section (CB). These cards are printed on both faces, with a different plane on each side.
LOG SHEETS. These sheets are used to write down the movement that is going to be performed, and the damage that is suffered.
RULES BOOKLET. This booklet contains all the rules and the scenario information needed for play. All the Cards and Tables are included at the end of the booklet.
BOX.
DICE (2).
II. Initial Layout and Preparation for Play
Two pencils and erasers are needed. After cutting out the counters, proceed to the initial layout. First, a scenario must be chosen from those described in the scenario section of this booklet. The single-player scenario "V-1" is ideal for novice players to gain experience and familiarity with the game. Each scenario suggests the planes that should be used as well as the counters and data cards for those planes. However, any planes desired may be chosen.
Board Layout
Place the board on a table (the larger the better). Place each plane in the hexes noted in the scenario. Orient the plane's facing so that it corresponds to the compass direction listed in that scenario (if one is listed).
Each player needs one Log Sheet (only one), which must be kept hidden from the other players during the Writing Phase. The Data Cards of the planes in play must be kept at hand, as well as the Combat Tables.
Preparing the Log Sheet
To begin, players transcribe the information given in the CB of the Data Card into the "Damage Record" section at the top of the Log Sheet. Each Log Sheet is divided into four columns or Logs, and each plane will have a column (Log) of its own. Movement is written on the numbered lines below the "Damage Record". In the center of the Log Sheet are printed the initials that must be written in the Log when performing maneuvers.
The following example shows the correct entries to be made for P-51 no. 4 at the start of the game:
-
Here the model of plane that will be controlled in that column is written.
-
In this box the number of the plane is written.
-
Write as many circles as the number of hits the different parts of the plane can take, as indicated on the CB. These circles are crossed off as hits are received.
When a hit is suffered on a part of the plane, cross off one of the circles written in that entry. The code letters for the different parts of the plane are:
- W: Wings
- F: Fuselage
- C: Cockpit. There are two "C" entries because some planes have two cockpits (one for the pilot and one for the co-pilot).
- E: Engine. Some planes may have up to four.
- G: Guns. This line is filled in with the numbers copied, in order, from the CB (each number represents one gun or gun battery (cannon battery)).
- Cn, mg: Optional entry for ammunition expenditure.
- L: Fuel Tank.
-
Under the Speed column, on line 1, write the starting speed the plane has at the start of the scenario, which is any speed above stall speed and not exceeding maximum dive speed.
-
Under the Altitude column, on line 1, write the starting altitude. Instructions for what it is will be found in the scenarios.
-
Write here the initial bank attitude (bank). Each plane may start the scenario at whatever bank attitude the player wishes.
At this point all the log data has been filled in, and the players can begin the game:
-
This is the line where the first movement entry of the game will be written. Each plane is assumed to have its nose level (not climbing or diving before the start of the scenario). It is also assumed that it has moved enough hexes prior to performing a maneuver and therefore may carry out its first maneuver without regard to the Maneuverability Requirements.
-
In this column the changes in altitude (by climb or dive) are written.
Summary of How a Plane Moves
Planes move into the hex they are facing. The Maneuverability Requirement (MR) is the smallest number of hexes a plane must move in a straight line before it can perform a maneuver. Generally, a maneuver will cause the plane to change its facing and/or move into an adjacent hex.
Reading the Airplane Data Cards
The Airplane Data Cards contain all the information needed to control the aircraft. The tables on each card are divided into two categories:
a) The semicircular control "screens" that concern the movement characteristics, which are:
- Speed Increments Table.
- Maneuverability Requirements Table.
- Speed Change Table.
- Altitude Change Table.
b) The Target Characteristics tables (and, optionally, the blind-spot table). There is one Card for each model of plane, and the same Card serves for all planes of the same model that are in play.
Maneuver Characteristics (CM)
The four Tables concerning the CM are shown in the form of a semicircular "Control Screen". Altitude is written at the end of the concentric bands, and the speeds (or the limits for climb or dive) are written on the outside of the radial columns. At the intersections between the columns and the bands a color is shown whose meaning is explained in the key to each table. The four CM Screens are numbered according to the sequence in which they must be used.
The movement characteristics of all planes depend on the altitude they are at. That is, certain altitudes are more advantageous than others, and each plane has a complete set of characteristics for each altitude level. The numbers show the altitude in thousands of feet (24.9 means 24,900 feet). To determine the altitude band to use, locate the plane's current altitude (written for the present turn in the Log), and find the next altitude listed that is greater than the current one. Example: a Me-109 at 32,300 feet uses band "34.9". Even if the plane changes its altitude level, during the turn in which it changes it, it continues to use the level written at the beginning of that turn.
Each Screen is divided into altitude levels (of 5,000 or 10,000 feet each). Blank altitude bands must be ignored. A plane cannot exceed its maximum altitude ("ceiling"), indicated by the outermost band.
1. Speed Increments Screen
This Screen shows the maximum speed at each altitude level, and divides speed into a set of four increments: Stall Speed, Maneuver Speed, Level Speed, and Dive Speed. Each Speed increment is represented by a color: Purple, Green, Yellow and Red, respectively. The speed increment affects the plane's possibilities with respect to the Maneuverability Requirements and the Altitude Changes, and the same colors are used to represent the Speed increments on Screens 2 and 4.
To determine which speed increment the plane is in, find the number of Speed Factors that the plane's current speed has, in the outermost band, and cross-index it with the altitude level it is flying at (the one written in the Log). The color found where they cross indicates which speed increment applies. Example: a P-47 below 10,000 feet that starts its movement with a speed of "4" is in the "Maneuver Speed" increment. If its speed were "8" at the same altitude, it would then be in "Dive Speed".
2. Maneuverability Requirements Screen
The outermost bands of this screen carry the color code found on Screen 1. Depending on the speed increment the plane is in, the player takes as reference the outer band of the appropriate color. These outer bands indicate the requirement for maneuvering according to which column the player is going to use. To use this screen, the player must decide which maneuver he wishes to perform and locate the code for that maneuver shown in the key to the table (located above and to the right of the table). Then look in the band corresponding to the altitude the plane is at until the code for that maneuver is found. Then go up that column until reaching the outer band bearing the color of the speed increment the plane is in during the present turn. The number printed in that box is the Maneuverability Requirement for the maneuver in question. The meaning of that number is the number of Movement Points the plane must spend following a straight-ahead path before it can perform the desired maneuver.
Five maneuvers are shown (in many cases turn and slip cost the same and are shown with a single code). Example: a P-47 at Maneuver Speed and at an altitude of 10,000 feet must move at least three hexes in a straight line before it can make a turn.
3. Speed Change Screen
This screen shows the maximum number of Power or Brake Factors available to the plane at a given altitude and for a single turn. To use this screen, the player locates the band corresponding to his plane's altitude and looks, in that band, for the space furthest to the right that contains the symbol of what he is looking for (Power Factors or Brake Factors). He goes up that column to the outermost band that contains a number. That is the maximum number of Power or Brake Factors available to the plane during that turn. Example: a Hurricane II at 15,000 feet has two Power Factors and two Brake Factors available for that turn.
4. Altitude Change Screen
There are three outer bands on this screen. The two outermost concern losses or gains in speed, respectively. On the third is written the amount of altitude change (positive or negative) given in thousands of feet (".1" means 100 feet) for each of the radial columns.
The differently coded areas show the maximum climb possible at maneuver speed, the maximum climb at level speed (if any) and the maximum climb possible (with the plane at dive speed), listed in the key as "Dive Sp. Climb". The colors used here correspond to those used for the same speed increments in table 1. Example: a P-47D at 16,000 feet, level speed, can climb 600 feet in a single turn.
The black-line code covers all the descent possible in a single turn (the maximum dive varies with altitude). Dives not contained in this area exceed the plane's capacity and cannot be performed.
In addition, a plane can gain speed during a dive, and lose it during a climb. To determine how much the speed must change, refer to one of the two outer bands, according to whether the plane is climbing or descending. Locate the box that corresponds to the amount of level change, and change the aircraft's speed by the number of points indicated (the "-" sign indicates the number of points to be subtracted because of a climb, the "+" sign indicates the number of points to be added because of a dive). Example: a dive of 300 to 500 feet increases the speed of a Me-109 by one point. If a P-47D climbs 300 feet, it loses one movement point of its speed. If it dives 600 feet, three movement points must be added.
5. Target Characteristics Card (CB)
This card is used to determine the maximum number of hits the plane can take, and the power of its armament. This card corresponds to the Damage Record of the Log Sheet.
The letters represent the parts of the plane (explained above). The numbers to the right of each letter indicate the hits that part of the plane can withstand before it is destroyed. The numbers next to the letter "G" are the "Gun Factors" of the plane's various guns or batteries. Each Gun Factor is indivisible and cannot be partially reduced: a hit on the armament eliminates a complete Gun Factor. (The letters "C" and "M" that follow the Gun Factors indicate "cannon" or "machine gun" and are explained in the optional rules.)
The numbers in parentheses placed below the Gun Factors give the range in hexes of that gun or battery. All the planes used in the basic game have "FF" (Fixed Forward) armament. (In the optional rules, other abbreviations indicate other gun or battery locations.)
Near the CB is the Basic Modifiers to Hit Table. The "silhouette modifier" affects enemy fire on the plane (it indicates how much target the plane presents). The "Fire modifier" is used for the plane's own shooting (it indicates the quality of the gun platform and the quality of its firing angles).
General and Optional Information
The model and silhouette of the plane are at the top of the Card. The engine type is used in an optional rule, and the Victory Points ("VP") are the points gained by the enemy player for shooting it down. (This value not only considers a plane's combat effectiveness, it also includes the cost of building it, in relation to the scenario's Victory Conditions. The plane with the most victory points will be the most valuable, the most useful and the most expensive.)
The blind-spot modifiers are not used in the basic game; they are explained in the optional rules.
The notes give general information about the use of the plane, divided when they apply to several series. At the foot of the Card are described the Gun Factors belonging to other series of the same model of plane, which replace those written on the CB when those series are used.
III. General Course of Play: Basic Game
The basic game rules cover all the information needed to play the simple AIR FORCE scenarios. Once this section of the rules has been read, the new player should begin with the introductory scenario titled "Solitaire Scenario V-1" to gain practice in the mechanics of the game. AIR FORCE requires practice and experience to master. The basic game deals only with fighter-versus-fighter combat. The optional rules introduce greater complexity (and realism). The only planes used in the basic game are: Hurricane, Spitfire, Tempest, Me-109, FW-190, P-51 and P-47.
At the beginning of a turn, fire is resolved, damage is recorded, and destroyed aircraft are removed from play. The players consult the speed, altitude and bank attitude of the planes they control (already written in the Log) and determine whether enough previous forward movement has been accumulated to permit a maneuver. Comparing this with the Data Card gives them a good idea of the plane's current state and of the maneuvers most suitable to perform. Then all movement and maneuvers, and the resulting speed, altitude and bank attitude, are written on the next line of the Log. Next, the planes are moved exactly as written.
IV. Glossary
AIR SPEED: The plane's current movement allowance, measured in Movement Points. The plane must spend all its movement points on moving or maneuvering each turn. Speed for the next turn may vary by applying Power or Brake Factors, climbing or descending, or other maneuvers.
ALTITUDE LEVEL: Corresponds to the height the plane is at, whose performance characteristics change from one level to another. The altitude levels are shown on the CM; if the plane is at a level intermediate between those described, the one that applies is the nearest height above its own. Example: a He-111H at 13,000 feet uses band 14.9.
BANK ATTITUDE: Refers to the position of the wings in relation to the ground. Maneuvers such as Rolls, Loops and Banks affect the bank attitude.
BRAKE FACTOR: The plane's capacity to reduce its speed; it is measured in Brake Points. The number of Brake Factor points varies with altitude level as shown on the CM.
CEILING: The maximum height a plane can reach; it is indicated by the highest altitude level marked on the CM. The ceiling can never be exceeded.
GUN FACTORS: The numbers printed beside the letter "G" on the CB; they represent the firepower of the plane's guns. A plane can have several Gun Factors, which are added together to determine the total firepower. A hit on the armament eliminates one Gun Factor.
MANEUVERS: Used to make the plane turn or change its bank attitude. There are five maneuvers; each of them must be preceded by forward movement whose amount depends on the Maneuverability Requirements. When a plane moves across the map, its movement must conform to the Requirements and to the Maneuver Diagrams (see table 2).
MANEUVERABILITY REQUIREMENT: The number of hexes of forward movement that must precede the execution of a maneuver. This requirement varies for each plane, as shown on the CM, and depends on the maneuver, altitude and speed increment of the plane.
MOVEMENT ALLOWANCE: The measure of the plane's speed; it is the number of Movement Points the plane can spend in a given turn. "Air Speed" and "Movement Allowance" are synonyms.
MOVEMENT POINT: The base unit in which the cost of maneuvers and the plane's Speed are measured. If a plane's speed is "four", that plane has four movement points to spend during that turn. Moving one hex forward costs one movement point. Every maneuver except the bank costs one movement point.
POWER FACTOR: The plane's capacity to accelerate by use of its engine(s). It is measured in Power Points. The number of Power Points depends on the altitude level as shown on the CM.
SPEED INCREMENTS: These vary for each plane and altitude level. The plane's speed must fall within one of the four increments shown on the CM. The increment the plane's speed is in affects the Maneuverability Requirements, as well as its ability to dive or climb.
SPEED POINT: The base unit of the plane's speed; changes in speed are given in Speed Points. These points are not spent (as movement points are), and can be added or subtracted by means of altitude changes, speed changes or maneuvers (see the CM).
V. Sequence of Play
After the initial layout and preparation have been completed, play begins. Play is carried out in turns, each of which is divided into phases that must be completed in the order given below. Each turn represents approximately ten seconds of real time, many scenarios having a maximum length of twenty turns, or about three minutes of real time. The sequence of play is as follows:
Step 1: Fire Phase
All gunfire is resolved, all hits are written on the Damage Record of the affected planes, following the procedure given in the "Fire Phase" section of these rules (IX).
Step 2: Advantage Determination Phase
Note: Do not include this step or the rules concerning "Advantage" if playing by mail, or if more than five planes per side take part in the game.
The players must determine which planes are at an advantage (see "Determination of Advantage"), and which are at a disadvantage. Only the disadvantaged planes write and perform their movement; afterwards, Steps 3 to 5 are carried out by the planes that had the advantage.
Step 3: Movement Writing Phase
The players secretly write the movement they intend to perform on their Log Sheet. Writing movement consists of writing the instructions for each of the planes on the corresponding line of their respective logs; the instructions consist of numbers (indicating the amount of forward movement) and letters (indicating the maneuvers); changes in altitude are indicated by the letters "C" for climb and "D" for dive or descent, followed by a decimal number indicating the altitude change in hundreds of feet. The written movements are carried out in Step 5.
ORDER OF WRITING: The following order is followed when writing the movement of each plane:
- Speed increment. Determine which increment the plane's speed is in for the current turn.
- Maneuverability Requirements. Decide which maneuver(s) the plane will perform and determine the Maneuverability Requirement(s) (in hexes). Then write the number of hexes of straight-line movement preceding each maneuver that satisfy the Requirement demanded for each maneuver. (Note that this can be done taking advantage, wholly or partly, of any straight-line movement it may have travelled at the end of the previous turn.)
- Speed changes. Apply, if desired, Power or Brake Factors, if available.
- Altitude changes. The plane may climb or descend within the limits imposed by its altitude and speed increment.
Step 4: Current Status Determination Phase
After the movement has been written, the speed, altitude and bank attitude the plane will have for the next turn are determined for each plane, and written on the next line of the Log. These conditions are the result of the maneuvers written in Step 3, but they do not affect the execution of movement in the current turn. Maneuvers reduce speed by a maximum of two Speed Points; climbs and descents change speed in varying amounts; and Power or Brake Factors add or subtract one speed point each.
Step 5: Movement Execution Phase
All disadvantaged planes move simultaneously, exactly as their movement was written in the Log; the planes with the advantage must write their movement noting that they follow the target they have the advantage over. If they wish, players can exchange their Log Sheets and each execute the other's movements. Collisions (they are very rare) are resolved after all the planes have moved.
Step 6: Turn Record
The players record the passing of the turn, and begin again at Step 1. Note that the plane's new status now comes into effect.
Movement
In AIR FORCE, movement takes place in two steps: first it is written, and then it is executed. Movement is considered simultaneous: all movement is written and then all the airplane counters are moved according to what was written. No combat occurs until all movement has been executed.
Every plane in play must move each turn, and must use up all of its speed. For writing and executing movement, each plane's speed is divided into individual Movement Points. Each hex of forward movement, and many maneuvers, cost one movement point each. Movement points can be spent on forward movement, on executing maneuvers, or on any permitted combination. Maneuvers allow the plane to change its facing and/or move to the left or right. Between maneuvers, the plane must spend a variable number of movement points in a straight line forward. In forward movement the plane cannot change its facing, and may only move into the hex directly in front of it (see "Facing"). A plane can never move into the hexes behind it (rear left, rear right, or directly behind).
Each plane's speed for the following turn is determined as a result of the current turn's movement. Certain maneuvers, and climbs and dives, can increase or decrease the current speed. To determine a plane's speed, it is divided into individual Speed Points. Thus a maneuver that reduces a plane's speed carries a penalty in Speed Points. Movement Points are spent from the aircraft's speed; Speed Points are deducted (or added) to determine the following turn's speed.
VI. Writing Movement (How to Move)
All planes are assumed to move simultaneously. Each plane's movement must be written secretly in its log before its execution is carried out. (To make changes easier, players should use pencils to write on the Log Sheets.) All movement proceeds strictly from the instructions written on the Log Sheet, which are conditioned by the speed, altitude and bank written for each plane during the previous turn's Status Determination Phase. After writing, check the written movements to make sure that they are correct and that there are no illegal moves.
Generally, a plane can move from one hex to the next, and can move from one altitude level to another. However, there are restrictions on such movement. A plane can move only into the hex it is facing (unless it is performing the appropriate maneuver). Moving from one hex to another simply requires specifying the number of hexes the plane will advance in a straight line, and each hex costs one Movement Point. Changing facing requires writing a maneuver.
Facing
The front side of the counter is the one toward which the nose of the plane printed on it points. All planes must move with the front of the counter pointing in the direction of movement. Counters must at all times face a particular hex adjacent to the hex the counter is in. They must not face a corner. Take great care in placing the counters, making sure there are no shifts or ambiguities.
Determination of Advantage
(This rule should not be used in play-by-mail games, nor in games in which more than five planes per side take part.)
Advantage refers to the ability of a plane to respond to the maneuvers of another plane located at its 12 o'clock arc, and to make its own maneuvers in response. To represent this advantage, the disadvantaged planes are obliged to write and move before the planes with the advantage.
Reference Quadrant
Each plane has six "Arcs", each made up of a 60° zone of hexes in one direction from the plane; the six arcs together total 360° around the plane. ("o'clock" indicates the clock zone.)
During the Advantage Determination Phase, both players must examine each of their planes and determine who has the advantage and who is disadvantaged.
Planes with Advantage
A plane has the advantage if it has an enemy plane at its 12 o'clock, and that plane is at most six hexes away and no more than 2,500 feet of altitude above its own (it may be below). Only one enemy plane can be specified as disadvantaged by each plane with the advantage. A plane with the advantage that is itself put at a disadvantage by a third plane loses its advantage. If two planes have the advantage over each other, neither of them is considered to have the advantage.
Disadvantaged Planes
One of your planes is disadvantaged when it is in the front arc of an enemy plane and no more than 2,500 feet above it. A disadvantaged plane cannot have the advantage over enemy aircraft. Only one friendly plane can be disadvantaged by each enemy plane.
Determination of the Order of Movement
First, only the disadvantaged planes move. Thus the planes with the advantage can wait until those have written and carried out their movement. Next, each plane with the advantage must try to follow the plane it has the advantage over as closely as it can and following the same hex route, recording that movement in its Log. This "following" does not restrict altitude changes or applications of power or braking. Note that the plane with the advantage does not need to declare that advantage; it is an option the player has.
Friendly Planes
A plane that has only friendly planes at its 12 o'clock is not considered to have the advantage. A plane is considered friendly to another if both are controlled by the same player or side.
Air Speed
The speed a plane has is called Air Speed and consists of a number of Speed Points. Speed Points are the basic unit of measure and one point represents about 50 miles per hour. A plane's Air Speed is subject to the addition or subtraction of Speed Points as a result of certain maneuvers, or by the application of Power or Brake Factors (such changes take effect on the following turn).
A plane's Air Speed is divided into Movement Points. A number of Movement Points equal in number to the plane's Speed Factor must always be spent each turn on moving, maneuvering, or any combination of both. Movement Points are spent at the rate of one point per hex of movement, and another point for each of the maneuvers.
Example: performing a slip maneuver costs the plane one Movement Point of its current speed, but reduces it by two Speed Points for the following turn.
Speed Increments
There are four speed increments: Stall Speed, Maneuver Speed, Level Speed and Dive Speed. Each plane's Speed Increments Screen has four colors corresponding to the four speed increments. On the outer band there are numbers that indicate (at each given altitude) which speeds are included in each increment. The plane's air speed (its current speed, shown on the Log Sheet) is located on the outermost band, and maneuverability is affected by the restrictions imposed by the Speed Increment found at the intersection of the Air Speed and the Altitude Level.
STALL SPEED. This is the lowest increment shown on the CM; it represents a speed too low to keep a plane flying. A plane moving at Stall Speed automatically enters a spin. (No maneuvers can be performed in a spin.)
Spin procedure: Do not write movement for the plane in question. Instead, write the word "spin" on the Log Sheet. The plane automatically moves forward with all of its current Speed (if that is zero, it stays in its hex). Then roll one die: the plane turns to face the direction indicated by the number rolled (which is the direction determined by the direction key printed on the board). At the same time, the plane automatically dives as much as it can. Note that the turns performed count as speed losses just like normal turns. (Do not worry — the speed gained by the dive may eventually end the spin.)
Example: die roll of 2 gives the corresponding change of facing.
MANEUVER SPEED. This is generally the optimum speed increment (it grants the maximum maneuverability), although it is usually restricted to a reduced speed and to low altitudes.
LEVEL SPEED. This is the highest speed increment at which Power Factors can be applied. (A plane can add Power Factors to accelerate to a dive speed, and need not observe the Dive Speed restrictions until the following turn.)
DIVE SPEED. Power Factors can never be applied to a plane while it is at dive speed. Such a plane must limit itself, at the player's discretion, to one of the two following actions:
- DIVE during the present turn, although the change of altitude will add at least one Speed Point to the Air Speed it will have on the following turn. (Note that by spending Brake Points at the same time, or by performing maneuvers that reduce speed, the plane's Air Speed for the following turn need not necessarily be greater than the present one. The intent of this rule is simply to force players to spend extra Points if they wish to limit the acceleration of their dive.)
- SUBTRACT enough Speed Points during its turn (by braking, climbing or maneuvering) to drop to one of the lower Speed Increments.
Speed Change
A plane's Air Speed can vary between zero and its maximum dive speed. Power and Brake points can be used to change the aircraft's speed for the following turn: they do NOT count as Movement points spent from the current Speed. Diving, climbing and certain maneuvers also affect an aircraft's Air Speed, but likewise all those changes do not take effect until the beginning of the following turn. The number of Movement points in a plane's Speed for a given turn cannot be altered during that turn; the plane must spend all of its movement points.
All speed changes are cumulative. For example, a plane that has performed maneuvers that increase its speed by two points, and then applies three Brake points, has its air speed for the following turn reduced by one point.
Brake and Power Factors cannot be accumulated from turn to turn. The maximum number of Factors that can be applied in a single turn is shown on the "Speed Change" Screen, and they are available for use each turn.
Power Factor
Each plane has a Power Factor consisting of a number of Power points specified on the CM. They can be used to compensate for Speed Points lost in a climb or a maneuver, or to increase the air speed for the following turn. A plane can spend part or all of its Power points in a given turn, or it may spend none. Power points cannot be spent by planes that are at dive speed. Each Power point spent adds one Speed point to the plane's air speed for the following turn.
Brake Factor
Like the Power Factor, the Brake Factor consists of a number of points that can be spent at the player's discretion. Brake points can be applied at any speed increment. They can be used to offset Speed points gained by diving, or to reduce the air speed for the following turn. Each Brake point spent reduces the aircraft's air speed for the following turn by one Speed point.
Altitude Change
It is possible for two or more planes to occupy the same hex, as long as they are separated from each other by differences in altitude. The altitude level and its changes are written in increments of 100 feet (written as 0.1 or .1). Thousands of feet are written as whole numbers, hundreds of feet are written as decimals; thus 3,500 feet is written "3.5". The altitude levels shown on the planes' CM mostly span 5,000 feet, and they affect the plane's capabilities. For each altitude level, the CM shows a different set of characteristics.
Each type of plane has certain abilities to climb (increase altitude) and descend (decrease altitude). Altitude changes do not require the expenditure of Movement points; altitude changes are restricted by the plane's CM, which shows, for each altitude level and speed increment, the maximum altitude change the plane is capable of, and how many speed points are lost or gained. The maximum altitude shown on the CM is the plane's ceiling.
Altitude changes, if any, must all be made in the same direction for a given turn; a plane cannot climb and descend during the same turn.
Rate of Climb
The colored areas on the Screen show the maximum altitude a plane can climb in a single turn, for each altitude level and speed increment. For example, if the radial column numbered ".6" contains the color of the plane's current speed increment (or a lower increment), that plane can climb 600 feet during one turn; the number ".033" indicates that the plane can climb 100 feet every three turns (that is, "Cl" can only be written in such circumstances once every three turns). The "Dive Speed Climb" is the climb performed when the plane is at dive speed. NOTE: the P-47D has "Level Speed Climb" as shown by the yellow area of the "Altitude Changes" Screen.
The speed modifier located on the outermost band of the Altitude Changes Screen shows how much speed will be lost when the plane climbs. The plane loses a number of speed points equal to the speed modifier shown on the outermost band corresponding to the extent of the climb. For example, "-1" on the outer side of the radial column corresponding to the climb means the plane loses one speed point. No speed points are lost if the number shown is "-0".
WARNING: Any loss of speed points applies to the starting speed of the following turn; it has no effect on the plane's speed in the turn in which it was written.
Note that for each Power point spent during a climb, one speed point lost to that climb is offset.
Rate of Descent
The speed modifier on the second band shows how much speed will be gained when the plane dives. A plane's maximum dive (regardless of its speed increment) is shown by the pattern of black diagonal lines printed on the screen. It is possible to dive as much as the screen shows. The maximum dive possible in a turn, at a given altitude, is the last space of that altitude containing the dive symbol.
Note that for each Brake point spent during a turn, one of the speed points added can be cancelled.
Forward Movement
Each plane is obliged to spend a number of movement points moving forward between maneuvers. This amount is variable, depending on the altitude, on the maneuver to be performed and on the speed increment the plane is in. EXAMPLE: if a Me-109E is in the Level Speed increment, it must first move five consecutive hexes in a straight line if it wishes to make a turn at 35,000 feet. This forward movement can be spent over two different turns, but they must be consecutive and no other maneuver may come between them.
Each turn, a plane must spend a number of movement points equal to its current speed. Movement points (MP) can be spent on forward movement (at a cost of 1 MP per hex), or on maneuvering. Note that banking, diving or climbing do not consume movement points.
Maneuvers
To perform any maneuver, the plane must first travel the number of hexes shown on the "Maneuverability Requirements" Screen. This number appears on the outermost band corresponding to the speed increment in use, in the same radial column as the symbol of the type of maneuver and the appropriate altitude level. (This number is known as the Maneuverability Requirement.)
All maneuvers are written in the Log with a symbol (letter) that is always preceded by an entry of movement (or consecutive movements) in a straight line equivalent to at least the Maneuverability Requirement. The Maneuverability Requirement must be written after the last maneuver (any excess preceding THAT maneuver is of no use). Hexes moved during a previous turn or turns can be used to satisfy the Maneuverability Requirements of later turns, as long as no other maneuver comes in between.
NOTE TO PLAYERS: When writing movement, it is advisable to write first the maneuvers you wish to perform in the desired order, leaving space to write the forward movement between each maneuver code.
Effects of Speed
As long as the plane's speed is in the maneuver, level or dive increments, it must look up and satisfy the Maneuverability Requirement in the corresponding band of the screen.
Bank Maneuver
Costs zero MP. Does not reduce the plane's speed.
There are six bank attitudes: Level, Right Bank, Left Bank, Inverted, Inverted/Right and Inverted/Left. These terms indicate the plane's lateral attitude, and whether it is level or inverted. Seen from behind, the plane appears as shown in the diagram according to its bank position.
A plane that performs a bank maneuver does so in relation to its current bank attitude: a bank to the right shifts it one place to the right on that diagram (that is, from left bank to level, or from inverted/right to inverted); a bank to the left shifts it one place to the left. The difference between bank attitude (bank position) and bank maneuver must be stressed.
LOSS OF ALTITUDE WHEN NOT LEVEL. A plane that ends the turn in a bank attitude other than "Level" loses 100 feet of altitude unless it performs some maneuver other than a bank during the same turn. This altitude loss is determined during the Status Determination Phase following the writing of the banked plane's movement, and takes effect on the following turn.
Turn Maneuver
Costs 1 MP. Reduces the plane's speed by one point.
The plane can make either a right turn or a left turn. However, it must be in the bank attitude corresponding to the direction of its turn (to turn right the plane must be in "right bank" or in "inverted/right"); a level or inverted plane cannot perform a turn maneuver.
A plane that turns changes its facing by 60° in the direction of its turn.
To execute the turn maneuver, change the front of the counter to face the adjacent hexside as shown in the diagram. (The thick lines show the facing after the turn.)
Slip Maneuver
Costs 1 MP. Reduces the speed by two points.
A plane can slip to the right or to the left. Unlike turns, the plane must be in a bank attitude opposite to the direction of the slip (to slip to the right it must be in left bank or inverted/left). Level or inverted planes cannot execute slip maneuvers.
The plane's facing does NOT CHANGE; instead, the plane moves one hex toward the side of the slip (keeping its original facing). One or two turn maneuvers may follow the slip maneuver (performed immediately after the slip); the Requirement for performing that turn maneuver is considered satisfied by the slip maneuver performed beforehand. Those turns must, however, be made in the direction permitted by the bank attitude the plane is in (if it is in left bank, it can slip to the right and turn to the left). If turn maneuvers are performed at the end of the slip, each turn costs 1 MP and reduces the plane's speed by one point; and, as with normal turns, the plane stays in the hex it occupied at the end of the slip (the plane stays in the same hex in which it turns).
Half-Loop Maneuver
Costs 1 MP. Reduces the speed by two points.
A plane may perform a "half-loop", in whatever bank attitude it is in, only while it climbs or descends as much as it can (that is, when performing the half-loop it must make the maximum climb or descent permitted to it). A half-loop changes the plane's facing by 180°, and changes its bank attitude to the opposite position (that is, on the diagram given in the bank section, the plane shifts three figures to the left or to the right of the figure representing its original position). Example: a plane in right bank becomes inverted/left.
Bear in mind that if the Maneuverability Requirement is carried out over two or more turns, the plane cannot climb during one turn and descend during one of the following turns. The plane must climb (or dive) as much as it can during those turns.
The plane does not move during the half-loop. The maneuver is completed in the same hex in which it began. Note: this statement is made with reference to the board, not to the pilot's position.
Half-Roll Maneuver
Costs 1 MP. Reduces the speed by one point.
A plane can perform a half-roll either to the left or to the right and in whatever bank attitude it is in. The plane's facing does not change, and the plane moves one hex to the side (as in the slip). The bank attitude changes to the opposite one (as when performing a half-loop). For example, a plane in right bank ends up inverted/left.
Codes for Writing in the Log
Each player uses the Log Sheet to write the movement and maneuvers of the plane he is controlling. A letter code is used for this, which must be learned and used by all players, so that any player examining the Log Sheet can understand what is written on it.
Entries in the Movement Section
In this section the codes belonging to all movements and maneuvers are written. The entries used in this section are the following:
| Code | Meaning |
|---|---|
| (Nr.) = movement | The number of hexes the plane moves in a straight line without performing maneuvers. |
| B = Bank right | Indicates that the plane's bank attitude is going to be changed one position to the right. |
| N = Bank left | The plane's bank attitude changes one position to the left. |
| R = Turn right | Indicates that the plane is changing its facing to the right. |
| L = Turn left | The facing changes to the left. The plane stays in the hex. |
| S = Slip right | To write a slip and turn together, a combination of the corresponding codes is made. For example: SLL = slip right followed by two left turns. |
| T = Slip left | |
| V = Half-loop | |
| H = Half-roll right | |
| E = Half-roll left | |
| SPIN = Spin | Indicates that the plane begins the turn at stall speed and must remain in a spin during the present turn. |
| P = Acceleration | Indicates that a Power Factor is being applied. |
| K = Braking | Indicates the application of a Brake Factor. The application of several Power or Brake Factors at once is indicated by writing as many letters as factors are applied. |
Entries in the "Altitude Changes" Section
In this section the altitude changes that are going to be performed are written. The letters used as code are accompanied by a decimal number indicating the change in hundreds of feet. For example, the entry "D1.2" indicates a dive of 1,200 feet.
- D = Descent (Dive): indicates a loss of altitude.
- C = Climb: indicates a gain in altitude.
Entries in "Starting Speed", "Altitude" and "Bank"
In this section are written the starting speed, altitude and bank attitude that have been determined by the movements and maneuvers performed during the preceding turn. Speed is represented by a whole number. For example, an entry of "6" indicates a speed of 6 movement points. Altitude is represented with a decimal number; "22.3" indicates that the plane is at an altitude of 22,300 feet. The bank attitude is represented by a one- or two-letter code using one of the six bank entries shown on the Log Sheet.
Examples of Log Entries
- 2R2R1PD.3 — Move two hexes; turn right; move two hexes; turn right; move one hex; apply one power factor; descend 300 feet.
- 2S1KC.1 — Move two hexes; slip right; move one hex; apply one brake factor; climb 100 feet.
- 2TR2PD1.1 — Move two hexes; slip left and turn right; move two hexes; apply one power factor; descend 1,100 feet.
- R2H2 — Turn right; move two hexes; half-roll right; move two hexes.
- 3VPPD.8 — Move three hexes; half-loop; apply two power factors; descend 800 feet.
Board Limits
Except for the map sections on which surface terrain is present, players have the option of avoiding flying off the playing board by placing an unused map section on whichever side of the board it is needed. In this way the effect of an endless board is created.
VII. Status Determination Phase
After writing the movement one wishes to perform with a plane, it is time to calculate the effects these movements and maneuvers produce on the plane's speed, altitude and bank for the following turn. These are written on the line after the one used to write this turn's movement and take effect on the following turn.
Determining the Speed for the Next Turn
This is done by subtracting all the reductions and adding all the increases that affect the plane's current speed as a result of its movement during the present turn. For example, a plane whose speed is "6" before beginning its movement and that has written the movement "2TR2P" and an altitude change "D1.1". The speed points subtracted are two for the slip and one for the turn; the speed points added are one for the power factor and three for the dive. On the following turn the speed will be "7" (6-3+4).
Determining the Altitude for the Next Turn
This is done by subtracting the altitude losses, or adding the altitude gains, achieved by the climbs or descents of the present turn. For example, a plane whose altitude is 6,300 feet before the movement (written "6.3") and that climbs 400 feet (C.4) during its turn has an altitude for the next turn of 6,700 feet (6.7).
Determining the Bank for the Next Turn
This is determined by counting the number of banks ("B" or "N"), half-loops and half-rolls ("V", "H" or "E"), and modifying the current bank as explained earlier. To write the bank attitude use one of the following six codes:
- L = Level
- LB = Left Bank
- RB = Right Bank
- I = Inverted
- IL = Inverted/Left
- IR = Inverted/Right
EXAMPLE: a plane that begins its turn in left bank and performs a "B" maneuver has an attitude of "L" for the following turn. A plane that begins its turn in left bank and performs a half-loop ends up "IR" for the next turn.
VIII. Movement Execution Phase
The plane moves on the board according to the entries made for that turn, and any change in its facing as a result of the maneuvers performed is carried out. Before executing the movements, the players may exchange and check their respective log sheets. The airplane counters must be moved on the board exactly as written in their log. All movement is considered simultaneous.
From time to time, players may discover planes whose log entries are incorrect or contain maneuvers whose maneuverability requirements have been overlooked. Such maneuvers cannot be permitted and must be corrected immediately. The log entries must be corrected following the remedies given below, which are to be applied to each illegal move that is discovered.
| Illegal movement | Remedy |
|---|---|
| Exceeding the plane's speed. | Delete the excess written, starting with the first excessive MP. |
| Exceeding the capacity to climb or dive. | Correct the altitude change and the following turn's altitude, adapting it to the maximum capacity. |
| Maneuverability requirement not met. | Delete the illegal maneuver and write that the plane spends its remaining MP on straight-line movement (no further maneuvers are allowed that turn). |
| Excess Power or Brake factors. | Delete the excess "P" or "K", and alter the speed for the next turn, correcting it accordingly. |
| Error in the calculation of the plane's speed. | Correct the speed appropriately. |
| Exceeding maximum dive speed. | The plane breaks up and is removed from the game. |
| Attitude (or other requirement) not met. | Delete the illegal maneuver and write that the plane spends its remaining MP on straight-line movement (no further maneuvers are allowed that turn). |
| MP not spent. | Add those MP to the end of the written movement, considered to be spent on straight-line movement (not maneuvers). |
| Exceeding damaged characteristics. | If the current speed exceeds the maximum permitted as reduced by hits on the wings, or if an illegal maneuver is written because of hits received on the cockpit, the plane is destroyed. |
| Mid-air collision. | Two planes that end their movement in the same hex and at the same altitude are destroyed. |
Combat
IX. Fire Phase
During the fire phase, the planes fire their armament at the enemy planes, and the damage resulting from that fire is calculated and recorded. During this phase both players can fire the guns of each of the planes they control. Fire is considered simultaneous, and damage does not take effect until the end of the fire phase. Therefore all shots are taken into account, even those made by planes that are destroyed that turn.
Determination of Fire
All fire is calculated from the position the aircraft occupy at the beginning of the turn. All fire is considered simultaneous; therefore it can be carried out in whatever order is desired. Ignore the effects of hits until all fire has been completed.
Target Selection
The guns must be fired at the nearest enemy plane that is within the firing arc of the plane's armament. If more than one enemy plane is at the same distance, the firing player may choose among them. Friendly planes located between the attacker and the target do not block the line of fire in any way.
Individual Fire
All planes fire individually; the firepower of several planes cannot be combined. Two or more planes may, however, fire separately at the same target. A plane can fire only once per turn, and at a single target.
Firing Arc of the Armament
All the types of planes used in the basic game have fixed forward ("FF") armament. These guns can only fire at planes that are within their firing arc. The arc of FF guns is 60°, as shown in the diagram.
FIRING ARC OF FF GUNS. The shaded hexes indicate the possible target hexes. Bear in mind that a plane cannot fire at a target that is in its own hex.
Any enemy plane occupying a hex included in the firing arc can be the target of fire.
Range of the Armament
The range of each type of armament is shown in parentheses on the plane's CB under the number indicating that armament's firepower. Planes outside the range of the armament CANNOT be taken as targets. Range is determined by counting the hexes between the attacker (excluding the attacker's own) and the target (including the target's), following the shortest path. NOTE: if there is a difference between the altitude of the two planes, add one hex for every 500 feet of difference (ignore fractions).
Firing Procedure
The following steps must be followed for each shot. The armament effectiveness is added to the total of all the modifiers: the result is the number of the Hit Table column to use. A roll of one die on that column gives the result of the shot.
STEP 1. BASIC MODIFIERS FOR THE HIT TABLE. (Ignore deflection and other optional modifiers.) To determine the modifier, add together all the applicable modifiers listed on that table (No. 1). See "Basic Modifiers to the Hit Table" below. Example: a plane with a fire modifier of +2 fires at a target with a silhouette modifier of +3; the modifier is 2 + 3 = 5. If this plane were flying inverted, it would have to apply a -3, leaving the modifier at 2 + 3 - 3 = 2.
STEP 2. ARMAMENT EFFECTIVENESS. Add together the number of gun factors listed on the plane's CB. For example, an undamaged P-47 has 4 + 4 + 4 + 4 = 16 Gun Factors. Then go to the Range Attenuation Table (no. 2). Cross-index the total firepower with the distance in hexes. The resulting number is the Armament Effectiveness. Example: a P-47 at two hexes' distance has an effectiveness of 12.
STEP 3. RESOLUTION ON THE HIT TABLE. The Armament Effectiveness is added to the Hit Table Modifier (which may be positive or negative), and the resulting number is the number of the column to use on the Hit Table. If the result is zero or less, the effect of the shot is nil (and no other target can be chosen for that turn). Roll one die on the appropriate column of the Hit Table. The series of letters indicates the number and type of hits scored on the target.
STEP 4. RECORDING THE DAMAGE. Mark the hits (crossing off one circle per hit) on the target's Damage Record (see "Effect of Damage" below).
No Time-Wasting
Players may not waste time calculating armament effectiveness or the modifiers of their shots when they have several targets to choose from. Opponents may help with this by concealing the silhouette modifiers until the shot is announced. Once the plane makes its shot by determining the Hit Table column, it must proceed to resolve it even if there is no chance of it having any effect. This speed of play must be maintained, and players must sharpen their eyes; otherwise "guaranteed" hits would be assured.
Basic Modifiers to the Hit Table
The final Modifier is the result of adding or subtracting whichever of the following basic Hit Table modifiers apply.
FIRE MODIFIER. This number, located on the Data Card of the firing plane, reflects the stability of the aircraft as a gun platform, and the quality of its guns.
SILHOUETTE MODIFIER. This number, located on the Data Card of the target plane, reflects the size of the plane.
FIRING INVERTED. If the plane is firing in the inverted, inverted/right or inverted/left attitude, subtract three.
Effect of Damage
Hits are recorded on the target plane's Damage Record by crossing off one circle per hit, in the circles located to the right of the letter whose code corresponds to the type of hit. The Damage Record has a space for each of the six parts of the plane that can take hits; each part corresponds to a type of hit found in the results of the Hit Table.
In each case, when a plane is hit, mark one hit to the right of the corresponding box of the Damage Record for each one mentioned on the Hit Table. When the number of hits of one type (except hits on the armament) equals or exceeds the limit shown on the CB, that plane IS DESTROYED at the end of that phase, and is removed from the game.
WING HITS (W). Every two hits reduce the maximum (dive) speed by one. Hits on the wings represent the damage inflicted on the lift and stability of the wings, and damage to the control surfaces (ailerons, flaps).
The plane's maximum dive speed is reduced by one for every two hits on the wings. For example, a plane with a maximum dive speed of "9" that has accumulated four hits on the wings cannot exceed a speed of "7".
FUSELAGE HITS (F). Fuselage hits are the least critical type of hit, and do not reduce the plane's performance characteristics (except, of course, when the fuselage hit limit is equalled or exceeded, in which case the plane is destroyed).
COCKPIT HITS (C). They restrict maneuverability. Cockpit hits represent potential hits on the pilot or the instruments.
A plane with one or more cockpit hits cannot perform half-loops or half-rolls. A plane with two or more cockpit hits cannot perform slips or move at dive speed.
ENGINE HITS (E). Each hit reduces the Power Factors by one. Engine hits represent damage to the power plant, pressurization, etc.
The maximum number of Power Factors the plane can apply is reduced by one for each hit on the engines (it can never be less than zero).
FUEL TANK HITS (L). These hits represent hits on the tanks, lines, oil pump, hydraulics, etc.
GUN HITS (G). Each hit eliminates one battery. They represent hits on the aeroplane's armament, magazines, sights, or other hits that render those systems (armaments) inoperable.
Each individual machine gun, or battery of machine guns, is represented by one of the Gun Factors written on the Damage Record to the right of the "G" box. Each hit is recorded by crossing off one of those numbers. Each hit destroys one machine gun or battery even of 8 or more Gun Points.
Crossed-off Gun Factors cannot be used to fire. HIT PRIORITIES: the Gun Factor closest to the attacking plane is the first to be crossed off, then the next closest, etc. To determine the closest Gun Factor:
- If the attacking plane approaches from the right side of the target, cross off the Gun Factor closest to the right side of the Damage Record, then the next closest to the right side of the record, etc.
- If the attacking plane is not closer to one side than to the other, the attacking player chooses which Gun Factor to cross off.
All armament hits received after all the Gun Factors have been crossed off count as fuselage hits.
Victory Conditions
The Victory Conditions vary according to which scenario is being played, and they are explained in the instructions for the scenarios. In many of them, victory is determined by adding up all the Victory Points accumulated during the game. The player (or group) with the most Victory Points is declared the winner. The number of Victory Points awarded for specific actions is listed on the Victory Points Card.
Optional Rules
Players may wish to use any or all of the following rules after having learned the Basic Game rules. These can be added in any combination the two players desire. Unless stated otherwise, all the Basic Game rules apply.
It should be borne in mind that certain scenarios require the use of particular optional rules; however, many of these are explained below for those players who wish to increase the realism, and do not mind the greater complexity that this entails.
X. Optional Sequence of Play
All the optional rules that require adding a Game Phase are included in the Optional Sequence shown below. The Phases relating to optional rules that are not being used are ignored and disregarded. (Optional Phases are marked thus: (*).)
- STEP 1: FIRE PHASE. (The same as in the Basic Game.) Anti-aircraft fire is resolved simultaneously with the planes' fire. The resolution of hits on in-line engines takes place during this phase.
- STEP 2: BOMB AND ROCKET RELEASE PHASE (*). The release of bombs and rockets is resolved, and the resulting damage is recorded as it is evaluated. It must be remembered that a plane destroyed in Step 1 is eliminated before it can launch rockets or bombs. All bombing and rocket firing that takes place is performed simultaneously.
- STEP 3: PARACHUTE JUMP PHASE (*). Attempts to bail out by parachute are resolved during this phase.
- STEP 4: SPOTTING AND STARTING PHASE (*). Attempts to spot enemy planes are made by consulting the Spotting table and rolling a die. In addition, attempts may be made in this same phase to start the engines of planes that are on the ground and wish to take off.
- STEP 5: ADVANTAGE DETERMINATION PHASE (the same as in the Basic Game).
- STEP 6: MOVEMENT WRITING PHASE. (The same as in the Basic Game.) The release of bombs and rockets for the next turn must be written during this phase.
- STEP 7: STATUS DETERMINATION PHASE (the same as in the Basic Game).
- STEP 8: UNWRITTEN MOVEMENT PHASE (*). This type of movement includes the turning of the anti-aircraft counters, and the movement of the vehicle counters.
- STEP 9: MOVEMENT EXECUTION PHASE. (The same as in the Basic Game.) Collisions with hills and with barrage balloons are resolved during this phase.
- STEP 10: TURN RECORD (the same as in the Basic Game).
XI. Layout of the Clock Reference
On each Data Card is printed a circular diagram called "Blind Spot Modifiers" (only for planes with FF armament) or "Gunnery Performance" (for planes with F armament). In this case, the Blind Spot Modifier is considered +2 in all directions. Blank spaces are read as "zero".
The Clock Reference is used in the Spotting Procedure and in the option on Gun Positions (explained in sections XII and XIII).
Altitude Difference
After determining the Clock Reference Sector, the difference in altitude must be taken into account. A target at an altitude at least 500 feet higher than the plane spotting it or firing at it is considered "High". In the same way, a plane located more than 500 feet lower is considered "Low". If the altitude difference is not more than 400 feet, the target is "Medium". If it is in the same hex, the target may be considered to be "Above" or "Below".
XII. Visibility Options
These optional rules represent the difficulty pilots may experience in detecting enemy planes, especially at long range, given the immensity of the sky.
Blind Spots
Blind spots appear on the clock reference diagram of planes with F armament (see XI). Determine the height of the enemy plane being attacked — High, Medium or Low — and whether it is at 2, 4, 6, 8, 10 or 12 o'clock. Locate the corresponding space on the Clock Reference diagram. If there is no number in the space, use the Basic Spotting Table. If there is a number in the space, that number modifies the result of the die rolled when consulting the Spotting Table.
Spotting Procedure
This procedure is used to attempt to spot an enemy plane (once the enemy plane is spotted, the player doing so may deviate from the pre-plotted movement — see "Pre-plotted Movement"). Players may make one "Spotting" attempt per plane per turn. The player must specify which enemy plane he is trying to spot. All modifiers are taken into account and their value is determined cumulatively. One die is rolled and the Spotting Table is consulted. If the result, after the modifications, is "Not Spotted", the attempt has failed. If the result is "Spotted", the restrictions due to Pre-plotted Movement are cancelled. No plane may fire at another until it has spotted it.
Spotting Modifiers
These modifiers are cumulative in their effect on the die roll for Spotting.
- Blind spot modifiers. Already explained.
- Night. A modifier of -3 applies if the game takes place during darkness.
- Distance. A modifier of +1 applies if the plane is at a distance of 10 or fewer hexes (including the altitude difference).
- Quality. A modifier of +2 applies if the plane doing the spotting is flown by an "Ace".
- Radar. A modifier of +2 applies if the plane doing the spotting is equipped with radar, and the plane being spotted is within the arc of the radar equipment. The radar has an arc of 12 o'clock at High, Medium and Low, and a range of 15 hexes (including altitude differences).
- Sun. The sun counter included in the game can be placed in any hex along one of the sides of the map. The sun can prevent spotting if the plane being spotted is above the plane looking for it, and the sun is in the same clock direction as the plane to be spotted. In this case a modifier of -3 applies to the spotting attempt.
- Ground Units. If the Spotting rules are used for ground units, such as vehicles or anti-aircraft, additional modifiers are needed. Ground units modify the die by +2 when trying to locate enemy planes. Planes trying to spot ground units modify the die by -1.
- Attitude of the plane. The bank the plane is in modifies its ability to spot. If the plane is in any of the three inverted attitudes, a modifier of -2 applies. If the plane is in right bank, a modifier of +1 applies when it attempts spotting on its right side, and a modifier of -1 applies when it attempts spotting on its left side. When in left bank, reverse the modifiers.
Pre-plotted Movement
The fact that the two sides have not yet located one another is simulated by moving their respective planes according to entries made before the game begins.
Movement is written six turns in advance. At the start of the game, players must write the first six turns in their log. During the Movement Writing Phase of the first turn, they write the movement of the seventh turn, and so on.
If planes of either side are controlled from the ground, those planes (only) need write their movement only three turns in advance. Thus, during the Movement Writing Phase of the first turn, they write the movement for the fourth turn, etc.
Once a plane has been spotted, the one that has spotted it can erase all the movement entries of his plane (or planes) including that written for the present turn, and begin to write movement in the normal way, that is, turn by turn.
Until the moment when the enemy plane is spotted, one's own plane cannot exceed the "maneuver" speed increment.
Any plane that fires is automatically considered spotted.
Clouds
The cloud counters are used to mark the center of a cloud mass, but the clouds can be defined as occupying whatever area is desired.
CLOUD MASS. The size of a cloud is determined by the altitudes through which it extends, and the distance from the center marked by the cloud counter. For example, the entry (10.0 - 21.0) x 6 denotes a cloud mass extending from 10,000 feet to 21,000 feet, and covering an area of six hexes in any direction counting from the hex containing the cloud counter.
EFFECT OF CLOUDS. Planes can fly through the clouds without penalty. However, a plane located in a cloud cannot fire nor can it be fired at. Nor can it be detected (spotted).
A plane cannot spot or fire at an enemy plane if a cloud mass lies between them. To determine this, draw a straight line (with a ruler, for example) between the centers of both hexes; if this line crosses any of the hexes occupied by a cloud, neither detection nor fire is possible.
PLACEMENT OF CLOUDS. The cloud masses can be placed as the players like before the game begins, or they can be placed at random by use of the die following this procedure:
Place the cloud counter on the map. Roll two dice and multiply the result by 2,000 feet. This gives a basic reference for the altitude of the cloud. EXAMPLE: a roll of "8" gives an altitude reference of 16,000 feet.
Now roll twice, and multiply both results by 1,000 feet. The first roll indicates the depth of the cloud below the reference altitude, and the second indicates the height above the reference altitude. EXAMPLE: continuing the example above, rolls of six and five respectively indicate a cloud between 10,000 and 21,000 feet, inclusive.
Finally, roll one die; the number rolled is the extent of the cloud in hexes, in any direction from the reference point.
XIII. Movement Options
Loaded Plane
This condition applies to planes carrying bombs or rockets. The effects of being loaded are shown on the planes' Data Cards; generally an increase in the number given for the speed increment or for the Maneuverability Requirement is indicated ("+1", etc.), while "P" indicates that a loaded plane is prohibited from performing a particular maneuver. The Slip-Turn combination is permitted for loaded planes. Bear in mind that the MAXIMUM STALL SPEED IS NOT REDUCED on loaded planes; consequently, the maneuver and level speed increments may be completely suppressed at some altitudes for loaded planes. (In addition, some of the higher altitudes cannot be reached because of the loaded modifiers.)
EXAMPLE OF LOAD MODIFIERS. Using the P-47D Data Card, the following examples of the effects produced by being loaded can be applied:
- STALL SPEED INCREMENT: not reduced. At an altitude lower than "4.9", the stall speed is between "0 and 2".
- MANEUVER, LEVEL AND DIVE SPEED INCREMENTS: reduced by "-1". At an altitude of "10" to "14.9" the increments become "3-4", "5-6" and "7-9" respectively. At an altitude between "20" and "24.9" the maneuver speed disappears, and the other increments are "4-7" and "8-10" respectively.
- POWER AND BRAKE FACTORS: no effect.
- CLIMB AND DIVE FACTORS: reduced by "-2" and "-4" respectively. Between "10" and "14.9" thousand feet, climb capacity drops from ".5" to ".3" and the dive goes from "1.2" to ".8". Note that the change in climb makes it impossible for the plane to fly higher than "34.9".
- MANEUVERABILITY REQUIREMENTS: increased for banking, turning and slipping. The load modifiers are added to the cost shown on the band appropriate to the plane's speed increment. Performing half-loops or half-rolls is prohibited.
ILLEGAL MANEUVERS. A plane that performs maneuvers prohibited because it is loaded is destroyed and removed from the game just as if it had made an illegal move because of damage.
Formations
This option permits the movement of large numbers of planes without the need to write the movement of each one of them. It is very useful for the movement of large bomber formations.
EXTRA DAMAGE RECORDS. The extra Damage Records are found in the lower half of the Log Sheet and are used for those planes whose movement is not carried out individually. Each of these Damage Records corresponds to one of the planes of the formation that is moving in unison; on each extra Record a number is written corresponding to the number of the plane that is leading that formation (the plane whose movement entry is followed by all the other planes of the formation). Once assigned, the plane must remain in the same formation, and its corresponding number cannot be changed. Each plane of the formation may begin at different altitudes, as long as their relative positions remain the same once the game begins. Write the altitude difference, if any, on each extra Damage Record.
LEAVING THE FORMATION. Any plane that, because of damage, cannot follow the leading plane is removed from the formation and moves separately. If the leading plane is destroyed, any other plane can be assigned as leader. A damaged leading plane may continue to lead the formation or be replaced, at the player's discretion. Planes in formation may occupy the same hex if they are at different altitudes.
Landings and Take-offs
These can take place only in scenarios that have surface terrain with airfields or aircraft carriers (used in Dauntless) where the planes begin the game with their engines stopped.
LANDINGS. To land, the plane must complete its movement at a speed within the "Stall" speed increment, and at an altitude of "0" (if it is at a greater altitude, the plane stalls). A plane at altitude "0" and a higher speed suffers a "Ground Collision" (see it under "Surface Terrain").
TAKE-OFF FROM AIRFIELDS. To take off, the plane must start its engine, run along the runway, and climb at its maximum (starting at an altitude of "0"). First, the plane's engine must be started: this requires rolling a "3", "4", "5" or "6" on one die. (Subtract one from the die for each hit on the cockpit or on the engine.) Once started, the plane is considered to have one Power Factor; this gives the plane a speed of "1" for the next turn. On the following turns, the plane can apply its Power Factors to the maximum while it rolls down the runway. Once the plane's speed exceeds the "stall" speed, the plane can climb. On that turn it can only climb 100 to 200 feet, and is then considered to be in flight and can maneuver normally (see the Take-off Table).
TAKE-OFF FROM AIRCRAFT CARRIERS. (Explained in the rules of the game DAUNTLESS.)
Optional Maneuvers
Experienced players may prefer these more realistic, though more complicated, rules to those described in the Basic Game. Maneuvers are carried out as explained in the Basic Game, with the following changes:
OPTIONAL SLIP MANEUVER. A plane can slip either to the right or to the left, as long as it is banked either to the left or to the right. The slip cannot be performed if the plane is in the "level" or "inverted" attitudes.
If a plane slips in the direction in which it is banked, it cannot perform the turn maneuver that could be made following the slip. This type of slip can be carried out only if in that turn the plane dives at least enough to gain one speed point.
If the plane slips in the direction opposite to its bank, it MUST perform at least one turn maneuver immediately after the slip.
OPTIONAL HALF-LOOP MANEUVER. A plane that performs a half-loop while banked to one side must move toward that side.
- IN RIGHT BANK OR INVERTED/RIGHT: the plane must move one hex to its right from its original position when performing the maneuver.
- IN LEFT BANK OR INVERTED/LEFT: the plane must move one hex to its left from its original position when performing the maneuver.
OUTSIDE LOOP. In combat, a pilot cannot normally make an outside loop (one in which the plane's cockpit faces outward from the maneuver). This causes unusual stress on both the plane and the pilot.
A plane cannot perform an outside half-loop during a turn in which the plane begins or ends its movement at dive speed. This means that a plane performing a half-loop maneuver while diving must place itself in the inverted attitude in order to perform it. Planes that violate this rule are considered destroyed and are removed from the game.
XIV. Fire Options
These options increase the number of variables to take into account when firing, and set out the way the large bombers fire.
Nose Position
This rule applies to planes firing "FF" armament or rockets.
NOSE-DOWN POSITION. A plane that carried out any descent in its previous turn has its nose down. It can fire at any enemy plane that is at its own altitude or lower within its normal firing arc, or in its own hex as long as it is at a lower altitude.
NOSE-UP POSITION. A plane that carried out any climb in its previous turn has its nose up. It can fire at any enemy plane that is at its own altitude or higher within its normal firing arc, or in its own hex as long as it is at a higher altitude.
NOSE-LEVEL POSITION. A plane that neither climbed nor descended during the previous game turn fires normally. (NOTE: it cannot fire at planes that are in its own hex.)
RESTRICTIONS WITHIN THE SAME HEX. The minimum range to targets that are in the same hex must always be at least one hex. Anti-aircraft counters can never fire at targets that are directly above them.
Deflection Modifiers
Deflection is the angle formed between the facing of the attacking plane and the facing of the plane that is the target of the attack. Firing from certain angles is much more difficult than from others, requiring a different "lead" on the target and depending on the difference in their relative movements.
THE DEFLECTION MODIFIER. This modifier is used to represent the effect of deflection. To determine the Deflection Modifier, calculate the clock difference between the positions of both planes, and add the resulting modifier to the total Hit Table Modifiers. Add one more if the attacking plane currently holds the requirements for advantage.
EXAMPLE: plane no. 1 is firing at plane no. 2. Plane no. 1 is at 8 o'clock from no. 2; no. 2 is at 12 o'clock from no. 1. The difference between 8 o'clock and 12 o'clock is 20 minutes and the resulting modifier is zero.
PLANES IN THE SAME HEX. If the target is above: +2. If it is below the attacking plane, the modifier is -1.
Target Modifiers
Targets moving at great speed are difficult to hit with a shot. Thus a target moving at a speed of "8" or more has a modifier of -1 (to be subtracted from the Hit Table modifier).
A target that performed a slip maneuver during the previous turn has a modifier of -1 (to be subtracted from the Hit Table modifier).
Fire Modifiers
A plane that fires while at dive speed has a modifier of -1 on the Hit Table. If it performed a slip, half-loop or half-roll maneuver during the previous turn, it has a modifier of -2 on the Hit Table for EACH of those maneuvers performed.
If it was in a spin during the previous turn, the attacking plane has a modifier of -4 on the Hit Table. Plane Cards that show the modifiers "FF/FH Fire" have an "F" fire modifier of "zero".
Strafing Surface Targets
When a plane is firing at ground targets, it is always assumed to be firing from a 6 o'clock position. The Gun Factors that appear in parentheses on the planes' Data Card (on the CB) can only be used against surface targets. The Gun Factors in parentheses cannot be used against planes; they are added to the other "FF" gun factors when determining the total of gun factors firing at ground targets.
Target Selection
Unlike the basic game, not all fire must necessarily be directed at the nearest target. Fire may be directed at any target as long as all the other nearer targets are fired at during the same turn. If the players wish, they may require that ALL shots be announced before proceeding to resolve them.
Ammunition Quantity
Planes carry a limited amount of ammunition. Ammunition is only tracked for "FF" and "FH" type armament (see "Gun Positions" below). For planes carrying mixed armament, the ammunition is divided into "cannon ammunition" and "machine-gun ammunition". The amount of ammunition is written on each plane's CB. Write on your Log Sheet the amount of ammunition available for cannon (Cn) and for machine gun (Mg). Each time you fire, record it in the appropriate box of the Log Sheet. Bear in mind that part of the armament may run out of ammunition before the rest does (generally, cannon run out before machine guns). When a part of the armament runs out of ammunition, that part of the armament cannot continue firing (the Factors corresponding to that part of the armament are no longer counted). Remember that, when firing, ammunition is spent even if the Hit Table result is zero or less.
Armament Variants
Many of the planes that appear in this game have "armament variants" sections printed on their CB. Players are completely free to use whichever variant they wish.
Gun Positions
In the Basic Game only planes with "FF" (Fixed Forward) armament are used. This section covers the other types of armament.
FIXED HIGH (FH): 12 O'CLOCK AND UP. FH armament is mounted to fire obliquely upward and forward, firing only through the 12 o'clock arc and upward. It cannot fire when the plane is in any of the three inverted bank attitudes.
FLEXIBLE (F): THROUGH ALL ARCS, VARIABLE POWER. Each mount of the F armament (each of the guns of that armament) requires being handled individually by a gunner. For simplicity of play, these gunners and the individual gun positions are not taken into account when calculating the damage received.
The firepower of "F" armament is shown on the Clock Reference Diagram of the plane's Data Card, since it varies for each arc. For example, the B-17G has 12 Gun Factors that fire through the 12 o'clock arc, 8 Gun Factors that fire through the 4 o'clock arc, etc. These total Factors must be divided into groups of no more than four Gun Factors, which are fired separately at one or more targets located in the same arc (they may all be fired separately at the same or at different planes). Bomber fire groups may be fired sequentially at the same or at different targets. Thus a plane with 16 Factors can fire, through a given arc, 4 times with 4 Factors at the target (or targets) located in that arc. A plane's "F" armament can be used only against one arc per turn: once fire is made against a given arc with "F" armament, all the "F" armament is considered to have been fired. Other types (other than "F") of armament carried by the same plane may be fired once during the same turn. Hits on the armament may affect the "F" armament or another type of gun factors. Hits on the "F" armament are recorded with a vertical stroke on the Damage Record. Each hit reduces the number of Gun Factors available by two for each direction.
FIXED LOW (FL): 12 O'CLOCK L. This armament is mounted to fire obliquely downward and forward. It has a 12 o'clock breadth and can be fired at any target that is at a lower altitude. It cannot be used while the plane is in any of the three inverted bank attitudes.
Aircraft Identification
Although it was not an important problem in plane-to-plane combat, the difficulty of distinguishing friends from enemies certainly was for anti-aircraft gunners. Planes that were operating within range of their own anti-aircraft guns were in constant danger of falling victim to a mistake.
WHEN AIRCRAFT IDENTIFICATION APPLIES. This procedure is not taken into consideration when the enemy plane taken as target is at the same distance from the anti-aircraft gun as the friendly plane or closer to it. It does apply when the anti-aircraft guns or the "F" armament of a bomber formation are firing and a friendly plane is closer than the enemy target. This procedure is carried out separately for each shot that is made.
PROCEDURE. Before firing, roll one die. A result of "1-4" is "Foe" and the enemy target can be fired at normally. A result of "5" or "6" is "Friend" and the friendly plane MUST be fired at. The attacking player may choose which friendly plane he fires at if more than one is at the same distance (if not, the nearest friendly plane is fired at). MODIFIER FOR "F" ARMAMENT: add one to the die for the Identification process if "F" armament is being used.
XV. Damage Options
Planes with More Than One Cockpit or Engine
Planes that have more than one engine and/or pilot record the hits on their engines and cockpits in the same way that hits on the armament were resolved in the Basic Game. That is, a plane firing at the left side of a target hits the engine and/or cockpit located furthest to the left on the Damage Record.
EFFECTS OF DAMAGE ON PLANES WITH TWO COCKPITS. Cockpit hits have no effect until one cockpit has been completely destroyed. From that moment on, further hits against the remaining cockpit have the same effects as cockpit hits in the Basic Game.
Damage on Planes with Several Engines
There are two types of plane with more than one engine: those with two engines, and those with four engines. The effects depend on this.
TWIN-ENGINE PLANES: they lose ONE Power Factor if they have received at least one hit on each engine, and TWO Power Factors if there are at least two hits on each engine. All Power Factors are lost if one of the engines is completely destroyed and, in addition, in this situation the plane must immediately jettison its bombs or rockets; or, if the plane is considered loaded because of extra armament, it is destroyed. After jettisoning its load (bombs, etc.) the plane can continue flying, but it is still considered "loaded" as far as its CM characteristics are concerned.
FOUR-ENGINE PLANES: they lose ONE Power Factor for each engine destroyed. If two engines are destroyed, the plane is also destroyed if both engines were on the same side of that plane. If the two destroyed engines are on opposite sides, the plane must jettison its bombs or rockets (again, planes loaded with extra armament are destroyed), keeping its "Loaded" characteristics. If the two remaining engines have one hit each, the plane is destroyed.
EFFECT ON DIVE SPEED: multi-engine planes have their maximum dive speed reduced by one for every THREE hits on the wings (unlike single-engine planes, in which it is reduced every two hits on the wings).
Damage on Planes with "F" Armament
The attacking player who scores a hit on the armament of a plane carrying "F" armament may choose whether his hit falls on the "F" armament or on the nearest gun of another type (if there is one).
Damage on Loaded Single-Engine Planes
Any damage forces a single-engine plane to jettison its bomb load; once this is done it is NOT considered loaded.
In-Line Engines
There are two types of engine: In-line ("I"), favored for their aerodynamic line, but which, being water-cooled, can be knocked out by a single bullet in the radiator. (Note: for game purposes, the jet engines of the Me-262 are treated as "I" engines.) The other type of engine is the Radial ("R"), which is air-cooled and very resistant.
IN-LINE ENGINE TABLE. Every time a type "I" plane receives a hit on its engine(s), roll two dice: a result of "11" means that the engine stops (is destroyed). The second time the Engine Table is consulted for a given plane, a result of "3" means that the whole plane is destroyed (regardless of the number of engines), in addition to the "stopping" of its engines. Any result other than "3" or "11" means that the engine keeps running (although it has received a hit).
XVI. Bombing Options
All bombing is carried out before movement, and it is necessary to begin the turn in the hex that is going to be bombed. The release of bombs (or torpedoes) must be written during the Writing phase using the code "BMB". This code can be completed by indicating the number of bombs that are going to be dropped (for example, "BMB-2"). A plane that is dropping its bombs cannot fire its "FF" or "FH" armament during the same turn.
High-Altitude Bombing
This type of bombing is done from great height (high altitude levels), and requires the use of bombsights. To carry it out, use the "High-Altitude Bombing" Table, note the modifiers to the dice roll corresponding to the plane's altitude, and the size and visibility of the target. (Visibility can be affected by night, clouds, the smoke produced by nearby bombing, etc.) The plane must end its movement exactly over the hex it wishes to bomb. It rolls two dice for the whole bomb load it carries, regardless of the number of bombs in that load.
INDUSTRIAL TARGETS: when bombing towns and industrial centers, the modified dice roll result gives the number of damage points inflicted on the target. In the scenarios in which this type of bombing takes place, each damage point is worth one victory point.
SPECIFIC TARGETS: when specific targets such as bridges, airfields, vehicles, anti-aircraft guns or ships are bombed, an additional dice roll is needed. Roll one die and multiply the number obtained by the damage points. The result is the number of hits scored on that particular target.
BOMBING RADAR: planes so equipped have a +1 modifier to the dice roll mentioned above ONLY in situations of night visibility and/or an obscured target.
BOMBERS WITHOUT BOMBSIGHTS: planes without bombsights may make use of High-Altitude bombing but with a modifier of -2, unless one or more of the planes of the formation are equipped with that type of sight. In this case, all the planes of the formation can drop their bombs at once and ignore the -2 modifier.
ALTITUDE LIMIT: High-Altitude bombing must be carried out at an altitude of at least 6,000 feet.
DROPPING THE BOMBS: in high-altitude bombing, the whole bomb load must be dropped at once. In the other types of bombing, bombs can be dropped individually or in groups.
BANK ATTITUDE: planes must be in the level attitude in order to carry out high-altitude bombing (or torpedo attack).
Glide Bombing
This type of bombing is the appropriate one for fighter-bombers and bombers without bombsights. To carry it out, roll two dice (the first red and the second white) and consult the Bombing Cards; you can see that at low altitudes the chances of hitting are greater. Use the Glide and Dive Bombing Card appropriate to the plane's altitude. The hex of the Card that contains the arrow is the hex occupied by the plane. Once the corresponding modifiers have been added or subtracted, any target located in the hex containing the Card number corresponding to the dice roll is destroyed; targets adjacent to the destroyed hex are attacked using column no. 8 of the Hit Table. (Note: this secondary effect applies only to targets such as vehicles, anti-aircraft and planes on the ground.) The dice are rolled once for each bomb dropped. (Hits on ships are explained in the DAUNTLESS rules.)
Dive Bombing
Only the planes known as dive bombers can carry out this type of attack. Dive bombing is resolved in the same way as glide bombing, differing only in the altitudes (see the Bombing Cards), and the attack receives a modifier of +1. Dive bombers can bomb while in a level attitude, or banked to the right or to the left.
Restrictions
The plane must be in a level bank attitude in order to drop its bombs. Only one plane per hex per turn can drop its bombs (if two or more planes are in the same hex, only one of them can drop its bombs in a turn).
In glide or dive bombing, the impact of a bomb in a hex that is at a greater height than the plane is not taken into account and is treated as a "miss". Targets located in hexes adjacent to a hit, but at a different height from the hex hit, suffer no damage of any kind.
SKIP BOMBING, TORPEDO BOMBING AND DEPTH-CHARGE BOMBING are explained in the DAUNTLESS rules.
XVII. Ground Targets
Runways and Bridges
"Ground target" counters can be placed in a line to represent a runway or a bridge. Runways must be at least four hexes long, and bridges must be from one to three hexes. A hit on a bridge or airfield hex renders that hex unusable.
Industrial Centers and Towns
"Ground target" counters can be used to mark the center of a large industrial or population target. Thus the entry "GT-6" indicates a ground target extending six hexes in any direction from the hex containing the counter, inclusive. That hex is assigned a value in victory points (generally from 3 to 6 points). High-altitude bombing obtains a number of victory points equal to the number of damage points scored on a hex. Glide or dive bombing completely destroys the hex with its hits.
"Ground target" counters can be used to mark the locations of various fortifications (bunkers, machine-gun nests, etc.). These targets require two hits with glide or dive bombing in order to be destroyed.
Some scenarios use surface terrain in the form of various elevations. These hills are represented using any counters not needed in the scenario, turned face down, with the height of the hill written on their back (in pencil), and placed thus on the map. Surface terrain can create "dead zones" where locating and/or firing at the enemy is impossible. These dead zones are determined by placing a straight edge between the center of a hex containing a hill counter and the center of the hex containing the other.
CONDITION FOR COMPLETE BLOCKAGE. If the straight line crosses part of a hex that is higher than both units, they can neither fire at nor spot each other.
CONDITION FOR A DEAD ZONE. If the straight line passes through part of any hex that is higher than one of the units, a dead zone exists which is calculated from the position of the higher of them. This dead zone is equal to the distance between the unit that is higher and the obstacle (the reverse for anti-aircraft). If it is determined that the higher unit can fire or spot, both units can do so. Thus, in the following example, plane no. 1 is at 1,000 feet, planes 2 and 3 are at 600 feet, and the hill between them rises to 800 feet. The distance between the highest unit (no. 1) and the hill is two hexes, so the dead zone extends two hexes from the hill. Therefore, no. 1 and no. 2 cannot spot or fire at each other. The distance between the hill and no. 3, however, is three hexes, so it falls outside the dead zone: planes 1 and 3 can spot and fire at each other.
DIFFERENTIAL ALTITUDE. The dead zone is reduced by one hex for every 1,000 feet of difference between the higher unit and the obstacle. In the example above, if plane no. 1 were at 1,800 feet and all the other altitudes were the same, the dead zone would be reduced to one hex from the hill, so planes 1 and 2 could spot and fire at each other.
COLLISIONS WITH HILLS. A plane that passes through a hex containing a hill must, at the END of the movement, be at an altitude greater than the hill. If not, it has collided with it, is destroyed and is removed from the game.
Barrage Balloons
Barrage balloons against bombers were large gas balloons attached to the ground by strong cables. They were used to oppose low-level raiding planes, which could be destroyed if they struck the balloon or the cable.
The barrage balloon counters are placed in a hex at the start of the game, and cannot be moved afterwards. They cover that hex from an altitude of 13,000 feet downward, and can affect the plane in that area.
EFFECTS. Any plane that enters a hex containing a barrage balloon must undergo the collision procedure. Roll one die; if a "5" or a "6" comes up, the plane strikes the balloon and is destroyed and removed from the game.
DESTRUCTION OF BARRAGE BALLOONS. SILHOUETTE MODIFIER: -2. A barrage balloon can be destroyed by scoring a "C" hit when firing at it. All other types of hits made on barrage balloons have no effect. These balloons have a silhouette modifier of -2.
Anti-Aircraft
These rules cover the handling of the game's anti-aircraft counters. An anti-aircraft counter can be used to represent any number of guns. Each gun factor represents one anti-aircraft gun.
ATTACK POWER. Heavy anti-aircraft guns can vary between 5 and 12 Gun Factors each. Light anti-aircraft guns can vary between 1 and 4 Gun Factors each. Anti-aircraft guns have a maximum range that is noted on their respective range tables.
PLACEMENT. The anti-aircraft counters are placed on the board at the start of the game and cannot be moved afterwards (exception: light anti-aircraft). They can be placed facing in any direction. The attack power of each battery is indicated by writing the numbers of its Gun Factors on an additional Damage Record; each counter is identified by writing its number at the top of the Damage Record. (Dummy counters containing no Gun Factors (decoys) can also be used.)
LIGHT ANTI-AIRCRAFT. Light anti-aircraft counters can be "mobile" if they are placed on top of a vehicle counter at the start of the game. If this is done, the anti-aircraft gun must remain with the vehicle throughout the game. It can be moved with the vehicle counter, as well as turn by itself. If the vehicle is destroyed, so is the anti-aircraft gun stacked with it. The vehicle's silhouette modifier is the one used for the combined target (vehicle plus anti-aircraft).
FACING. Anti-aircraft guns can be turned (change their facing). Light anti-aircraft can be turned one hexside in either direction each turn. Heavy anti-aircraft can be turned one hexside only on even turns. This turning takes place during the Unwritten Movement Phase, and does not need to be written. Anti-aircraft guns are considered "FF" type weapons as far as determining their Firing Arc is concerned.
ANTI-AIRCRAFT FIRE. MODIFIER OF ZERO. Anti-aircraft fire is resolved in the same way as other fire, with the usual modifiers, except that the Range Attenuation Table for anti-aircraft is also used.
DESTRUCTION OF ANTI-AIRCRAFT. SILHOUETTE MODIFIER: ZERO. Hits on anti-aircraft counters are resolved normally except that only "G", "E" and "C" hits are taken into account, and each hit destroys one gun. The other types of hits have no effect on anti-aircraft.
DIFFERENTIAL ALTITUDE. Note that anti-aircraft units ARE subject to the normal adjustment for distance due to differences in altitude.
Vehicles
These rules cover the handling of the vehicle counters in the game. A vehicle counter represents a small number of individual vehicles.
MOVEMENT. Vehicle counters can be moved across the map during the course of the game. A vehicle can turn one hexside and then move one hex; move one hex and then turn one hexside; both, or one or the other, during a turn. A truck can move every hex if it is moving along a road hex, and can always turn in a hex (change its facing as described). If it enters a hex that is not a road hex, it can move only on even turns. A tank can turn (change its facing) during any turn; it can enter a road hex only on even turns, and can enter a non-road hex during turns that are divisible by four. Movement is not compulsory.
DESTRUCTION OF VEHICLES. SILHOUETTE MODIFIER: -2. Firing at a vehicle is carried out normally, except that only "F" hits are taken into account; the other types of hits have no effect. Machine-gun Factors cannot be fired at tanks. To destroy a truck one hit is needed; to destroy a tank two hits are needed. Tanks with one hit are inverted (the counter representing them is turned over).
STACKING. Any number of vehicle counters can be stacked (be together) in a single hex. If they are attacked, the attacking player decides which unit he is firing at (strafing); if they are being bombed, all the units of the stack are destroyed; in the case where a bomb hits an adjacent hex, column no. 8 of the Hit Table is used, which any one unit of the stack receives (only one unit, this unit being chosen by the attacking player).
XVIII. Rockets
The rockets of the Second World War were classified in two categories: Air-to-Air (AA) and Air-to-Ground (AG). Both were very effective if they managed to hit, but they were very unreliable (they had very poor accuracy). For this reason the main considerations to bear in mind when firing rockets are: a) the NUMBER of rockets fired and b) the SIZE of the target (for example, a dense formation is a better target than a single aircraft).
Firing Procedure
Rocket fire takes place after all cannon and machine-gun fire has been resolved, and simultaneously with bombing.
RANGE: all rockets have a range of EIGHT hexes.
IMPACT AREA: all rockets have an impact area throughout which they are effective and can cause damage. Air-to-Ground (AG) rockets have an impact area consisting of the target hex and all adjacent hexes. Air-to-Air (AA) rockets have a large impact area that includes all the air space within a distance and altitude of two hexes of the target hex. (NOTE: altitude differences must be taken into account when determining the impact area. Thus a plane 1,000 feet higher or lower than the TARGET is not within the two hexes of the impact area.)
The selected target hex must be directly in front of the attacking plane, and within eight hexes of its location. The altitude of the target hex must also be specified, and must be at most 400 feet from the altitude of the attacking plane. Then one die is rolled and the result is modified as explained below. The Rocket Fire Table is then consulted to determine the effects caused.
Modifiers to Rocket Fire
All the modifiers listed below the Rocket Fire Table are taken into account; their effect is cumulative in order to obtain a total modifier. The modifiers are the following:
- A single target in the impact area: -2.
- Two or more targets in the impact area: +1 each from the second on (example: 3 targets in the area, modifier +2).
- More than six rockets fired: +1 for every 12; thus, 7 to 12 = +1, 13 to 24 = +2, etc.
- Surface target (mobile): +1.
- Surface target (immobile): +2. (NOTE: immobile targets are anti-aircraft units and planes with their engines stopped.)
- At a distance of four hexes or less: +1.
Results of Rocket Fire
Each hit scored completely destroys one unit. A miss has no effect. If there is more than one target in the impact area, the player who has suffered the hits decides which units he removes from the game.
Restrictions
Air-to-Air rockets can only be used against airborne targets. Air-to-Ground rockets can only be used against surface targets. The number and type of rockets a plane can carry is written on that plane's Data Card. Planes carrying rockets are considered loaded for movement purposes.
A plane cannot fire its armament and its rockets in the same turn.
XIX. Training and Experience
The rules so far have taken into account only the equipment. The following ones concern the pilots directly. Excellent equipment can achieve little in the hands of an unskilled pilot.
Quality Levels
There are three quality levels: Novice, Average and Ace, in increasing order of experience. These terms can be applied both to the crews of the planes and to the anti-aircraft gunners. A pilot or crewman of high quality tends to make more effective use of his equipment.
- Novice pilots and crews: those whose level of training and/or experience makes it impossible for them to obtain optimum use of their equipment.
- Average pilots and crews: those with a good level of training but whose experience is somewhat deficient.
- Ace (expert) pilots and crews: those with the highest level of experience.
Modifying Effects of the Quality Levels
The quality of a pilot or crewman can affect the course of combat.
- Novice: Hit Table modifier of -2. Maneuverability Requirement +1.
- Average: Hit Table modifier of zero.
- Ace: Hit Table modifier of +1 per five kills. Visibility option. Concentrated fire if his record is twenty kills or more.
Concentrated Fire
Determine the Hit Table column normally and roll the die. Instead of using the hits listed, count the total number of hits scored (of all types). Roll the die again to determine the type of hit obtained. EXAMPLE: on column no. 11 of the Hit Table a "2" comes up on the die, which represents four hits. A roll of "4" on the Concentrated Fire ("C") column of the Hit Table indicates that the four hits are all engine hits.
Effects of Quality on Bombing
(Average crews carry it out normally.)
HIGH-LEVEL BOMBING. Add +1 to the dice roll made by expert (ace) crews and subtract -1 if they are novice crews, when determining the damage points.
GLIDE AND DIVE BOMBING. Add +1 on the red die for expert (ace) crews and subtract -1 for novice crews when the Bombing Cards are used.
SKIP BOMBING AND DEPTH-CHARGE BOMBING are explained in the DAUNTLESS rules.
Effects of Quality on Target Selection
When an airplane counter is designated as an "ace", it no longer needs to fire at the nearest target. It can choose any target that is within range of its guns.
Gaining Quality
Good pilots and good crews are the result of successes achieved in combat. Players may wish their pilots to acquire quality gradually. In this case, the old Log Sheets must be kept in order to verify the kills obtained. A given airplane counter (which represents both the aircraft and the airman) can go on acquiring quality for its crew from game to game, as long as it is not destroyed in combat.
STARTING LEVELS. All crews begin the game (or series of games) as "average". Crews that are shot down become "Novices" when they are reintroduced into the game. "Novice" crews become "Average" after scoring one kill. "Average" crews become "Aces" after scoring five additional kills.
HOW TO OBTAIN KILLS. One kill is obtained for each enemy plane destroyed, whether in the air or on the ground. One kill is obtained for every three bombing missions that have been successful (that is, that hit the target). One kill is obtained for every four anti-aircraft guns and/or vehicles destroyed by strafing (or gunfire) (for this last condition those destroyed by bombing do not count). Partial kills are not counted: only the last plane to fire at the target is credited with the kill (use a dice roll to resolve ambiguous cases).
Bailing Out by Parachute
If the training and experience options are being used, players may attempt to save the crew of an aircraft that is shot down in order to be able to use them in future games. One parachute jump attempt can be made for each plane shot down.
PROCEDURE. Roll one die and consult the appropriate column of the "Parachute Jump" Table. If the result is "Bail out" the crew survives. If the result is "Fail" the crew does not survive.
ENEMY TERRITORY. Players who are using this option must determine before the game begins over which territory the battle takes place. Bailing out over enemy territory always implies the capture of the crew (and they are considered destroyed). Crews that bail out over friendly territory can often return to the air within a few hours.
Pilot Characteristics
If you are using the suggested procedure of keeping the pilots' histories, you may wish to use the following option to determine the characteristics of an inexperienced pilot. Players are warned that they should be familiar with the "Quality" rules before taking these up.
DETERMINING THE CHARACTERISTICS. First, decide the pilot's nationality and the year of the war that is being simulated. Then roll one die on the appropriate column of the "Determination of Pilot Characteristics" Table. The code letters specify which characteristics the pilot has. If "TT" appears, the pilot doubles the training benefits listed on the "Effects of Pilot Characteristics" Table. If "E" appears, roll the die again; if the result is "1" the pilot is considered an "Ace".
EFFECTS OF THE "VISION" CHARACTERISTIC. Night or exceptional vision has always been a prerequisite for the pilots of any Air Force, so criteria such as the penalties caused by combat losses rarely cause a reduction in vision. Pilots with this characteristic have a +1 modifier on spotting attempts in addition to the other modifiers. When firing at enemy planes and after determining the Hit Table column, they may consult the next column to the right and resolve the combat in the usual way using that column.
EFFECTS OF THE "REFLEXES" CHARACTERISTIC. This is the key for any pilot: the coordination between hands, feet and eyes to control the plane. Pilots with this characteristic can deduct "one" from the Maneuverability Requirement of any maneuver (one per turn) of their choice. In addition, any pilot with this characteristic who is disadvantaged can conceal the final half (rounding fractions down) of the written movement from his enemy. Also, he can increase his ammunition quantity by 2 (with great reflexes, shorter bursts are used).
EFFECTS OF THE "TRAINING" CHARACTERISTIC. This characteristic simulates technical skills, and is highly variable according to the year. For pilots with this characteristic, allow one hit per flying mission to be erased, at the choice of the player controlling them. The player simply announces that he will not record any one hit inflicted on his plane, and then makes a mark on his Log Sheet to indicate that he has used this option for that mission.
In addition, pilots or crews with this characteristic receive a +1 modifier on high-level, glide or dive bombing, in addition to the other applicable modifiers.
Double these effects in damage control and in bombing if the characteristic shown is "TT".
EFFECTS OF THE "EXPERIENCE" CHARACTERISTIC. This represents the pilot's or crewman's ability to learn, conditioned by time. Any pilot who was in the ranks before the beginning of the war is considered to have experience, since he is deemed to have received adequate training. Pilots without this characteristic can obtain it on completing five missions (without needing to score kills — in the first five missions is where skill in survival is gained). When determining the characteristics, any pilot or crewman who receives an "E" rolls again: a result of one on the second roll indicates that he becomes an "ace".
This characteristic gives a +1 modifier for spotting (instead of the "Ace" modifiers); this +1 modifier is lost on reaching the rank of "Ace". This characteristic also allows pilots without the "Reflexes" characteristic to conceal the last two MP of their written movement when they are disadvantaged. In addition, these pilots and crews do not begin as novices, being automatically considered "average".
XX. Solitaire Play
A solitaire game (for one person only) can never duplicate the presence of a live opponent who makes his own decisions. The following rules for solitaire games allow an automatic decision (proper to solitaire games).
ANTI-AIRCRAFT GUNS. In the solitaire game do not turn the anti-aircraft counters until the airplane counters have been moved. If the anti-aircraft counter can fire without needing to be turned, carry this out normally. If it must be turned 60° in order to fire, use a modifier of -2 on the Hit Table.
"F" ARMAMENT. In the solitaire game, "F" guns always make use of the best shot possible (that is, the one with the highest number on the Hit Table).
SOLITAIRE MOVEMENT TABLE. (This table, for the random movement of vehicles and ships, appears and is explained in the game DAUNTLESS.)
SHIPS. (The ship counters and the explanations for their use appear in the game DAUNTLESS.)
Scenarios
The scenarios presented in this booklet provide a representative selection of the operations carried out by the Air Forces. Other scenarios, or modifications to these same ones, appear in the games DAUNTLESS and STURMOVIK. Each scenario is a separate game and provides the information needed to set it up and play it. The solitaire scenarios are included for those players who have difficulty finding opponents or who wish to practice. The scenarios do not attempt to represent specific actions; they have been designed to capture the "essence" of each different type of mission, and to give each game enough flexibility to be completely different. Once players have used all the scenarios provided here, they will be prepared enough to design their own. The possibilities are endless.
Scenario Format
Each scenario presentation is made up of two or more variations such as Basic and Advanced, Solitaire and Competition, and so on. Once the variant has been decided, the players find the necessary information in four separate sections.
1. SET-UP. Unless stated otherwise, units can be placed facing in any direction, and with any starting altitude, speed or bank. The surface terrain must always be chosen by the players before they choose the side they will play; this ensures that no side is favored. Any variable placement or initial dice roll (to place clouds, etc.) must be made at the start of the turn. The results of the initial dice rolls must be written on a sheet of paper, including direction, hex and altitude. Units can always move on the turn in which they are placed on the map. As for the planes, they are assumed to have moved a sufficient number of hexes prior to their entry onto the map to enable them to perform any maneuver immediately.
2. SPECIAL RULES. These apply only in that scenario. In all scenarios in which the map sections cannot be moved, a plane that flies off the map is out of the game and cannot return.
3. SUGGESTED AIRCRAFT. Here players are given an idea of which types of the planes provided in the game are suitable opponents for each other. In the auxiliary games, other opponents are indicated using the planes provided in them for those scenarios in which they apply. For variety, other combinations can be applied. All the scenarios except the solitaire ones are designed to be played by one player per side, but they can be expanded for more players by multiplying the number of planes involved.
4. VICTORY CONDITIONS. Unless stated otherwise, the side that accumulates the most victory points is the winner; these points are awarded for destroying enemy planes, anti-aircraft, vehicles and/or barrage balloons. Some scenarios award victory points special to those scenarios.
XXI. Introductory Scenario
This scenario is provided for a quick introduction to the game system, being set up for solitaire use. The expert player can use this scenario making use of the optional rules.
Solitaire Scenario V-1
In mid-June 1944 the pilotless bombs known as the V-1 began to be launched against English targets (mainly London). The Allies responded quickly with a defensive network of radars, observers, anti-aircraft batteries and fighters. The fighters proved very effective in destroying these flying bombs.
Basic Level for Learning the Game
This version should be the one used by novice players to practice the mechanics of the game, learning the sequence of play, the Log entries, movement restrictions and firing procedures, before facing opponents head-on.
1. SET-UP. Place a V-1 counter in each of the following hexes: I-F1, I-N1 and II-I1, facing in direction "4". These are the V-1 entry hexes (the order of arrival is determined by the special rules). Then place a fighter in any hex of your choice.
2. SPECIAL RULES. The order of appearance, speed and altitude of the V-1s is variable and is determined by rolling a die.
ORDER OF APPEARANCE: the V-1s enter the board on turns 1, 4 and 7. Which one enters is determined by rolling a die on each of those turns and consulting the following table (the number that appears is the location of the V-1's arrival):
V-1 ORDER OF APPEARANCE TABLE
| Die | Turn 1 | Turn 4 | Turn 7 |
|---|---|---|---|
| 1/2 | I-F1 | Hex with the lowest number | Remaining hex |
| 3 | I-N1 | Same | Same |
| 4 | I-N1 | Hex with the highest number | Same |
| 5/6 | II-I1 | Same | Same |
SPEED AND ALTITUDE: the speed and altitude of each V-1 is determined when it enters the map by rolling a die for the speed and a die for the altitude.
SPEED AND ALTITUDE TABLE
| Die | Speed | Die | Altitude |
|---|---|---|---|
| 1/2 | 7 | 1 | 1,000 feet |
| 3/4 | 8 | 2 | 2,000 feet |
| 5/6 | 9 | 3 | 2,500 feet |
| 4 | 3,000 feet | ||
| 5 | 3,500 feet | ||
| 6 | 4,000 feet |
COURSE AND SPEED: the V-1s fly perpendicular to the map edge they entered from, in a straight line and on a steady course. They never change speed or altitude during their flight. The board sections cannot be moved (exchanged).
CHARACTERISTICS OF THE V-1s: the V-1s have a silhouette modifier of "-4". Two hits on wings, fuselage or engine, or one hit on the fuel tank, destroy the bomb. Hits on cockpit and armament count as misses.
3. SUGGESTED AIRCRAFT. The models used against the V-1s are the Spitfire IX, the P-51D, the P-47D and the Tempest V.
4. VICTORY CONDITIONS. To win, the player must destroy all three V-1s before they leave the map.
Advanced Level for Learning the Game
For a more competitive solitaire game, add the Deflection Modifiers Option and any other options you are interested in.
XXII. Universal Scenarios
These scenarios are applicable to AIR FORCE and to its expansions (with or without modifications). In the scenario information of the AIR FORCE expansions, the necessary references and modifications for their use are made. They can be played with AIR FORCE without any modification.
Scenario No. 1: Air Melee
This scenario covers basic fighter-versus-fighter combat and is set up so that it can be played with the basic rules only, or with any additional rule desired added to it. The minimum number of planes per side must be two, which was the smallest tactical fighter unit used in the war.
Basic Game Level
This level is the one recommended for inexperienced players; they use two planes each and disregard all optional rules. As they gain experience they can go up to four planes each, but they should not introduce optional rules until they have played several times.
1. SET-UP. The planes are placed no more than three hexes from the sides of the board, one side starting on the "5-6" side and the other on the "2-3" side. The players secretly write the hex in which they will place their planes as well as their direction and facing. Then they place their planes and each player rolls a die. The combined result of this dice roll (for example, 3 + 4 = 7) is multiplied by 2,000 feet (14,000 feet in the example). This is the starting altitude of all the planes.
2. SPECIAL RULES. The map sections can be exchanged as needed.
3. SUGGESTED AIRCRAFT. Suitable opponents can be considered:
- Spitfire I against Me-109E
- Spitfire V against Me-109F
- Spitfire IX, Tempest V, P-47B, P-47D, P-51B or P-51D against Me-109G or FW-190A.
4. VICTORY CONDITIONS. The side that shoots down the greater number of enemy planes at the end of twenty turns is the winner. If the number of planes shot down is the same, the side that has shot down planes totalling the greater number of points is the winner.
Advanced Game Level
It is the same game with any desired optional rule added and as many variations in the set-up as the players wish to make. The planes can be placed in any hex of the map (the hex number and the facing are written secretly before placing them). Collisions resulting from this set-up, although rare, are resolved using the collision rules. Each player rolls two dice to determine the altitude of his own plane.
Scenario No. 2: Bomber Formations
The main interest of any air defense system was to stop the enemy bombers. To play this scenario it is necessary for each side to have enough players to handle all the planes, or for the "Bomber Formations" rules to be used.
Solitaire Game
This solitaire version is useful for players who wish to test various defensive bomber formations, or to test tactics for attacking those formations.
1. SET-UP. The bombers are placed in sections I and/or II of the map, facing in direction "4", in any formation desired. The fighters are placed anywhere within sections V or VI of the board. They can be placed at any altitude desired (ideally between 10,000 and 25,000 feet), or dice can be used to determine the altitudes (as in scenario 1).
2. SPECIAL RULES. The map sections cannot be exchanged. The bombers must fly straight and level throughout the game, and maintain a constant speed.
3. SUGGESTED AIRCRAFT.
- 12 He-111H, Ju-87B or Ju-88A against 4 Spitfire I or Hurricane I.
- 18 B-17F or B-24D against 8 Me-109F, Me-109G or FW-190A.
- 18 B-17G or B-24J against 8 Me-109G, FW-190A or Me-110G, or else 4 Me-262A.
Up to 25% of the fighters can carry air-to-air rockets, except the Me-110 and Me-262, which can be 100% so armed.
4. VICTORY CONDITIONS. The game ends when the last bomber leaves the map by the "4" side or is shot down. The bombers earn 5 victory points for each bomber that leaves the map with its bomb load on board. They also earn the normal points for shooting down planes.
Competition Game
It is similar to the previous one except that the bombers receive a fighter escort.
1. SET-UP. As in the previous one; the escort fighters are placed in section I and/or II.
2. SPECIAL RULES. As soon as they are free, sections I and II are placed beyond the "4" side of the map. The intercepting player then places four ground target counters of size GT-6 in those sections, these counters being separated by at least 8 hexes; he also places in those sections two anti-aircraft gun counters, with a separation of at least 10 hexes.
3. SUGGESTED AIRCRAFT. As in the previous one, adding four escorts to the bombers and doubling the number of interceptors (use two different types of plane if necessary). The interceptor also has ten heavy anti-aircraft guns (rated at 6 factors each) that can be placed on two heavy anti-aircraft counters. The escort fighters can be of any friendly model.
4. VICTORY CONDITIONS. The bombers earn one victory point for each damage point inflicted on the targets, in addition to the normal victory points awarded to both sides for planes and anti-aircraft guns destroyed. No points are received for leaving the map.
Scenario No. 3: Night Fighters
A large part of the air combat of World War II took place at night, and the belligerents worked hard to obtain good night fighters and bombers. Night operations evolved from imperfect and unprofessional efforts at the start of the conflict to sophisticated operations in the later years. The visibility options should be used to capture this type of combat to the full (bear in mind that night fighters were generally controlled from the ground).
The Kammhuber Line
(It corresponds, with some modifications, to the "Night Kamikazes" scenario of DAUNTLESS.) The first well-organized night fighter defense system was the Luftwaffe's so-called "Kammhuber Line". Before the great raids on Hamburg in July 1943, the RAF's night bombers flew alone or in small groups, making their way to the target separately. The German "night hunters" patrolled each of the sectors of the Kammhuber Line separately, and were able to engage the enemy bombers given the small number of them that crossed these areas from time to time.
1. SET-UP AND ENTRY. The raiders enter by the "1" side of the map and fly in direction "4". All the raiders must be at the same altitude, which is determined by rolling two dice and multiplying the result by 2,000 feet. This altitude is known to both players. Then the raiding player secretly writes the number of the hex through which each of his planes will enter, which must be at least four hexes apart from each other (the number written by the raiding player for each entry hex must be shown to the intercepting player at the same time as the plane enters the map). The intercepting player can place his fighter anywhere on the map. Beginning on turn 1, the raiding player rolls a die for each plane that has not yet entered the map; if he rolls a "6", he places a plane in the corresponding hex and begins to move it.
2. SPECIAL RULES. The map sections cannot be exchanged.
3. SUGGESTED AIRCRAFT. 4 Wellingtons or Lancasters against 1 Ju-88C or Me-110G.
4. VICTORY CONDITIONS. The raiding player wins if two or more of his planes can leave the map by the "4" side with their full bomb load. If he does not manage this, the intercepting player wins.
Bomber Stream
(It corresponds, with some modifications, to the "Night Raid on the Superfortress" scenario of DAUNTLESS.) Beginning with the raids on Hamburg, the "bomber stream" tactic began to be used, which consisted of all the bombers flying together toward the target in a compact group covering a narrow front so as to "swamp" the defenses. The use of chaff (strips of aluminium) against the night fighters' radars made it necessary to look for new tactics so that the night fighters could engage these "bomber streams", moving up to them and shooting them down.
1. SET-UP AND ENTRY. The bombers enter the map by the "1" side, and cross it in direction "4". Dice determine the "approximate" altitude that the intercepting player can know: roll two dice and multiply the result by 1,000 feet. The raiding player can place each of his bombers up to 3,000 feet away from this "approximate" altitude. The raiding player divides his planes into four groups of three planes each and writes secretly the entry hex of the squadron leader of each group (the plane that controls the other two of its group); the groups must be at least six hexes apart from each other (the number of the entry hexes is revealed successively as the groups enter). The intercepting player rolls a die once for each of his planes; the number rolled is the side of the map by which they enter. He then writes secretly the number of the entry hex and the number of the direction (which are revealed as the planes enter). The altitude is determined at the moment of entry. Beginning on turn 1, both players roll a die each turn for each group of bombers and for each fighter that has not yet entered the map. With a result of "5" or "6" the unit is placed in its corresponding hex and begins to move.
2. SPECIAL RULES. The map sections can be exchanged (rotated) as needed.
3. SUGGESTED AIRCRAFT. 12 Lancasters or Mosquito IV against 4 Ju-88C or Me-110G.
4. VICTORY CONDITIONS. The game lasts twenty turns. The bombers earn 4 victory points for each bomber that remains in flight and with its full load at the end of the scenario, in addition to the points both sides earn for shooting down enemy planes.
Scenario 4: Low-Altitude Mission
The various Air Forces of World War II did more than bomb cities and engage in air combat. One of their most important and risky tasks was ground attack in support of tactical ground units.
Solitaire for Attacks Against Vehicles
Fighter-bombers and dive bombers extended their actions to the strafing and bombing of enemy vehicles.
1. SET-UP. The following surface terrain counters are placed on any side of the board: 5 x 100', 5 x 200', 3 x 300', 5 x 400', 25 x 500', 5 x 600', 5 x 1000' and 2 x 1500'. The roads run along the "G" hex rows of each map. Six tank counters and six truck counters are placed in any of the road hexes of sections III and/or IV of the map. Sixteen light anti-aircraft counters are placed, which can be put on vehicles or around the map, being separated from each other by at least five hexes. They contain forty light anti-aircraft guns (rated at two factors each). The attacking plane can be placed in any hex along sides 1 and 4, and at an altitude of 5,000 feet or less.
2. SPECIAL RULES. The map sections cannot be exchanged. The Solitaire anti-aircraft rule must be used. The plane is carrying bombs or air-to-ground rockets. The vehicles must move at the highest possible speed each turn, and must stay on the road.
3. SUGGESTED AIRCRAFT. The following models are effective for low-altitude missions (choose two of the same type): Hurricane II, Tempest V, P-47D, Mosquito F.B.VI, Ju-87B and Ju-87D.
4. VICTORY CONDITIONS. To win, the player must score at least twenty victory points, and have more victory points gained than lost.
Airfield Raid
This scenario represents a surprise attack on an airfield.
1. SET-UP. Use the same surface terrain layout as for the previous scenario. After determining sides, the defender distributes the sixteen anti-aircraft counters, separated by at least four hexes from each other, in sections III and/or IV of the map. They contain 28 light anti-aircraft guns rated at two factors each, and three light anti-aircraft guns rated at four factors each. The twelve surface target counters are placed to form three airfields with a length of four target counters each. These airfields must be separated from each other by at least twelve hexes. In two of the airfields one plane is placed in each, located at one end of the runway and facing so that they can take off. The attackers are placed in any of the hexes belonging to sides "1" or "4", and at an altitude of 2,000 feet or less.
2. SPECIAL RULES. The map sections cannot be exchanged. The attacking planes may carry bombs or not carry them. The defending planes must start their engines and take off.
3. SUGGESTED AIRCRAFT. The attacker has four planes, the defender two. They can be 4 P-47B, P-47D, P-51B, P-51D, Tempest V, Spitfire IX or Mosquito F.B.VI against 2 Me-109G, FW-190G or Me-262. Alternatively: 4 Me-109E or Me-110C against 2 Spitfire I or Hurricane I.
4. VICTORY CONDITIONS. The attacker earns 10 victory points for each airfield bombed (that has received at least one direct hit on any of the counters that make it up) and a bonus of 30 victory points if all three airfields are effectively bombed. The attacker must have at least twenty-five victory points more than the defender in order to win. The defender wins if he has at most 24 victory points fewer than the attacker. The game ends when all the attackers have been shot down or have left the map, or at the end of twenty complete game turns.
XXIII. Exclusive Scenario
This scenario is not used in any way in the scenario instructions of the auxiliary games.
Scenario 4: Low-Altitude Missions, continued — Raid on the Ploesti Refinery
This scenario is loosely based on the August 1943 attack on the Romanian oil refineries at Ploesti. This raid, which saw American heavy bombers attacking at low altitude one of the most heavily defended targets in Europe, in broad daylight, was one of the most daring and unusual raids of the whole war. The plan was very tangled, and the attackers came to the objective little by little and from all directions.
1. SET-UP AND ENTRY. The following surface terrain counters are placed anywhere on the map: 30 x 100', 30 x 200' and 5 x 1000'. After determining sides, the defender distributes five heavy anti-aircraft counters and eleven light anti-aircraft counters, all of them separated from each other by at least four hexes. They contain 10 light anti-aircraft guns rated at two factors each, 20 light anti-aircraft guns rated at four factors each, and eight heavy anti-aircraft guns rated at six factors each. He may also put six barrage balloons in any hexes. He places seven surface target counters of size GT-2 with a separation between them of at least twelve hexes. The attacker divides his planes into four formations of at least three aircraft each. (If the attacking group is made up of two or more players, the planes are divided into eight formations of at least two aircraft each.) Both players now roll a die once for each formation (the defender rolls for each plane separately). The result determines the side by which they enter. The players then write, secretly, the exact hexes through which their planes will enter, their direction and their altitude (the attacker writes it only for the leading plane of each group). The attacking planes must be at altitudes of 300 feet or less. This information is shown to the opponent on the entry of each group. A die is rolled for each formation (individual planes or groups) each turn, beginning on the first turn. On rolling a "6", the corresponding formation is placed on the map, in its corresponding hex, and begins to move.
2. SPECIAL RULES. The map sections cannot be exchanged. Once any hex of a target has been bombed, the complete target is considered "obscured" for any subsequent bombing. "Obscured" targets can be indicated by placing on the target counter a cloud counter whose size is (0-1.0)2.
3. SUGGESTED AIRCRAFT. To represent the historical proportion between the two forces, the attackers have 18 B-24D and the defenders 2 Me-109F.
4. VICTORY CONDITIONS. The game continues until all the bombers have left the map or have been shot down. The attacker earns five victory points for each target hex bombed (only the first hit on a hex earns points; subsequent hits on that same hex are not counted). The attacker also earns a bonus of 75 victory points if he bombs all seven targets.
XXIV. Creating Your Own Scenarios
The scenarios included in this game barely scratch the surface of the possible applicable conditions. Ideas for additional scenarios can be obtained from aviation magazines, books, films, etc., or by using your imagination. The scenarios provided give players an idea of the different ways in which the rules can be used to simulate historical conditions, and give imaginative players a multitude of ideas for designing their own scenarios. Other scenarios appear in the auxiliary games DAUNTLESS and STURMOVIK.
An important thing to remember is to give both sides a chance — not necessarily an equal one for both — of winning the game. Do not hesitate to apply new situations because they seem tilted in favor of one of the sides. The most important reason for applying new situations should simply be that they seem interesting.
There are other points to bear in mind when creating scenarios, or when playing the ones presented here; points that cannot be dealt with completely in any set of rules, even one twice the size of this one. They are points that refer to doctrines and tactics, and the contrasts between what was done and what could have been done. For example, the different nationalities favored different tactics, but forcing these to be applied in every scenario is not necessarily the most realistic way to play.
The rules do not refer specifically to the influence of distance on the planes' ability to carry bombs, since only the maximum load capacity is given for each plane. Great distances would require a smaller bomb load (every 60-70 gallons of fuel is equivalent to 500 pounds less of bombs). If players wish to simulate a mission that has to be carried out at a considerable distance, each plane's bomb-carrying capacity should be reduced to reflect this fact. Another factor relating to distance is the tactics to be used once the target is reached. Medium bombers on low-altitude missions have to carry a fuel reserve that lets them go at full speed against the target, burning fuel quickly to make the most of the situation. On the other hand, medium and heavy bombers at a level bombing altitude carry a small fuel reserve since they do not need great evasive maneuvers as part of their mission plan. Such planes have to fly for the whole mission at maneuver speeds, relying on their tight formation and altitude for protection. It is not impossible for a plane on such a mission to use high speeds or violent maneuvers to protect itself, but it is not common. Therefore a plane carrying out such a mission can fly farther or carry a greater quantity of bombs than a plane on a low-altitude mission.
Airwar by Edward Jablonski is a two-volume work that provides an excellent general history of the Second World War in the air.
XXV. Notes for Players
AIR FORCE effectively simulates air combat in the Second World War, in such a way that many of the capabilities of the real planes have had to be reproduced in detail. The tactics that were valid in the real combats are also valid in the game. To play AIR FORCE well, players must use tactics similar to those used by the pilots of the period.
For air-to-air combat in AIR FORCE, an aid to success as important as good tactics is the right attitude. While there is a place for the defensive character of admirals and ground commanders, fighter pilots whose tactics are defensively oriented do not go down in history, since even fighters on defensive missions must use aggressive tactics to be effective. The main objective of a fighter pilot is to destroy the enemy plane without being destroyed in exchange. Bomber pilots must be equally aggressive, but in a different way. While in bombing missions close defensive formations are adopted to repel the enemy interceptors, these missions are offensive, and the targets must be bombed if you wish to succeed. You must be aggressive. You must begin each game with the determination to fire at and/or bomb your opponent. Thinking that they will also fire at you must be a secondary consideration. Bear in mind that if you can fire more often and more effectively, you will inflict more losses than you receive.
An aggressive attitude must be completed with effective tactics in order to achieve the maximum results. In passing, everyone will develop his own style and a number of favorite "tricks", but there are several important points that all players should understand and try to put into practice.
Point No. 1: Coordination
Players must learn to coordinate the movements of their planes to achieve the maximum combined effect. Heavy bombers must operate in close formations to make the most of their combined firepower. Medium and light bombers, lacking this massive firepower but with greater maneuverability, must operate in small, separated formations in which they can use evasive movements. A formation of two fighters should preserve the freedom of movement of both planes, coordinating their movements to trap the enemy in a deadly crossfire, and to protect each other's tail. When facing enemy fighters, use a flexible, dispersed formation, normally with the planes separated from each other by two to four hexes and, if possible, staggered. Keep at least one hundred feet of difference in altitude to avoid possible collisions. Using this formation, it is possible to cover any maneuver an enemy fighter can make and to ensure that at least one plane will have it in its sights or be in a position to pursue it. When attacking powerful bomber formations, use a close formation to concentrate firepower where it is wanted. When attacking ground targets, send one plane (or formation) against the target, while the other plane (or formation) supports it and covers the attack by harassing the nearby anti-aircraft positions.
Point No. 2: Maximizing Each Plane's Advantages
Players must get the maximum potential out of the planes they are using. What are the plane's characteristics compared to the enemy plane? Is it more maneuverable, faster, better able to climb or dive, does it have greater firepower, or the ability to absorb more damage? How can these advantages be maximized, and the disadvantages minimized? Which tactics will have the greatest chance of success? Experience gives the answers to many of these questions, as do practice and familiarity with the rules. Although a player may have a favorite type of plane he prefers to use, he should try other types from time to time to become familiar with them. This can be of great help when he faces those types.
Point No. 3: Use of the Altitude Advantage
A plane with an altitude advantage of several hundred feet can dive quickly to attack whenever it thinks fit, whereas it is impossible to carry out an effective attack from a position that is at a much lower altitude. Interceptors at altitudes lower than the bombers may have difficulty catching even slow-moving formations if the altitude difference is excessively great. The height advantage gives the initiative to the higher plane, allowing it the luxury of deciding when and where to attack. A slight altitude advantage can be used to maintain speed when performing a series of maneuvers that reduce it. Climb whenever possible, even if only a hundred feet. This extra altitude can be very useful later. Remember that altitude is much easier to lose than to gain.
Point No. 4: Facing the Enemy
Always keep the fighter's nose pointed at the enemy. It is preferable to be facing him than to turn away at the approach of an enemy fighter and leave him pointing at our tail. In other words, when you turn, always do so in order to attack, never to retreat. When attacking bombers, do it from the position where their firepower is least effective and the return fire is smallest. Heavy fighters with great firepower are the best for intercepting bombers, although less suitable types have to do it if they are the only ones available. Bombers almost always have their greatest firepower located away from the nose. These planes react (and must react) to an attack by turning to present their greatest firepower to the approaching enemy. Bomber units must be formed up in such a way that the planes of those formations can cover their weak points.
Point No. 5: Speed
Bombers that are flying in close formations should not move at their maximum speed, since this would cause damaged planes to have to leave the formation and be destroyed. For fighters it is important to remember that speed is easy to lose and hard to recover quickly without losing a lot of altitude. Although a high speed makes maneuvering difficult, it is hard to predict an opponent's course if he is faster. Properly exploited, the speed advantage can be used in the same way as the altitude advantage: to gain the initiative.
Point No. 6: The Immediate Plan
Try not only to visualize the possible positions of the plane at the end of the movement; you must also calculate the possibilities for the following turn. Can a plane place itself or bank in the most effective way so that it can fire this turn and be in a good position to pursue the enemy on the next? Remember the respective positions, speeds, bank attitudes and altitudes of the aircraft, their capabilities and your opponent's normal tactics. This can increase your chances.
Point No. 7: Terrain
When flying at low altitude, plan an approach and exit route that gives you the maximum advantages with respect to the type of terrain. When placing anti-aircraft around a ground target, place light anti-aircraft near all the heavy anti-aircraft positions to defend them from enemy planes that are too close to be hit by the heavy anti-aircraft.
Point No. 8: Surprise
All the previous points are only ideas and suggestions, not compulsory rules. There may be occasions when a player wants to try something different. Surprise can be a deadly weapon in your arsenal of tricks. The only compulsory rule to bear in mind in air combat is that you must never be predictable: a pilot whose movements are easy to predict is an almost certain victim.