Eagles in the Sky
Eagles in the Sky Rulebook
Table of Contents
Table of Contents
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- 2.0 Components
- 3.0 How to Set Up and Play
- 4.0 Sequence of Play
- 5.0 Random Events
- 6.0 Initiative
- 7.0 Card Draws
- 8.0 Activations
- 9.0 Dogfights
- 10.0 Combat
- 11.0 Altitude
- 12.0 Escape
- 13.0 Aircraft Special Characteristics
- 14.0 Pilots
- 15.0 Special Targets and Weapons
- 16.0 Engagement Types and Victory Points
- 17.0 Historical Scenarios
- 18.0 Ace Ratings and Abilities
- CAMPAIGN GAME RULEBOOK
2.0 Components
Eagles in the Sky contains the following components:
- 110 Maneuver cards
- 140 1" Aircraft counters
- 176 5/8" Markers
- 2 Double-sided Campaign Cards
- 1 Campaign Log
- 1 Squadron Log
- 3 Player Aid Cards
- 1 22"x17" Play Mat
- 1 Engagement Game Rulebook
- 1 Campaign Game Rulebook
- 1 Allied Aircraft Marker Display card
- 1 German Aircraft Marker Display
2.1 Aircraft Counters
Eagles in the Sky includes two general types of aircraft: Scouts (Fighters) and 2-Seaters (Bombers and Reconnaissance). Each aircraft counter represents a single aircraft.
DESIGN NOTE: One difficulty was classifying the German CL and J class ground attack aircraft. While they were 2-seaters in the literal sense of the word, the CL aircraft were also used as escort fighters and even as interceptors against Allied bombing raids. As a result, the CL planes are considered to be Scouts, while the J class machines are 2-Seaters.
2.11 Scouts
Scouts were the WWI form of what today are called fighters and operate in Flights of from 1 to 6 aircraft. A Flight Leader must be assigned to one of the aircraft in the Flight. Allied Scouts have tan backgrounds, German ones have grey-green backgrounds.
2.12 2-Seaters (Mission Aircraft)
2-Seaters are the raison d'être for the war in the air. They perform a large variety of missions, including Artillery Spotting, Photo Reconnaissance and Bombing. 2-Seaters operate either as lone aircraft or in formations of two to three aircraft. Allied 2-Seaters have blue backgrounds, German 2-Seaters have gray backgrounds.
DESIGN NOTE: The term "2-Seater" is something of a misnomer. Some observation and bombing aircraft had crews of 3, others only 1. In addition, a few scouts, such as the famous Bristol Fighter, had 2-man crews.
2.13 Aircraft Ratings
Performance Ratings: Each plane is rated for Climb, Dive, Speed and Agility. In all cases, higher numbers are better.
Defensive Class: Aircraft fall into one of four Defensive categories, indicated by the letter on the counter – Fragile, Normal, Sturdy or Armored.
DESIGN NOTE: Almost all of the aircraft in Eagles in the Sky are either Normal or Sturdy. Armored aircraft were rare during WWI and, by this point in the war, most of the Fragile planes had been taken out of front line service.
Guns: WWI aircraft almost invariably carried either one or two forward-firing machine guns. The number carried by an individual aircraft is indicated on the counter. Some aircraft have two numbers separated by a dash. The first number indicates the number of forward-firing machine guns, the second the number of guns the rear gunner has. Finally, an L in place of (or following) the number indicates a wing-mounted Lewis gun (see 15.4).
Bombs: The bomb symbol(s) on the counter represent the number of points of bombs that a particular aircraft is capable of carrying. A red bomb symbol indicates a very light bomb load.
Special Characteristics: Some aircraft have special characteristics, which are indicated on the counter. See 13.0 for the meaning and effects of those abilities.
The back side of each aircraft counter (the side with the red stripe next to the Performance Ratings) indicates that it has been activated that turn.
2.2 Maneuver Cards
All Maneuver cards are shuffled into one deck at the beginning of each game. After initial cards are dealt, the remaining cards become the Draw Pile.
Each Maneuver card has two sections: a Maneuver section, which is used when the card is played from a player's hand, and a Fire section, used to resolve combat and to help resolve a number of other procedures during the course of play.
The Maneuver section contains the following:
- The Maneuver's name
- One or more symbols showing which Performance Rating(s) the card is used with. Cards that have more than one symbol can be used with any one of the ratings shown.
- The Maneuver Rating. The higher the number, the more effective the Maneuver.
- The card number, which is used both to identify the card and to determine whether (or if) a Random Event has occurred. The card number is also used in other ways in the Campaign Game.
- Any Special rules pertaining to the Maneuver.
The Fire section contains the following:
- A Fire Value number used to determine if a fire attack hits its target.
- All cards with a Fire Value also have a damage table (10.8).
- Some cards have the words "Guns Jammed" in this section indicating the firing gun(s) has jammed.
Maneuver cards may be played from a player's hand in one of two ways: as an Activation (8.0) or as a Response (8.4) to an Activation.
2.3 Pilot Counters
These counters represent the men in the cockpits of the aircraft. There are five types of pilots: Green, Inexperienced, Experienced, Flight Leaders and Famous Aces. See 14.0 for rules pertaining to each type.
2.4 Markers
Eagles in the Sky contains a number of different marker types. These include Position Level, Climb Progress and Damage markers, as well as counters for Jammed and Broken guns, etc.
2.5 Play Mat
The Play Mat is where aircraft are deployed during an Engagement. It contains a section for Unengaged aircraft (divided by altitude level) plus a number of dogfight displays. It also contains a zone track to display which zone the engagement takes place and a Game Turn Track, as well as spaces to hold aircraft that have been shot down, and aircraft that have to undergo the Safe Return procedure (Campaign Game only).
2.6 Engagement Player Aid Cards
The game includes three Player Aid Cards.
- Card 1 includes the Random Events Table and the Aircraft Availability Chart.
- Card 2 includes the Engagement Sequence of Play, charts to set up the engagements and the Victory and Glory Point tables.
- Card 3 includes the tables needed during Engagements, the Weather table and Campaign Sequence of Play.
2.7 Aircraft Marker Display Cards
The game contains two aircraft display cards, one for the Allied player and one for the German player. Players can use these displays to hold information markers (damage, pilots, etc.) and reduce clutter on the aircraft counters on the Play Mat.
2.8 Glossary
The following terms are not rules per se, but are useful to know for play of the game.
Ace: One of the historical leading scout pilots of the war. Aces function as Flight Leaders, but also have one or more special abilities (see 14.6 & 18.0).
Activation: In order for an aircraft to do anything other than respond, it must be Activated. There are two types of Activation – Targeted and Untargeted. Each aircraft may only be Activated once per turn. Activation requires the play of a Maneuver Card.
Altitude Level: The "band" of altitude an aircraft is at. There are four Altitude Levels – Treetop, Low, Medium and High.
Climb Progress: "Climb Progress" refers to how far an aircraft has advanced towards reaching the next higher Altitude Level. Most aircraft will require more than one turn to move to the next higher level. Climb progress is recorded on a track (if the aircraft is in a Dogfight) or with a marker (if it is Unengaged).
Dogfight: A combat situation involving up to four aircraft (two from each side). Aircraft in a dogfight are placed on a Dogfight Display.
Engagement: A single scenario of Eagles in the Sky. There are eight types of Engagements (16.1) that can involve both Scouts and Mission Aircraft.
Flight: The scout aircraft that a player controls during an Engagement. The number of aircraft in the Flight can vary and may change during the Engagement.
Flight Leader: Each Flight starts an Engagement with a Flight Leader. The Flight Leader's ratings help determine the number of Maneuver cards the player can have in his hand or discard each turn.
Fire Value: Each attack made in Eagles in the Sky has a Fire Value. The method of calculating the Fire Value varies depending on the type of attack. The higher the Fire Value, the better chance the attack has of doing damage.
Mission Aircraft: Aircraft involved in an Engagement that are not part of either player's Flight. Mission Aircraft are assigned depending on the type of Engagement or Campaign Mission that is being played.
Position Level: A measure of how much of an advantage one aircraft in a Dogfight has over another. Targeted Activations or responding to Targeted Activations can increase or decrease Position Level, as can changing Altitude Levels.
Tailed: An aircraft that has one (or two) aircraft with a Position Level advantage on it is said to be Tailed.
Tailing: If an aircraft has a Position Level advantage on another aircraft it is Tailing that aircraft. An aircraft can only Tail one aircraft at a time.
Targeted Activation: An Activation played against a specific aircraft, balloon, or ground target. Only Targeted Activations can change Position levels or lead to combat.
Unengaged: Aircraft not involved in a Dogfight are Unengaged. An Unengaged aircraft's counter is placed in the Unengaged Aircraft portion of the playmat in the space corresponding to the aircraft's current altitude. An aircraft may move from being Unengaged to a Dogfight and back any number of times during an Engagement.
Untargeted Activation: An Activation used to perform any of a number of different non-combat actions. Combat cannot occur as a result of an Untargeted Activation.
Zone: The location of an Engagement in relation to the trench lines on the ground below. There are five zones – Allied Rear Area, Allied Front Lines, No Man's Land, German Front Lines and German Rear Area.
3.0 How to Set Up and Play
3.1 Summary
- Select sides
- Select the type of Engagement to be played
- Determine Year/Month of Engagement
- Determine who will be the attacker
- Select the Zone in which the Engagement takes place (if not determined by the Engagement type)
- Each player selects the aircraft in his Flight
- Each player selects a Flight Leader
- Either draw a card to determine the initial altitude level of all aircraft per 16.12 (for a Patrol Engagement) or follow the instructions (for other Engagement types) concerning altitude. Starting Altitude is pre-determined in the Campaign Game
- Determine Weather (Optional)
- Deal out initial hand of Maneuver cards
- Play the Engagement
- Determine Victory
3.2 Sides
Decide which player will take which side. One player is the Central Powers player and flies Central Powers aircraft. The other player is the Allied player and flies Allied aircraft.
PLAY NOTE: in Eagles in the Sky the only member of the Central Powers represented is Germany and all Central Powers aircraft are German.
3.3 Engagement Type
3.31 After choosing sides, players must select the specific type of Engagement to be played. When playing a single Engagement, the players can simply agree on a type, the month in which the Engagement will occur and, if necessary, which of them will be the attacker. OR, players can use Table E2 to determine the Engagement type.
3.32 When playing a Campaign, the year/month may be preset or determined by the players. Players draw for the Engagement type on the Mission Table for that Campaign.
3.33 The Engagement type chosen will determine if any Mission Aircraft are present and may mandate the Zone(s) that the Engagement may take place in and the starting altitude of all aircraft. See 16.0 for the different Engagement types.
3.4 Zones
3.41 Each Engagement takes place in one of five Zones: Allied Rear Area, Allied Front Lines, No Man's Land, German Front Lines, and German Rear Area. A Mission's Zone will determine which column is used on the Random Events Table and (in the Campaign Game) will affect the chances of a damaged aircraft returning back to base safely after the Engagement. See the individual Engagements for the Zone(s) in which they can take place.
After the Zone is determined, place the Zone marker on the proper space on the play mat. If the Zone is not specified, use Table E5.
3.5 Aircraft
3.51 There are three methods for players to determine which aircraft they will use: 1) choose from any Scout type available in the year/month of the Engagement; 2) randomly draw an aircraft from the cup described in 3.52 or 3) set a total number of points for each player and choose available planes using the point values listed on the Aircraft Availability Chart.
3.52 Players put one Scout of each available type into a cup, whether using method 2 above or not. Any aircraft joining the Engagement will be drawn from this cup. Note that, despite being considered Scouts for most purposes, German CL class aircraft are not included in the cup.
3.53 Players can mutually agree on how many (up to six) Scouts to use on each side OR each player draws one card from the deck and checks the Fire Value of the card. If it is 1 or 2, the player receives 2 Scouts, if it is 3 or 4 he receives 4 Scouts, if it is 5 or 6 he receives 6 Scouts. If a gun jam card is drawn, the player draws again.
3.6 Flight Leaders
Each side places all Flight Leaders into a cup, draws one randomly and assigns the drawn Flight Leader to an aircraft.
3.7 Initial Altitude
Each Engagement starts at one of four Altitude levels: Treetop, Low, Medium or High. See the individual Engagements for the starting altitude. Place all aircraft in the appropriate section of the Unengaged aircraft area of the Play Mat. If an initial altitude is not specified, use Table E6.
3.8 Weather (Optional)
If players agree, they can use the Weather Table from the Campaign Game rules to set weather for the engagement.
3.9 Maneuver Cards
Shuffle any cards used to set up the Engagement back into the deck. Then, each player is dealt a number of Maneuver cards as per Section 7.1. The remaining cards in the deck make up the Draw Pile.
3.91 Depleting the Draw Pile
When the Draw Pile is depleted and a player needs to draw a card or cards, shuffle the discarded cards to create a new Draw Pile and continue play.
3.10 Play the Engagement
The Engagement is then played out according to the Sequence of Play [4.0]. Note that on the first turn of the Engagement, there is no Random Events Phase or Card Draw Phase.
3.11 Ending the Engagement
The Engagement ends after 8 turns or when only one side's aircraft remain on the Play Mat.
3.12 Victory
At the end of the Engagement, total the Victory Points and Glory Points [16.2 & 16.3] scored by each side.
Compare the number of Victory Points scored by each side. The side with the highest number of Victory Points (possibly modified by Glory Points) wins. If the points scored are equal and one side is the only one to have aircraft on the Play Mat, that side is the winner. If the points are equal and both sides still have aircraft on the Play Mat, the Engagement is a draw.
4.0 Sequence of Play
Engagements are played in game-turns, each composed of several phases. The Activation Phase is subdivided into a variable number of Activations.
When one of the conditions for ending the Activation Phase has been met, go to the End Phase. One game-turn is now complete. Begin the next game-turn.
4.1 Random Events Phase
Draw one card, cross-indexing the card number on the card with the appropriate column on the Random Events Table [5.0]. This Phase does not occur on the first turn of the Engagement.
4.2 Initiative Phase
The players determine which side will have the first Activation of the turn as per 6.0.
4.3 Card Draw Phase
Players may discard Maneuver Cards up to the number allowed [7.2]. Each player then draws cards until they reach their determined hand size [7.1]. This Phase does not occur on the first turn of the Engagement.
4.4 Activation Phase
The player with the Initiative Activates one of his aircraft by playing a Maneuver card or passes. If he performs a Targeted Activation, the target aircraft may play a Response card. After the play of cards, combat [10.0] may occur. The other player then has a chance to Activate one of his aircraft in the same manner or to pass.
Players alternate Activations until one of the following occurs:
- All aircraft on both sides have been activated
- Both players have played all of their cards
- Only one player is still capable of Activating aircraft and that player decides to end the Activation Phase
- The players pass on three consecutive Activations, or
- By mutual consent.
4.5 End Phase
If only one player has aircraft left on the Play Mat or it is the end of Turn 8, players determine if one side has won the Engagement per 16.2 and 16.3. If both players have aircraft on the Play Mat, and it is not Turn 8, flip all aircraft to their non-Activated side and start the next game turn.
5.0 Random Events
At the beginning of Turns two through eight, one of the players draws a Maneuver card from the deck and checks the card's index number against the Random Events Table on the Player Aid Card. Use the column of the Table corresponding to the Zone in which the Engagement is taking place. If an event occurs, draw a second card and use the Fire Value to resolve the event following the instructions for that event as listed below the table. Note that the "Special" Random Event is only used when playing a Campaign and will require consulting the Campaign Card.
5.1 Random Event Descriptions
- Add Aircraft. Draw one Scout randomly from those available in the year/month the Engagement takes place. The new aircraft begins at the altitude that contains the largest total number of aircraft. If more than one altitude has the same number of aircraft, the owning player chooses which altitude to place the aircraft at.
- Add Aircraft*. This result is applied only if there are 7 or more total aircraft on the display (including 2-seaters). If there are less than 7 total aircraft, treat as No Event.
- Remove Aircraft. Remove one Unengaged aircraft from the display. If all aircraft are Engaged, treat as No Event.
- Removal priorities:
- An aircraft alone at its altitude;
- An aircraft at the same altitude as the Clouds marker;
- Any other unengaged aircraft
- If more than one aircraft meets 2) or 3) above, the opposing player decides which aircraft to remove.
- If one of the aircraft has a Green pilot, that aircraft must be removed
- Removal priorities:
- Clouds. Any attempt to escape at the same altitude as Clouds adds +2 to its escape attempt total. Clouds at Treetop level are considered to be Heavy Fog. Any aircraft ending an activation in Heavy Fog at Treetop level must draw a Maneuver Card and consult the Fire Value. If the FV is 6, the aircraft crashes and is destroyed. Clouds may only occur once in an engagement. Treat additional Cloud result as No Event.
- Flak.
- Light Flak: Attacks all unengaged aircraft at Low altitude with FV of 3 and uses the 1-Gun column on the Fire Table. Apply any damage results.
- Heavy Flak: Attacks all unengaged aircraft at Medium altitude with FV of 1 and uses the 2-Gun column on the Fire Table. If any damage results (i.e., anything except superficial), draw a second card using FV 1 and the 2-Gun Fire Table. If the second draw results in any damage (i.e., anything except superficial), the aircraft has suffered a direct hit and is destroyed. Otherwise, apply any damage result from the first card.
6.0 Initiative
At the beginning of each turn, the players determine which of them will have the first opportunity to Activate an aircraft that turn.
The side with the fewest Scouts in its Flight gets the Initiative. If both flights have the same number of Scouts, the flight whose Flight Leader has the highest Leadership Rating (even if his Flying Rating is being used to determine hand size) has the Initiative. If both sides have the same number of Scouts and the same Leadership Rating, the German player gets the Initiative.
A player with only Mission aircraft automatically gets the initiative.
7.0 Card Draws
At the beginning of the Card Draw Phase, the players may discard one or more cards up to the Flight Leader Rating used to determine hand size. Each player then draws cards until they hold a number of cards in their hand equal to their current hand size. This phase does not occur on Turn 1.
7.1 Hand Size
7.11 A player's hand size is equal to the number of friendly Scouts currently on the play mat plus either the Leadership Rating or the Flying Rating of his Flight Leader. The rating used in a particular Engagement depends on the composition of the player's original Flight (before any losses, aircraft added due to random events, etc.), as follows:
- If the flight consists solely of the Flight Leader, use the Flying Rating.
- If the flight consists solely of the Flight Leader plus one additional Scout, either rating may be used.
- In all other cases, use the Leadership Rating.
7.12 Balloons and 2-Seaters do not count towards hand size.
7.13 Losses during a turn do not affect hand size until the next Card Draw Phase. Note that if the Flight Leader is shot down, removed or Escapes, the player no longer receives the additional cards for the Leader's Leadership or Flying Rating.
7.14 A player's hand size can never be less than two, regardless of how few Scouts he has in the Engagement.
7.2 Discards
7.21 Before drawing cards for the turn, a player may discard a number of cards up to whichever of his Flight Leader's ratings he is using to determine hand size.
7.22 Even if the Flight Leader's relevant rating is zero or there is no Flight Leader (due to being shot down, escaping, etc.), the player may always discard one card.
7.23 If the player starts the Card Draw Phase with more cards in his hand than he is allowed per 7.1, he must discard down to his hand size. He may discard additional cards if his discard limit is greater than the difference between the number of cards he was holding and his hand size.
8.0 Activations
Each turn, players alternate activating their aircraft for a variety of purposes. There are two types of Activations: Targeted and Untargeted.
8.1 Activation Requirements
8.11 In order to Activate an aircraft, a player must play a Maneuver card. If the player has no Maneuver cards left, he cannot Activate any more aircraft that turn even if he still has planes that haven't been Activated.
8.12 An aircraft can only be Activated once per turn, although it may Respond [8.4] any number of times during the turn both before and after it is Activated. When an aircraft is Activated, the aircraft counter is flipped over to remind the players that that aircraft cannot be Activated again until the next turn. All aircraft are flipped back to their Unactivated side at the end of each turn.
8.13 Playing a Response card does not Activate an aircraft.
8.14 The Maneuver Rating of a card used in a Targeted Activation [8.2], a Response [8.4], an Escape [12.0] or in order to Climb to a higher altitude level [11.4] may never be higher than the Performance Rating it is used with. In this case, the card's Maneuver Rating is reduced (for that Activation only) to be equal to the Performance Rating. [Exception: a Medal Maneuver card always has a Maneuver Rating of 4, regardless of the aircraft's Performance Rating].
Example: If an AEG CIV (Climb Rating 2) were to play a Zoom Climb (Maneuver Rating 3) during a Targeted Activation, the card's value is reduced to 2 with the total being 4, not 5.
DESIGN NOTE: Given the ratings of most of the aircraft in Eagles in the Sky, this rule will only come into effect occasionally.
8.2 Targeted Activations
8.21 A Targeted Activation is directed at a specific enemy aircraft, ground target or balloon (the target).
8.22 Combat [10.0] may only occur as a result of a Targeted Activation.
8.23 An Unengaged aircraft may target any Unengaged enemy aircraft at its altitude level OR any enemy aircraft involved in a Dogfight (at its altitude level) that the aircraft could legally gain Position on (see 9.3).
8.24 An aircraft that is being Tailed by an enemy aircraft and is not itself Tailing another enemy aircraft may only target the aircraft Tailing it. If the aircraft is being Tailed by two enemy aircraft [9.45], it may target either one (but not both) of them. (Exception: 8.33)
8.25 An aircraft that is Tailing an enemy aircraft and is not also being Tailed by another enemy aircraft may only target the aircraft it is Tailing.
NOTE: However, the Activated aircraft may voluntarily give up its position [9.36] on the enemy aircraft before Activating, in which case it becomes Unengaged and can target aircraft as per 8.23.
8.26 An aircraft that is both Tailing and being Tailed may target either the aircraft that is Tailing it or the aircraft it is Tailing. However, if the aircraft Tailing it is targeted, it must give up its position [9.36] on the aircraft it is Tailing.
8.27 A Targeted Activation is conducted as follows: The Activating aircraft plays a Maneuver card.
- a. The player adds together the card's Maneuver Rating and the Performance Rating corresponding to the Maneuver type symbol on the card. If the card has more than one symbol, the player may use any one of the appropriate Performance Ratings. See also 8.14.
- b. The target aircraft may play a Response card. The Maneuver type of the Response card must be the same as the one used by the Activating aircraft [Exception: 8.43].
- c. If a Response card was played, the target aircraft adds the card's Maneuver Rating to the relevant Performance Rating (again taking 8.14 into account). If no Response card was played, the Performance Rating alone is used.
- d. Compare the two totals. The higher total either gains a Position Level equal to the difference between the totals (if the Activating aircraft was Unengaged) or shifts the Position Level in its favor by an amount equal to the difference between the totals (if the Activated aircraft was already involved in a Dogfight).
Example: An Unengaged Pfalz DIIIa makes a Targeted Activation against a Sopwith Dolphin. The Pfalz plays a Half Loop card. Since the Half Loop has both Climb and Dive Maneuver symbols, the German player must declare which Performance Rating he is using the card with. He announces that it will be a Dive card. The Pfalz' total is 11, 8 for its Dive Performance Rating plus the 3 Maneuver Rating of the card. The Dolphin's Dive Rating is 7. If the Dolphin does not play a Response card, the Pfalz will be Tailing it at a Position Level of 4 and will be able to fire. If the Dolphin plays a Steep Dive card (Maneuver Rating 2), the Pfalz will still be Tailing but only at Position Level 2. If the Dolphin plays a Medal Maneuver (Maneuver Rating of 4), the two totals will be equal. The aircraft will remain Unengaged and neither will be able to fire.
8.28 Head-on Attacks [10.4], Strafing [15.1] and attacks on balloons [15.2] are Targeted Activations but are resolved somewhat differently than above. See the individual rules sections for those procedures.
8.3 Falling Leaf
8.31 The Falling Leaf card may only be played as a Targeted Activation and only against aircraft Tailing the Activated plane, even if being tailed by two aircraft. The target may not Respond to the card.
8.32 After playing the Falling Leaf, the aircraft is immediately moved to the next lower altitude level. This altitude change may not be followed [11.5]; therefore the Activated aircraft is now Unengaged at its new altitude.
8.33 If the aircraft playing the Falling Leaf is being Tailed by two aircraft, it becomes Unengaged in relation to both of them. This is the only time that a Targeted Activation may affect more than one enemy aircraft.
8.34 After checking for possible damage if the Activated aircraft has Weak Wings [13.6], the player draws a Maneuver card from the deck. If the card drawn contains a Dive symbol, the aircraft is immediately moved to the next lower altitude level. The player again checks for damage if the plane has Weak Wings and then draws another card. This process continues until either a) a card without a Dive Symbol is drawn or b) the aircraft goes below Treetop altitude, in which case it crashes and is considered shot down.
8.35 All Weak Wings damage checks made while resolving a Falling Leaf have a Fire Value of 2.
8.36 Provided the requirements of 8.31 are met, the Falling Leaf can be played to Escape [12.0].
8.37 A Falling Leaf can never be played by an aircraft that has a Green [14.2] or Inexperienced pilot [14.3] or that has Dual Controls [13.2] and is being flown by the gunner.
PLAY NOTE: The Falling Leaf is a very effective defensive maneuver. However, it can be deadly, especially if the aircraft starts from Low altitude.
8.4 Response
8.41 A Response card may be played each time an aircraft is the target of an Activation (Exceptions: Falling Leaf [8.3] and Head-on Attacks [10.4]).
8.42 Play of a Response card is always voluntary.
8.43 The Response card must have the same Maneuver symbol as the Activated aircraft's card and use the same Performance Rating, with two exceptions:
- The Snap Turn is an Agility Maneuver that can also be used to Respond to a Speed Maneuver.
- The Barrel Roll is a Speed Maneuver that can also be used to Respond to an Agility Maneuver.
Example: A SPAD XIII plays a Shallow Dive (a Speed Maneuver, Rating 2) card against a Fokker DrI. The SPAD's total is 9 (Speed Rating 7 plus 2). Since the Fokker's Speed Rating is only 5, the SPAD looks sure to gain Position on the DrI. However, the German player has a Snap Turn card in his hand and plays it in Response. The DrI's total is now 11 (Agility Rating of 8 plus the Snap Turn's Maneuver Rating of 3). Assuming the two aircraft began the Activation Unengaged, the Fokker is now Tailing the SPAD at Position Level 2 and can fire!
8.44 An aircraft that is both Tailing and Tailed does not have to give up its position in order to play a Response card when targeted by the aircraft Tailing it. However, the plane's Position Level against the plane it is Tailing is reduced by one (1) if a Response card is played. In addition, if the aircraft ends up Tailing the plane that was Tailing it (as in the example above), then it must give up position on the aircraft it was originally Tailing.
8.5 Untargeted Activations
8.51 Untargeted Activations use Maneuver cards for a variety of purposes such as changing altitude levels, clearing Gun Jams, etc. In addition an Unengaged aircraft may always make an Untargeted Activation and do nothing.
PLAY NOTE: This is a way to rid the player's hand of unwanted cards above and beyond his discard limit.
8.52 Unless the rules for the type of Activation being performed specifically require a certain type or types of card to be played, any card (except a Falling Leaf) may be used for an Untargeted Activation.
8.53 An aircraft that is Tailing must give up its position [9.36] in order to perform an Untargeted Activation.
9.0 Dogfights
9.1 The Dogfight Display
9.11 Whenever aircraft are involved in a Dogfight, their counters are placed on one of the six Dogfight displays on the Play Mat.
9.12 Each Dogfight display contains the following:
- Six connected spaces for the aircraft counters
- A space for an altitude marker to indicate the altitude level [11.1] of aircraft in the Dogfight
- A climb progress track used when the aircraft in the Dogfight change to a higher altitude level (see 11.56).
9.13 Although there are six aircraft spaces in each display, there may never be more than four aircraft (two from each side) involved in any one Dogfight.
9.14 The Play Mat contains six Dogfight Displays, which should be sufficient for most Engagements. However, the number of Displays is not meant to be a limit on the number of Dogfights that can occur at any given time. If there are more Dogfights in progress than the mat will accommodate, players can lay out the aircraft counters on any empty table space.
9.2 Beginning a Dogfight
9.21 A Dogfight begins when an Unengaged aircraft makes a Targeted Activation against another Unengaged aircraft, the total of Performance and Maneuver Ratings of the two aircraft are not equal, and the Activated aircraft is not making a Head-on Attack [10.4]. If the total of Performance and Maneuver Ratings are equal, the aircraft remain unengaged and there is no dogfight.
9.22 When a Dogfight begins, the plane with the lower total is placed on the "Tailed" space of an empty Dogfight display, facing away from the display. The other aircraft is placed in either of the two spaces behind it, facing towards it with a Position Level marker equal to the difference in the totals. Finally, an altitude marker corresponding to the aircrafts' current altitude level is placed in the appropriate space on the display and a Climb Progress marker is place in the zero space of the display's Climb Progress track.
9.3 Position Levels
9.31 Position Level measures the degree of advantage an aircraft has over an opposing aircraft. An aircraft that has a Position Level over another is said to be Tailing it, while the opposing aircraft is said to be Tailed. A Tailing aircraft's current Position Level is shown by a marker placed on the aircraft.
9.32 It is possible for an aircraft to simultaneously be Tailing one opposing aircraft while being Tailed by another. It is also possible for an aircraft to be Tailed by two different enemy aircraft [9.45]. However, an aircraft can never Tail more than one opposing aircraft at a time. If an aircraft is Tailing one plane and, through card play, ends up Tailing another it must give up its position on the first enemy aircraft.
9.33 When a Dogfight starts, the difference between the sum of the two aircrafts' Performance and Maneuver Ratings is the initial Position Level. Once a Dogfight has begun, the difference in the sum during a Targeted Activation is the amount by which the Position Level changes in favor of the aircraft with the higher total.
9.34 If, after calculating and applying the changes in position level, the final result is zero (neither aircraft has a higher position level), the aircraft are considered Unengaged. If the final result is less than zero (the aircraft being Tailed now has a higher number than the aircraft Tailing it), the previously Tailed aircraft is now Tailing at a Position Level equal to the amount the level was less than zero.
Example 1: A SPAD XIII is tailing an Albatross DVa at Position Level 2. The SPAD makes a Targeted Activation and plays a Full Throttle, a Speed Maneuver with a Maneuver Rating of 1. The SPAD has a Speed Rating of 7, giving him a total of 8. The Albatross' Speed Rating is 6. If the German player does not play a Response, the difference between the totals is 2 and the SPAD's Position Level increases to 4. If the Albatross plays a Shallow Dive (a Speed Maneuver with a rating of 2), the totals are equal and the Position Level remains unchanged (the SPAD can still fire, though). If the Albatross plays a Medal Maneuver (Rating 4), the Position Level is shifted by 2 in favor of the Albatross. This moves it to zero, which means that the aircraft are now Unengaged.
Example 2: The same starting aircraft and Position Level, only it is the Albatross' Activation. The German player plays a Tight Turn (an Agility Maneuver with a Rating of 2). The DVa has an Agility Rating of 6, while the SPAD's is 4. The Allied player has no legal Response card, so the Position Level shifts 4 in favor of the Albatross. This makes it minus 2. Therefore, the Albatross now has Position Level 2 over the SPAD. Switch the positions of the aircraft counters on the Dogfight display and give the Albatross a Position Level 2 marker. The Albatross may now fire.
9.35 An aircraft may never achieve a Position Level higher than six (6). If card play would result in a Position Level of seven or more, the excess is ignored.
9.36 An aircraft may (or must) give up its Position Level for various reasons. When this happens, remove the Position Level marker from the aircraft. If the aircraft was not being Tailed, it is moved the Unengaged portion of the play mat. Otherwise it will either stay on its Dogfight display or is moved to a new one, depending on the configuration of the Dogfight. Similarly, the aircraft it was Tailing may either become Unengaged or stay on the Dogfight Display.
9.4 Joining a Dogfight
9.41 After a Dogfight has begun, up to two additional aircraft - one from each side - may join it.
9.42 An Unengaged aircraft may attempt to join a Dogfight by performing a Targeted Activation against one of the aircraft already involved in the Dogfight.
9.43 If there is only one opposing aircraft currently part of the Dogfight, that (obviously) is the plane that must be targeted.
9.44 If there are currently two opposing aircraft involved in the Dogfight, any opposing aircraft that is not currently being Tailed can be targeted.
9.45 It is possible that one aircraft could end up being Tailed by two opposing aircraft. In this case, each Tailing aircraft maintains it own Position Level (and see also 8.24).
9.46 However if after a Targeted Activation by either Tailing aircraft (including the one that allowed the second plane to join the Dogfight) the two tailing aircraft have the same Position Level, there is a chance that a collision has occurred.
9.47 After resolving any fire by the Activated (and target) aircraft, draw a card for each Tailing aircraft. If the Fire Value number on the card is less than or equal to the plane's Position Level, check the 2-Guns column of the card's damage table for possible damage.
9.48 Any aircraft which takes damage due to a collision must immediately give up its Position [9.36].
DESIGN NOTE: Collisions were a very real possibility during WWI dogfights. The great German ace Oswald Boelke was killed when his plane collided with that of another member of his jadgstaffel.
9.5 Rearranging/Spliting a Dogfight
9.51 A Dogfight involving four aircraft may split into two separate Dogfights in the following circumstances:
- An aircraft that is both Tailing and being Tailed makes a Targeted Activation against the aircraft Tailing it.
- An aircraft that is both Tailing and being Tailed makes an Untargeted Activation or voluntarily gives up its Position.
- An aircraft that is both Tailing and being Tailed takes damage due to a collision.
- An aircraft that is both Tailing and being Tailed elects not to follow an altitude change [11.5] made by the aircraft it is Tailing.
- An aircraft that is Tailing one aircraft ends an Activation tailing a second aircraft [9.32].
- An aircraft that is being Tailed by two aircraft ends an Activation Unengaged against one of them.
9.52 In any of the above cases, two of the aircraft are removed from the Dogfight display and moved to another empty Dogfight display with the Tailing aircraft maintaining its Position Level.
9.53 Once a Dogfight has split, aircraft may join either of the two Dogfights as per 9.4.
9.54 Card play may cause aircraft in a Dogfight to change from being Tailed to Tailing. If there are only two aircraft in the Dogfight, the position of the aircraft counters is simply switched. If there are three or four aircraft involved, however, the position changes may become more complex.
Example: Four aircraft are positioned in a Dogfight as shown in the printed rulebook's diagram (not reproduced here). The Fokker DrI is being activated using a card that will enable the Triplane to change from being Tailed to Tailing against either of the British aircraft. If the German player targets the Se5a, the Dogfight will look like the printed diagram after the Activation. If he targets the Bristol Fighter instead, the Dogfight will end up looking like the second printed diagram.
9.6 Leaving a Dogfight
9.61 An aircraft will leave a Dogfight under the following circumstances:
- An aircraft that is being Tailed by one aircraft and is not also Tailing ends an Activation Unengaged.
- An aircraft that is being Tailed and is not also Tailing makes an altitude change that the aircraft Tailing it does not follow.
- An aircraft that is Tailing and not also being Tailed performs an Untargeted Activation or voluntarily gives up its Position.
- A Tailed aircraft plays a Falling Leaf card [8.3].
- An aircraft Escapes [12.0].
9.62 When an aircraft leaves a Dogfight, it is placed on the Unengaged aircraft portion of the Play Mat in the section corresponding to its current altitude level (Exception: an aircraft that Escapes is removed from play).
9.63 A Dogfight ends, when all aircraft involved in it have been shot down, Escaped, changed altitude without being followed or are Unengaged.
9.64 When a Dogfight ends all surviving aircraft that did not Escape are placed on the Unengaged aircraft portion of the Play Mat as in 9.62.
10.0 Combat
10.1 Combat Eligibility
10.11 Combat may take place after resolving any Targeted Activation (including any Unreliable Engine [13.5] or Weak Wing [13.6] checks). Only the Activated aircraft and/or its target may fire (Exception: Formation Attacks, 10.6). The Activated aircraft may only fire at the target aircraft and vice versa.
10.12 The Activated aircraft may fire if:
- it ends the Activation Tailing the target aircraft
- It is making a Head-on Attack
10.13 The target aircraft may fire if:
- the two aircraft began the Activation Unengaged and the target aircraft ends the Activation Tailing the Activated aircraft
- the target aircraft began the Activation being Tailed by the Activated aircraft and ends it Tailing that aircraft
- the Activated aircraft is making a Head-on Attack
- the target aircraft is being tailed and has a rear gunner
10.14 Firing is always voluntary. In cases where more than one aircraft may fire, all fire is announced before any is resolved.
10.2 Combat Procedure
10.21 The firing player draws one card from the deck and checks the Fire section of the card. If the card's printed Fire Value is less than or equal to the Fire Value of the attack, the fire has hit the opposing aircraft.
10.22 If the fire hits, the player then looks at the damage table on the same card. Cross index the number of guns firing with the Defense Class of the enemy aircraft to determine the type of damage (if any) the attack has done. See 10.8 for the damage types and their effects.
10.23 There are a number of factors that can modify the Fire Value of an attack. However, the Fire Value may never be reduced below one (1) or increased beyond six (6).
10.3 Tailing Attacks
10.31 If the attacking aircraft is Tailing the aircraft it is firing at, the Fire Value of the attack is equal to the attacker's Position Level (Exception: Front Gunners 13.3).
NOTE: Aces add a bonus to their Fire Value when Tailing (see 14.6).
10.4 Head-on Attacks
10.41 An Unengaged aircraft may make a Head-on Attack against another Unengaged aircraft by making a Targeted Activation using any Speed Maneuver.
10.42 The target aircraft may not Respond to a Head-on Attack.
10.43 After playing the card, both aircraft may fire at each other with a Fire Value of four (4) (Exception: Front Gunners 13.3).
10.44 Fire during a Head-on Attack is considered to be simultaneous; damage is not applied until both aircraft have fired.
10.45 After resolving a Head-on Attack, both aircraft remain Unengaged.
10.5 Gunner Attacks
10.51 If the target aircraft has a Rear Gunner and ends the Activation being Tailed by the Activated aircraft, it may fire at the enemy plane. It may do so even if the Activated aircraft chooses not to fire.
10.52 A Gunner Attack may also be made if the aircraft with the Rear Gunner makes a Targeted Activation, begins the Activation either Unengaged or Tailing and ends it being Tailed by the target aircraft.
10.53 The Fire Value of a Rear Gunner Attack is dependent on the other aircraft's Position Level, as follows:
| Position Level | Fire Value |
|---|---|
| 1 or 2 | 2 |
| 3 or 4 | 4 |
| 5 or 6 | 2 |
DESIGN NOTE: Yes, the Gunner's Fire Value goes down when the Tailing aircraft reaches Position Level 5. It is assumed that at that point the Tailing aircraft is in the defender's blind spot, thus restricting the ability of the gunner to fire.
10.54 Fire by the Rear Gunner is simultaneous with fire (if any) by the tailing aircraft.
10.6 Formation Attacks
10.61 All 2-seater aircraft on one side that are at the same altitude level are considered to be in a formation.
10.62 Any time that a Gunner of an aircraft in a formation makes a Gunner Attack, all other Unengaged aircraft in the formation can also fire on the target of the Gunner Attack.
10.63 Unengaged formation aircraft with a Front Gunner [13.3] may also make a Formation Attack with the Front Gunner when one of the other aircraft in the formation makes a Gunner Attack.
10.64 Formation Attacks always have a Fire Value of two (2), regardless of the target aircraft's Position Level.
10.7 Gun Jams
10.71 Instead of a Fire Value and damage table, some cards contain the words "Guns Jammed". If a Guns Jammed card is drawn while resolving fire, a Guns Jammed marker is placed on the aircraft and the fire automatically has no effect. Note: some Aces may ignore a Guns Jammed card (see 14.6).
10.72 Aircraft with a Guns Jammed marker may not fire at opposing aircraft with those guns until the jam is cleared. If the aircraft has other guns, they can continue to fire normally.
10.73 Clearing a Gun Jam requires an Untargeted Activation (exception: 10.75 and remember 8.53). After Activating the aircraft, the player draws a card and checks its Fire section. If the Fire Value is 1, the guns remain jammed. The player may attempt to clear the jam again the next time he activates that aircraft. If the card drawn is another Guns Jammed, the guns are Broken. Flip the marker over to its Guns Broken side. That gun may not be fired again for the duration of the Engagement. Any other result clears the Gun Jam (exceptions: 13.11, 15.63).
10.74 If the aircraft has both fixed and gunner-operated guns, each gun may become jammed separately. Place the appropriate marker(s) on the aircraft.
10.75 A gunner-operated gun may be cleared during either a Targeted or an Untargeted Activation (guns cannot be cleared if a Falling Leaf [8.3]). Otherwise the procedure for clearing the jam is the same as in 10.73. If the gunner succeeds in clearing the jam during a Targeted Activation, he may not make a Gunner Attack during that Activation even if he would normally be allowed to.
During an Untargeted Activation, an aircraft unlucky enough to have jammed both types of guns could attempt to clear both jams in the same Activation. In this case, the player would draw separately for each attempt.
10.8 Damage
There are seven possible results on the damage tables. Each is listed below along with the game effects of that type of damage.
10.81 The most common effect of damage is to reduce one of more of the aircraft's Performance Ratings. However, damage alone may never reduce a Performance Rating to less than zero (0).
10.82 Superficial: No effect (all that the firing aircraft has done is to put a few holes in the target's canvas).
10.83 Structure Hit:
- First hit – No effect
- Second hit – Reduce the aircraft's printed defense class by one, from Armored to Sturdy, Sturdy to Normal or Normal to Fragile. If the aircraft's printed defense class is Fragile, it is shot down.
- Third hit – The aircraft is shot down. Exception: See 13.74.
10.84 Wing Hit:
- First hit – Lower the aircraft's printed Dive Rating by 2 and its Agility Rating by 1.
- Second hit – The aircraft is shot down.
10.85 Control Hit:
- First hit – Lower the aircraft's printed Agility Rating by 2.
- Second hit – The aircraft is shot down.
10.86 Engine Hit:
- First hit – Lower the aircraft's printed Speed Rating by 2 and its Climb Rating by 1.
- Second hit – The aircraft is shot down.
In the Campaign Game, an aircraft with two Engine Hits is not necessarily destroyed. If playing a Campaign Game, immediately conduct the Safe Return procedure for the aircraft using the special Engine out modifiers.
10.87 Crew Hit:
If the aircraft has only one crewman (or if the other crewman has already been killed), draw one card and check its Fire Value. If the Fire Value is 1 through 4, the crewman is wounded; if it is 5-6 the crewman has been killed. If the card is a Guns Jammed, the crewman is wounded unless he is already wounded, in which case he is killed. Except for drawing a Guns Jammed, further wounds have no effect on an already wounded crewman.
If the aircraft has two crewmen, first draw a card and check the Fire Value to see which crew member has been hit. If the Fire Value is 1-3, the attack affects the pilot, 4-6 the gunner. If a Guns Jammed is drawn, both crewmen are hit.
Exception: If the aircraft has both a Front and Rear Gunner (like the AEG GIV), a Fire Value of 1-2 affects the Front Gunner, 3-4 the pilot and 5-6 the Rear Gunner. A Guns Jammed affects only the Rear Gunner.
Once the affected crewman is determined, draw again as above to see if he is wounded or killed. See below for the effects of Crew hits:
- A wounded pilot reduces the printed Maneuver Value of all cards by one.
- A wounded Flight Leader or Ace has both his Leadership and Flying Ratings reduced by one.
- Aces may lose some special abilities (see 14.6).
- If the pilot is killed, the aircraft is shot down unless it has Dual Controls [13.2] and the gunner is still alive.
- A wounded gunner reduces the Fire Value of all Gunner Attacks by one.
- If the gunner is killed, his guns may not be fired for the remainder of the Engagement.
10.88 On Fire: The aircraft is shot down and the crew (pilot and gunner(s)) are lost. However, if the pilot is a Flight Leader or Ace there is a slight chance that he will be able to put out the fire before it consumes the plane. Draw a card and check the Fire Value. Add one to the printed Fire Value if the pilot's Flying Ability is 3 or more. If the modified Fire Value is 6 or higher, the fire has been extinguished. Change the On Fire result to a Structure Hit.
In Rain weather conditions, all pilots at Low or Treetop level may attempt to convert an On Fire result to a Structure Hit with a +2 to the attempt.
11.0 Altitude
11.1 Altitude Levels
11.11 An aircraft in Eagles in the Sky is always at one of four altitude levels: Treetop, Low, Medium or High.
11.12 If an aircraft is Unengaged, its current altitude is indicated by the section of the Unengaged aircraft portion of the play mat its counter occupies.
11.13 If an aircraft is part of a Dogfight, its current altitude is indicated by the marker in the Altitude space of the Dogfight display.
11.14 An aircraft may only perform a Targeted Activation against an opposing aircraft at its altitude level.
11.2 Altitude Effects
11.21 Being at Treetop, Low or Medium altitude has no effect on an aircraft.
11.22 When playing the Campaign game, the crew of an aircraft that begins an Engagement at High-altitude suffers increased fatigue.
11.23 The Climb, Speed and Agility ratings of all aircraft except those with High Altitude Engines [13.4] is reduced by two (2) while at High altitude.
11.24 If the reduction in 11.23 would lower any of an aircraft's ratings (after modifying for damage) below zero (0), that aircraft may not climb to High altitude. If the aircraft is already at High-altitude when damage reduces its Rating(s) below zero, it must, in its next Activation, dive to Medium altitude. In this case (only), it may use any Maneuver card to make the altitude change.
DESIGN NOTE: In reality, aircraft are losing performance throughout the range between the ground and their ceiling. However, because the Maneuver and Position system depends on the difference between planes' ratings, these reductions even out. The one exception is those few aircraft whose engines were tuned for superior High-altitude performance. Thus the lowered ratings for other aircraft when at High altitude.
11.3 Changing Altitude: Diving
11.31 In order to change an aircraft's altitude to a lower level, the controlling player must make an Untargeted Activation by playing any Dive Maneuver. Note that, with the exception of a Falling Leaf [8.3], simply playing a Dive card is not enough to cause a change in altitude level. The player must announce that he is using the card to change altitude.
11.32 After playing the Dive card, the player relocates the aircraft one altitude level lower, either by moving it on the Unengaged aircraft display or by changing the altitude marker on its Dogfight display (and, for the latter, see 11.5).
11.33 An aircraft with Weak Wings [13.6] must check for damage after diving to a lower altitude, just as it does when playing a Dive card normally. In this case, though, the Fire Value is always considered to be two (2), regardless of the Maneuver Value of the Dive card.
11.4 Changing Altitude: Climbing
11.41 In order to change an aircraft's altitude to a higher level, the controlling player must make an Untargeted Activation by playing any Climb Maneuver. As in 11.3, the player must specifically announce that he is using the Climb card to change altitude. Unlike 11.3, it may take more than one turn to complete the altitude change.
11.42 Climbing to a higher altitude makes use of the aircraft's Sustained Rate of Climb. This is not printed on the aircraft counter, but is based on its current Climb Rating (the printed rating plus any modifications) as per the following table:
| Climb Rating | Sustained Rate of Climb |
|---|---|
| 0 or 1 | 0 |
| 2 to 4 | 1 |
| 5 to 7 | 2 |
| 8 or 9 | 3 |
Design Note: Mathematically-minded players will see that the Sustained Rate of Climb is equal to one-third the Climb Rating, rounded to the nearest whole number.
11.43 After playing the Climb Maneuver, the player adds its Maneuver Value to the aircraft's sustained Rate of Climb. If the plane is currently at Treetop altitude, add an additional two (2).
Design Note: The additional 2 added when an aircraft is at Treetop altitude reflects the facts that WWI aircraft engines invariably developed maximum power at sea level and that the Treetop level is "narrower" than the other three altitude levels.
11.44 If the total equals six (6) or more, the aircraft has completed its climb to the new altitude. Adjust the aircraft's position on the Play Mat or change the marker on the Dogfight Display accordingly.
11.45 If the total is less than six, the aircraft's climb is still in progress. If the aircraft is Unengaged, place a Position marker on it equal to the total. If the aircraft is involved in a Dogfight, place a Climb Progress marker on the space on the track below the Dogfight Display that corresponds to the total.
11.46 When activating an aircraft with a climb in progress, the player has a choice. He can either:
- a) Break off the climb. If he does this, he may play any card as per the normal rules for Activation.
- b) Continue the climb. In this case, he must play a Climb card as in 11.41. He then calculates a total as per 11.43 and further adds the current Climb Progress number. If the new total equals six (6) or more, the climb has been completed. Otherwise, mark the new total as in 11.45.
11.47 8.14 applies when playing a Climb card to change altitude. So, for example, if an aircraft with a Climb Rating of 2 played a Zoom Climb card, he would only be able to add a maximum of 2 for the card when calculating Climb Progress.
Example 1: A Fokker DrI (Climb Rating 7) at Treetop altitude plays a Vertical Roll card (Maneuver Rating 2) to change altitude. The DrI's Sustained Rate of Climb is 2. Adding that to the Maneuver Rating and the additional 2 for being at Treetop gives a total of 6. The DrI has successfully climbed to Low altitude.
Example 2: An Albatross DIII (Climb Rating 4) at Low altitude plays a Zoom Climb card (Maneuver Rating 3) to change altitude. The DIII's Sustained Rate of Climb of 1 plus the Maneuver Rating equals 4. The player places a Position Level 4 marker on the aircraft. During the Albatross' next Activation, the player elects to continue the climb and plays another Zoom Climb. The new total is 8 (Sustained Rate of Climb: 1 plus Maneuver Rating:3 plus Climb Progress:4). This is more than 6, so the Albatross has completed its climb to Medium altitude.
PLAY NOTE: Climbs in Eagles in the Sky will almost always take two or more turns.
11.48 An aircraft partway through a climb can be targeted by an enemy aircraft. However, the Activating aircraft must play a Climb maneuver to do so. If the Activating aircraft's total is higher, the two aircraft are placed on a Dogfight display and the climb progress marker is set to the Tailed aircraft's current progress. If the totals are equal or if the target aircraft has a higher total, the two aircraft remain Unengaged. The Activating aircraft does not receive a Climb Progress marker.
PLAY NOTE: An aircraft in the midst of climbing to a higher altitude level may not end up tailing an aircraft that targets it even if its total of Performance Rating and Maneuver Rating is higher than that of the Activated aircraft.
11.49 Excess Climb Progress does not carry over if an aircraft wishes to continue to change altitude. So in example 2 above, if the Albatross wished to continue climbing to High-altitude it would not be able to add 2 (the difference between the 6 it needed to get to Medium and the 8 it actually had) to its next climb attempt.
11.5 Following an Altitude Change
11.51 An aircraft Tailing a plane that is changing altitude (as well as aircraft Tailing it, etc.) may elect to follow the altitude change. The decision to follow the change is made for each aircraft individually, starting with the aircraft Tailing the plane changing altitude. If any aircraft elects not to follow the altitude change, those planes Tailing it may not do so either. Following an altitude change does not require the play of a card.
Example: A Pfalz DIII at Medium altitude dives to Low. The Pfalz is being Tailed by a Sopwith Camel; the Camel is being Tailed by an Albatross DIII, and the Albatross by a SPAD XIII. The Camel elects to follow the dive, but the Albatross does not. Therefore the SPAD cannot follow the altitude change and must remain at Medium altitude Tailing the Albatross. The Dogfight will then break up into two separate dogfights, one at Low altitude and one at Medium.
11.52 Aircraft with Weak Wings that elect to follow a dive must check for damage as per 13.6. The Fire Value of the damage check is two (2).
11.53 After completing a dive, compare the current Dive Ratings of each pair of Tailing/Tailed aircraft. If one plane's Dive Rating is 1 or 2 higher than the other's, adjust the Position Level one in favor of that aircraft. If one plane's Dive Rating is 3 or more higher than the other's, adjust the Position Level two in favor of that aircraft.
11.54 After each turn of a climb (i.e., after each Activation by the aircraft that initiated the climb), compare the current Climb Ratings of each pair of Tailing/Tailed aircraft. If one plane's Climb Rating is 1 or 2 higher than the other's, adjust the Position Level one in favor of that aircraft. If one plane's Climb Rating is 3 or more higher than the other's, adjust the Position Level two in favor of that aircraft.
11.55 A Tailed aircraft cannot use 11.53 or 11.54 to adjust its position to better than Unengaged.
Example: An Albatross DV (Dive Rating 6) has Position Level 1 over a SPAD XIII (Dive Rating 9). The SPAD elects to dive one level and the Albatross follows the dive. After completing the dive, the two aircraft are Unengaged, even though the difference in Dive Ratings would normally permit a two-level adjustment in Position.
If a Tailing aircraft moves to the Unengaged portion of the Play Mat due to this rule, it does retain any accumulated Climb Progress (place a marker as per 11.45). However, since it is no longer following another aircraft's climb, it will have to complete the altitude change through its own Activations.
11.56 Aircraft following a climb may still be activated normally, following the rules in 8.0. However, aircraft in the midst of a climb may only activate by playing Climb Maneuvers, unless they give up position against a climbing aircraft that they are Tailing (see 8.25). In that case, the Activating aircraft (and any aircraft tailing it) is assumed to have broken off the climb and can play any Maneuver card.
11.57 As in 11.47, an aircraft following a climb that is targeted by a Tailing aircraft may not end up Tailing that aircraft, regardless of the totals. If the Position Level is adjusted to Unengaged or in favor of the Tailed aircraft, the two planes become Unengaged. In this case, though, the Activating aircraft (and any aircraft Tailing it) does retain climb progress and is placed either on another Dogfight display or in the Unengaged section of the Play Mat with the appropriate marker.
12.0 Escape
Aircraft may attempt to voluntarily leave an Engagement. (A player might want to do this if the plane is badly damaged or if its guns are broken.) An Escape Activation might be either a Targeted or an Untargeted Activation, depending on the aircraft's position.
12.1 Escape requirements
12.11 In order to Escape, the player must Activate the aircraft using a Dive, Climb or Speed Maneuver.
12.12 If the Escaping aircraft is Unengaged or is Tailing an enemy aircraft (and not also being Tailed), the Escape is an Untargeted Activation. In this case, the Escape automatically succeeds. Remove the aircraft from the Play Mat.
12.13 If the Escaping aircraft is being Tailed, the Escape attempt is conducted like a normal Targeted Activation with the target being the Tailing aircraft. If the Escaping aircraft ends the Activation Unengaged or better, the Escape succeeds. Otherwise, the aircraft is still being Tailed at whatever Position Level the Activation results in.
12.14 An Escape attempt by an aircraft being Tailed using a Climb or Dive card may also be used to change altitude (see 11.3 and 11.4). If the plane(s) Tailing the aircraft decline to follow the altitude change or a comparison of ratings after the change leaves the Tailed aircraft Neutral, the Escape attempt succeeds.
12.15 If an aircraft is being Tailed by two enemy aircraft, it may not attempt to Escape except by playing a Falling Leaf [8.3].
12.16 The player controlling the aircraft Tailing a plane attempting to Escape may elect to allow the Escape to succeed, in which case the attempt is treated as in 12.12.
PLAY NOTE: Why would you do this? Remember that a Scout that Escapes reduces the size of its owner's hand.
12.17 Add +2 to the Escape attempt when clouds are at the same altitude as the aircraft making the Escape attempt.
13.0 Aircraft Special Characteristics
The following rules cover abilities (good and bad) beyond those represented by the performance and other ratings.
13.1 Covered Guns (C)
Some Scouts had their front-firing guns embedded within the engine cowling or fuselage. While this improved the streamlining of the plane, it also made it difficult for the pilot to access the guns.
13.11 When an aircraft with covered guns attempts to clear a jam of those guns, they remain jammed if the card drawn has a Fire Value of 1 or 2.
13.12 If the aircraft is also armed with Incendiary Ammunition [15.6], there is no further effect.
13.2 Dual Controls (D)
13.21 An aircraft with dual controls is not shot down when the pilot is killed unless the gunner has already been killed (the gunner is now flying the plane).
13.22 An aircraft being flown by the gunner has the following restrictions:
- May not make any kind of attack (including a Gunner Attack)
- May not play a Falling Leaf [8.3]
- May not Activate to earn any mission-related Victory Points [16.0]
PLAY NOTE: The player's best bet for an aircraft in this situation is to Escape as quickly as possible.
13.3 Front Gunner (F)
A number of early war observation aircraft placed the gunner/observer in the front seat of the plane and the pilot in the rear. It was quickly discovered that this arrangement restricted both the gunner's ability to protect the aircraft and the pilot's ability to fly it. Despite this, the last aircraft to use this arrangement, the British Be2e, was in front line service until just before the point where Eagles in the Sky begins.
13.31 An aircraft with a Front Gunner uses the gunner when making Tailing and Head-on Attacks. A Front Gunner may not make Gunner Attacks.
13.32 Any attack made by a Front Gunner (except a Formation Attack, see 10.63) has a Fire Value of half (rounded up) of what the Fire Value would normally be.
Example: An aircraft with a Front Gunner involved in a Head-on Attack would have a Fire Value of 2.
13.33 The only aircraft in Eagles in the Sky that has a Front Gunner is the AEG GIV. However, that aircraft also has a Rear Gunner. As a result the AEG GIV may make two Formation Attacks.
13.4 High Altitude Engine (H)
13.41 An aircraft with a High Altitude Engine is not subject to a performance penalty [11.23] when at high altitude.
13.42 The benefit of the High Altitude Engine is lost if the aircraft suffers an Engine hit.
13.5 Unreliable Engine (U)
13.51 An aircraft with an Unreliable Engine is subject to damage as if it had been fired upon whenever it plays a Speed Maneuver to:
- Perform a Targeted Activation
- Respond
- Attempt to Escape
13.52 After performing any of the above actions, draw a card as in normal combat resolution (10.2). The Fire Value of the "attack" is equal to one (1) less than the printed Maneuver Rating of the card played. If the "fire" hits (Gun Jams have no effect), check the 1-Gun column of the damage table. Use the Normal line on the table regardless of the aircraft's actual Defensive Class. On any result other than Superficial, the aircraft suffers an Engine hit (the actual printed damage result is ignored).
Note: This means that if the aircraft plays a Speed Maneuver with a Rating of 1, it does not need to check for damage at all.
13.6 Weak Wings (W)
13.61 An aircraft with Weak Wings is subject to damage as if it had been fired upon whenever it plays a Dive Maneuver to:
- Perform a Targeted Activation
- Respond
- Attempt to Escape
- Dive to a lower altitude level
- Follow a Dive
13.62 After performing any of the above actions, draw a card as in normal combat resolution [10.2]. In the first three cases, the Fire Value of the "attack" is equal to one (1) less than the printed Maneuver Rating of the card played; in the latter two, the Fire Value is two (2). If the "fire" hits (Gun Jams have no effect), check the 1-Gun column of the damage table. Use the Normal line on the table regardless of the aircraft's actual Defensive Class. On any result other than Superficial, the aircraft suffers a Wing hit (the actual printed damage result is ignored).
13.63 When resolving a Falling Leaf card [8.3], an aircraft with Weak Wings checks for damage after each altitude level lost.
Note: This means that if the aircraft plays a Dive Maneuver with a Rating of 1, it does not need to check for damage at all (unless it uses the card to change altitude).
HISTORICAL NOTE: When examining the aircraft counters, players will note that the Nieuport 28 has both an Unreliable Engine and Weak Wings. Despite its status as the first scout used by the American Expeditionary Force, the plane was in fact not a very good combat aircraft. The Americans were basically "stuck" with it after it had been rejected by the French Aviation Militaire. Most American pilots disliked the plane and gladly gave them up in favor of the SPAD XIII.
13.7 Individual Aircraft Special Characteristics (optional)
The following characteristics apply only to specific types of aircraft. Their use is optional but does add extra flavor to the game.
13.71 Sopwith Camel
While it was an extremely effective aircraft (it was credited with more enemy aircraft destroyed than any other Allied type), the Camel was a very tricky plane for a novice pilot to handle.
When playing a Campaign game, any Camel flown by a Green or Inexperienced pilot must undertake the Safe Return procedure (see 5.6 in the Campaign Rules).
(Optional) In a Campaign game, Green and Inexperienced pilots flying a Camel incur one additional Fatigue Point.
13.72 Fokker DVII/DVIIf
Conversely, one of the great strengths of the Fokker DVII was it ease of handling. The plane "made good pilots out of poor ones". Green and Inexperienced pilots flying a Fokker DVII or DVIIf do not subtract one from the Maneuver Rating of a card played as a Targeted Activation or Response. All other Green/Inexperienced pilot effects still apply.
13.73 SPAD XIII
The geared Hispano Suiza engine used in the SPAD XIII had reliability problems, although they were not nearly as severe as those of engines like the Gnome Monosoupappe used in the Nieuport 28.
Treat the SPAD XIII as if it had the Unreliable Engine characteristic, except that when checking for damage the Fire Value is two (2) less than the printed Maneuver Rating of the card.
Note: This means a SPAD XIII only has to check for damage when playing a Speed Maneuver with a Rating of 3 or 4.
13.74 AEG GIV
The AEG GIV was a large 2-engine aircraft. As such, it could take more damage than most aircraft.
It requires four (4) Structure hits to shoot down an AEG GIV. The first two hits have no effect. The third Structure hit has the normal effect of a second hit, and the fourth Structure hit shoots the aircraft down. Indicate the third hit by placing a second Structure Hit marker on the aircraft.
14.0 Pilots
In World War I, as in subsequent air wars, the quality of the man in the cockpit was as important as the capabilities of the aircraft itself.
14.1 Pilot Quality
14.11 There are five levels of pilot quality in Eagles in the Sky: Green, Inexperienced, Experienced, Flight Leader and Ace. Except for Experienced pilots, the quality of the pilot flying a given aircraft is shown by placing a marker on the aircraft counter. There are no counters for Experienced pilots.
14.12 As the name implies, the quality rules apply only to pilots. Gunners always use the rules as written.
DESIGN NOTE: Obviously this is a simplification. However, it avoids a host of rules (and markers) for gunners of different qualities.
14.13 In Campaign games, the quality of each squadron's pilots is listed on the Campaign card. When playing a single Engagement, pilot quality can be used to balance the Engagement.
14.2 Green Pilots
Green pilots are young men just out of the rudimentary flying schools of WWI. During several periods of the war, their average life expectancy at the front was less than a week.
14.21 If an aircraft flown by a Green pilot is targeted by an Unengaged enemy aircraft, it may not Respond to that Activation.
14.22 The Maneuver Rating of any card used by a Green pilot to perform a Targeted Activation [8.2] or a Response [8.4] is reduced by one. This penalty is cumulative with the penalty for being Wounded [10.87].
14.23 A Green pilot may never play a Medal or Falling Leaf card.
14.24 If the player has a choice of aircraft that will be removed from the Engagement (see the Random Events Table) and one or more of them has a Green pilot, a plane with a Green pilot must be chosen.
14.3 Inexperienced Pilots
Inexperienced pilots are either Green pilots who have survived their first few missions at the front or new pilots with more extensive training.
14.31 The Maneuver Rating of any card used by an Inexperienced pilot to perform a Targeted Activation [8.2] or a Response [8.4] is reduced by one. This penalty is cumulative with the penalty for being Wounded [10.87].
14.32 An Inexperienced pilot may never play a Falling Leaf card.
14.4 Experienced Pilots
14.41 Experienced pilots use the rules without modification. There are no counters for Experienced pilots; any aircraft without a pilot counter has an Experienced pilot.
14.5 Flight Leaders
14.51 Flight Leaders have a Leadership and a Flying Rating. One or the other of them is used to determine the player's hand size [7.1] and discard limit [7.2].
14.52 Flight Leaders may attempt to negate an On Fire damage result [10.88].
14.53 Except for the above, Flight Leaders are treated as Experienced pilots.
14.6 Aces
14.61 All Aces are considered to be Flight Leaders and thus have Leadership and Flying Ratings. Aces are distinguished from other Flight Leaders by the insignia on the counter.
14.62 All Aces add one (1) to their Fire Value (not to exceed 6) when making a Tailing Attack. In addition, each Famous Ace has one or more special abilities as listed in the back of this rules book [18]. (The abilities may include a greater increase in the Fire Value for Tailing Attacks or an increase for other types of attack.)
14.63 A player receives the number of Glory Points listed with the Famous Ace's Abilities, or on the back of the ace counter, for shooting down that Ace.
15.0 Special Targets and Weapons
15.1 Strafing
15.11 In some Engagement types, the Mission player's aircraft may Strafe. Strafing is a Targeted Activation (with the target being whatever on the ground the aircraft is firing at).
15.12 In order to Strafe, the aircraft must be unengaged, at Treetop altitude and be activated with a Speed or Dive Maneuver.
15.13 Strafing attacks always have a Fire Value of four (4). The target's Defense Class is given in the instructions for the particular Engagement type.
15.14 Aircraft that strafe receive defensive ground fire. All ground fire has a Fire Value of 4 and any hits are resolved on the 1-gun table.
15.2 Balloons
Both sides made use of tethered balloons for observation and artillery spotting. While extremely vulnerable (they were inflated with highly flammable hydrogen gas), balloons were very difficult targets. They were defended by dedicated anti-aircraft batteries and often by standing patrols of scout aircraft.
15.21 When a balloon appears in an Engagement, it is placed in the Unengaged aircraft section of the Play Mat at Low altitude.
15.22 A balloon may not fire (but see 15.29) nor may it become involved in a Dogfight. It does not count towards hand size.
15.23 The only type of Activation a balloon may perform is an Untargeted Activation to descend to a lower altitude. The altitude change follows the normal rules for doing so (see 11.3). A balloon at Treetop altitude may still descend. Once it goes below Treetop, it is on the ground and may no longer be attacked.
15.24 A balloon may not Activate until after the first time it is attacked.
15.25 Unlike an aircraft, the owning player does not play a card from his hand to activate the balloon. Instead draw a card from the deck and check the Fire Value. If it is 1, 2, or 3 the balloon descends. Otherwise it remains at its current altitude. In either case, the balloon counter is flipped to its Activated side.
15.26 When a balloon moves from Low to Treetop altitude, all Unengaged aircraft of both sides at Low altitude may follow the altitude change. Players alternate declaring which aircraft will follow the change, starting with the player who does not control the balloon. This altitude change does not Activate the aircraft.
15.27 An attack on a balloon is conducted somewhat like a Head-on Attack, in the sense that the balloon may not Respond and the aircraft is still Unengaged after making the attack. However, in an attack on a balloon:
- The aircraft may be Activated with either a Speed or a Dive Maneuver, and
- The attacking player gets to choose the Fire Value of the attack.
PLAY NOTE: Sounds like a no-brainer, doesn't it? However, see below.
15.28 The only damage results that affect a balloon are Structure and On Fire (Exception: Le Prieur rockets, 15.5). As the balloon has a Damage class of Fragile, two Structure hits are required to destroy it (one hit if using Incendiary Ammunition).
15.29 After an aircraft attacks a balloon, the anti-aircraft guns protecting the balloon fire at the aircraft. The Fire Value of the anti-aircraft attack is one-half (rounded up) of the Fire Value the aircraft chose for its attack. When the aircraft is at Low altitude, use the 1-Gun column of the damage table. If the aircraft is at Treetop altitude, use the 2-Guns column.
15.3 Bombs
15.31 An aircraft carrying Bombs has its Climb and Agility Ratings reduced by one (1).
15.32 An aircraft carrying Bombs can elect to jettison them at the beginning of any Activation (jettisoning Bombs is done in addition to the purpose of the Activation). Once the Bombs have been jettisoned the penalty in 15.31 no longer applies, but the player cannot score VP for bombing with that aircraft.
15.33 If a combination of damage and the penalty in 15.31 would reduce the aircraft's Climb or Agility Rating(s) to less than zero, the aircraft must immediately jettison its bombs. In this case, an Activation is not required.
15.34 See the Engagement rules for how points are scored for bombing.
15.4 Wing-Mounted Lewis Guns
The SE5a carries a Wing-mounted Lewis gun in addition to a regular forward-firing gun. Since the Lewis gun was drum-fed, it ran out of ammunition much more quickly than belt-fed guns. Pilots carried extra drums to reload the Lewis gun.
15.41 Lewis guns fire in the same way as any other gun. An aircraft with both a Lewis gun and a regular gun checks for damage on the 2-gun table as long as the Lewis gun has Ammo.
15.42 The first time that an aircraft with a Lewis gun fires, place a Lewis Gun Ammo Low marker on it.
15.43 When an aircraft whose Lewis gun is Low Ammo fires, flip the marker to its Out of Ammo side. Once the Lewis gun is out of ammo, it may not be fired until it is reloaded (the aircraft's other gun may still fire, though).
15.44 Reloading a Lewis gun is an Untargeted Activation. Unlike clearing a Gun Jam, reloading is automatic. Perform the Activation and remove the Out of Ammo marker.
15.45 If an aircraft with both Lewis and regular guns suffers a Gun Jam when firing, both guns jam. However, the Lewis gun does not use any ammo in this case. An attempt to clear the jam applies to both guns.
15.46 In the unlikely event that the aircraft's other gun jams when the Lewis gun is out of ammo the Lewis gun is not jammed and may be reloaded normally. (There are no markers for this situation; players will have to keep track of it on a spare piece of paper.)
15.5 Le Prieur Rockets
Le Prieur rockets were developed in order to attack balloons and Zeppelins. They were effective against balloons, but no aircraft was ever able to use them to shoot down a Zeppelin. The rockets went out of use after incendiary ammunition became common.
15.51 The following (Allied) aircraft types may carry Le Prieur rockets when part of the attacking flight in a balloon busting engagement: Sopwith Pup, Sopwith Camel, Nieuport 17, SPAD VII, SPAD XIII. An aircraft carrying rockets may not also have incendiary ammunition.
15.52 Le Prieur rockets may only be used to attack balloons.
15.53 When an aircraft carrying rockets attacks a balloon, it may use either the rockets or its guns, not both.
15.54 Le Prieur rockets attacks with a Fire Value equal to one-half (rounded up) of the Fire Value chosen for the attack.
15.55 When attacking with rockets, any damage result other than Superficial shoots down the balloon.
15.56 An aircraft carrying rockets has its Agility Rating reduced by one (1). This reduction is canceled as soon as the aircraft fires the rockets.
15.6 Incendiary Ammunition
Incendiary ammunition was developed as a substitute for rockets. It could be used against aircraft; however, because of its tendency to jam guns, it was generally reserved for balloon attacks.
15.61 Any aircraft that is part of the attacking flight in a balloon busting engagement may use incendiary ammunition. If any do, however, all of the aircraft must do so. (Note that this will preclude any of the planes from carrying rockets in that engagement.)
15.62 When an aircraft with Incendiary Ammunition attacks a balloon, it only requires one Structure hit to shoot down the balloon.
15.63 When an aircraft with Incendiary Ammunition attempts to clear a jam of those guns, the guns remain jammed if the card drawn has a Fire Value of 1 or 2.
16.0 Engagement Types and Victory Points
A game of Eagles in the Sky is called an Engagement. Engagements may be played individually or as part of a Campaign (see the Campaign rules for details). At the end of an Engagement, determine the winner as per 3.12.
16.1 Engagement Types
16.11 There are eight possible types of Engagements in Eagles in the Sky: Patrol, Artillery Spotting, Photo-Recon, Contact Patrol, Trench Strafing, Bombing, Airfield Attack and Balloon Busting.
16.12 Each Engagement type has its own Engagement Victory Points and many have other special rules. All Engagement types, except Patrol Engagements, have restrictions on the zone in which they occur and the starting altitude of the aircraft in the Engagement. When playing a Patrol Engagement, use Tables E-5 and E-6 on the Engagement Chart.
16.13 Some Engagement types include one or more Mission aircraft. These aircraft are in addition to those in the players' Flights. The player who controls the Mission aircraft is the attacker in that Engagement; the other player is the defender (Exception: in the Balloon Busting Engagement, the defender controls the balloon). If there is a choice of starting zone or altitude for the Engagement, the attacker always chooses which will be used.
16.14 When playing an Engagement as part of a Campaign, the type of Engagement, starting zone, altitude and type and number of Mission aircraft are all determined by the Mission Table on the Campaign card.
16.2 Standard Victory Points
16.21 The following Victory Points are always awarded at the end of a Engagement, regardless of what type it is:
- each enemy Scout shot down: 3 VP
- each enemy Scout with 2 or more points of damage (Structure, Wing, Engine, Control): 2 VP
- each enemy 2-Seater shot down: 5 VP
- each enemy 2-Seater with 2 or more points of damage (Structure, Wing, Engine, Control): 3 VP
NOTE: German CL Type aircraft being used as Mission aircraft are only worth 3 VPs if shot down and 2 VPs if damaged (while 2-seater planes, they are still Scouts).
16.3 Glory Points
The 1914-1918 air war was as much about publicity as it was about actual accomplishments. The public was fascinated by the exploits of the "knights of the air". The various governments encouraged this interest, at least in part, to divert attention from the slaughter in the trenches.
16.31 During an Engagement, players earn Glory Points for the following:
| Event | Glory Points |
|---|---|
| The player's initial Flight is outnumbered 2:1 by the enemy Flight | 1 Glory point |
| The player's initial Flight is outnumbered 3:1 by the enemy Flight | 2 Glory points |
| The player's initial Flight is outnumbered 4:1 or more by the enemy Flight* | 4 Glory points |
| One of the player's aircraft shoots down 2 enemy aircraft during the Engagement AND the pilot survives the Engagement | 3 Glory points |
| One of the player's aircraft shoots down 3 or more enemy aircraft during the Engagement AND the pilot survives the Engagement | 6 Glory points |
| One of the player's aircraft shoots down a balloon AND the pilot survives the Engagement | 4 Glory points |
| The player shoots down an Ace | The number of points listed with the Ace's Abilities (and on the back of the Ace's counter) |
* As a practical matter, this will only happen if the player's Flight consists solely of the Flight Leader. To gain these points, the player's Flight Leader may not attempt to Escape until at least Turn 4 of the Engagement.
16.32 At the end of the Engagement, the players total the Glory Points that they have earned. If only one player has any Glory Points, that player receives a number of additional Victory Points equal to the number of Glory Points, he has earned. If both players have the same number of Glory Points neither receives any additional Victory Points. If the players have different numbers of Glory Points, divide the larger number by the smaller, rounding off fractions to the nearest whole number (0.5 is rounded up). The player with the larger number of Glory Points receives a number of VP equal to the whole number calculated above.
Example: The Allied player earns 4 Glory Points during an Engagement. The German player earns 2. The ratio is 2:1; therefore the Allied player gets 2 additional VP.
16.33 In the Campaign Game, Glory Points are kept track of and have additional uses.
16.4 Engagement Victory Points and Special Rules
16.41 Patrol Engagement
- Zone: Draw [Use Table E-5]
- Altitude: Draw [Use Table E-6]
- Mission aircraft: none
- Special Rules: none
- Engagement Victory Points: If the Engagement ends on Turn 3 or earlier, the player who still has aircraft on the Play Mat receives 3 additional VPs.
16.42 Artillery Spotting Engagement
- Zone: No Man's Land or defender's Front Lines
- Altitude: Low
- Mission aircraft: If the Allied player is the attacker, one of any of the following types: F.K. 8, Sopwith 1½, Salmson 2A.2, Breguet 14. If the German player is the attacker, one of any of the following types: Albatross CXII, DFW CV, LVG CV.
- Special Rules: none
- Engagement Victory Points: Each time the Mission player performs an Untargeted Activation with the Mission aircraft to do Artillery Spotting, he receives 2 VP. The Mission aircraft must be at its original altitude to spot. The aircraft may not use the Activation for any other purpose (changing altitude, clearing Gun Jams etc.). The Mission aircraft must be Unengaged to perform this type of Activation.
16.43 Photo-Recon Engagement
- Zone: defender's Front Lines or Rear Area
- Altitude: Medium or High
- Mission Aircraft: If the Allied player is the attacker, one of any of the following types: D.H. 4, Sopwith 1½, Salmson 2A.2. If the German player is the attacker, one of any of the following types: Rumpler CIV, Rumpler CVI, DFW CV, AEG GIV.
- Special Rules: none
- Engagement Victory Points: Each time the Mission player performs an Untargeted Activation with the Mission aircraft to take photos, he receives 3 VP. The Mission aircraft must be at its original altitude to take photos. The aircraft may not use the Activation for any other purpose (changing altitude, clearing Gun Jams etc.). These points are only awarded if the Mission aircraft survives the mission. The Mission aircraft must be Unengaged to perform this type of Activation.
16.44 Contact Patrol Engagement
- Zone: No Man's Land
- Altitude: Treetop
- Mission Aircraft: If the Allied player is the attacker, he may elect to include one aircraft of any of the following types: R.E. 8, F.K. 8, Salmson 2A.2. If the German player is the attacker, he may elect to include two aircraft of any of the following types: Junkers JI, Halberstadt CLII, Hannover CLIIIa. (Keep in mind that the CL type aircraft are Scouts and thus do count towards hand size.)
- Special Rules: none
- Engagement Victory Points: The attacker receives 1 VP each time any of his aircraft (not just the Mission aircraft) is at Treetop altitude and performs an Untargeted Activation [8.5]. The aircraft may not use the Activation for any other purpose (changing altitude, clearing Gun Jams etc.). The aircraft must be Unengaged to perform this type of Activation.
16.45 Trench Strafing Engagement
- Zone: No Man's Land or the defender's Front Lines
- Altitude: Treetop
- Mission Aircraft: If the Allied player is the attacker, he may elect to include one aircraft of any of the following types: R.E. 8, F.K. 8, Salmson 2A.2. If the German player is the attacker, he may elect to include two aircraft of any of the following types: Junkers JI, Halberstadt CLII, Hannover CLIIIa. (Keep in mind that the CL type aircraft are Scouts and thus do count towards hand size.)
- Special Rules: Any of the attacker's unengaged aircraft (Scouts and mission aircraft) may Strafe [15.1]. The trenches (or, more specifically, the men in them) have a defense class of Fragile. In addition, any or all of the Mission player's aircraft may carry bombs [15.3]. The bombs are dropped by unengaged aircraft that make a Targeted Activation from Treetop altitude. When dropping bombs, do not draw a card to check for damage; simply note that the bombs have been dropped. Once the bombs have been dropped, the penalty in 15.31 no longer applies.
- Engagement Victory Points: The Mission player receives 1 VP for each damage result (other than Superficial) he achieves while Strafing. He also receives 2 VP for each point of bombs dropped (Exception: if the aircraft's bomb symbol is red he gets only 1 VP for that aircraft bombing.).
16.46 Bombing Engagement
- Zone: Defender's Front Lines or Rear Area
- Altitude: Low or Medium
- Mission Aircraft: If the Allied player is the attacker, three of any of the following types (all aircraft must be of the same type): D.H. 4, Breguet 14, Salmson 2A.2. If the German play is the attacker, two AEG GIV.
- Special Rules: All Mission aircraft begin the Engagement carrying Bombs. See 15.3 for the effects of Bombs on aircraft performance. At the end of the last turn of the Engagement, the Mission aircraft drop their Bombs even if they are engaged.
- Engagement Victory Points: The Mission player receives 3 VP for each point of Bombs he drops.
16.47 Airfield Attack Engagement
- Zone: Defender's Rear Area
- Altitude: Treetop
- Mission Aircraft: none
- Special Rules: At the beginning of the Engagement, all of the defending player's aircraft are considered to be on the ground. Aircraft take off by performing an Untargeted Activation using any Climb, Speed or Agility card. After performing the Activation, place the aircraft at Treetop altitude. The mission player may strafe aircraft on the ground or the airfield itself. Any unengaged aircraft at Treetop altitude may make a targeted activation by playing a Speed or Dive maneuver (15.12) to strafe a specific aircraft or the airfield. Aircraft on the ground use their printed defense class and airfields have a defense class of Sturdy.
- Engagement Victory Points: The Mission player receives 2 VP for each damage result (other than Superficial) he achieves while Strafing the airfield.
16.48 Balloon Busting Engagement
- Zone: Defender's Front Lines
- Altitude: Low
- Mission Aircraft: The defender receives one balloon
- Special Rules: see 15.2, 15.5 and 15.6
- Engagement Victory Points: The Mission player receives 8 VP for destroying the Balloon. In addition, if the aircraft that destroyed the balloon survives the Engagement (including any possible Safe Return draw), the player receives 4 Glory Points.
17.0 Historical Scenarios
The following group of historical (or quasi-historical) scenarios feature the famous aces included in Eagles in the Sky.
Scenario 1 (solitaire): September 16th, 1918
Background: On the evening of September 16th, 1918, Frank Luke announced that he and his wingman Joseph Wehner would destroy three balloons near St. Mihiel, starting at 7:05PM.
Forces
- Allies: (2) SPAD XIII; (1) experienced pilot; Frank Luke
- Germans: One Balloon (see special rules)
Engagement type: Balloon Busting Altitude: Low Zone: German Front Lines
Special rules: This is a solitaire scenario consisting of three balloon busting engagements played consecutively. Each engagement uses the standard rules with the following exceptions:
- Each Engagement in this scenario is only four turns in length.
- Omit the Initiative and Random Events phases for all turns of all engagements. The player always has the Initiative.
- Any damage to either SPAD carries over from one engagement to the next, as do any broken guns. However, gun jams are automatically cleared between engagements.
- The Scenario ends immediately if one of the following occurs:
- Any engagement ends with the balloon not shot down
- Frank Luke is shot down
- Each engagement lasts until one of the following occurs:
- the balloon is shot down
- the balloon is lowered below treetop altitude
- both SPADs have been shot down, or
- at the end of turn 4
- Both SPADs have incendiary ammunition
Victory: The player wins if all three balloons are shot down and Frank Luke has not been shot down. If the player fails to shoot down a balloon in any scenario, they lose.
Historical Outcome: Luke and Wehner destroyed all three of the balloons in 30 minutes. Luke claimed two of them, Wehner the third.
Scenario 2: September 23rd, 1917
Background: One of the first production Fokker DRI triplanes was given to the German ace Werner Voss. On September 23rd, 1917, he led a patrol from his Jagdstaffel, with the rest of the patrol flying Pfalz DIIIs. The triplane was the faster aircraft and Voss outpaced his flight. As a result, he was alone when he encountered a flight of Se5as led by the British ace James McCudden.
Forces
- Allies: (6) Se5a; (5) experienced pilots; James McCudden
- Germans: (1) Fokker DrI; Werner Voss
Engagement type: Patrol Altitude: Low Zone: No Man's Land Initiative: Germans Special rules: None
Victory: The Allied player wins if Werner Voss has been shot down; otherwise, the German player wins.
Historical Outcome: After an epic fight in which Voss managed to put bullets into every one of the Se5as, he was shot down and killed by Lieutenant Arthur Rhys-Davids.
PLAY NOTE: All things considered, the German player's best hope is to escape. Remember though, that since he is outnumbered 4:1 or more, Voss cannot attempt escape until Turn 4.
Scenario 3: June, 1917
Background: While flying a lone patrol, the German ace Ernst Udet encountered a single French SPAD VII. It quickly became apparent that the SPAD was flown by an expert. At one point in the dogfight, Udet got a good look at the SPAD and realized he was facing the great French ace Georges Guynemer.
Forces
- Allies: (1) SPAD VII; Georges Guynemer
- Germans: (1) Albatros DV; Ernst Udet
Engagement type: Patrol Altitude: Medium Zone: No Man's Land Initiative: Germans Special rules: Omit the Random Events phase for all turns of the engagement.
Victory: Standard victory conditions.
Historical Outcome: Udet was able to get Guynemer in his sights, but then suffered a gun jam which he was unable to clear. Rather than take advantage of his helpless opponent, Guynemer waved and flew off.
DESIGN NOTE: This engagement took place slightly before the beginning of the period covered in the game. However, one-on-one combat between well known aces was so rare during the war that I felt it was worth including.
Scenario 4: April 21st, 1918
Background: On April 21st, 1918, Manfred von Richthofen led aircraft from JG 1 on a patrol over the Somme River. They encountered a flight from RAF 209 Squadron.
Forces
- Allies: (6) Sopwith Camels; (1) green pilot, (4) experienced pilots; Taylor (Arthur "Roy" Brown) on his +1 "Ace" side
- Germans: (6) Fokker DrI; (1) inexperienced pilot, (4) experienced pilots; Manfred von Richthofen
Engagement type: Patrol Altitude: Low Zone: No Man's Land Initiative: Germans Special rules: None
Victory: Standard victory conditions.
Historical Outcome: While chasing Lieutenant Wilfrid May (the British green pilot), von Richthofen was shot down and killed. Credit for the victory was given to Captain Brown; however, most historians today believe that he was actually killed by an antiaircraft gunner.
HISTORICAL NOTE: The actual engagement involved over a dozen aircraft on each side. The number of planes has been reduced for the sake of playability and due to countermix limitations.
Scenario 5: October 3rd, 1918
Background: Like Frank Luke, Eddie Rickenbacker shot down a number of balloons. However, his approach to attacking them was totally different. He used large coordinated attacks employing as many as 14 aircraft.
Forces
- Allies: (6) SPAD XIII; (5) experienced pilots, Eddie Rickenbacker
- Germans: (4) Fokker DVIIf; (3) experienced pilots, Schneberk; (1) Balloon
Engagement type: Balloon Busting Altitude: Low Zone: German Front Lines Initiative: Allies Special rules: All SPADs have incendiary ammunition
Victory: Standard victory conditions.
Historical Outcome: This is a quasi-historical scenario, showing Rickenbacker's approach to attacking balloons, although he did shoot one down on this date.
Scenario 6: June 1st, 1917
Background: On June 1st, 1917, "B" flight of No. 10 Naval Squadron (known as Black Flight) took off on a 2-1/2 hour patrol. The squadron had recently been equipped with the new Sopwith Triplane. They encountered a flight of Albatros DIIIs.
Forces
- Allies: (5) Sopwith Triplane; (4) experienced pilots, Raymond Collishaw
- Germans: (5) Albatros DIII; (4) experienced pilots, Moritz
Engagement type: Patrol Altitude: Medium Zone: No Man's Land Initiative: Allies Special rules: None
Victory: Standard victory conditions.
Historical Outcome: Collishaw shot down one Albatros, and two other members of the flight also scored. This and other encounters with No. 10 Squadron gave the Germans a healthy respect for the Sopwith Triplane. So much so that they developed a number of triplanes of their own, most notable the Fokker DRI.
Scenario 7: May 9th, 1918
Background: On the morning of May 9th, Rene Fonck made a bet with two members of his Escadrille as to who would be the first to shoot down an enemy aircraft. When one of the other pilots scored first, Fonck persuaded them to change the bet to whomever shot down the most aircraft that day. Delayed by fog, Fonck finally took off in the afternoon.
Forces
- Allies: (1) SPAD XIII; Rene Fonck
- Germans: see special rules
Engagement type: Artillery Spotting Altitude: Low Zone: Allied Front Lines Initiative: Allies
Special rules: This is a scenario consisting of three artillery spotting engagements played consecutively. Each engagement uses the standard rules, with the following exceptions:
- Before beginning the first engagement, place one each of the following aircraft types in a cup: Albatros CXII, DFW CV, LVG CV. At the beginning of each engagement, draw one plane from the cup. That will be the German player's aircraft for that engagement.
- Omit the Random Events phases for all turns of all engagements.
- Any damage to the SPAD carries over from one engagement to the next, as do any broken guns. However, gun jams are automatically cleared between engagements.
- Even though these are artillery spotting engagements, the German play does not get VP for spotting.
Each engagement lasts until one of the following occurs:
- the German aircraft is shot down
- Rene Fonck is shot down, or
- at the end of Turn 8
Victory: The Allied player wins if he shoots down all three German aircraft and Fonck is not shot down. Any other result is a German victory.
Historical Outcome: Fonck destroyed all three of the German 2-seaters. Later that day, he went up again and shot down three more.
PLAY NOTE: This scenario will not be a lot of fun for the German player. However, it does show what the artillery spotting aircraft were up against. It also shows why in the standard artillery spotting engagement the mission aircraft is not alone, even though historically that's how they operated.
Scenario 8: Late June, 1918
Background: Encouraged by the success of Richthofen's Jagsgeschwader 1, the Germans formed two more in the Spring of 1918. Command of JG 3 was given to Bruno Loerzer. After participating in Operation Michael, JG 3 was transferred further south along the Western front. There they encountered French rather than British pilots and starting, on May 28th, a new foe: the US First Pursuit Group.
Forces
- Allies: (6) Nieuport 28; (5) experienced pilots, McNamee
- Germans: (3) Fokker DVII, (1) Fokker DRI, (2) Halberstadt CLII; (5) experienced pilots, Bruno Loerzer
Engagement type: Trench Strafing Altitude: Treetop Zone: Allied Front Lines Initiative: Allies Special rules: Both Halberstadt's are carrying bombs.
Victory: Standard victory conditions.
Historical Outcome: This is another quasi-historical scenario, although it does show the type of mission that JG 3 carried out in the Spring and Summer of 1918.
18.0 Ace Ratings and Abilities
An asterisk (*) indicates an ability which is lost if the Ace is wounded.
Manfred von Richthofen
[July 1917: Albatros DV, August 1917-April 1918: Fokker DRI] Leadership Rating: 4; Flying Rating: 2; Glory Points: 10
Special Abilities:
- * Richthofen adds 2 to his Fire Value when making a Tailing Attack.
- * When Richthofen makes a Targeted Activation against an Unengaged aircraft flown by a non-Ace, the target may not play a Response card. If the target aircraft has a gunner, it may not make a Gunner Attack during that Activation.
Werner Voss
[July 1917: Albatros DIII, August 1917-September 1917: Fokker DRI] Leadership Rating: 2; Flying Rating: 5; Glory Points: 6
Special Abilities:
- * Once per turn Voss may play any card as though it was a Snap Turn.
Ernst Udet
[July-August 1917: Albatros DV, September 1917-April 1918: Albatros DVa; May-June 1918: Fokker DRI, July-November 1918: Fokker DVIIf] Leadership Rating: 3; Flying Rating: 4; Glory Points: 7
Special Abilities:
- * Any Crew hit inflicted by Udet is automatically converted to an Engine hit.
- * Once per Engagement, Udet may play any card as if it were a Medal Maneuver.
Bruno Loerzer
[July 1917: Albatros DV, August 1917-April 1918: Fokker DRI; May-November 1918: Fokker DVII[F]] Leadership Rating: 2; Flying Rating: 4; Glory Points: 6
Special Abilities:
- * When flying an aircraft with Weak Wings, Loerzer does not have to check for damage when playing a Dive Maneuver.
- * After playing a Falling Leaf, Loerzer does not have to check for additional loss of altitude.
- * Rule 8.14 does not apply to an aircraft flown by Loerzer.
Rene Fonck
[July-December 1917: SPAD VII, January-November 1918: SPAD XIII] Leadership Rating: 2; Flying Rating: 4; Glory Points: 8
Special Abilities:
- * Fonck adds 2 to his Fire Value when making a Tailing Attack.
- * When Fonck makes a Tailing Attack and inflicts a Wing, Engine, Control or Crew hit, he may convert that hit to any one of those four types.
- If Fonck draws a Gun Jam when firing, draw a second card. If the second card is also a Gun Jam, the guns jam. Otherwise, use the second card to resolve the fire.
Georges Guynemer
[July-August 1917: SPAD VII, September 1917: SPAD XIII] Leadership Rating: 2; Flying Rating: 4; Glory Points: 9
Special Abilities:
- * An aircraft flown by Guynemer adds 2 to its Agility Rating.
Raymond Collishaw
[July-December 1917: Sopwith Triplane, January-November 1918: Sopwith Camel] Leadership Rating: 3; Flying Rating: 3; Glory Points: 5
Special Abilities:
- * Collishaw adds 2 to his Fire Value when making a Tailing Attack.
- * Collishaw adds one to the Maneuver Rating of any card he plays as a Response; 8.14 still applies, however.
James McCudden
[July 1917-July 1918: SE5a] Leadership Rating: 4; Flying Rating: 3; Glory Points: 7
Special Abilities:
- An aircraft flown by McCudden adds one to its Speed rating.
- An aircraft flown by McCudden always has a High altitude Engine.
- If McCudden draws a Gun Jam when firing, draw a second card. If the second card is also a Gun Jam, the guns jam. Otherwise, use the second card to resolve the fire.
Eddie Rickenbacker
[April-May 1918: Nieuport 28, June-November 1918: SPAD XIII] Leadership Rating: 3; Flying Rating: 3; Glory Points: 4
Special Abilities:
- * Once per turn, Rickenbacker may add one to the Maneuver Rating of a card he plays either as an Activation or in Response; 8.14 still applies, however.
Frank Luke
[July-September 1918: SPAD XIII] Leadership Rating: 0; Flying Rating: 4; Glory Points: 3
Special Abilities:
- * Luke adds 2 to his Fire Value when attacking a balloon. The addition is performed after calculating the Fire Value of the anti-aircraft guns guarding the balloon.
CAMPAIGN GAME RULEBOOK
Part Two: the Campaign Game Rulebook. Section numbers below, prefixed "Campaign", refer to this rulebook; unprefixed rule references in the text of Part One refer to the Engagement rules.
Campaign 1.0 Introduction
The Campaign rules to Eagles in the Sky allow players to take the role of the commander of a Squadron, Jadgstaffel, or Escadrille. They perform five days worth of missions taking into account losses, pilot fatigue and the directives of higher headquarters.
Campaign 2.0 Additional Components
Besides those described in the Engagement game rule book, the Campaign game uses the following components.
2.1 Campaign Cards
Eagles in the Sky contains four Campaigns. Two of them (Normal Activity and Quiet Sector) are generic and can be set at any time during the period of the war that the game covers. The other two Campaigns are based on actual WWI battles, Operation Michael and the Battle of Cambrai.
Each Campaign Card contains the following information:
- The Campaign's name plus a short description.
- Which side is on the Strategic Offensive
- The number of Missions to be conducted each day.
- Year/Month of the campaign (or as agreed upon by the players in Normal Activity or Quiet Sector campaigns)
- A list of aircraft types that can be used in the Campaign (historical Campaigns only). Normal Activity and Quiet Sector campaigns can use any available aircraft in the agreed upon year/month of the campaign.
- The starting experience levels for both side's pilots
- The Missions Table for the Campaign
- The Campaign Events and Engagement Special Events Tables for the Campaign
2.2 Campaign Log Sheets
At the beginning of a Campaign, each player takes a Campaign Log Sheet to track the following:
- Any Campaign Event drawn for that day (days 2-5 only)
- The weather at the start of each Morning and Afternoon Phase
- The Mission numbers assigned in the Morning and Afternoon Phases
- The pilots, squadron aircraft, and aircraft counter the player assigns to each mission
- Any Campaign or Glory Points earned on each mission
2.3 Squadron Log Sheets
This Log Sheet is used to keep track of squadron pilots and Aircraft status during the campaign. The Squadron Log tracks the following:
- The aircraft type in use by the squadron
- A separate box for all twelve pilots showing: Pilot ID, Pilot Quality, Accumulated Fatigue Points, exhaustion status, missions flown (for Green and Inexperienced pilots), and kills.
- Entries for all twelve Squadron aircraft showing Aircraft ID and damage (Engine, Wing, Control).
Note: Players should feel free to make copies of the Campaign and Squadron Log Sheets as required.
2.4 Glossary
Besides those used in the Engagement Game, the following additional terms apply to the Campaign Game.
Campaign Points: The measure of victory in a campaign. The winner of an Engagement will earn one or more Campaign Points. Campaign Points can also be earned through Encounters and when an opponent fails to assign aircraft to a Mission.
Encounter: A combat between a player's squadron and an opposing non-player force. Encounters are resolved abstractly.
Exhaustion: The result of accumulating too many Fatigue Points. Exhausted pilots have degraded capabilities. Pilots may recover from Exhaustion.
Fatigue Points: Each time a pilot participates in a Mission, he will earn one or more Fatigue Points. If he accumulates too many he will become Exhausted and eventually be unable to fly any more Missions.
Campaign 3.0 How to Setup and Play a Campaign
3.1 Summary
- Choose a campaign, who will play which side, and the month/year in which the campaign takes place (if necessary).
- Each player selects the type of aircraft his Squadron will use.
- Each player randomly selects his squadron's three Flight Leaders.
- Each player fills out a Squadron Log Sheet with the squadron's initial aircraft and pilots.
3.2 Sides
Decide which player will take which side. One player is the Central Powers player and flies Central Powers aircraft. The other player is the Allied player and flies Allied aircraft.
3.3 Campaign Year and Month
The historical campaigns list the month and year in which they occur. When playing either of the generic campaigns, the players must decide this. The month and year chosen will affect the aircraft types that may be used and the column used on the Weather Table.
3.4 Aircraft
The two Historical Campaign cards list the possible aircraft that each player may use. Each player chooses one type randomly for all of the aircraft in each Squadron.
Normal Activity and Quiet Sector campaigns use the chart on the Aircraft In-Service Dates Player Aid Card and the year/month chosen for the campaign to see which aircraft are available. Each players chooses one aircraft type randomly to fill their squadron.
3.5 Flight Leaders
After choosing aircraft types, each player randomly selects three flight leaders from among those available for his side. These will be his squadron's starting Flight Leaders.
3.6 Filling out the Squadron Sheet
The Squadron Log Sheet contains spaces for each aircraft and pilot in the squadron. A squadron starts with 12 aircraft and 12 pilots (including the three Flight Leaders). Write the squadron's aircraft type at the top of the aircraft section and each pilot's experience rating plus the name of each Flight Leader or pilot quality in the pilot section.
3.7 Reshuffling Maneuver Cards
In addition to section 3.9 of the Engagement Rules, reshuffle Maneuver cards:
- After drawing for all of a day's Missions
- At the completion of each Mission.
Campaign 4.0 Campaign Game Sequence of Play
Campaign games are five days long. Each day is composed of several phases. At the end of the fifth day, the players determine victory according to Section 14.0.
4.1 Pre-dawn Phase
One of the players draws a card for each mission of that day and each player writes the mission numbers (in the order drawn) on his campaign mission log [5.1].
The appropriate number of Engagement and Encounter chits are placed in a cup [7.12].
Finally, check to see if Exhausted pilots recover [8.25].
NOTE: It is possible to draw and fly the same mission more than once in a given day (see the exception in the note at 5.11).
4.2 Morning Phase
Draw a Maneuver Card and refer to the Weather Table to determine the weather condition that will be in effect for the morning phase. The players then resolve the first half of the missions drawn during the Pre-dawn Phase. After all pilots and aircraft are assigned by both players for a mission, draw a chit from the cup to see if the mission will be resolved as an Engagement or an Encounter. After each mission add Fatigue, check for Exhaustion, automatically repair structure hits, and conduct cannibalization if desired.
NOTE: Engagement and Encounter chits pulled in the Morning Phase remain out of the cup for missions in the Afternoon phase.
4.3 Afternoon Phase
Perform the same steps as in the Morning Phase, only resolving the other half of the day's missions.
4.4 Evening Phase
If this is the last day of the campaign, determine victory [14.0]. Otherwise, each player draws their own Maneuver Card for a possible Campaign Event, which is noted in the Event box at the top of the next day. The players then repair their aircraft, check to see how long wounded pilots and gunners will be out of action, and determine if replacement planes and aircrew (if necessary) are available. Replace all Engagement and Encounter chits into a draw cup. Finally, reduce Fatigue for all pilots.
Campaign 5.0 Missions
5.1 Mission Determination
5.11 During each Predawn Phase, one of the players draws a Maneuver card for each Mission that will occur that day (see the Campaign cards for the number of Missions per day). Locate the Maneuver card number on the Mission Chart and write the Mission number on the Campaign Log in the order in which it was drawn.
NOTE: In the Normal Campaign, Missions 21 and 22 can only occur one time each during the entire campaign. Additional draws that would result in Mission 21 or 22 are converted to Mission 20.
5.12 The first half of the missions drawn are resolved during the Morning Phase, and the second half during the Afternoon Phase.
5.2 The Mission Table
5.21 The Mission Table on each Campaign card contains the following information:
- A Mission Number, which is filled in on the Campaign Log Sheet.
- The Maneuver card numbers for that Mission.
- The Type of Mission.
- The attacking player.
- The Zone in which the mission occurs in
- Starting altitude for the Mission.
- Any Mission aircraft that the players may receive.
5.3 The Campaign Log Sheet
5.31 The Campaign Log Sheet has one column for each day of the Campaign. In each column is a row for each mission of that day. Fill in the Mission number in the appropriate space.
5.32 The Ground Support Campaign Event converts all Patrol Missions to Trench Strafing Missions. If that event is in effect and one or more Patrol Missions are drawn, write "TS" in the space instead of a Mission number.
5.33 The Fog Weather condition converts all non-Patrol Missions to Patrol. If Fog is drawn for a phase, erase all non-Patrol Mission numbers and write "P" in those spaces instead.
PLAY NOTE: It is possible that a Patrol Mission could be converted to Trench Strafing by the Ground Support Campaign Event and then back to a Patrol Mission by weather draw resulting in Fog. If that happens, use the mission parameters listed for Fog, not those of the originally drawn Patrol Mission.
5.4 Mission Resolution
5.41 Before resolving each Mission, the players secretly assign aircraft and pilots to the Mission. Any available pilots and aircraft may be assigned, even if they were used in the immediately preceding Mission (but remember the effects of Fatigue [8.0]). Unlike the Engagement game, a Flight Leader does not have to be assigned to a Mission. However, if the Flight does not include a Flight Leader then it must include at least one Experienced Pilot if available.
PLAY NOTE: While a Flight Leader is not required, a Flight lacking one will obviously be at a disadvantage in terms of hand size.
If a player assigns two or more Flight Leaders to a mission, they must designate which one will be the lead for the mission. If that Flight Leader is shot down, escapes, or must perform a safe return check, the other Flight Leader may take over, with hand size determined by either his Leadership or Flying rating. This is an exception to 7.13 in the Engagement Rules.
5.42 Mission Aircraft. In the Normal Campaign, when Mission aircraft are used put one of each type listed in the Engagement rules for that mission in a cup and draw one at random. In the Operation Michael and Cambrai campaigns, specific Mission aircraft types are pre-assigned to missions. No Mission aircraft are used in the Quiet Sector campaign.
5.43 Each Pilot on the squadron Log Sheet has a capital letter associated with him. Each aircraft has a number associated, and each aircraft counter has a lower case ID letter. Write in each pilot and plane combination assigned to the Mission in one of the six available boxes using the form Pilot Letter Aircraft Number Counter ID.
EXAMPLE: Pilot D is assigned to a Mission. He will be flying aircraft 7, represented by counter e. In one of the spaces for that Mission the player will write in D7e.
5.44 After both players have assigned pilots and aircraft, draw a chit to see if the Mission is resolved as an Engagement or an Encounter. Resolve Engagements using the Engagement Game rules. Encounters are resolved as per Campaign Rule Section 7.0.
5.45 A player may elect not to assign any aircraft to a Mission with the following effects:
- If the Mission is resolved as an Encounter, the player does not draw on the Encounter Table.
- If the Mission is resolved as an Engagement and the player has Mission aircraft, play out the Engagement. Score Victory and Campaign Points normally. In addition to the above, see 14.16.
- If the Mission is resolved as an Engagement and the player does not have Mission aircraft, do not play the Engagement. Instead, the other player automatically gains 3 Campaign Points. (Exception: if the opposing player did not assign any aircraft to the Mission either, neither of the players receives any Campaign Points).
5.5 Post-Mission Activity
5.51 Whether the Mission was an Engagement or an Encounter, conduct the Safe Return [5.6] procedure for each damaged aircraft.
5.52 After conducting any Safe Returns, all surviving pilots accumulate Fatigue Points [8.1] and draw for Exhaustion [8.2].
5.53 Wounded pilots may not fly additional missions on that day and check for how long they are out of action in the Evening Phase [10.22]
5.54 Damaged aircraft may be repaired or cannibalized [10.11, 10.12].
5.55 Green or Inexperienced pilots who have flown the requisite number of missions [9.11, 9.12] are advanced to Inexperienced or Experienced status respectively.
5.6 Safe Return
At the end of each Mission, aircraft with damage must undergo the Safe Return procedure to see if it makes it safely back to its base.
5.61 Aircraft with only a single structure hit and no other damage do not have to make Safe Return checks.
5.62 An aircraft with a wounded pilot must make a Safe Return check but an aircraft whose gunner has been killed or wounded but has taken no other damage (exception: 5.61 above) does not have to make a Safe Return check.
5.63 When playing a Campaign game (and using the optional rule), any Camel flown by a Green or Inexperienced pilot must undertake the Safe Return procedure.
5.64 A damaged aircraft [5.61] checks for Safe Return immediately when it successfully Escapes or suffers a second Engine hit (this is an exception to Engagement rule 10.86). All other damaged aircraft check for Safe Return at the end of the Engagement.
5.65 To make a Safe Return check, draw one Maneuver card for each damaged aircraft and look at the card number on the card. Check the Safe Return Table to determine any modifiers to the number. After adding all modifiers to the card number, consult the column corresponding to the Zone in which the Engagement took place and the nationality of the damaged aircraft to determine the plane's fate. A result of Aircraft Returns Safely means that the aircraft made it back to its base. A result of Aircraft Lost means that the aircraft has been shot down and the opponent gains additional VP for it (but not Glory Points).
DESIGN NOTE: Players will see that the German player has a better chance of returning safely when over No Man's Land or enemy lines than does the Allied player. This reflects the fact that the prevailing winds on the Western Front blew from west to east, hindering Allied pilots trying to nurse a damaged aircraft home.
5.66 If the aircraft is lost, make a second draw for Aircrew Survival. Compare the card number on the card with the range of numbers on the column for that side and zone. If the number is within the range, the crew has survived and are available for further Missions. If the number is outside the range, they have been killed or captured and are out of the Campaign. The Aircrew survival draw is not modified.
Exception: Beginning in July 1918, Central Powers aircrew have parachutes. Any time the Central Powers player has to conduct a Safe Return procedure, he may elect to use them. If he does so, he does not draw on the main Safe Return table (the aircraft is automatically lost). However, he subtracts 20 from the draw for Aircrew Survival.
HISTORICAL NOTE: Parachutes were first used in WWI for the crews of balloons, so that they could escape the burning gas bags. In the summer of 1918 the Germans and Austro-Hungarians began issuing them to aircrew. The Allies could have done so as well, but a number of top commanders, most notably Hugh Trenchard of the RFC, were opposed to the idea. They felt that having a means to escape would cause pilots to prematurely abandon a damaged aircraft. As you can imagine, this decision was NOT popular with the Allied pilots.
Campaign 6.0 Weather
6.1 Weather Draw
6.11 At the Beginning of each Morning and Afternoon Phase, one of the players draws a Maneuver card and checks its card number against the Weather Table. The Weather result is applied to all Missions during that Phase.
6.12 The Weather Table has three columns. Use the column for the month in which the Campaign is taking place.
6.13 Some Weather conditions automatically cause other conditions in the following Morning or Afternoon Phase. In these cases there is (obviously) no need to draw for Weather in that Phase.
6.2 Weather Effects
6.21 The effects of each Weather condition are listed below the Weather Table.
Campaign 7.0 Encounters
DESIGN NOTE: The Encounter rules have two purposes. First, they help reflect historical reality. Even with the type of static front that prevailed in the west during WWI, two opposing squadrons would not meet on every mission. Second, since Encounters play out much more quickly than Engagements, their inclusion helps keep down the playing time of a Campaign.
7.1 Encounter and Engagement chits
7.11 The Eagles in the Sky counter mix includes a number of chits labeled "Engagement" and "Encounter". During each Pre-Dawn Phase, some or all of these chits are placed in an opaque container.
7.12 The number and type of chits placed in the cup is based on the number of Missions to be resolved that day, as follows:
| Missions | Chits |
|---|---|
| 2 Missions | 2 Engagement, 1 Encounter |
| 4 Missions | 3 Engagement, 3 Encounter |
| 6 or 8 Missions | 4 Engagement, 5 Encounter |
7.2 Encounter Resolution
7.21 After assigning aircraft and aircrew to a Mission, one of the players draws a chit from the cup. If the chit says "Engagement", the Mission is played out using the Engagement Game rules. If the chit says "Encounter", each player's Flight is being opposed by a different enemy squadron in their sector. Resolve combat against this non-player force using the procedure below.
NOTE: If a player has only 2-seaters and no Scouts assigned to a mission, they do not have to draw on the encounter table.
7.22 To resolve an Encounter, each player draws one Maneuver card and compares the card number to the Encounter Table. There are three columns on the Table. Use the one corresponding to the number of Scouts in that player's Flight. Modify the card number if any Mission aircraft are present on the player's side as noted below the table.
7.23 Results on the Encounter are three numbers separated by slashes. The first number is the number of Campaign Points the player earns for the Encounter, the second is the number of Glory Points he receives and the third number is the number of Damage draws he must make.
7.24 Each Damage draw is assigned to an aircraft before actually drawing any cards. Draws may be assigned as the player wishes with exceptions:
- No aircraft may be assigned a second draw until all aircraft have at least one.
- Draws must be assigned to aircraft flown by Green pilots before any other aircraft.
- An aircraft takes a maximum of two damage draws; any remaining draws are disregarded if all aircraft have drawn twice.
7.25 For each Damage draw, draw a Maneuver Card as if a Fire Value 3 attack were being made. If a "hit" is scored, apply the results in the 1-gun column of the card's Damage Section using the row corresponding to the aircraft's Defensive Class (a Guns Jammed card has no effect). Apply any results.
7.26 Some Encounter Table results have an asterisk next to the Campaign Points number. This indicates the Flight Leader (if one was assigned) has shot down an enemy aircraft during the Encounter. Such aircraft count towards the Flight Leader becoming an Ace [9.3].
7.27 Since both squadrons in an encounter are fighting non-player squadrons, neither player scores kills for the other player's aircraft that take damage and are lost for failing their Safe Return check.
Campaign 8.0 Fatigue
Pilots may participate in as many Missions as the player desires. However, each Mission flown will cause the pilot to accumulate one or more Fatigue Points. Too much Fatigue can lead to the pilot becoming Exhausted.
HISTORICAL NOTE: WWI pilots were ordered to fly when injured or exhausted far more often than they are today. This was true even of top aces. The great British ace Albert Ball once applied for leave after having flown at least once a day for a solid month. His group commander – who did not fly – not only turned down the request, but put Ball in 2-seaters for a week to "teach him a lesson."
8.1 Fatigue Points
8.11 Fatigue is measured in Fatigue Points. As a pilot gains Fatigue Points, they are marked on the Squadron Log Sheet. As he recovers Fatigue Points, erase them off of the sheet.
8.12 Each time a pilot is assigned to a Mission, he gains one Fatigue Point. An additional Fatigue Point is accrued for each of the following:
- The Mission's starting altitude is High.
- The pilot has to undergo the Safe Return procedure.
- Weather is Extreme Cold.
- Rain – For missions that start at Low or Treetop level.
- Snow – For mission that start at Low or Treetop level.
- Sopwith Camels flown by a Green or Inexperienced Pilot (optional, see 13.71 in the Engagement rules).
Example: A pilot is assigned to a Mission that starts at High Altitude. The Weather condition is Extreme Cold. The pilot's aircraft suffers a Control hit during the Mission, forcing him to draw on the Safe Return Table. Assuming he survives, he will have accumulated four Fatigue Points for the Mission.
8.13 During each Evening Phase, all pilots recover two (2) Fatigue Points. In addition, if the pilot has not been assigned to any Missions during that day, he recovers two (2) additional Fatigue Points.
8.14 The "Leave" and "Party" Campaign Events also allow pilots to recover Fatigue Points which are in addition to those listed in 8.13.
8.2 Exhaustion
8.21 At the end of each Mission and after Fatigue Points have been added, draw one card for every pilot who participated in the Mission and has four or more Fatigue Points. Add the Fire Value of the card to the pilot's Fatigue Points (Guns Jammed cards are considered to have a Fire Value of zero for this purpose). If the total of the card and the Fatigue Points is ten (10) or higher, the pilot has become Exhausted, and this should be noted in that pilot's entry on the Squadron Log.
8.22 The effects of Exhaustion are as follows:
- A Green pilot must draw on the Safe Return Table after every Mission, regardless of damage.
- An Inexperienced pilot is treated as a Green pilot (except for the requirement listed above).
- An Experienced pilot is treated as an Inexperienced pilot.
- A Flight Leader or Ace has both his Flying and Leadership Ratings reduced by one (but no lower than zero).
- An Ace loses all asterisked special abilities.
8.23 An Exhausted pilot can continue to fly Missions (but see 8.24). He does not have to draw for Exhaustion again. However, he does continue to accumulate Fatigue Points.
8.24 No pilot may have more than 15 Fatigue Points. Once he ends a Mission with 15 or more Points (ignore any excess over 15), he may not fly again until he recovers from Exhaustion.
8.25 During each Pre-Dawn Phase, draw a card for each Exhausted pilot. Read the Fire Value as in 8.21. If the total of Fatigue Points and the Fire Value is eight (8) or less, the pilot is no longer Exhausted. However, the pilot still retains all Fatigue Points.
8.3 Gunners and Fatigue
8.31 If the squadron's aircraft has gunners (i.e., the Bristol Fighter), players do not have to track Fatigue for them.
DESIGN NOTE: This is obviously a simplification. However, it does cut down on record keeping.
8.32 If a pilot becomes Exhausted, his gunner is also Exhausted. An Exhausted gunner attacks with a Fire Value one (1) less than normal.
Campaign 9.0 Advancement and Promotion
The Experience levels of Green and Inexperienced pilots may change during the course of a Campaign. Experienced pilots may be promoted to replace Flight Leaders who are lost. Finally, Flight Leaders may become Aces.
9.1 Advancement
9.11 A Green pilot who goes on two Missions (and survives) is promoted to Inexperienced quality in the Post-Mission Phase [5.55].
- A Green pilot who scores a kill on their first mission and survives is advanced to Inexperienced quality at the end of the mission [5.55]. In this case, the mission just completed counts towards those required to be considered Experienced.
9.12 An Inexperienced pilot who goes on three Missions (and survives) is promoted to Experienced quality in the Post-Mission Phase [5.55].
- An Inexperienced pilot who scores a kill on their first or second mission and survives is advanced to Experienced quality at the end of the mission [5.55].
9.13 Record any changes in pilot quality on the Squadron Log Sheet.
9.2 Promotion
9.21 During the Evening Phase of each day, players may promote any Experienced pilot in their squadron to replace a Flight Leader who has been lost. Any accumulated Fatigue Points or Kills are retained by the pilot.
9.22 When Promoting, place all of the Flight Leader counters for that side not in use (including the one for the lost Flight Leader) into a cup and draw for the newly promoted pilot.
DESIGN NOTE: Yes, you can end up getting the same Flight Leader you just lost.
9.3 Becoming an Ace
9.31 When Flight Leader shoots down three (3) enemy aircraft during the course of a Campaign or any other pilot shoots down five (5), he becomes an Ace and receives the +1 to his Fire Value on Tailing Attacks during the next mission after he becomes an ace. Flight Leader counters use their back side, which has a +1 for Ace status on it. All other pilots who may become aces will have to be tracked by the player.
DESIGN NOTE: The traditional number of kills needed to make Ace is five. The game assumes that any Flight Leader already has gotten two before the start of the Campaign.
9.32 An aircraft that is lost due to a draw on the Safe Return Table (regardless of the survival of the crew) counts as being shot down. In this case, the victorious pilot is the last one who caused damage to the aircraft (players will have to keep track of this).
9.33 Flight Leaders may also shoot down an enemy aircraft during an Encounter (see 7.26).
Campaign 10.0 Repair, Replacements and Recovery
10.1 Repair
Repair may take place at two times during the day: after each mission, and during the Evening Phase. More extensive repairs take place during the Evening Phase. Aircraft may be cannibalized at either time.
10.11 At the end of each Mission, all Structure hits on aircraft are automatically repaired. No other types of hits may be repaired after a Mission (Exception: see 10.12).
10.12 After repairing Structure hits, any aircraft with a Wing, Control, or one or two Engine hits may transfer those hits to another damaged aircraft that does not have any of that type of hit. This process is known as cannibalization.
NOTE: Once a cannibalized plane has one wing, one control and two engine hits, it cannot be further cannibalized. The plane will remain in this state unless allocated Repair Points.
Example: After the end of the mission, one aircraft has a Wing hit, another has a Control hit. The player may transfer the Wing hit to the second aircraft, leaving him with one undamaged aircraft and one with both a Wing and a Control hit.
10.13 During the Evening Phase, each player receives six (6) Repair points. Each Repair Point will remove one Wing, Control or Engine hit.
10.14 Aircraft may also be cannibalized during the Evening Phase.
10.15 Certain Campaign Events will increase or decrease the number of Repair Points a player received during a particular Evening Phase.
10.16 Aircraft with any unrepaired damage may not be assigned to Missions.
10.2 Recovery from Wounds
10.21 Any pilots wounded during a Mission may not be assigned to any other Missions that day. If the aircraft has a gunner and the gunner is wounded or killed, he is automatically replaced at the start of the next mission.
10.22 During the Evening Phase, draw one Maneuver card for each wounded pilot and check the Fire Value. If the card is a Guns Jammed, the pilot is available for Missions the next day. Otherwise, the Fire Value number on the card is the number of days that the pilot is out of action.
10.23 If the pilot will be out beyond the end of the campaign, he may be replaced per 10.31. If not, the squadron will be under strength until he recovers.
10.24 Pilots out of action due to wounds remove fatigue as per 8.13.
10.3 Replacements
10.31 During the Evening Phase of days 1-4, each player draws one Maneuver card for each pilot that has been lost (including those whose wounds put them out of action beyond the end of the campaign) and each aircraft that has been destroyed. Check the card number on the card and, if the number is within the range listed on the Replacement Table, the player receives a new pilot or aircraft.
Aircraft replacement draws are modified as follows:
- The Allied player subtracts five (5) from the number.
- The German player adds five (5) to the number in any campaign set in June 1918 or later.
- Both players subtract two (2) from the number for each Glory Point the squadron has accumulated.
10.32 New aircraft are of the same type as the player chose for the squadron at the beginning of the campaign. New Allied pilots are always Green. New German pilots are Inexperienced up until May 1918; after that they are Green.
Exception: In the Quiet Sector Campaign, all replacements are Green for both sides regardless of when the Campaign takes place.
10.33 If the squadron's aircraft have gunners, each successful pilot draw also includes a new gunner. If a gunner is wounded or killed but the pilot is still available, the gunner is replaced automatically with no need for a card draw.
10.34 Certain Campaign Events will provide a player with a free pilot or aircraft. The player may still draw for additional pilots/aircraft as needed but may never have more than twelve pilots or aircraft.
Campaign 11.0 Events
Besides the normal Random Events that occur during Engagements, the Campaign Game includes two other specific kinds of Events. Special Events happen on certain Random Event draws. Campaign Events are drawn for during each Evening Phase.
11.1 Engagement Special Events
11.11 When playing an Engagement during a Campaign a Random Events draw of 101-110 is no longer treated as a No Event. Instead, draw one card and check the Fire Value against the Special Events table located on the Campaign card.
11.12 See 12.0 for a description of all Engagement Special Events.
11.2 Campaign Events
11.21 During the Evening Phase of each day (except the last day of the Campaign), each player draws a card and checks the card number against the Campaign Event Table located on the Campaign card. Unless the Event states otherwise, it takes effect during that Evening Phase.
11.22 Some Campaign Events affect only the player who draws them; others will affect both players. Certain Campaign Events apply to only one side (Allies or Central Powers). If the other player draws one of these events they treat it as a No Event. See 13.0 for a listing of all Campaign Events.
11.23 The Big Push and Lull events increase or decrease the number of Missions that will be conducted on the following day. These events only take effect if drawn by the player on the strategic offensive. If drawn by the other player, they are treated as a No Event.
Campaign 12.0 Engagement Special Events
12.1 Ace
Add a named Ace to the Engagement. Draw one card and check for the side that gets the Ace using the procedure in the Add Aircraft Random Event. The side that gets the Ace chooses one Ace that was available during the month the Campaign occurs. (See the list of Ace Abilities.) The Ace flies the aircraft type listed on the Table. If all aircraft of that type are already in play, use any other aircraft for him, but use the values for his listed type. As soon as an aircraft of the proper type becomes available, swap it for the plane he has.
The owning player may use the Ace's Leadership rating to determine hand size even if the original Flight Leader is still in play (and even if the Flight Leader was using his Flying Rating for hand size). If the Ace is shot down or escapes, go back to the original Flight Leader's Rating.
Note: This event may only occur once per Engagement. If it occurs again, treat it as a Lucky Shot event [12.6].
12.2 Clearing Skies
Remove the Cloud marker from the display if it is present. If the Cloud marker is associated with additional Weather effects (i.e., Rain), those effects cease as well. The Cloud marker can be placed again via the normal Cloud Random Event, but without the additional Weather effects.
12.3 "Engine Trouble"
The Unengaged aircraft that has the pilot with the most Fatigue Points automatically Escapes. If one side has two or more pilots that qualify, the owning player chooses which one Escapes. If both players have a pilot(s) who qualifies, both of them Escape.
Historical Note: At times, pilots would develop "engine trouble" as a way to avoid combat. A pilot who is Fatigued would be more likely to do that.
12.4 56 Squadron
Three Se5a's are added to the Engagement using the procedure in the Add Aircraft Event. One of the aircraft is piloted by James McCudden; the other two have Experienced pilots. McCudden's Leadership Rating is used to determine hand size from that point on. If McCudden is shot down or escapes, go back to the original Flight Leader's Rating (assuming he is still in play). Note: This event may only occur once per Engagement. If it occurs again, treat it as a Lucky Shot event [12.6].
12.5 Jasta 11
Three Fokker DrI's are added to the Engagement using the procedure in the Add Aircraft Event. One of the aircraft is piloted by Manfred von Richthofen; the other two have Experienced pilots. Richthofen's Leadership Rating is used to determine hand size from that point on. If Richthofen is shot down or escapes, go back to the original Flight Leader's Rating (assuming he is still in play). Note: This event may only occur once per Engagement. If it occurs again treat it as a Lucky Shot event [12.6].
12.6 Lucky Shot
The first attack of any kind made by either player during the turn automatically hits. Draw a card and check the Damage Table. If the card drawn is a Guns Jammed, ignore the jam and continue drawing cards until one with a Damage Table is drawn.
If the first attack of the turn is a Head-on Attack, the target aircraft must still draw normally to see if its attack hits.
12.7 Out of the Sun
During the upcoming turn, any one Unengaged aircraft may make a Targeted Activation without the Target being able to Respond. If the Engagement is taking place during the Morning Phase, the German player has this option. If it is taking place during the Afternoon Phase, the Allied player has the option.
12.8 Thunderstorm
If there is currently a Cloud marker on the display, a thunderstorm occurs. All aircraft at the same or lower altitude than the marker immediately and automatically Escape. Perform the Safe Return procedure as required. If there are no remaining aircraft on the display, the Engagement ends; determine victory normally. If there are still aircraft on the display, continue the Engagement. However, any aircraft that dives to the altitude of the marker or below suffers a Fire Value 4 2-gun attack, after which it immediately and automatically Escapes.
If there is no Cloud marker on the display, treat as a No Event.
12.9 Wind Change
If the current weather condition is Strong Prevailing Winds, change it to Contrary Winds. If the current weather condition is Contrary Winds or Strong Contrary Winds, change it to Strong Prevailing Winds. The change stays in effect until the end of the current Phase (Morning or Afternoon), unless the event is drawn again. However, this event may only occur once per Engagement. If drawn again during the Engagement or if the current weather is something other than those listed, treat as a No Event.
12.10 Withdrawal
The side with fewer scouts in the Engagement has the option to withdraw. All of his aircraft automatically Escape – calculate Victory Points and perform Safe Return as necessary. If both sides have the same number of scouts, the player who is in an enemy zone has the option; if the Engagement is in No Man's Land, the German player has the option.
NOTE: If the withdrawal event occurs during the first three turns of a Patrol Engagement, there is no 3 VP penalty for not having Scouts on the Play Mat. This is an exception to Engagement Rules 16.41.
Campaign 13.0 Campaign Events
13.1 Aircraft Production Increase
Industry is turning out more aircraft than expected. The player receives one Replacement aircraft without having to draw for it. He may still draw for additional Replacement aircraft if necessary.
13.2 Big Push
Higher Headquarters demands a more intense effort. Draw for two (2) additional Missions during the next Pre-dawn Phase. This Event only takes effect if drawn by the player on the Strategic Offensive, as listed on the Campaign Card. If drawn by the other player, treat as a No Event.
13.3 Dolphins (Allied Player only)
The Allied high command assigns additional ground support aircraft. All Trench Strafing Missions drawn in the next Pre-dawn Phase in which the Allied player is the Attacker automatically include three Sopwith Dolphins as mission aircraft.
13.4 Fuel Shortage
The squadron's Fuel allocation has been cut. No more than three (3) squadron aircraft may be assigned to any Mission on the following day. If the squadron has five or more Glory Points, treat as a No Event.
13.5 Ground Support
Ground commanders want more direct air support for their operations. All Patrol Missions drawn during the next Pre-Dawn Phase are converted to Trench Strafing Missions at Treetop altitude in the enemy Front Line Zone (based on who the attacking player was in the Patrol Mission).
13.6 Leave
Headquarters allows 24 hour passes. The player may elect to hold out up to three pilots from the next day's Missions. Pilots held out remove all Fatigue Points during the Evening Phase.
13.7 Lull
Huge numbers of casualties cause ground operations to grind to a halt. Draw for two (2) fewer Missions during the next Pre-dawn Phase. This Event only takes effect if drawn by the player on the Strategic Offensive, as listed on the Campaign Card. If drawn by the other player, treat as a No Event.
13.8 Parts Shortage
Interruptions in the supply chain lead to a lack of replacement aircraft parts. The squadron gets two fewer Repair Points during this Evening Phase.
13.9 Party
The Group Commander throws a party for the squadron at a local chateau. All pilots in the squadron remove three additional Fatigue Points.
13.10 Schlachtstas (German player only)
The German command assigns additional ground support aircraft to the sector. All Trench strafing Missions drawn during the next Pre-dawn Phase automatically include two German CL-type aircraft as Mission aircraft, regardless of which player is the attacker. The German player may choose which type to use. If the Mission already includes CL aircraft, add two more.
13.11 Scrounging
The squadron's crew chief is able to acquire additional parts and supplies. The squadron receives three additional Repair Points during this Evening Phase.
13.12 Training Schools
The training establishment turns out additional pilots. The player receives one Replacement pilot without having to draw for it. He may still draw for additional Replacement pilots if necessary. The "free" pilot is Green, even if the Event is drawn by the German player at a time when he would normally receive Inexperienced Replacements.
Campaign 14.0 Campaign Game Victory
Victory in the Campaign game is measured in Campaign Points. Players receive Campaign Points by winning Engagements and, occasionally, through Encounters.
14.1 Campaign Points
14.11 The player who wins an Engagement (as per the Engagement rules) will receive one or more Campaign Points.
14.12 If the player who wins the Engagement has more Victory Points (including the effect of Glory Points) but less than twice as many as his opponent, he receives one (1) Campaign Point.
14.13 If the player who wins the Engagement has twice as many Victory Point as his opponent but less than three times as many, he receives two (2) Campaign Points.
14.14 If the winning player has three times (or more) as many Victory Points as his opponent, he receives three (3) Campaign Points.
14.15 Players may also receive a Campaign Point (but never more than one) through draws on the Encounter Table.
DESIGN NOTE: The number of Campaign Points via Encounters has been kept low to avoid having the Campaign decided by Encounters.
14.16 If one player does not assign any squadron aircraft to a Mission and the other player did, the other player receives one (1) bonus Campaign Point for the Mission. This bonus point is awarded even if the Mission is played out as an Encounter or Engagement [5.45, 2nd bullet] and the player who did assign squadron aircraft loses the Engagement.
14.2 Victory
14.21 At the end of the last day of the Campaign, the player with the most Campaign Points has won. If both players have the same number of Campaign Points, the campaign is a draw.
Campaign Extended Example of Play
It is the first day of a "Normal Activity" campaign. The players have decided to set the campaign in October of 1917 and to use the point selection method of choosing their aircraft. The Allied player has a squadron of SPAD VIIs, the German player a squadron of Albatros DVs.
The day begins with the Pre-dawn Phase. One of the players draws cards for the missions that will occur during the day. In the Normal Activity campaign there are four missions each day. In this case the ones drawn are:
- Mission 12: an Allied Photo-recon mission at Medium altitude over the German Front Lines.
- Mission 2: an Allied Patrol mission at Medium altitude over No Man's Land.
- Mission 14: an Allied Bombing mission at Medium altitude over the German Rear Area.
- Mission 21: a German Photo-recon mission at High altitude over the Allied Rear Area. Note that this Mission can only occur once per Campaign, and that the German player may not allocate any of his squadron aircraft to the Mission.
The missions will be resolved in that order, with the first two occurring during the Morning Phase and the second two during the Afternoon Phase. Both player write in the mission numbers on their Campaign Logs.
A card is then drawn for the weather during the Morning Phase. The weather will be Clear, so it will have no effect on the morning Missions.
Since the first Mission includes Mission aircraft and this is not an historical campaign, the Allied player randomly chooses the Photo-recon plane. It's a D.H. 4.
One of the players then draws a chit to determine if the first Mission will be resolved as an Engagement or an Encounter. An Encounter chit is drawn, so each side will face a abstractly resolved non-player force.
The Allied player draws a card to learn the result of the Encounter. He draws Card number 28. Normally with 3-4 Scouts this would be a result of 0/0/4 (no Campaign Points, no Glory Points and four damage draws). However, the presence of the Mission aircraft adds five to the number drawn, making it 33, a result of 0/0/2. He then makes the 2 damage draws. Per rule 7.24 the first damage draw must be assigned to the Green pilot. The result is a miss. The second draw is assigned to one of the Experienced pilots and inflicts a Structure hit. As a result, none of the Allied aircraft will have to undergo the Safe Return procedure. All four Allied pilots are given a single Fatigue point and the Green pilot has now completed one of the two missions needed to advance to Inexperienced status. The Structure hit will be repaired before the next mission, so the aircraft will be available for it.
The German player now draws Card number 95, a result of 1/1/4*. The German gets one Campaign Point, 1 Glory Point and has to make 4 damage draws. In addition, the German Flight Leader gets a kill. Three of the four damage draws result in either a miss or superficial damage. However, one of the Experienced Pilots suffers a Wing hit, and will thus have to draw on the Safe Return Table. Even adding +5 to the draw for the hit the plane returns safely. However, that pilot accumulates a second Fatigue point. In addition, his plane will be unusable for the rest of the day.
For the second Mission the Allied player decides to use only a Flight Leader and two Experienced pilots. (He wants to save some fresh pilots for the afternoon Bombing Mission.) The German, however, goes all out with six aircraft: A Flight Leader and five Experienced pilots, one of whom flew the first mission and will thus accumulate at least one more Fatigue Point.
Despite the difference in numbers, both sides end the Engagement with one aircraft shot down and two others damaged. All of the damaged aircraft survive the Safe Return draw, but all four pilots pick up another Fatigue Point. Since the Allies get 2 Glory Points for being outnumbered and the Germans got none, the Glory Points convert direct to Victory Points. As a result, the Allies win the Engagement and gain 1 Campaign Point.
The Afternoon Phase now begins with another weather draw. This time the result is an Ice Storm, which grounds all aircraft for this phase. Note that because the Afternoon Missions were canceled Mission 21 did not occur and thus CAN be drawn later in the campaign. Play proceeds to the Evening Phase.
In the Evening Phase each player draws a Campaign Event. The Allies get Ground Support, which means that during the next day all Patrol Missions will automatically become Trench Strafing Missions over the defender's Front Lines. The German Event is Fuel Shortage. This will limit him to no more than three Squadron aircraft in any mission during the next day. If the German player had 5 or more Glory Points he could ignore the event, but he only has 1.
Next, the players repair their aircraft. Since only two Missions were performed, the 6 Repair Points that each side gets are more than enough to fix all damaged aircraft.
Now both players attempt to replace the aircraft and pilot that they lost. The Allied player subtracts 9 from the card number he draws for a new aircraft (5 for being the Allies plus 4 for his two Glory Points) and 4 from the card number for a new pilot (the Glory Points). He gets the pilot, but, surprisingly, not the plane. So he'll start the second day of the campaign with 12 pilots but only 11 aircraft.
The German player subtracts 2 from both of his draws due to his Glory Point. He succeeds on both draws, bringing him up to full strength for day 2.
Finally, the players reduce Fatigue on all of their pilots by 2. As it happens, no pilot on either side had more than 2 Fatigue Points, so all will start the second day of the campaign without any Fatigue.
The players then begin day two. (The printed rulebook illustrates the two Campaign Log sheets as they are at the beginning of day 2 here; the illustration is not reproduced.)
Source note: the Random Events, Aircraft Availability, Safe Return, Encounter, Weather, Replacement and Mission tables, and the Campaign Cards, are printed on the game's Player Aid Cards and Campaign Cards rather than in these two rulebooks, and are therefore not part of this transcription. The Dogfight diagrams of rule 9.54 and the sample Campaign Log are likewise omitted.