Knights of the Air
Knights of the Air Rulebook
Table of Contents
Table of Contents
- Introduction
- Equipment
- Component Description
- Description of Play
- Prepare for Play
- Sequence of Activities
- Spotting
- Selecting a Target
- Order of Movement
- Flight Preparation
- Flight Preparation Sequence of Activities
- Stall and Crack-Up
- Aircraft Movement
- Evasion and Attack Opportunities
- Combat Fire
- Final Fire Phase
- Final Speed
- Activity
- Maneuvers
- Ammunition
- Machinegun Jamming
- Collision
- Aircraft Destruction
- Crewman Status
- Victory Resolution
- Victory Credit
- Optional Rules
- Create Your Own Scenario
- Campaign
- Scenarios
- Clash of Eagles
- Hypothetical Scenarios
- Tables and Charts
Introduction
Knights of the Air lets you refight the air battles conducted over the Western Front during the final fifteen months of the First World War — Sept. 1917 to Nov. 1918. You fly the famous aircraft of the period. You undertake the same kinds of missions actually flown by the combatants. Scenarios provided with the game let you fly reconnaissance, bombing, ground attack, balloon busting, Zeppelin hunting, and combat missions. You learn to survive the terrible test of battle to become an ace, a knight of the air.
Equipment
- A four-panel gameboard
- One sheet of 188 playing pieces
- Six packs of 15 maneuver cards (each pack is distinguished by a different colour on its back)
- Twenty aircraft performance cards
- One rules manual
- Three dice
Component Description
1. Gameboard
This is your playing field. Displayed is a painted recreation of an aerial photograph of the section of the western front over which Manfred von Richthofen, the famous Red Baron, fought his last fight. The hexagonal (hex, for short) grid which overprints the map regulates the positioning and movement of the aircraft counters. Each hex covers 48.9 yards between opposite sides. Printed in each hex is a four digit identification number.
2. Maneuver Cards
Every player receives one pack of cards for his reference. Each card in the pack presents the diagram of a different maneuver possible by the aircraft of this period. Included with the diagram is a number rating that measures its level of difficulty — the "1" maneuvers being the hardest and the "3" maneuvers being the easiest. At the start of play, each player reduces his hand by removing those maneuvers either he or his craft is unable to perform. He, now, has a listing of the maneuvers he can fly.
3. Aircraft Performance Card
A different Performance Card has been prepared for each type of aircraft included in the game. The pertinent information about an aircraft is presented here. All cards are organized in the same way. The different maneuvers that the aircraft can perform appear in the top half of the card. The tracks which regulate the aircraft's rate of dive and climb and its current speed appear in the bottom half. Located directly underneath the name of the aircraft are its point value, its Flight Preparation Table, and its Data Table. The Flight Preparation Table outlines the different actions that the player needs to perform to set his rate of dive or climb and his speed for the turn; the Data Table provides important information about the aircraft — its damage capacity, maneuverability, number of machineguns, and amount of available ammunition. A green airplane identifies a French-designed aircraft, a brown airplane identifies a British-designed aircraft, and a light blue or red airplane identifies a German-designed aircraft.
4. Playing Pieces
These are divided into two categories — aircraft counters and markers.
a. Aircraft counter
- These counters represent the aircraft on the gameboard.
- Also included is one balloon counter and one Zeppelin airship counter.
b. Position Markers
- These markers are placed with the aircraft on the gameboard. They have two functions — to show by colour the altitude region that the aircraft occupies and to mark its starting position in a move.
- There are six sets of 8 markers. Each set is identified by its own number.
c. Altitude Markers
These pieces are used to record the current altitudes of the aircraft.
d. Target Markers
These pieces are used by the players to identify the particular enemy aircraft they wish to target for pursuit in a turn.
e. Dive/Climb Markers
These pieces are used to record the control stick settings of the aircraft.
f. Throttle Markers
These pieces are used to record the current engine performances of the aircraft.
g. Speed Markers
These pieces are used to record the current speeds of the aircraft.
h. Number Markers
These pieces are available for a variety of uses. Two important applications are as a position marker in an unfinished maneuver and as anti-aircraft strengths in the Balloon Busting scenario.
i. Turn Arrow Markers
These pieces are used to mark the hexes where aircraft next intend to make a change of direction.
Description of Play
Each player takes command of one of twenty-one famous warplanes flying in the final fifteen months of the First World War. He assumes all of the relevant duties of that craft while in the air. As its pilot, he will fly it, search for enemy aircraft from his cockpit, and fire his machineguns in combat. If commanding a two-seater or bomber, he will also carry out the observer's duties — guarding with his machinegun against attacks on his flanks and rear and assisting the pilot in the search for enemy aircraft.
Play is divided into turns representing ten seconds of real time. In each turn, players search, move, and fight with their aircraft in an orderly sequence of actions in an attempt to accomplish their mission.
To begin each turn, everybody throws three dice to establish spotting ranges from his own position to all other aircraft. Then, equipped with this information, everybody decides whether or not to single out one enemy player for his particular attention. A player may choose only from opposing players whose aircraft he has been able to spot. Selecting a target confers several advantages to him not the least of which is the right to tail the target and shoot at it during his movement. Naturally, there arises some penalty for this zealous preoccupation. A player who does choose a target, will lessen his chances of keeping contact with his other opponents in the following turn.
Each player moves his aircraft in the order established by the targeting. Before he begins to move, he can adjust his control stick and throttle to set a new speed and rate of dive or climb. A player moves his aircraft on the gameboard by the direction of those maneuvers that he chooses to perform. If he is pursuing an aircraft, he may shoot at it and only at it. Finally after everyone has moved, every player gets one final chance to shoot at enemy aircraft. At this time, all are fair game. This completes the turn.
Prepare for Play
- Decide upon the scenario to be played. Scenarios have been located at the back of the "Rules Manual." Read all of the material included. Important information needed for preparation is presented first. Special goals, restrictions, and victory information follow.
- Select a player to pilot each aircraft listed in the chosen scenario.
- Assign an individual identification number to each aircraft. Only enough material has been provided to support three Allied and three German aircraft. Allied aircraft must be numbered 1, 2, or 3; German aircraft must be numbered 4, 5, or 6.
- For each aircraft, its pilot collects the following material:
a. An aircraft counter of the same type.
b. One set of three "enemy target" markers. Each marker in the set will contain the identification number of a different enemy aircraft.
c. One set of eight round position markers showing the aircraft's identification number.
d. Two altitude markers showing the aircraft's identification number.
e. One set of fifteen maneuver cards.
f. A Performance Card of his aircraft's type. On this card is placed:
- one "Speed" marker
- two "Dive/Climb" markers
- one "Throttle" marker
- one unused aircraft counter turned upside down. Used to register "final speed."
- Place the aircraft in their starting locations. Make sure the nose of each is pointed in the proper compass direction.
- Position the altitude markers for each aircraft at its starting altitude on the Altitude Chart (located on the mapboard).
- Place underneath each aircraft the position marker of its set that matches the colour of the altitude region it occupies. The proper colour is easily determined by checking the airplane's altitude in "Thousands of Feet" on the mapboard's "Altitude Chart."
- Provide paper and pencil for everyone. They are needed to record ammunition expenditure and any damage assessed to the aircraft.
- Begin play.
Sequence of Activities
- Everybody searches for enemy aircraft.
- Everybody chooses a target.
- Everybody flies his aircraft, one at a time, in an arranged order.
- Everybody resolves his final gunfire if any.
Spotting
This important procedure establishes whom a player can and cannot select for pursuit in his next move. His choice of target will influence the order of movement as well.
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In no particular order, each player rolls three dice and sums them to determine his Basic Spotting Range (BSR). Once equipped with his BSR, a player can then begin to calculate spotting ranges to any aircraft he wishes to find in his turn.
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To calculate the spotting range to a particular aircraft, employ the following series of modifications to your BSR. These modifications must be applied, one at a time, in the order presented hereunder. a. Reduce the spotting range by two hexes if you are a novice pilot. The pilot's rating is listed in the scenario. b. Locate the area the aircraft occupies relative to your own position with the help of the Spotting Diagram located on the back page of this rules manual; then make the appropriate modification:
- Area 1: double the spotting range to it.
- Area 2*: leave the spotting range to it unchanged.
- Area 3*: reduce the spotting range to it by two hexes.
- Area 4*: halve the spotting range to it (any fraction dropped).
- * Double the spotting range instead if an unhurt observer of experienced or ace ranking is also aboard; leave the spotting range unchanged instead if an unhurt observer of novice ranking is also aboard.
An aircraft in the same hex is in area 1 if above you and in area 4 if below you. If the planes are at the same altitude they've risked a collision. If they survive, they may not fire at one another.
c. Apply the following formula only if the aircraft is at a different altitude. Divide the difference in altitude levels by the distance in hexes; then deduct the resulting quotient (any fraction dropped) if the planes are in the same hex (i.e. divisible by zero) divide by 1. d. Apply only if you picked a target in the previous turn (whether or not you were actually able to pursue it).
- Double the spotting range to the aircraft targeted in the previous turn.
- Halve the spotting distance to all other aircraft (always drop the fraction).
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A player sees an aircraft only if it is located at or within his spotting range to it; he misses it if it is located outside his spotting range to it.
Special case: An aircraft located in Area 4 and at an altitude below that of the searching pilot or observer cannot be spotted. There is one exception to this special case. An observer on a Gotha bomber can spot aircraft below him in area 4 owing to a hole placed in the fuselage.
Example: Three pilots, all without observers and identified as A, B, and C, are flying in the scenario. A wants to spot B and C. B is 20 levels above and 12 hexes distant from his position in area 1. C is 3 hexes below and 4 hexes away in his area 3. A's BSR dice roll totals "10." Because he is a novice, A must reduce his spotting range to both B and C by two from 10 to 8 hexes. He searches for B first. B is in area 1, so A doubles its spotting range to 16 hexes. He, then, must reduce the range to 15 hexes because of the 20 level altitude difference between them [20 levels/12 hexes = 1 (8/12 fraction dropped)]. Since he had targeted B in the previous turn, A doubles the distance again to 30. B is well within this range and is, therefore easily spotted by A. C is in Area 3, so the spotting range to him must be reduced by 2 to 6. Their altitude difference has no impact since it is less than the distance between them [3/4 = 0 (3/4 fraction dropped)]. Because C was not his previous turn's target, the range is halved to 3. A is unable to spot C since it is one hex outside the three hex spotting range to it.
Selecting a Target
- Each player secretly decides whether or not to select one enemy aircraft as a target for pursuit in his next move. No discussion on this subject is allowed. This action does not require a player to attack his selection; however, it does establish a focusing of his attention toward one aircraft — perhaps with the intention of attacking it or perhaps just to keep a wary eye on its progress.
- Five benefits accrue when selecting a target: a. The very great likelihood that your aircraft will move after the target. b. The ability to demand an advance opportunity against the target. c. The availability of more maneuvers for use. d. The opportunity to fire machine guns more than once in the turn. e. The improved chance of retaining visual contact with the target in the following turn.
- However, two penalties also arise when selecting a target: a. The lessened chance of spotting any aircraft other than your selected target in the following turn. b. The necessity of moving before all pilots who did not choose a target and were not, themselves, picked as a target.
- A player may select a target aircraft only from among those enemy aircraft he has been able to spot that turn. If he has spotted no enemy aircraft, he can't choose a target.
- Each player confirms his choice by placing face-down, the target marker with the enemy's number. A player choosing no target places, face-down, any other kind of playing piece.
- All markers are revealed simultaneously. If more than one player has selected the same airplane as a target, only the closest can pursue. The others lose their right to pursue. Among equidistant aircraft, the pursuer is decided by highest dice roll. Altitude is not considered when trying to decide which of two aircraft targeting an enemy plane is closest for pursuit purposes.
Order of Movement
The fundamental principle for governing who moves next in a turn can be stated simply — a pursuer always moves immediately after his target. Often this rule can initiate a chain of movements as one pursuer follows another in an obvious sequence. However, a method is still needed to determine who will move first in the turn and who will follow an airplane with no pursuer. Whenever such situations arise, employ the following mechanic.
- Divide the players who haven't yet moved into three pools.
- Pool 1 — all players who have not targeted anyone but who, themselves, are targeted for pursuit.
- Pool 2 — all players who have targeted one another and all pilots who have targeted but cannot pursue.
- Pool 3 — all players who have neither targeted anyone nor been picked as a target.
- Pool 1 players move before Pool 2 players who move before Pool 3 players.
- When only one player currently remains in the lowest numbered pool, he obviously moves next. When several players occupy the lowest occupied pool, employ the "Tie Breaking Procedure" described below to decide who moves next.
Note that players who have picked a target to pursue but who are not, themselves, targeted for pursuit do not fit into any of the three pools. Each moves only when precipitated by the move of his target.
- Tie-Breaking Procedure a. Whoever has spotted his target in his highest numbered area moves first. Skip this condition if the involved aircraft are in pool 1. For example, a player who spotted his target aircraft in his area 4 moves before a player who spotted his target aircraft in his area 3. b. If a tie persists, whoever among the contenders is at the lowest altitude moves first. c. If a tie still persists, then whoever among the contenders has the highest pilot rating moves first. d. If a tie still persists, the highest dice tosser among the contenders moves first.
Special cases:
- Often two enemy players will target each other. They both belong to Pool 2 and are subject to the "Tie Breaking Procedure." Whenever one of the two is selected to move next by this procedure, the other will then follow as his pursuer.
- A situation can arise wherein four or more players have targeted each other in a grand circle with no discernible first or last. For instance Player A has targeted Player B who has targeted Player C who has targeted Player D who has targeted Player A. All belong in Pool 2. The "Tie Breaking Procedure" will eventually force one of the pilots of the group to move first thereby initiating the sequence of moves for the others.
Flight Preparation
When it becomes his turn to move, a player is permitted a "flight preparation" before he actually begins to push his aircraft counter about the gameboard. This procedure enables him to adjust his aircraft's altitude and speed by manipulating his throttle and control stick.
1. Altitude Track
Anyone who has ever flown a propeller-driven airplane recognizes that it behaves quite differently at higher altitudes than it does near sea level. The culprit is the thinning air which, curiously, produces two competing effects on performance. As an airplane climbs and encounters the less dense air, the drag against it lowers — thereby letting the airplane fly faster for the same amount of thrust — but, at the same time, the amount of oxygen available to the engine drops too — resulting in reduced power output. Gradually the increasing loss of horsepower overwhelms the gain in aerodynamic efficiency until at some height the engine has just enough vigour left to overcome the airplane's weight. It has finally reached its ceiling.
Thinning air also reduces the lift an airplane is able to achieve at a particular velocity. This does not pose too severe a problem in level flight since the pilot has only to speed up a little to regain the lost lift — a task made easier by the lowering drag. It becomes altogether a different matter when maneuvering. The faster speeds needed to maintain lift now force the pilot either to make wider turns and loops or to accept larger drops in altitude.
In the game, altitude not only provides the third coordinate for three-dimensional maneuver, it influences how fast the airplane can fly, accelerate, climb, and turn.
a. Altitude is measured by units of 18.868 ft called levels. There are exactly 53 levels per 1,000 ft of elevation. b. A level represents the minimum distance an aircraft can dive or climb in a ten second turn. c. Every player must carefully maintain at all times his aircraft's current altitude on the Altitude Chart located on the mapboard. He will need to split his altitude into thousands and hundreds of feet and to monitor each on a different track. His two "Altitude" markers are used for this purpose. d. The "hundreds of feet" track has been formed into a continuous loop of 53 levels so that a pilot has only to move his altitude marker in a clockwise direction to climb or a counter clockwise direction to dive; he never needs to reset it. e. Whenever the "hundreds of feet" marker crosses the red diagonal line, the pilot makes the appropriate adjustment — up 1,000 feet if climbing or down 1,000 feet if diving on the "thousands of feet" track to keep the correct altitude. For example, a pilot flying at 12,945 feet would have one of his altitude markers placed in the 945 space of the "hundreds of feet" loop and his other altitude marker placed in the 12,000 space of the "thousands of feet" track. If he decides to climb ten levels (approximately 189 feet), he moves his marker ten spaces clockwise on the loop to the 133 ft space. In so doing, the marker crosses the red diagonal line which necessitates a move of his other altitude marker up 1,000 ft to the 13,000 ft space. He now is flying at an altitude of 13,133 feet. f. It is recommended that to avoid congestion the one player positioned near the Altitude Chart move the altitude markers for all of the players. Each pilot, though, is responsible for making sure that his markers are correctly positioned. g. There is no rule that prevents different airplanes from flying at the same altitude. Therefore, altitude markers of any number of airplanes may legitimately occupy the same spaces on the Altitude Chart. h. The entire altitude range has been divided into eight 3,000 ft regions each of which is distinguished by a different colour. Each region imposes a different influence on an aircraft's throttle and power and, consequently, its speed. i. Whenever an aircraft moves into a new altitude region its pilot should take care that a new round position marker of the same colour is substituted for the one currently in use. j. Each type of aircraft has a maximum altitude above which it cannot climb. This maximum altitude is displayed alongside the Power Track on its Performance Card.
2. Engine Track
a. An aircraft's engine performance is monitored with the "throttle" marker on the Engine Track located immediately underneath the Speed Track on its Performance Card. b. Certain numbers on the Engine Track are distinguished by a distinctive colour or colours. They identify the maximum power productions possible by the aircraft's engine at corresponding altitude levels. For example, the maximum engine power rating for a Fokker D. VII is seventeen when flying in the brown altitude region; it declines to fifteen when the Fokker climbs into the red altitude region; it declines further to thirteen when the Fokker reaches the orange altitude region; and so on. c. Depending upon the aircraft type, these colours are applied either as stripes or in solid blocks. Stripes indicate that the aircraft's throttle is adjustable whereas blocks (like the kind used with the Sopwith Camel Engine Track) indicate that the aircraft's throttle is non-adjusting.
3. Control Track
a. An aircraft's rate of dive or climb is monitored on the two Control Stick Tracks provided on its Performance Card. Like the altitude setting, the control stick rating is maintained on two tracks. The two "Control Stick" markers are used for this purpose. b. The control stick rating has two components — a sign and an amount.
- The sign indicates whether the aircraft is diving (+) or climbing (-). Position the dive (+) side of the control stick markers up when in a dive and the climb (-) side up when in a climb.
- The amount determines the number of levels that the aircraft moves in the turn. At the zero rating, the aircraft can neither dive nor climb and so must, therefore, be flying absolutely level. For example, an aircraft scheduled to dive 31 levels in its move would have its control stick markers set at +30 and at +1; whereas an aircraft scheduled to climb 19 levels in its move would have its control stick markers set at (minus) -10 and -9.
4. Power Tracks
An aircraft's speed is a consequence of the power it possesses. This power basically comes from the engine; however, diving and climbing can add to or subtract from it.
a. An aircraft's Power Tracks are located immediately above its Speed Track on its Performance Card. b. An aircraft has the use of only one Power Track per turn and that track is the one that corresponds by colour to the altitude region the aircraft occupies at the start of the turn. It cannot change later in the turn if the aircraft subsequently moves to a different altitude region. c. Within the Power Tracks are placed the power amounts needed to fly at the various speeds of which the aircraft is capable. For example, a Fokker D. VII, flying at 1000 ft (in the yellow altitude region) needs a power rating of 3 to fly at 70 mph, a power rating of 8 to fly at 100 mph, a power rating of 13 to fly at 120 mph, a power rating of 27 to fly at 150 mph, and so on. d. The numbers in parenthesis indicate reduced engine performance caused by the very slow speeds being travelled. e. The other information included on the Power Tracks are explained elsewhere in more appropriate sections of the rules.
5. Speed Track
a. The speed at which an aircraft travels during its move and the final speed it reaches by the end of the turn are maintained on the Speed Track located on its Performance Card. The Speed Track contains the range of speeds possible to the aircraft from its slowest speed before stalling up to its fastest dive speed. b. Use the "speed" marker to monitor the aircraft's "speed for the turn" and an unused aircraft counter (turned face down) to monitor the "final speed". c. Generally all aircraft gain and lose speeds in increments of 10 mph. However this amount can be smaller when accelerating from or decelerating to the slowest possible speed. d. If an aircraft's power rating results in a stall its speed is the lowest speed for that aircraft.
Flight Preparation Sequence of Activities
- Determine the airplane's maximum engine performance (MEP) for the turn. Examine the section of the Power Track located above your aircraft's current speed. If a number in parenthesis appears there, use that as the MEP; otherwise use the maximum engine rating provided by the Engine Track. For example, a Fokker D. VII at an altitude of 2,000 ft (in the brown region) and flying at 50 mph has an MEP of 10, at 60 mph an MEP of 11, at 70 mph an MEP of 12, at 80 mph an MEP of 13, at 90 mph an MEP of 14, at 100 mph an MEP of 15, at 110 mph an MEP of 16, and at 120 mph and greater speeds an MEP of 17.
- If flying an aircraft with an adjustable throttle, freely set the aircraft's throttle to any rating between one and its MEP inclusive. If flying an aircraft with a non-adjusting throttle automatically set the throttle to its MEP. Even if the MEP does not appear on the Engine Track (which can sometimes happen with non-adjustable engines) you must use it anyway. The Siemens-Schuckert aircraft's throttle cannot voluntarily be set below a 4 rating.
- Freely adjust the aircraft's Control Stick to any rating within 20 points of the current rating inclusive. For example, a Control Stick set at 0 may be moved to any rating between (and including) minus -20 and +20. A Control Stick set at minus -11 may be moved to any rating between (and including) minus -31 and +9. A Control Stick set at +25 may be moved to any rating between (and including) +5 and +45.
- Shift the aircraft's altitude the number of levels dictated by the Control Stick Rating. For example, an aircraft with a control stick rating of +20 dives twenty levels. Another with a control stick rating of -8 climbs eight levels. A third with a control stick rating of 0 remains at the same altitude.
- Calculate the airplane's speed for the turn. a. Add together the airplane's control stick and throttle ratings to obtain its power rating. b. Next, place the "Final Speed" marker on the corresponding speed. If the exact power rating does not appear on the track, use the closest lower value that does appear there, instead. c. Finally, move the "Speed" marker half the distance, in spaces, toward the final speed (any fraction dropped). The "Speed" marker is now positioned on the airplane's speed for the turn.
- Special Case: Often the same power rating will be repeated through several of the slower speeds on the power track. Whenever an airplane is operating at one of these repeated power ratings, the pilot has a free choice of which of the corresponding speeds to use. For example, a Fokker D. VII at 2,000 feet (brown level) has a power rating of 2. An examination of its brown Power Track reveals that the 2 rating appears twice, above 50 mph and 70 mph. The pilot is free to place his "final speed" on whichever of these two speeds he wishes.
Example of Flight Preparation: A pilot of a Fokker D. VII begins his flight preparation while flying level at 120 mph and at 2,000 feet altitude (brown altitude region). His control stick is set at 0 and his throttle set at 17. He recognizes that his throttle is adjustable since his engine track has coloured stripes instead of blocks.
He first determines his MEP. Since no number in parenthesis appears in the brown power track above his 120 mph speed, he must use his maximum engine production for the brown altitude region of 17. He may throttle his engine to any output between 1 and 17 but elects to leave it at 17.
He next decides whether or not to move his control stick. He may place it at any setting within twenty points of his current setting of 0 (from -20 to +20). He chooses to move it to -10 thereby putting his airplane into a climb of ten levels, up to 2,189 feet elevation.
He finally calculates his speed for the turn. He adds his throttle rating of 17 with his control stick rating of -10 to arrive at a power rating of 7. This number does not appear anywhere on the "brown" Power Track, so he is forced to use the next lower value found thereon, 6. He places his "Final Speed" marker on the corresponding speed of 90 mph. He, then, halves the three space distance between his current speed of 120 mph and final speed of 90 mph to one and a half spaces, drops the half, and moves his "Speed" marker the resulting one space from 120 to 110 mph. This becomes the Fokker's speed for the turn.
Stall and Crack-Up
Obviously, there exist limits to the possible range of speeds that an aircraft may travel; and obviously it is possible for a pilot to set his control stick and throttle so that the resultant power rating forces his aircraft outside its range. What happens then?
- If an aircraft's power rating is less than the smallest amount on the power track, the airplane immediately quits any maneuver it currently is flying and begins a stall (see Maneuvers, Falling Leaf) with its very next movement point.
- If an aircraft's power rating is located somewhere between and including the Power Track's asterisked rating and its highest rating inclusive, it risks a crack-up. Roll one die — a roll of "1" causes complete structural damage to the wing with a resulting crack-up. Consult the Crack-Up Table for the outcome (also see Aircraft Destruction).
- If an airplane's power rating exceeds the power track's highest rating, it automatically succumbs to complete structural damage to the wing with a resulting crack-up. Consult the Crack-Up Table for the outcome (also see Aircraft Destruction).
Crack-ups due to speed are resolved immediately during Flight Preparation.
Aircraft Movement
After completing his flight preparation, a player may then begin to move his aircraft counter on the gameboard. He moves his aircraft by maneuver. That is, he chooses one maneuver from those available to him and moves his aircraft by its direction. He continues moving by maneuver until he fulfills the movement requirement dictated by his aircraft's "speed for the turn." During his move, he may have an opportunity or two to fire at his target aircraft.
1. Movement Guidelines
a. A hexagonal grid has been superimposed over the gameboard terrain to regulate the movement of the aircraft counters. Each hex spans a distance of 48.9 yards between opposite hexsides.
b. An aircraft counter must be positioned in a hex so that its nose points always towards a hexside and never towards a corner. Every aircraft counter contains a profile of an aircraft upon it. The nose of the profile marks the direction that the aircraft points.
c. For all but two maneuvers, an aircraft moves in the direction that its nose points. Changing direction therefore requires turning the aircraft's nose. The two exceptions to this rule involve the "Side Slip" and "S Turn" maneuvers. They both require an airplane to move sideways for part of the journey; these instances are clearly described in their diagrams.
d. While moving his airplane counter, a player should leave its position marker in the starting hex until finished; thus, there is a reference point for the airplane in case he needs to retrace a misstep in his move.
2. Movement Requirement
a. The distance an aircraft travels is measured in movement points.
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For those maneuvers which do not require a significant change of altitude, the rate is simply 1 movement point per hex entered. These maneuvers include Left and Right Turns, Jink, and Left and Right S Turns.
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For the remaining maneuvers which do require the aircraft to change altitude, the rate will vary a bit. The movement costs of these maneuvers are clearly described in their particular route diagrams located on the aircraft's Performance Card. These maneuvers include the Wingover, Immelmann Turn, Barrel Roll, Zoom, Power Dive, Falling Leaf, Retournment, Loop, Half Loop, and Left and Right Side Slips.
b. A player must continue to move his aircraft, proceeding from one maneuver to another, until he has accumulated enough movement points to satisfy his movement requirement. His move for the turn is, then, finished. He may not end his aircraft's move until then. A player may often be forced to put his speeding aircraft through several maneuvers before he meets his movement requirement. On the other hand, a player may not be able to complete one maneuver before his slow-flying aircraft runs out of movement points.
c. A player's movement requirement for the turn is simply calculated by dropping the last digit of his airplane's "speed for turn." For example, a "speed for the turn" of 120 mph provides a movement requirement of 12 movement points, a "speed for turn" of 210 mph provides a movement requirement of 21 movement points, and a "speed for turn" of 38 mph provides a movement requirement of 3 movement points.
3. Using Route Diagrams
a. All of the maneuvers that an aircraft is capable of flying are presented on its Performance Card; most of these are described by a diagram. The simple maneuvers — turn, jink, and straight — are more easily described by word or code than by diagram.
b. The course of a diagrammed route is divided into separate numbered positions; to fly the maneuver, the player moves his aircraft on the gameboard following the route from position to position in numerical order.
c. Each position in a maneuver is one movement point in distance away from the next position. Therefore a route number also reveals the number of movement points needed to reach it from the start of the maneuver. For example, an aircraft at position 6 in a Half-Loop has used six movement points to get there from the start of the maneuver.
d. A player begins a maneuver by moving his aircraft forward one hex at a cost of 1 movement point. This places the craft at position 1. The 1 position is encircled for easy reference.
e. Upon reaching the highest numbered position, an aircraft has arrived at the end of the maneuver. Though, when considering gunfire modifiers, the aircraft is not considered to have completed the maneuver until it leaves that hex.
f. When moving his aircraft counter to any of the maneuver positions, the pilot must ensure that its nose points in the same direction as the route number (i.e. towards the top of the number).
g. Sometimes an airplane will run out of movement points before it can complete a maneuver. The pilot moves it as far as it can go, then marks the progress with a number marker placed on the aircraft counter. On its next move, the airplane can then complete the maneuver from where it paused. The number marker should show the position number that the aircraft occupies in the maneuver. In the case of turn maneuver, the player may prefer to drop an arrow marker in the upcoming turn hex rather than employ a number marker.
h. A player may not voluntarily exit his aircraft from the gameboard except at his home edge (see Victory Resolution). If he can shift all the aircraft in play, by the same distance and direction, far enough to enable him to complete his maneuver without anybody dropping off the board, he may do so. Shifting is not permitted whenever specific hex objectives appear in the scenario being played.
4. Choosing Maneuvers
a. A player examines his selection of maneuver cards and chooses one.
- He may not choose a maneuver that is not included in his aircraft's Performance Card. Those maneuvers included on its Performance Card are the only kinds that the aircraft is capable of performing.
- Neither may he choose a maneuver numbered below his pilot rating. These maneuvers are too difficult for his level of experience.
- It is recommended that, at the start of play, every player discard those maneuver cards that he cannot perform. He can then tell at a glance which maneuvers he can use.
b. When decided, a player may either announce that maneuver aloud or display the maneuver card.
c. A player cannot commence a new maneuver until he has completed his last maneuver.
d. IMPORTANT. Those players who did NOT target anyone earlier in the turn may use only the following maneuvers for the turn: Left and Right Turns of 4T or greater radius, Left and Right S Turn, Straight, and Left and Right Side Slip maneuvers.
- A player is permitted to cancel this restriction and regain the use of all of his maneuvers as soon as he is fired upon.
- This cancellation continues into and throughout the next turn whether or not the player chooses a target.
- A player is not subject to this maneuver restriction provided he picked a target in the turn, whether or not he actually became the pursuer.
Evasion and Attack Opportunities
- Whenever a targeted aircraft begins its move, both its pilot and its pursuer each have an opportunity to momentarily freeze the craft anywhere in its flight and to require the pursuing aircraft to move an equivalent distance.
The targeted player will want to choose this option when attempting to escape a closely pursuing enemy. He hopes that by making his pursuer commit to a portion of his movement just before he, himself, is to start a new maneuver, he will weaken his pursuer's ability to react. He would regard any such opportunity as an evasion opportunity.
The pursuing pilot will want to exercise this option to close upon his target for an attack before it can attempt an evasive maneuver. He would regard any such opportunity as an attack opportunity.
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A targeted aircraft can, therefore, be subjected twice during its move to a brief pursuit and possible attack if both its pilot and its pursuer decide to make use of their opportunities.
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Both the pursuer and his target are prohibited from conducting their opportunities if they begin the turn eleven or more hexes apart.
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The targeted aircraft must have moved at least one movement point of distance before an evasion or attack opportunity may be announced. It isn't considered to have moved until then.
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Once the targeted aircraft has begun moving, the attack and evasion opportunities may be announced at any time during the move.
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At the moment a player chooses to exercise his evasion or attack opportunity, the target aircraft is stopped where it is and the pursuing aircraft is moved the exact distance set by the Time Chart for an equivalent period of time. The pursuer is permitted to request that his target be returned to an earlier position in its move in order to launch an attack opportunity at that point. The target cannot be forced back to a position it had occupied before an evasion opportunity or in a previous maneuver (excluding straight, S turns, or turns of the same direction). The purpose of all this is to prevent the targeted player from rushing through his move so quickly that the pursuer hasn't a fair chance to exercise his attack opportunity.
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Time Chart a. To use the Time Chart, the pursuer must first have established his speed for the turn. If he hasn't already done so in a previous opportunity, he completes his flight preparation now. b. He matches his target aircraft's "speed for the turn" with the number of movement points it has accumulated since the last opportunity against it or the start of its move, whichever is more recent. The result reveals the time taken in half-seconds to make the move. c. He locates this time in the Time Chart column under his own "speed for the turn" and uses the number of movement points found on the same line for his opportunity move. If the exact time is not listed, he uses the next lower time listed instead.
For example, the targeted pilot stops his aircraft to announce an evasion opportunity after accumulating 6 movement points since the start of his move. The pursuing pilot conducts his flight preparation and establishes his "speed for the turn" at 140 mph. By matching the target's "speed for turn" of 100 mph with its 6 movement points on the Time Chart, he obtains a time of 12 half-seconds. He then looks for this time in his own speed column of 140 mph. It is not listed there so he must use the next lower time of 11 half-seconds, instead. Reading across to the movement point column, he determines his movement requirement for this evasion opportunity to be 8 movement points. He moves his aircraft until he accumulates this total, then stops.
For example, a targeted pilot, flying at a "speed for the turn" of 120 mph, is required to travel exactly 12 movement points of distance in the turn. He stops to request an evasion opportunity after 6 movement points travel; he is then stopped for an attack opportunity by his pursuer after 4 more movement points travel. When he begins to move again, he has only 2 movement points left in his move.
His pursuer, at the time of the evasion maneuver, sets his "speed for the turn" at 140 mph. He is, then, required to move 7 movement points distance for the opportunity. When he requests his attack opportunity, he must move another 5 movement points distance. After his target has finally completed its move for the turn, he has only 2 more movement points travel left in his move.
- Upon completion of each opportunity, the targeted aircraft continues on its journey. When its move for the turn is done, the pursuer then finishes the remainder of his move.
- A player who is both a pursuer and the target of another's pursuit may still demand an attack opportunity but is no longer allowed to call for an evasion opportunity.
- A pursuer is allowed to call for his attack opportunity against his target while the latter is conducting his own attack opportunity. This possibly can cause a chain of attack opportunities before the first has been concluded.
- In the rare situations when both the targeted player and the pursuing player call for their opportunities at the same moment, the pursuing aircraft still responds but then neither player may call for his opportunity again in the move.
Combat Fire
All of the warplanes included in this game are equipped with at least one machine gun. Most of these weapons are fixed to point straight ahead so that the pilot may shoot at anything he can manage to point the nose of his aircraft.
The larger aircraft often contain a second and even a third occupant who are each expected to observe and to handle an additional machine gun. Observer-operated machine guns can be trained in different directions thereby providing a much greater field-of-fire than permitted to the pilot-operated machine guns.
1. Whom a Player May Attack and When
a. Whenever he moves his aircraft, a player can attempt to shoot at his targeted aircraft. He must reserve his gunfire, though, until he is able to place his target within the scope of his machine guns in either of the final two positions of his move.
b. The defender may shoot back at his pursuer if he so wishes. The defender, too, must abide by the restriction that prohibits gunfire until the final two positions of the pursuer's move.
c. When the Final Fire Phase arrives, every player may shoot at any enemy craft he chooses within the scope of his machine guns.
2. The Scope of a Machine Gun
a. A machine gun can be fired only at an enemy aircraft located within its range and field-of-fire.
b. Range:
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The range of every machine gun is ten hexes. All enemy aircraft positioned eleven or more hexes apart cannot fire at one another.
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The distance between two aircraft may be modified by the difference in their altitude levels. a. Add one hex to the distance for every block of eight levels between them. b. If the altitude modification pushes the distance beyond the ten hex range, then neither aircraft can shoot at one another.
For example, two airplanes, ten hexes and fifteen altitude levels apart are actually separated by a distance of eleven hexes and outside of machine gun range of each other.
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Pilot-operated machine guns cannot be fired at enemy aircraft two or more altitude levels above or below them. This restriction is a consequence of their rigid mounting.
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Observer-operated machine guns with their flexible mounts are free to attack enemy aircraft at any altitude within range and field-of-fire. Note that the altitude modification to range only ever affects observer-operated machine guns.
c. Field-of-Fire. A machine gun's field-of-fire depends upon its location on the airplane and its operator.
- The field-of-fire of every pilot-operated machine gun is restricted to the single row of hexes to which its airplane's nose points as illustrated in diagram A.
- The field-of-fire of the Gotha's forward-firing observer-operated machine gun embraces the entire area extending before it as illustrated in diagram B. Only the Gotha bomber has a forward-firing machine gun. All other observer-operated machine guns fire to the rear.
- The field-of-fire of every rearward-firing, observer-operated machine gun embraces the area extending behind its aircraft as illustrated in diagram C, and an observer-operated gun fired straight up in the same hex uses the F Line. a. Within this field exists a blind spot caused by the obstruction of the aircraft's fuselage and tail. A rearward-firing machine gun cannot be fired at an enemy aircraft flying at a lower altitude and located in its blind spot. b. Because of a special open slit built into its fuselage, the Gotha bomber is the only airplane without a blind spot.
- The number of machineguns carried and the identity of their operators are provided for each aircraft on its Performance Card.
3. Resolving Gunfire
a. Whenever an opportunity to attack an enemy aircraft arises, announce a temporary halt to movement and resolve your gunfire.
b. Roll three dice and adjust the toss by the applicable modifiers listed beneath the Gunfire Table. All modifications are cumulative.
c. Match the adjusted toss with the distance between your own and the target aircraft on the Gunfire Table to obtain the number of possible hits scored.
d. For each hit, roll three dice to obtain the damage result from the appropriate Damage Table. A complete description of each kind of damage and its consequences is provided underneath the Damage Table.
e. The defending pilot records whatever damage his aircraft has incurred. Damage takes effect immediately after any return fire.
f. Locating the appropriate Damage Table is a two-step procedure:
- First consult the Gunfire Diagram to determine your direction of attack. a. If firing at the defender's front, use the Damage Table that corresponds to the sum of both aircraft's "speeds for the turn" on the "F" line. b. If firing at the defender's side, use the Damage Table that corresponds to the defender's "speed for the turn" on the "S" line. c. If firing at the defender's rear, use the Damage Table that corresponds to the difference in both airplanes' "speeds for the turn" on the "R" line. Always drop the sign.
- Then, change the Damage Table number by all applicable modifiers listed below it. The final number identifies the Table to use.
g. Once all damage due to gunfire has been assessed, resume play.
4. Qualifications to Combat Fire
a. It is important to reiterate that combat cannot occur until the moving aircraft reaches one of the final two positions of its move. Until then no gunfire is allowed even when opportunities for such may present themselves.
b. A machinegun cannot be fired more than once from the same position; it must travel for at least two movement points before it can be fired again. Note that this restriction endures from one turn to the next.
c. It is possible for both the target and pursuer to fire at each other at the same time. Whenever this occurs do not assess damage until both aircraft have had a chance to shoot. The gunfire of both aircraft are considered to occur simultaneously.
d. A player must always fire all of the machine guns operated by the pilot together, never separately, and at the same defender. Think of them as one weapon with several gun barrels.
e. A player can fire his observer-operated machine gun independently of his pilot-operated machine gun. They may fire at different times and at different aircraft.
f. An observer-operated machinegun may be fired at an aircraft above it in the same hex; there are no other situations in which aircraft in the same hex may shoot at one another.
g. While conducting certain maneuvers, players are prohibited from firing their machine guns. They are identified by the note "NO FIRE" on the Performance Card.
h. A pursuer who decides or is required to advance his airplane just one position in an opportunity move may fire his machine guns before starting so long as they weren't fired previously from that position. Rule 4b predominates. A pilot cannot, under any circumstances, fire his machine guns continuously. There must be a gap of at least one Movement Point where no gunfire occurs between shots.
Example of Combat in an Evasion Opportunity
The Sopwith Camel, flying at a speed of 110 mph, has travelled 8 of its 11 movement point requirement to reach its current position in the diagram. At this moment, the Camel's pilot stops and announces an evasion opportunity. He realizes that his action provides his pursuer, flying a Fokker D.VII, with a golden opportunity to close in for a point-blank shot; but he is willing to risk this for a chance to shake him once and for all from his tail with a quick wingover.
The Fokker pilot, frustrated so far by his inability to catch up with the Camel, decides to accept the face-to-face challenge. He adjusts his speed and altitude to match those of the Camel. Because both aircraft are flying at the same speed, the Fokker pilot recognizes, without the need of the Time Chart, that his move will require exactly the same number of movement points, 8, as the Camel has just used. He, then, proceeds to make a right S Turn directly toward his target. Neither pilot can shoot at the other until the Fokker arrives at either of the final two positions, 7 or 8, of its move.
The Camel pilot elects to shoot at the Fokker in position 7. He would have a better chance of success if he delayed until the Fokker moved one hex closer but he is unsure whether his adversary might not continue to S Turn out of the scope of his machineguns.
The Fokker pilot has the same opportunity to shoot from here. He must announce his intention, though, before the Camel's pilot begins to throw his gunfire dice or lose his right to shoot from this position. The Fokker pilot declines to fire at this time.
The Camel pilot quickly establishes that the Fokker is within the scope of his machineguns by virtue of its location directly in front of him, its same altitude, and its distance of three hexes from him. To determine the number of hits, if any, he inflicts, he consults the Gunfire Table. A three dice roll of 11 is first modified to 12 because of his ace status. Since no other modifiers apply, he cross-references this amount with his distance of three hexes and obtains one hit. He checks the 11 row of the table for possible machinegun jamming. A result of C does not count since the extended fire optional rule is not being used.
Next, the Camel pilot determines what damage, if any, results from the hit. To do this he must first locate which damage table to use. He begins by ascertaining from the Gunfire Diagram that he is firing at the Fokker's front. Because he is firing toward the Fokker's front, he adds both SOPWITH CAMEL speeds together, and locates the sum, 220 mph, within the Front (F) range of Damage Table 5. He reduces the table to Damage Table 4 with his (minus) -1 ace modifier. He throws three dice for a total of 9 and consults this table. The result is "Structural Damage" to the Fokker.
He assesses the structural damage with a two die roll. The first die roll of 4 isolates the damage in the Fokker's fuselage. The second die roll of 5 indicates that five points of damage have been inflicted there. The Fokker pilot records the damage on a sheet of paper. The Fokker can absorb up to 7 points of damage to its fuselage before it has a crack-up so no immediate penalty results from the damage. However, if, sometime in the future, it absorbs 3 or more points of damage to its fuselage, then the aircraft has a crack-up.
The Fokker pilot completes his move as shown. He confirms that the Camel is within the scope of his machineguns. Since he is only an experienced pilot, he receives no modifiers to his gunfire attack. He throws three dice for a total of 6. Matching this number with his range of two hexes, he inflicts no hits but does manage to jam one of his machineguns. He randomly determines that the left gun is jammed. The Fokker now has only one operational machinegun. This completes the evasion opportunity.
Final Fire Phase
Once all aircraft have completed their moves in the turn, everyone is given one more chance to fire his machineguns.
- A machinegun may be fired in this phase only if it hasn't already been fired from the same or penultimate position at the end of its move.
- A player may direct his aircraft's machineguns at any enemy aircraft within their scope; he is no longer restricted to just his selected target. A non-targeted aircraft can be attacked, only in the Final Fire Phase after all movement for the turn has been completed.
- If several enemy aircraft fall within the scope of a machinegun, only the closest in range can be attacked. The attacker chooses between ties.
Final Speed
An aircraft doesn't reach its final speed immediately but accelerates or decelerates for the entire length of the turn — the speed for the turn being the average speed for this time. Only at the end of the turn, after all movement and combat have been completed, does the aircraft arrive at its final speed. Everyone signifies this by moving his "speed" marker to its final speed at this time.
Activity
Just as the fixed time length of a turn imposes a limit to an aircraft's forward movement, it also restricts the distance it can move in a vertical direction.
- An aircraft's maneuver activity is limited to 20 points each turn.
- The following actions contribute to an aircraft's activity. a. The number of levels dived or climbed during flight preparation. Treat any amounts in excess of twenty as twenty. b. The activity of activity points dictated by the maneuver undertaken.
- A player cannot choose a maneuver if its activity requirement would force his aircraft to exceed the twenty point limit.
A player who plans to do a lot of maneuvering in his turn is well advised to keep a running total of his activity expenditure.
Maneuvers
This section is devoted to more detailed explanations of the various maneuvers and how to perform them properly.
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Straight (activity cost 0) a. A straight maneuver requires an aircraft to move in a straight line in the direction that its nose points. b. A straight maneuver may be broken off at any point.
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S Turn (activity cost 0) a. A player who announces a straight maneuver has the right to also perform S turns. He may fly straight and S turns in any combination without having to announce a new maneuver. b. There are two kinds of S turns — a left S turn and a right S turn. A right S turn is conducted as illustrated in its diagram. A left S turn is the exact mirror image of the right S turn. c. An S turn may be broken off only at position 5, 7, or 9. An S turn must be ended at position 9. The player can immediately begin another S turn however.
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Turns (activity cost 0) a. A turn has two components — a straight move of a specified distance followed by a one hexside change of facing (equivalent to 60 degrees) to either the left or the right. b. The length of the straight portion is called the turn's radius and can range in distance from one to eight hexes. A turn is identified by its radius followed by the letter T. c. There are two kinds of turn maneuvers available — left and right. A player may put his aircraft into as many turns as he wants without calling for a new maneuver so long as they are all in his selected direction. The moment he wants his aircraft to turn in the opposite direction, he must announce a new maneuver. d. When ready to begin a turn maneuver, a player examines the Turns Chart on his aircraft's Performance Card to ascertain the tightest turn his aircraft is capable of performing at its current speed. He notes under each turn the range of speeds at which it can be performed by his aircraft. If his aircraft's speed for the turn falls within its range, his aircraft can turn at that radius; if his aircraft's speed is outside the range, the radius is too tight to be made. Sometimes the range may vary depending upon the direction of the turn.
For example, a Fokker Dr.1, travelling at 70 mph, can make a left or right turn of one hex radius. When travelling at 110 mph it can make a right turn of 2 hex radius and it can make a left turn of 3 hex radius. At this speed, it can no longer make left turns of 1 or 2 hex radii or right turns of 1 hex radius.
e. An aircraft may only make turns of radii equal to or greater than its tightest turn. f. A turn maneuver can be ended only when the aircraft reaches the hex where a change of facing is made and not before. It remains in the turn maneuver until it leaves the hex of turning. g. The aircraft counter is turned immediately upon entry into the final hex of the radius. h. If an aircraft reaches its movement requirement before completing a turn, it must continue it to completion in its next move. Mark the hex of turn with an arrow marker. i. While in a turn maneuver, the aircraft's machineguns receive a negative modifier to their gunfire.
Actually the zoom climb and power dive are not performed as independent maneuvers, rather they are used in combination with certain other maneuvers. They permit a player to make additional adjustments to his aircraft's altitude after he has completed his flight preparation.
a. A player can initiate a zoom climb or power dive only when his aircraft is currently performing a turn, straight, jink, or S turn maneuver.
- Upon announcing a zoom climb or power dive, the player continues to move his aircraft along the route of its current maneuver. He adjusts, though, the positions in the route to conform to the pattern described for the zoom climb or power dive on the Performance Card.
- He moves his aircraft the number of movement points determined by the amount of dive or climb he intends to make and then adjusts his control stick, altitude, and final speed by the change.
- He then resumes the original route positioning.
b. The amount of dive or climb equals the amount of time taken in half-seconds to complete it. The Time Chart is used to convert the time to the required distance in movement points. If the exact time does not appear, the next higher time shown is used instead.
For example, a player flying a Fokker D. VII is about to begin a 4T left turn. He also wants to climb 6 levels. He recognizes that the zoom will take 6 half-seconds to complete. This means that at his current speed of 110 mph, it will take between 3 and 4 movement points to complete the zoom. He is forced to use the higher amount of 4 movement points. He moves the aircraft as shown in the diagram. When zooming, the cost is 1 movement point for the first hex entered and two movement points for every hex thereafter. Upon completion, he moves his control stick from the 0 to -6 setting, increases his altitude by six levels — from 10,000 ft to 10,096 ft, reduces his power rating from 11 to 5, and repositions his final speed to 90 mph.
c. The player may change his maneuver during a zoom climb or power dive so long as it is either a turn, S turn, straight, or jink.
d. The activity cost of a zoom climb or power dive equals the number of levels climbed or dived. If the zoom climb or power dive cannot be completed this turn, don't make any adjustments or count activity until the end of the maneuver in the following turn.
- Barrel Roll (activity cost 4)
A barrel roll is almost always used as an evasive maneuver. Distance is sacrificed to become a more elusive target. A barrel roll can best be described as flying in a corkscrew motion.
a. The aircraft moves exactly as described in its diagram. b. While an aircraft is in a barrel roll maneuver, anyone attacking it receives a negative modifier to his dice roll. c. A player cannot select the barrel roll if a loss of two points from his aircraft's power rating would cause a stall. d. No adjustments to the aircraft's ratings are made for this maneuver. e. An aircraft completes the maneuver upon reaching position seven. It isn't considered to be in a new maneuver, though, until it has left the hex. f. This maneuver cannot be performed unless the aircraft has 4 activity points available for it. g. No gunfire is permitted from the aircraft while in a barrel roll.
- Retournment and Loop
These are both evasive maneuvers designed to place the fleeing aircraft on the tail of its pursuer though they each accomplish it by a slightly different route. They work best when the aircraft is being closely pursued.
a. A player is not permitted to commence a retournment or loop if a projected loss of 13 points from his power rating would cause his aircraft to stall. b. The aircraft follows the selected route exactly as described. c. An activity point (1½) is assessed for every movement point expended in the maneuver. This method allows an aircraft to finish a move in a retournment or loop without spending all of the activity points needed to complete it. d. No adjustments to the aircraft's ratings are made for either of these maneuvers. e. Gunfire from the aircraft is prohibited while in a retournment or loop. f. Neither of these maneuvers may be broken off before the aircraft reaches their highest numbered position.
- Immelmann Turn
This maneuver was conceived by the famous German ace, Max Immelmann, as a way of returning for a second attack once his first attack pass had been concluded.
a. An aircraft cannot commence an Immelmann turn unless its control stick is set at 0. b. A player follows the route exactly as described on his aircraft's Performance Card. However he doesn't necessarily have to begin at position 1. c. The aircraft's speed for the turn determines the entry and exit hex of the maneuver as stated in the diagram. For example, an aircraft travelling at 90 mph, begins an Immelmann turn at position 1, expends the first movement point to move to position 2. It completes the Immelmann turn upon arrival at position 11. d. Like the retournment and loop, the activity cost (1) for an Immelmann turn is assessed one movement point at a time. e. While in positions 6 and 7 of an Immelmann turn, an aircraft's machineguns cannot be fired. They are free to fire at all other positions.
- Falling Leaf
Often in a desperate attempt to escape attack, a pilot would put his aircraft into a stall. The resulting gyrations is not unsimilar to the way a leaf falls from a tree, hence the derivation of the name.
a. An aircraft put into a falling leaf, moves straight ahead for a specified number of hexes and then begins to spin in place. It must remain in a falling leaf until it recovers sufficient power to pull out.
- Examine the Falling Leaf diagram on your Performance Card. Ascertain your aircraft's start hex from its current speed.
- Move your aircraft forward the number of hexes necessary to reach the hex distinguished by arrows.
- Then, for every movement point expended henceforth in the maneuver, turn the nose of the aircraft one hexside. Which direction to spin is your choice. Once started, the direction cannot be changed for the duration of the maneuver.
b. When beginning a falling leaf, immediately move the final speed to the lowest possible speed before stall. Subtract the aircraft's current throttle rating from the power rating above the new final speed and set the control stick to this amount. c. For every movement point expended in the spin, drop the aircraft's altitude and increase its control stick rating by the equivalent number of half-seconds. For example, an aircraft traveling at 110 mph drops 2 altitude levels and gains +2 points to its control stick rating every time it turns to face a new hexside. d. The falling leaf may be performed for as long as desired. Once begun, an aircraft cannot break off the falling leaf until its control stick reaches a +20 rating at the earliest. e. While his aircraft is in a falling leaf, a player can make no other adjustment to his control stick, throttle, or altitude other than allowed by the maneuver. The player still adjusts his final speed during his flight preparation as usual. f. Although an aircraft can be put into a stall only by the conscious action of its pilot, he is still permitted to do so. A stall forces the aircraft to undergo a falling leaf immediately from where it is regardless of the maneuver it is currently performing. g. The activity cost of the maneuver is equal to the number of levels to be dived. h. An aircraft's machineguns may not be fired while in a falling leaf.
- Side Slip
Amounting to little more than an arrested turn, a side slip allows a player to trade altitude for lateral movement. It's like racing a slipping vehicle across the side of an icy mountain. The airplane ends up moving diagonally forward and downward. Without question, this is the most complicated maneuver to execute in the game.
a. A side slip combines forward movement with diagonal movement in the chosen direction. Some additional forward movement will likely be required afterward. b. Because the actual route of a side slip varies with speed, it is more easily measured by time than by distance. Recourse to the Time Chart becomes essential to its execution. c. All side slips are conducted by the same procedure as described hereafter.
- Convert 8 half-seconds to movement points via the Time Chart, always using the next higher time listed when the 8 does not appear; and then, move your aircraft the indicated number of hexes straight ahead.
- Next, move your aircraft diagonally the desired number of hexes though never more than five.
- Examine the Side Slip diagram on your Performance Card. It displays just the diagonal portion of the maneuver. Locate your aircraft's relative position thereon. a. Shown inside your position hex is your aircraft's current movement expenditure in half-seconds to this point. b. Placed in front of your position hex is the additional time in half-seconds needed to complete the maneuver. c. Put beneath your position hex are the various altitude losses incurred based upon the length of time spent in the maneuver.
- Continue to move your aircraft straight ahead for the additional amount of time and more if desired. As usual when converting from time to distance, if the Time Chart does not contain the exact time, use the next higher time listed. If any remaining half-seconds are insufficient to move another hex, they are lost instead.
- Add the time contained in your hex in the diagram to the additional time spent flying the maneuver after the diagonal move. This becomes the total time spent in the side slip. Locate the appropriate altitude loss underneath your hex in the diagram and deduct it from your aircraft's current altitude.
d. The Side Slip diagram on the Performance Card displays only the diagonal portion of a right side slip. The left side slip is the exact mirror image of the right and is performed as such. e. A side slip must be completed in the same turn begun. It cannot continue into the next turn. f. The activity cost of the maneuver is equal to the altitude loss.
An Example of a Side Slip: Speed for the turn — 110 mph. 8 half-seconds converts to 5 movement points. 7 half-seconds converts to 4 movement points. Total time of 19 half-seconds causes the loss of 9 altitude levels.
- Half Loop and Wingover
Both of these maneuvers permit an aircraft to make a 180 degree change of face. The half loop accomplishes it by making a climbing half circle; the wingover does the same with a diving half-circle.
a. A player is not permitted to commence a half loop or wingover if a projected loss of 13 points from his power rating would cause his aircraft to stall. b. The aircraft follows the selected route exactly as described by its diagram on its Performance Card. c. One and one half (1½) activity points are assessed for every movement point expended in the half loop and three (3) activity points are assessed for every movement point expended in the wingover. Like the retournment, loop, and Immelmann turn, this method of counting allows an aircraft to finish a move in a half loop or wingover without spending all of the activity points needed to complete it. d. Disregard the stated adjustments to the controls included with the maneuver on the Performance Cards. These are in error. Instead, upon completion of the maneuver, move the control stick rating by -12 if in a half loop, or +12 if in a wingover; reset final speed to the new power rating; and alter the altitude by the same -or +12 levels. e. Gunfire from the aircraft is prohibited while in a half-loop or wingover. f. Neither of these maneuvers may be broken off before the aircraft reaches their highest numbered position.
Ammunition
- Every player is expected to maintain a running record of his ammunition expenditures on a sheet of paper.
- Whenever a player fires a machinegun, he must deduct one round of ammunition from the amount assigned it. Once a machinegun's ammunition supply reaches 0 (zero), it can no longer be fired for the remainder of play.
- An aircraft's ammunition supplies are listed on its Performance Card.
Machinegun Jamming
Whenever a machinegun is fired, it is subject to possible jamming.
- When throwing dice to resolve gunfire, also use the sum, without any modification, to determine if a jam occurs. a. An "A" result causes one machinegun to automatically jam. b. A "B" result causes one machinegun to jam but only if the attacking aircraft is currently in a turn maneuver in which at least one 1T, 2T, or 3T turn has been completed or is in the process of being completed. c. A "C" result causes one machinegun to jam if the attacker has requested extended fire (see the Extended Fire Optional Rule).
- When only one machinegun is being fired, it is the one to jam. When the pilot is firing two machineguns, identify each gun with 3 die numbers and locate the jammed gun by a random die toss.
- Hits awarded are always considered to have been inflicted before jamming occurs.
- While jammed, a machinegun cannot be fired.
- In each of his subsequent flight preparations, a player may try to unjam his jammed machineguns. For each jammed weapon, he throws two dice; a roll of 7 returns it to operation, but a roll of 10 jams it permanently.
For example, an ace pilot in an SE 5a shoots at an enemy three hexes away. He throws a 15 and checks the Gunfire Table. Only the Ace modifier applies in this attack — increasing his roll to 16. He scores two hits. He also checks for jamming. The unmodified roll of 15 reveals an "A" result indicating that a machinegun has jammed. Since he is firing a pair of machineguns, he labels the wing-mounted one — 1, 2, and 3, and the fuselage-mounted machinegun — 4, 5, and 6. He rolls one die — a 3 result locates the jam in the wing gun. He still scores his two hits, though, and proceeds to resolve their damage. In each of his subsequent flight preparations, he may attempt to unjam this wing gun.
Collision
- Two aircraft occupying the same hex and altitude at the end of either an opportunity move, or a completed move may collide with one another.
- A collision occurs upon a die toss of 1, 2, or 3. Any other result means a near miss.
- Both colliding aircraft immediately suffer crack-ups.
Aircraft Destruction
An aircraft is immediately removed from play when either its pilot is killed, it receives structural damage to exceed its damage capacity, or it has a crack-up.
- Elimination of the aircraft due to pilot death is termed a crash. All on board still alive are killed too and the aircraft is damaged beyond repair.
- Included on every aircraft's performance card are its structural limits in three critical areas — the wings (w), the tail (t), and the fuselage (s). Whenever it receives sufficient damage in any one area to exceed its limit, it has a crack-up.
- Crack-ups are distinguished from crashes because of the chance of crew survival. Consult the Crack-up Table for each crewman involved to discover his period of recuperation.
- For every week of recuperation the pilot undergoes, assess one point of damage to the aircraft for the purpose of determining repair time. If the pilot is no longer fit for service, his aircraft is beyond repair.
- Crack-ups can also occur as a consequence of special damage incurred from gunfire or of excessive speed (see Stall and Crack-up).
Crewman Status
-
Each crewman (pilot or observer) in the scenarios is provided with a rating of either 3 — novice, 2 — experienced, or 1 — ace.
-
Ace crewmen enjoy the benefits of positive modifiers to their machinegun attacks.
-
A pilot is restricted by his rating as to the kinds of maneuvers he may perform. He may select only those maneuvers on cards valued at the same or higher amount.
For example, a novice can perform only straight, S turn, turn, and sideslip maneuvers.
Note: a pilot may be restricted further in his array of available maneuvers by the kind of aircraft he is flying and by his decision not to pick a target.
-
Novice crewmen have a greater difficulty spotting enemy aircraft as already explained in the Spotting section of these rules.
Victory Resolution
When playing those scenarios that pit airplane against airplane in dogfights, play continues until only the aircraft of one side remains on the gameboard. Victory is then awarded to the side with the most victory points.
-
Award victory points to a side based upon the damage it has inflicted on its opponent. a. For every aircraft which has left the gameboard, award 1 victory point for every point of structural damage acquired, though never to exceed the value of the aircraft. b. For every aircraft which has had a crack-up or crash, or been captured, award its value. c. For every enemy crewman killed or deemed unfit for service or been captured, award victory points by the following schedule:
- Ace pilot or observer — 8 points
- Experienced pilot or observer — 4 points
- Novice pilot or observer — 2 points d. For every enemy crewman wounded, award victory points by the following schedule (the first column is a 2 weeks recovery, the second a 12-36 weeks recovery; the source prints the column headings as "2 weeks recovery" and "12-36 recovery"):
Crewman 2 weeks recovery 12-36 recovery Ace pilot or observer 2 4 Experienced pilot or observer 1 2 Novice pilot or observer 0 1 Note: the wounded-crewman values are printed as an image in the source; the table above is read from that image.
e. Each wounded crewman who manages to avoid a crack-up during the game still must consult the Crack-up Table at the end of play to determine the extent of his injuries for victory purposes; although, in this case, the player adds 'one' to the die roll.
Victory Credit
Because time and the swirling nature of dogfights can obscure the responsibility for shot-down aircraft, always award the credit to the crewman whose gunfire damage forced the enemy aircraft into a crack-up, crash, or capture.
Optional Rules
[Heading supplied: the source prints no heading above this section.]
The rules included in this section were designed to improve the accuracy of aircraft performance in play. Be aware that these improvements are usually made at the expense of an increased complication to the game mechanics. Separating them from the main body of the rules lets you experiment with their complexities before you decide which of them you would like to add to your games.
1. Potential/Kinetic Energy Exchange
A law of energy mechanics states that any gain in altitude experienced by a body provides it a compensatory gain in potential energy. This kind of energy has not been completely utilized so far, yet it was highly valued by fighter pilots in WW1 combat. Their first aim was always to approach the enemy from a higher altitude. From this vantage, they could convert, by diving, their potential energy surplus into kinetic energy for a variety of uses — attack, positioning, escape, or all three in combination.
a. Whenever a player chooses to move his control stick in a flight preparation, he may initiate a second change to his aircraft's altitude in addition to the one caused by the new setting. This change occurs in two situations.
- He has reduced the amount of his dive or climb.
- He has changed from a dive to a climb or vice versa.
If a player increases the amount of his dive or climb rating or moves his control stick from a 0 rating in either direction, he does not provoke an additional change in altitude.
b. Calculate the size and direction of the additional altitude change by whichever of the two formulae applies.
- Subtract the initial control stick rating from the new rating if the direction is unchanged.
- Subtract the initial control stick rating from 0 if the direction has changed.
c. Reposition your aircraft's altitude by the amount of the change; the sign indicates the direction. Do not adjust the control stick. d. It is the total change to the aircraft's altitude that measures its activity cost. e. When attempting to locate a new control stick setting that will give you a desired altitude change, employ the following formula:
new control stick setting = (current control stick setting + desired altitude change) divided by 2*
* Divide by two only if the amount of the desired altitude change is less than the amount of the current control stick setting.
For example, you wish to have your aircraft, currently set to dive twenty levels, dive only ten levels this turn. Add +10 to +20 and, because 10 is less than 20, divide by 2. The new control stick setting is +15.
f. Any changes to an aircraft's altitude or control stick rating made after flight preparation are not affected by the potential/kinetic energy exchange. g. Potential/Kinetic Energy Exchange optional rules (if used) during zoom climbs or power dives do not apply.
Some Examples of Potential/Kinetic Energy Exchange
A player whose aircraft's control stick is set at a +20 rating decides to pull it back to a +5 rating. As directed by the new setting, he lowers his altitude five levels. Ordinarily, this would be sufficient; but now, because he has reduced his rate of dive, he must calculate an additional change to his altitude. He subtracts his initial rating of +20 from his new rating of +5 and calculates a total of -15. This number dictates that he must make a climb of fifteen levels. Altogether, the player has increased his altitude by ten levels and expended ten activity points.
Another player moves his aircraft's control stick from a -4 rating to a +16 rating. Firstly, he lowers his altitude sixteen levels. Then, because he changed direction from a climb to a dive, he subtracts his initial rating of -4 from 0 for a total of +4. This forces him to dive his aircraft another four levels. Altogether he has dived twenty levels and used his entire activity allotment for the turn.
A third player changes his control stick rating from -1 to -9. He raises his aircraft's altitude nine levels. Since, in this case, he has neither reduced his rate of climb or switched to a dive, he need make no other changes to his altitude. Altogether he has climbed nine levels and expended nine activity points.
2. Extended Gunfire
Players can now choose to extend the length of their gunbursts. Extended gunfire improves the chance of hitting and damaging the target but at the increased risk of the guns jamming.
a. If the aircraft you intend to shoot at remains in the scope of your machineguns for two complete movement points worth of movement before attack, you have the option of requesting an extended gunfire attack. This firing period can extend from one turn to the next. b. Whenever you choose this option, you receive beneficial modifications to both your gunfire and damage resolutions as specified on the Gunfire and Damage Tables. You also increase the risk of a gun jam on the Gunfire Table. c. Extended gunfire is not permitted during the Final Gunfire Phase since all of the fire at this time is considered opportunistic and unplanned. d. When taking an extended gunfire shot, mark off two rounds of ammunition. e. All other rules and restrictions pertaining to gunfire still apply.
3. Altitude Loss When Banking
Immediately upon banking his aircraft, a pilot redirects a portion of its lift force into a horizontal direction thereby providing the impetus for a turn. If he can't replace the loss to his lift from somewhere else, the excess force of gravity will start to pull him down. Usually, a pilot will convert some of his speed to lift by the simple expedient of pulling back on his control stick. In the heat of a dogfight, pilots were reluctant to surrender any speed; consequently, the control sticks stayed forward and after, only a few minutes of battle, the gyrating aircraft would sometimes be as far as several thousand feet below their starting altitudes.
a. Upon completion of a turn maneuver, a player's aircraft must drop a specified fraction of altitude levels for each 60 degree change of direction it has made in the maneuver. Always employ the fraction found directly above the tightest turn radius used in the maneuver on the aircraft's Turns Chart. b. Multiply the fraction by the number of turns made and round up to the nearest whole number. Reduce the aircraft's altitude by this amount.
For example, a player flying a Fokker D. VII, makes a 3T, a 4T, and a 5T left turn before changing to another maneuver. His tightest turn of 3T dictates an altitude loss of 1/2 level per degree change of direction. Since he made three turns, he loses 2 levels (1 and 1/2 levels rounded up).
4. Changing the Machinegun Scope in a Dive or Climb
For the sake of simplicity, aircraft in a dive or climb continue to point their fixed machineguns horizontally as if they were still level. This optional rule adjusts the scope of pilot-operated machineguns by its rate of dive or climb.
a. Located above the Control Stick tracks is a Distance/Level track. Two numbers separated by a slash appear here for each tens rating of the control stick after 0. b. Whenever his aircraft control stick is rated above ten for either dive or climb, a player must alter the vertical component of the scope of his pilot-operated machineguns by the following formula.
- Divide the distance to the aircraft you are attacking by the first number that appears above your tens rating. Multiply the result by the second number and drop any fraction remaining. This becomes your vertical scope to that aircraft.
- Subtract the target's altitude from your own and compare the difference in levels with the calculated vertical scope. If the aircraft is within one level of this value, you may shoot at it, otherwise it is out of the scope of your pilot-operated machineguns.
For example, a player in a +24 level dive, wishes to fire his pilot-operated machineguns at an enemy aircraft directly ahead of him and seven hexes away. He finds the two numbers, 2/1, located above the 20 box of his control stick track. He, then, divides the distance, 7, by the first number, 2, multiplies the result by 1, drops the fraction, and arrives at a result of +3. This means that he may shoot at this aircraft only if it is located 2, 3, or 4 levels below his aircraft.
c. This restriction to scope does not apply to observer-operated machineguns since they are hinged to train up and down.
5. Reaction Distance
From the moment the decision to move a control first enters a pilot's brain to the moment the aircraft is actually responding, sometime must elapse if only for a fraction of a second. How much time passes can be critical for survival in aerial combat. Three factors influence reaction — a pilot's reflexes, his experience, and his aircraft's responsiveness. All are combined to cause some delay between maneuvers in this optional rule.
a. Before you can select a new maneuver, you must move your aircraft a minimum number of hexes in the straight maneuver as dictated by your reaction distance. b. The number of movement points required is calculated by adding together your pilot's rating with your aircraft's reaction rating and cross-referencing the sum with your aircraft's speed for the turn on the Reaction Chart located on the gameboard. c. Aircraft ratings range from nimble: 1, to sluggish: 4. Your aircraft's rating is included in the ratings box on its Performance Card. d. You do not have to calculate a reaction distance if you intend your next maneuver to be straight, an S turn, or another turn of the same direction.
For example, a steady Spad 7 manned by an experienced pilot has a reaction time of (3 + 2) 5. The player commanding the Spad 7 sets his speed for the turn at 110 mph. Matching these two values on the Reaction Chart, he establishes his reaction distance for the turn to be two hexes. Each time he intends to start a new maneuver in the turn other than straight, S turn, or another turn of the same direction, he is first required to move two hexes straight ahead.
e. A player is not required to announce his new maneuver until after his aircraft has moved its reaction distance.
Errata
Q: On an SE 5a, can the Lewis gun on the wing be fired simultaneously with the other machine gun? Can the Lewis gun be fired straight up? A: Yes. Yes.
Q: What is the activity cost for a Turn maneuver? A: There is no activity cost.
Q: Can you Jink in an S-turn? A: No.
Q: Do energy exchange optional rules apply (if used) during zoom climbs or power dives? A: No.
Q: Are any Movement Points expended while performing the diagonal portion of a side-slip? A: Yes, though not by the usual one MP per hex usually followed. In a side-slip, it is possible to move diagonally several hexes at a fractional movement cost. See the example below: a pilot travelling at 50 mph wishes to side-slip diagonally to the right five hexes. He moves forward two hexes, diagonally five hexes and ahead one hex. Since he can't quite move ahead two hexes, the remaining three half-seconds are lost. The numbers (in the hexes below) indicate the number of half-seconds to reach that point of the maneuver.
Create Your Own Scenario
[Heading supplied: the source prints no heading above this section; the text refers to it as "Create Your Own Scenario".]
Rather than replay the same prepared scenarios again and again, you are encouraged to design your own dogfights by adopting the following guidelines for composing forces and preparing for play.
- Decide on a budget to be made available to each side for the purpose of purchasing aircraft and crews. For a six aircraft dogfight, a budget can range in size from 39 to 66 points with 56 - 58 points to a side being a good median.
- An aircraft is purchased for the point value assigned it on its performance card plus the value of its crewmen. An ace crewman is worth 4 points; an experienced crewman is worth 2 points; a novice crewman is worth 0 points. For example, a player who wants to fly a Fokker D. VII as an ace will have to pay (18 + 4) 22 points for the privilege. If he'd rather fly an Albatros D. Va as an experienced pilot, his cost is reduced to (15 + 2) 17 points. The cheapest way to fly would be as a novice in a Nieuport 17 at a cost of (13 + 0) 13 points.
- Both sides agree upon a base altitude. They, then, commit their aircrafts' starting altitudes on paper before revealing them to the other side. No starting altitude may be more than one thousand feet above or below the base altitude.
- The Allied aircraft are positioned first. Place them anywhere along their home edge. Place the German aircraft anywhere along their home edge. Then begin play.
- It is good idea to provide the Allied side with victory objectives somewhere near the north edge of the gameboard. This recreates the generally aggressive nature of the Allied missions. Consult the scenarios for typical mission objectives.
Campaign
[Heading supplied: the source prints no heading above this section.]
You and your fellow game players are welcome to try your hand at combining scenarios into a larger campaign if you so wish. You could, then, create a history for your squadron of pilots and observers. Great reputations can be made, decorations awarded, ace rankings earned, and so forth. Presented in this section are suggestions and guidelines to get you started.
- Prepare a roster for each side. A roster should maintain the following types of information. a. The names of the crewmen and number and types of aircraft belonging to the squadron. b. Each crewman's aircraft assignment. c. The current health of each crewman. d. A record of destroyed aircraft. e. A schedule of repairs to damaged aircraft. f. The pool of crew replacements.
- Also prepare a calendar, commencing no earlier than Sept. 1, 1917, to cover the period of the campaign. Use the calendar to schedule the scenarios and to record return to duty dates for injured crewmen and damaged aircraft.
- Before starting, everybody involved should agree upon the numbers and types of aircraft available to each side and the crew rating for each crewman. Perhaps the easiest way to accomplish this is to let each side "buy" their own aircraft and crews as described in the Create Your Own Scenario. By providing the same budget for both sides, balanced forces would be ensured.
- For each available aircraft seat in the squadron, keep only one crewman on permanent assignment.
- Each day the Allied side announces whether or not it intends to fly a mission. Upon the conclusion of the first mission, the Allied side can then announce a second mission if it wishes. There can be no more than two Allied missions flown each day.
a. The Allied side chooses its mission from the following list.
- Dogfight — 5 victory points
- Balloon Busting — 10 victory points
- Trench Strafing — 7 victory points
- Reconnaissance — 9 victory points
- Bombing — 12 victory points b. The Allied side announces the number of aircraft it will use in the mission. c. The German side then announces whether or not it wishes to intercept. If it chooses not to respond, the Allied side receives the victory points listed beside the mission. If it does respond, the mission is flown and victory points are awarded as described in Victory Resolution. d. The German side receive 15 victory points every day no Allied missions are announced. e. After the Allied side finishes its missions for the day, the German side can choose to fly one mission from the list. It must inform the Allied side of the number of aircraft it plans to fly. f. The Allies receive only 5 victory points each day no German mission is flown.
| Aircraft | Arrival Date | Aircraft | Arrival Date |
|---|---|---|---|
| Albatros D.III | Available at Start (AAS) | Bristol Fighter | AAS |
| Albatros D. Va | Jan 1918 | Hanriot D.1 | AAS |
| Fokker Dr.I | AAS | Nieuport 17 | AAS |
| Fokker D.VII | Jun 1918 | Nieuport 28 | Jan 1918 |
| Fokker D.VIII | Oct 1918 | SE 5a | AAS |
| Gotha | AAS | Sopwith Camel | AAS |
- Each damaged aircraft can have up to five points of structural damage repaired at the end of each day. An aircraft cannot begin its repair until the day after it was damaged. An aircraft cannot fly until all structural damage is repaired. A new aircraft of a lower point value can be substituted for the damaged aircraft while in repairs.
Scenarios
For all scenarios, every aircraft begins with its throttle at MEP, and its control stick at 0 setting.
Solitaire Scenarios
1. Balloon Busting
Several famous pilots, in particular the American, Frank Luke, made their reputations undertaking the hazardous duty of attacking enemy observation balloons. Great daring was needed to brave the anti-aircraft fire always present around these important posts. Your mission, in this scenario, is to destroy the balloon without injury to yourself.
a. Prepare For Play
- The balloon is German and occupies hex 1910 at an altitude of 1,549 ft. It cannot be moved from the hex. At the end of each turn, the balloon must be lowered 5 levels until it reaches ground level at 303 ft altitude.
- Collect twelve number markers — three "1" markers, three "2" markers, three "3" markers, and three "4" markers. Turn them face down, mix them, and distribute them around the balloon at a distance of two hexes from it. Only one marker is allowed per hex.
- Place your aircraft, a Spad 13, in any hex of your choice provided that it is more than twenty hexes from the balloon. Your control stick is set at 0, your throttle at 19, and your speed at 130 mph. You choose your starting altitude although it cannot be higher than 2982 ft. You have an experienced rating.
b. Spad Movement and Combat
- You move your aircraft as normal.
- Each turn, you may pause your aircraft once anywhere in its move, to shoot at the balloon. You must have moved your aircraft at least one movement point in the turn to qualify to shoot. You are allowed only one attack per turn.
- To shoot at the balloon, it must fall within the scope of your machineguns.
- Due to the balloon's large size, include an automatic +1 modifier to your gunfire dice tosses. Other applicable modifiers still apply.
- In this scenario, you may not shoot at the balloon if in a zoom climb or power dive.
c. Anti-Aircraft Fire
- When the aircraft pauses to fire, it is subject to attack by the anti-aircraft batteries after resolving its own fire.
- Flip up at this time all markers within 2 hexes of the Spad that are still face down. Once turned up, the markers remain face up.
- The number on a marker represents the number of gunfire attacks it directs toward the aircraft. Only those markers within two hexes of the aircraft can fire. The "1" markers may shoot at the aircraft only when it is at an altitude of 603 ft or less.
- Anti-aircraft fire must include the appropriate observer modifier to each attack. For those attacks that occur one hex from or directly under the aircraft, add the +1 extended fire modifier.
- There are no aces in the anti-aircraft batteries.
- All qualified anti-aircraft attacks must be resolved. Anti-aircraft guns never jam.
- Calculate distance from the ground to the aircraft by the following table and use it to find the range.
| Distance | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
|---|---|---|---|---|---|---|---|---|
| Altitude (in feet) | 1549–1360 | 1341–1208 | 1200–1057 | 1038–908 | 881–756 | 738–605 | 586–454 | 435–303 |
- For every 20 mph above 100 mph that the aircraft is flying, modify each anti-aircraft attack by −1. For every 10 mph below 100 mph that the aircraft is flying, modify the anti-aircraft attack by +1.
- Anti-aircraft guns have unlimited reserves of ammunition.
d. Damage Resolution
- Resolve all anti-aircraft damage on Damage Table 1.
- Assess one point of damage to the balloon for every hit scored by the aircraft. There is no need to consult the Damage Tables.
- The balloon is destroyed as soon as it accumulates 6 points of damage.
- There is always the danger of spontaneous combustion of the hydrogen gas in the balloon. This possibility increases dramatically at close range where the short-lived incendiary ammunition can be put into effect. For every hit inflicted on the balloon, consult the following table to ascertain whether the balloon explodes.
| 2 dice roll | Distance 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 2–3 | |||||||
| 4 | E | ||||||
| 5 | E |
E = balloon explodes.
- An aircraft in the same hex with or an adjacent hex to the balloon and within 3 altitude levels of its elevation is consumed along with the balloon. This space is called the envelope of explosion.
- The effects of the explosion linger until the end of the next turn. If at any time during this period the aircraft is forced by its maneuver into the envelope of explosion, it is forced into a crack-up on a die roll of 1, 2, or 3. A die roll of 4, 5, or 6 means a near miss.
e. Victory
- The game ends when the balloon is destroyed or reaches ground level; however, if the danger of a crack-up is also present, continue play until it is resolved one way or the other.
- You win if you destroy the balloon without injury.
- You draw if you destroy the balloon but are injured as well.
- You lose if you don't destroy the balloon.
- You lose if you are killed whatever befalls the balloon.
2. Zeppelin Attack
The German war machine had pinned much of their hope of a successful long-range bombing campaign on their great Zeppelin airships. They never really caused any material damage although their first forays over previously thought safe cities, such as London, caused great panic among the civilian populace. By 1917, their threat had been greatly reduced by improved home defences and higher flying aircraft. This scenario recreates an attack of a Zeppelin by a Sopwith Camel over the Kentish countryside sometime in 1917.
a. Prepare For Play
- The Zeppelin counter is placed with its nose in hex 1625, pointing north at an altitude of 18,511 ft.
- The Zeppelin occupies three altitude levels worth of sky. They include the level marked by its setting, the one above, and the one below.
- You pilot the Sopwith Camel. You decide where and at what altitude to place the airplane provided it is not within 20 hexes of any part of the Zeppelin.
b. Sopwith Camel Movement and Combat
- You move and fight your Camel as normal.
- Each hit scored inflicts one point of damage to the Zeppelin. The Damage Tables are not consulted.
- The Camel cannot occupy the same hexes with the Zeppelin unless two or more hexes above or below its altitude setting.
- Because of the Zeppelin's great size, the Camel automatically receives a +1 dice modifier to all of its gunfire attacks.
c. Zeppelin Movement and Combat
- Each turn, the Zeppelin always moves straight for 7 hexes. When reaching the final hex it may possibly change direction, its altitude, or both.
- Before the Sopwith Camel moves but after it has completed its flight preparation, consult both tables presented below.
| Die Roll | Turns | Die Roll | Change of Altitude |
|---|---|---|---|
| 1 | left turn | 1 | dive |
| 2 | right turn | 2 | climb |
| 3 | — | 3 | — |
| 4 | — | 5 | — |
| 5 | right turn | 5 | climb |
| 6 | left turn | 6 | dive |
(The source prints the altitude column with die values 1, 2, 3, 5 and 6; die roll 4 has no entry in either column.)
a. Move the Zeppelin 7 hexes then pivot it left or right as shown if a left or right turn is required. b. Raise or lower its altitude one level if a climb or dive is required.
The source shows a Left Turn and a Right Turn diagram at this point.
- Upon completion of the Zeppelin's move, you move your Camel as desired. There are no opportunity movements.
- Combat fire by both aircraft is permitted only at the end of the Camel's move.
- Gunfire is considered to occur simultaneously so consequently any damage inflicted is assessed after all gunfire is resolved.
- The number of Zeppelin machineguns that can fire at the Camel depends upon the airplane's location in relation to the airship. a. Locate on the accompanying diagram the Camel's orientation — either at the front, side, or rear of the Zeppelin. b. Then determine whether the Camel is at the same altitude setting (l) with the Zeppelin on the Altitude Chart, above (a) the altitude setting of the Zeppelin on the Altitude Chart, or below (b) the altitude setting of the Zeppelin on the Altitude Chart. c. The diagram reveals the number of machineguns that can be fired into each region at either the same (l), higher (a), or lower (b) altitude to the Zeppelin.
| Zeppelin region | a (higher) | l (same) | b (lower) |
|---|---|---|---|
| Front | 3 | 3 | 1 |
| Side (each side) | 2 | 3 | 2 |
| Rear | 2 | 3 | 2 |
| Directly above | 3 | ||
| Directly below | 3 |
For example, a Camel below and in the front of the Zeppelin is vulnerable to the attack of one machinegun.
Note: the machinegun values are printed on the diagram image; the table above is read from it. "Directly above: 3" and "Directly below: 3" are printed as the values for those positions.
- Each of the Zeppelin's machinegun attacks is resolved individually.
- All of the Zeppelin's machineguns are observer operated.
- The Zeppelin automatically receives the +1 extended fire modifier.
- The Zeppelin's machineguns never jam and never run out of ammunition.
- You will very likely be forced to shift both aircraft periodically in order to keep them on the gameboard. The game cannot end by either craft flying off the board.
d. Damage Resolution
- Immediately upon receiving eight gunfire hits, the Zeppelin is destroyed.
- Employ the methods used in rules d. 4, 5, and 6 of the balloon busting scenario to ascertain the possibility of the Zeppelin's explosion and its consequences.
- Resolve damage to the Camel in the normal manner. The Zeppelin is considered travelling at a constant speed of 70 mph.
e. Victory
- The scenario ends with the destruction of the Zeppelin or fifteen turns, whichever occurs first.
- The game cannot end if the Camel is in danger of a crack-up; continue until it is resolved one way or the other.
- You win if: a. You destroy the Zeppelin. b. You inflict more damage than you receive without personal injury.
- You draw if: a. You inflict more damage than you receive but you are injured. b. You destroy the Zeppelin but are killed as well.
- You lose if: a. You don't destroy the Zeppelin and are injured or killed. b. You inflict less damage than you receive.
Two Aircraft Scenarios
3. Von Richthofen Versus Brown
Although just a part of a much bigger dogfight, the action between Germany's top ace, Manfred von Richthofen, and Canadian, Roy E. Brown, is very likely the most examined and discussed air duel of the war. It was, in reality, more of an ambush than an open fight. Von Richthofen's zeal to down a fleeing Camel caused him to momentarily neglect his tail. This allowed Brown to drop in for a kill thereby ending forever the myth of invincibility surrounding the Red Baron. This scenario matches the two pilots in a one against one confrontation.
a. Prepare For Play
- One player assumes the identity of Capt. Brown flying a Sopwith Camel. It starts play in hex 2231 at an altitude of 12,000 ft and with its nose pointing north.
- The other player becomes von Richthofen flying a Fokker Dr.1. It starts play in hex 1010 with its nose pointing south-east. It also begins at a 12,000 ft altitude.
- Both pilots have an ace rating.
b. Victory
- The player who remains flying on the gameboard wins.
- If both crash or have a crack-up, the survivor wins unless both survive which then makes it a draw.
- To ensure that some action occurs, Capt. Brown gains 1 victory point if he can pass through hex 2407 by the fifteenth turn of play at the same altitude of 12,000 ft. If he cannot accomplish this goal, Von Richthofen receives the 1 victory point instead.
4. Reconnaissance Mission
Many experts rate the Bristol fighter, affectionately dubbed Brisfit, the best aircraft of the war. It did everything expected of a two-seater plus it could hold its own in a dogfight. Most German fighter pilots would not attack a Brisfit, one-on-one. In this scenario, a brave German pilot in an Albatros D. Va challenges a Bristol fighter on a reconnaissance mission.
a. Prepare For Play
- The player commanding the Bristol fighter starts it in hex 1538 with its nose pointing north and at an elevation of 10,000 ft. The pilot is experienced and the observer is an ace.
- The player commanding the Albatros D. Va starts it in hex 2901 with its nose pointed southeast and at an altitude of 10,000 ft. The pilot is experienced.
b. Victory Conditions
In addition to the victory points to be gained through combat as explained in Victory Resolution, victory points are earned by attaining the following objectives.
- The Brisfit collects 9 victory points if it can fly through hex 2704 at an altitude of 10,000 ft. while conducting a straight maneuver for the entire turn.
- If the Brisfit is unable to accomplish his objective by the twentieth turn of play, the Albatros D. Va receives 5 victory points instead.
- Neither player is allowed to retreat from his home edge until one of the above two objectives is accomplished.
5. The Final Test
A new generation of aircraft were just beginning to enter service when the war ended. How they would have matched up against each other has been the subject of continuing speculation. Here is a chance to find out.
Joined in a duel are two of the super planes, the British Sopwith Snipe versus the German Fokker D. VIII. Naturally they are flown by aces since only the best pilots would be given the first crack to fly them.
a. Prepare For Play
- The player commanding the Sopwith Snipe starts in hex 1738 with its nose pointed north and at an altitude of 15,000 ft. The pilot has an ace rating.
- The player commanding the Fokker D. VIII starts in hex 1301 with its nose pointed south and at an altitude of 15,000 ft. The pilot has an ace rating.
- Neither aircraft can move above 15,000 ft. or below 14,000 ft.
b. Victory Conditions
Use the victory point awards listed in the Victory Resolution.
- The scenario ends when only one airplane remains on the gameboard.
- Neither aircraft may be retreated from its home edge before fifteen turns of play have been completed.
- If, after twenty turns of play, both aircraft are still flying on the gameboard, the player who has less damage wins. If there is no difference in damage, the game is called a draw.
6. Bombing Mission
A lone DH 4 attempts to drop a bomb on a supply depot behind the German lines. An Albatros D.III suddenly appears on the scene to prevent it.
a. Prepare For Play
- The player commanding the DH 4 starts it in hex 1538 with its nose pointing north and at an altitude of 4,000 ft. The pilot and the observer both have an ace rating.
- The player commanding the Albatros D.III starts it in hex 0301 with its nose pointing southeast and at an altitude of 4,000 ft. The pilot has an experienced rating.
b. Victory Conditions
In addition to the victory points to be gained through combat as explained in Victory Objectives, victory points are earned by attaining the following objectives.
- The DH 4 receives 12 victory points if able to fly through hex 2704 before the end of the twentieth turn of play. During this bombing run, the DH 4 must stay at an altitude of 4,000 ft. and fly a straight maneuver for the entire turn. Reduce the award by two victory points for every 10 mph over 70 mph that the airplane is speeding during the bombing run.
- If the DH 4 does not manage to achieve its objective by the end of the twentieth turn, the Albatros D.III receives 5 victory points instead.
- Neither aircraft is allowed to retreat from its home edge before one of the above two victory objectives is accomplished.
7. Trench Strafing
Aircraft were very efficient at disrupting enemy infantry concentrations collected prior to an assault. A German Pfalz D.III attempts to strafe enemy trench lines in this scenario.
a. Prepare For Play
- The player commanding the Pfalz D.III starts it in hex 2901 with its nose pointing southwest and at an altitude of 1000 ft. The pilot has an experienced rating.
- The player commanding the Sopwith Triplane starts it in hex 0838 with its nose pointing north and at an altitude of 1000 ft. The pilot has an experienced rating.
b. Victory Conditions
In addition to the victory points to be gained through combat as explained in Victory Resolution, victory points are earned by attaining the following objectives.
- The Pfalz earns 7 victory points if it can successfully strafe before the end of the twentieth turn of play. To earn the points the Pfalz must begin the turn at an altitude under 503 ft., its control stick must be set at +10, and it must fly a straight maneuver for the duration of the turn. It must also fly over the following five hexes — 1222, 1123, 1023, 924, and 824. Ground level is 303 ft.
- If the Pfalz is unable to strafe by the end of the twentieth turn then the Sopwith Triplane gains 5 victory points instead.
- Neither aircraft is allowed to retreat off its home edge until one of the above two victory objectives is accomplished.
Multi-Aircraft Scenarios
8. Dogfight
a. Victory Conditions
Use the victory point awards listed in the Victory Resolution.
- The scenario ends when only aircraft of one side remain on the gameboard.
- No aircraft may be retreated from its home edge before fifteen turns of play have been completed.
- If, after twenty turns of play, both aircraft are still flying on the gameboard, the player who has less damage wins. If there is no difference in damage, the game is called a draw.
Use whichever of the line-ups you prefer.
Special Note: For this scenario, a pilot who has not spotted an enemy aircraft cannot alter his control stick.
- Line-up 1
Allied Side
- Spad 7 — starting hex 1638, nose pointing north, altitude 15,000 ft., ace pilot
- Nieuport 17 — starting hex 0938, nose pointing north, altitude 14,530 ft., experienced pilot
German Side
- Albatros D.III — starting hex 1801, nose pointing south, altitude 14,000 ft., experienced pilot
- Fokker Dr.1 — starting hex 1601, nose pointing south, altitude 14,000 ft., ace pilot
Special Note: For this scenario, a pilot who has not spotted an enemy aircraft cannot alter his control stick.
- Line-up 2
Allied Side
- SE 5 — starting hex 1936, nose pointing north, altitude 16,000 ft., ace pilot
- SE 5 — starting hex 1737, nose pointing north, altitude 16,000 ft., experienced pilot
- Sopwith Camel — starting hex 1538, nose pointing north, altitude 16,000 ft., experienced pilot
German Side
- Fokker D. VII — starting hex 1504, nose pointing southeast, altitude 15,000 ft., ace pilot
- Fokker D. VII — starting hex 1304, nose pointing southeast, altitude 15,000 ft., ace pilot
- Albatros D. V — starting hex 1501, nose pointing southeast, altitude 15,000 ft., experienced pilot
Special Note: For this scenario, a pilot who has not spotted an enemy aircraft cannot alter his control stick.
- Line-up 3
Allied Side
- Nieuport 28 — starting hex 2136, nose pointing northwest, altitude 9,000 ft., experienced pilot
- Nieuport 28 — starting hex 1937, nose pointing northwest, altitude 9,000 ft., experienced pilot
- SPAD 13 — starting hex 1738, nose pointing northwest, altitude 9,000 ft., experienced pilot
German Side
- Fokker D. VII — starting hex 0202, nose pointing southeast, altitude 7,000 ft., experienced pilot
- Pfalz D.III — starting hex 0401, nose pointing southeast, altitude 7,000 ft., ace pilot
- Fokker Dr.1 — starting hex 3202, nose pointing southwest, altitude 10,000 ft., ace pilot
9. Gotha Bombing Mission
a. Victory Conditions
In addition to the victory points to be gained through combat as explained in Victory Objectives, victory points are earned by attaining the following objectives.
- The Gotha receives 12 victory points if able to fly through its choice of target hex before the end of the twentieth turn of play. During this bombing run, the Gotha must stay at an altitude of 10,000 ft. and fly a straight maneuver for the entire turn. Reduce the award by two victory points for every 10 mph over 70 mph that the airplane is speeding during the bombing run.
- If the Gotha does not manage to achieve its objective by the end of the twentieth turn, the Allied side receives 5 victory points instead.
- No aircraft is allowed to retreat from its home edge before one of the above two victory objectives is accomplished. The game also ends when only the aircraft of one side remain on the gameboard.
b. If only two aircraft per side is preferred, drop an Alb D.V and a SE 5a.
c. The bombing objective does not need always to be at the same location. For this scenario the German side has a choice of three objectives — hexes 0634, 2034, and 0531. One objective is secretly picked and written down. This objective is revealed to the Allies at the end of play.
d. Only the Gotha can make the bombing run. It must make its bombing run at 10,000 ft.
e. Line up
- Allied Side
- Hanriot HD-I — starting hex 0112, nose pointing northeast, altitude 11,000 ft., experienced pilot
- Sopwith Camel — starting hex 1537, nose pointing north, altitude 11,000 ft., ace pilot
- SE 5a — starting hex 1737, nose pointing north, altitude 11,000 ft., experienced pilot
- German Side
- Gotha — starting hex 1702, nose pointing south, altitude 10,000 ft., ace forward observer, ace rear observer, ace pilot
- Fokker D. VII — starting hex 1502, nose pointing south, altitude 10,530 ft., ace pilot
- Albatros D.Va — starting hex 1902, nose pointing south, altitude 10,000 ft., experienced pilot
10. Supported Trench Attack
A Hanriot and a Spad 7 are ordered to strafe enemy trenches. They are confronted by a Pfalz D.III and an Albatros D.III.
a. Victory Conditions
In addition to the victory points to be gained through combat as explained in Victory Resolution, victory points are earned by attaining the following objectives.
- Each French aircraft earns 7 victory points for a successful strafe before the end of the twentieth turn of play. To earn the points the French aircraft must begin the turn at an altitude under 503 ft., its control stick must be set at +10, and it must fly a straight maneuver for the duration of the turn.
- The German side is awarded 5 victory points for each French aircraft that is unable to complete a successful strafe by the end of the twentieth turn.
- No aircraft is allowed to retreat off its home edge until one of the above two victory objectives is accomplished.
b. The following hexes are the ones targeted for strafe by the French aircraft — 2816, 2717, 2617, 2518, and 2418. Ground level is 303 ft.
c. Line up
- Allied Side
- Hanriot HD-I — starting hex 2538, nose pointing north-west, altitude 700 ft., ace ranking
- Spad 7 — starting hex 1301, nose pointing northwest, altitude 700 ft., experienced pilot
- German Side
- Pfalz D.III — starting hex 1301, nose pointing south, altitude 1000 ft., experienced pilot
- Albatros D.III — starting hex 1101, nose pointing south, altitude 1000 ft., ace pilot
11. Opposing Missions
Two opposing flights of aircraft, each intent upon the execution of its own reconnaissance mission, accidentally run into one another on the way to their objectives.
a. Only the Bristol fighter may conduct the reconnaissance mission for the Allied side; only the Halberstadt CL.II may conduct the reconnaissance mission for the German side.
b. Victory Conditions
In addition to the victory points to be gained through combat as explained in Victory Resolution, victory points are earned by attaining the following objectives.
- The Brisfit collects 9 victory points if it can fly through hex 2704 at an altitude of 10,000 ft. while conducting a straight maneuver for the entire turn.
- If the Brisfit is unable to accomplish his objective by the twentieth turn of play, the German side receives 5 victory points instead.
- The Halberstadt collects 9 victory points if it can fly through hex 0936 at an altitude of 10,000 ft. while conducting a straight maneuver for the entire turn.
- If the Halberstadt is unable to accomplish his objective by the twentieth turn of play, the Allied side receives 5 victory points instead.
- Neither player is allowed to retreat from his home edge until one of the above two objectives is accomplished.
c. The German side receives 9 victory points if the Halberstadt is able to complete its reconnaissance mission; the Allied side receives 5 victory points if it can't.
d. Line up
- Allied Side
- Bristol Fighter — starting hex 1637, nose pointing north, altitude 10,000 ft., experienced pilot, experienced observer
- SE 5a — starting hex 1636, nose pointing north, altitude 10,000 ft., ace pilot
- Sopwith Triplane — starting hex 1638, nose pointing north, altitude 10,000 ft., experienced pilot
- German Side
- Halberstadt CL.II — starting hex 1801, nose pointing south, altitude 10,000 ft., experienced pilot, experienced observer
- Fokker D. VII — starting hex 1902, nose pointing south, altitude 10,000 ft., ace pilot
- Fokker Dr.1 — starting hex 1701, nose pointing south, altitude 10,000 ft., experienced pilot
e. If only two aircraft per flight are preferred, drop the Sopwith Triplane and the Fokker Dr.1.
Clash of Eagles
Duels of Air Aces in the Great War: Historical Scenarios for Knights of the Air. These seven historical scenarios are the supplementary "extra scenarios" included in the source file. The historical background essay and the author's byline are omitted as flavour and credit; each scenario's set-up, victory conditions, special notes, and variants are transcribed.
Scenario #1 — Werner Voss' Last Fight
[Historical background omitted.]
Set Up
Allied Side
- SE 5a — starting hex 1737, nose pointing north, altitude 6,171 ft., ace pilot.
- SE 5a — starting hex 1538, nose pointing north, altitude 6,171 ft., experienced pilot.
- SE 5a — starting hex 1938, nose pointing north, altitude 6,171 ft., experienced pilot.
German Side
- Fokker Dr.1 — starting hex 1722, nose pointing south, altitude 6,000 ft., ace pilot.
Victory Conditions
- The Allied player wins if he can shoot down or force the German player to crack-up within 20 turns. The German player wins if he avoids the Allied victory conditions. If the German player shoots down any Allied aircraft but is itself destroyed, the game is a draw.
- If the variant is played, award points listed in Victory Resolution. Victory is then awarded to the side with the most points.
Special Notes
- For this scenario, Optional Rule 5 (Reaction Distance) must be used.
- Planes may be shifted on the mapboard to keep all aircraft in play. However, Allied aircraft which cannot be kept on the board despite all attempts are considered to have lost sight of Voss and are removed from the game and may not return. No victory points are awarded. (German aircraft are never forced off the mapboard due to Allied movement; the Allied aircraft would be removed instead — see Variant.)
- Although members of No. 56 Squadron all qualify for ace status, only McCudden has been designated ace for play balance.
- The Fokker Dr.1 may neither climb above 7,000 ft. nor dive below 2,000 ft.
Variant
Players wishing to re-enact the exact historical dogfight may face three Allied aces and extend the game to 60 turns. Reinforcements are available and appear on their entry hexes after all aircraft already on the mapboard have moved. They are eligible to move the next turn. This simulates other pilots joining the fray.
- German reinforcement (an Albatros D.Va, facing southeast, ace pilot) arrives on turn 21 from hex 0101 at the same altitude as Voss' Fokker.
- For each Allied aircraft that is shot down or forced off the mapboard (see Note #2), a SE 5a is placed in hex 3338 within 10 levels of Voss' altitude. A maximum of three SE 5a's may be on the gameboard at any one time, and only three additional SE 5a's are available as reinforcements for a total of six Allied aircraft, all piloted by aces.
Scenario #2 — "He Must Fall…"
[Historical background omitted.]
Set Up
Allied Side
- SE 5a — starting hex 2136, nose pointing north, altitude 7,000 ft., ace pilot.
- SE 5a — starting hex 1937, nose pointing north, altitude 7,000 ft., experienced pilot.
- SE 5a — starting hex 1738, nose pointing north, altitude 7,000 ft., experienced pilot.
German Side
- Albatros D.III — starting hex 0901, nose pointing southeast, altitude 7,360 ft., ace pilot.
- Albatros D.III — starting hex 0702, nose pointing southeast, altitude 7,360 ft., ace pilot.
- Albatros D.III — starting hex 0503, nose pointing southeast, altitude 7,530 ft., experienced pilot.
Victory Conditions
Use the victory point awards listed in Victory Resolution.
- The scenario ends when only one player's aeroplanes remain on the gameboard.
- Neither player's aircraft may be retreated from its home edge before fifteen turns of play have been completed.
- If, after twenty turns of play, both players' aircraft are still flying on the gameboard, the player who has less damage wins. If there is no difference in damage, the game is called a draw.
[Note: To simulate the poor visibility in which the dogfight took place, use two dice (instead of three) to determine the Basic Spotting Range (BSR) of all aircraft.]
Scenario #3 — The Duel of the Seconds
[Historical background omitted.]
Set Up
Allied Side
- Spad 7 — starting hex 2538, nose pointing north, altitude 11,000 ft., ace pilot.
German Side
- Albatros D.Va — starting hex 0901, nose pointing south, altitude 11,171 ft., experienced pilot.
Victory Conditions
Use the victory point awards listed in Victory Resolution.
- The scenario ends when only one airplane remains on the gameboard.
- Neither aircraft may be retreated from its home edge before fifteen turns of play have been completed.
- If, after twenty turns of play, both aircraft are still flying on the gameboard, the player who has less damage wins. If there is no difference in damage, the game is called a draw.
Scenario #4 — Papa Dorme and the Black Knight
[Historical background omitted.]
Set Up
Allied Side
- Spad 7 — starting hex 2231, nose pointing north, altitude 6,000 ft., ace pilot.
German Side
- Albatros D.Va — starting hex 1010, nose pointing southeast, altitude 6,095 ft., experienced pilot.
Victory Conditions
Use the victory point awards listed in Victory Resolution.
- The scenario ends when only one airplane remains on the gameboard.
- Neither aircraft may be retreated from its home edge before fifteen turns of play have been completed.
- If, after twenty turns of play, both aircraft are still flying on the gameboard, the player who has less damage wins. If there is no difference in damage, the game is called a draw.
Scenario #5 — Hollow Revenge
[Historical background omitted.]
Set Up
Allied Side
- Spad 7 — starting hex 3326, nose pointing northwest, altitude 10,000 ft., ace pilot.
German Side
- Albatros D.III — starting hex 1625, nose pointing northwest, altitude 9,775 ft., ace pilot.
- Albatros D.III — starting hex 1825, nose pointing northwest, altitude 9,775 ft., experienced pilot.
Victory Conditions
Use the victory point awards listed in Victory Resolution.
- The scenario ends when only one player's aircraft remains on the gameboard.
- Neither player's aircraft may be retreated from its home edge before fifteen turns of play have been completed.
- If, after twenty turns of play, both aircraft are still flying on the gameboard, the player who has less damage wins. If there is no difference in damage, the game is called a draw.
Scenario #6 — The Black Flight vs. The Flying Circus
[Historical background omitted.]
Set Up
Allied Side
- Sopwith Triplane — starting hex 2136, nose pointing north, altitude 12,000 ft., ace pilot.
- Sopwith Triplane — starting hex 1937, nose pointing north, altitude 12,000 ft., experienced pilot.
- Sopwith Triplane — starting hex 1738, nose pointing north, altitude 12,000 ft., experienced pilot.
German Side
- Albatros D.III — starting hex 0901, nose pointing southeast, altitude 12,360 ft., ace pilot.
- Albatros D.III — starting hex 0702, nose pointing southeast, altitude 12,360 ft., experienced pilot.
- Albatros D.III — starting hex 0503, nose pointing southeast, altitude 12,530 ft., experienced pilot.
Victory Conditions
Use the victory point awards listed in Victory Resolution.
- The scenario ends when only one player's aeroplanes remain on the gameboard.
- Neither player's aircraft may be retreated from its home edge before fifteen turns of play have been completed.
- If, after twenty turns of play, both aircraft are still flying on the gameboard, the player who has less damage wins. If there is no difference in damage, the game is called a draw.
[Note: Due to the lack of Data Cards and counters for the types of aircraft involved, players must photocopy the Data Cards and use substitute aircraft counters.]
Scenario #7 — Eagle Falling
[Historical background omitted.]
Set Up
Allied Side
- Sopwith Camel — starting hex anywhere within five hexes of either Bristol Fighters, nose pointing north, altitude 10,095 ft., ace pilot.
- Bristol Fighter — starting hex 2231, nose pointing north, altitude 10,000 ft., experienced pilot, experienced observer.
- Bristol Fighter — starting hex 2233, nose pointing north, altitude 10,000 ft., experienced pilot, novice observer.
Austrian Side
- Albatros D.III — starting hex 0901, nose pointing southeast, altitude 10,360 ft., ace pilot.
- Albatros D.III — starting hex 0702, nose pointing southeast, altitude 10,360 ft., experienced pilot.
- Albatros D.III — starting hex 0503, nose pointing southeast, altitude 10,360 ft., experienced pilot.
Victory Conditions
Use the victory point awards listed in Victory Resolution.
- The scenario ends when only one player's aircraft remains on the gameboard.
- Neither player's aircraft may be retreated from its home edge before fifteen turns of play have been completed.
- If, after twenty turns of play, both aircraft are still flying on the gameboard, the player who has less damage wins. If there is no difference in damage, the game is called a draw.
[Note: Players wishing only to re-enact the duel may use the Sopwith Camel against one Albatros D.III, each piloted by an ace.]
The Conclusion essay and bibliography that close the Clash of Eagles section are omitted as flavour.
Hypothetical Scenarios
[The introductory essay "Beyond the War to End All Wars" (Hypothetical Scenarios for Knights of the Air, by its author) is omitted as historical commentary; the scenario rules that follow are transcribed. The essay's text states that all rules for play and victory resolution are in force for these scenarios.]
Note from the source: "The following scenarios are indicative of these operations. All are patterned on the presentation of scenarios in the Knights of the Air rulebook, and all rules for play and victory resolution are in force."
Scenario 11 — The Railroad Raid
[Historical background omitted.]
a. Use the victory point awards listed under Victory Resolution (page 15 of the rulebook). Further, the Allied side receives, in addition, 10 victory points for each Brisfit exited off the north edge of the mapboard. b. The scenario ends when all aircraft of either side have exited the mapboard or been removed from play. c. Line up
- Allied Side:
- Bristol Fighter — starting hex 0936, nose pointing north, altitude 10,605 ft., ace pilot, experienced observer
- Bristol Fighter — starting hex 1137, nose pointing north, altitude 10,605 ft., experienced pilot, experienced observer
- Bristol Fighter — starting hex 0936, nose pointing north, altitude 10,605 ft., experienced pilot, novice observer
- German Side:
- Fokker D.VIII — starting hex 2310, nose pointing south, altitude 11,076 ft., ace pilot
- Fokker D.VII — starting hex 0404, nose pointing southeast, altitude 8,889 ft., ace pilot
- Fokker D.VII — starting hex 0205, nose pointing southeast, altitude 8,889 ft., experienced pilot
Scenario 12 — The Last of the Lone Wolves
[Historical background omitted.]
a. Use the victory point awards listed under Victory Resolution (page 15 of the rulebook). To insure that some action occurs, the German player receives 1 victory point if his plane passes through hex 2336. b. The scenario ends when all aircraft of either side have exited the mapboard or been removed from play. c. Line up
- Allied Side:
- Spad 13 — starting hex 2229, nose pointing north, altitude 9,530 ft., experienced pilot.
- Spad 13 — starting hex 0937, nose pointing northeast, altitude 10,133 ft., novice pilot.
- German Side:
- Siemens-Schuckert D.IV — starting hex 1610, nose pointing south, altitude 10,000 ft., ace pilot.
(The source spells the German aircraft "Siemans-Schuckert"; corrected here.)
Scenario 13 — Artillery Spotting
[Historical background omitted.]
a. Use the victory point awards listed under Victory Resolution (page 15 of the rulebook). The Allied side, in addition, receives 2 victory points each turn the Brisfit passes through either hex 1805 or hex 0615. b. The scenario ends when all aircraft of either side have exited the mapboard or been removed from play. c. Line up
- Allied Side:
- Bristol Fighter — starting hex 1925, nose pointing north, altitude 15,643 ft., experienced pilot, ace observer
- Sopwith Camel — starting hex 2128, nose pointing north, altitude 15,152 ft., experienced pilot.
- German Side:
- Fokker Dr.1 — starting hex 2307, nose pointing south, altitude 13,964 ft., experienced pilot
- Fokker Dr.1 — starting hex 2305, nose pointing south, altitude 13,964 ft., novice pilot
- Fokker D.VII — starting hex 0213, nose pointing southeast, altitude 21,114 ft., experienced pilot.
Scenario 14 — Bombing Mission
[Historical background omitted.]
Flying a Halberstadt CL.II, Vizefeldwebel Friedrich Huffzky and Gottfried Eisenmenger of Schlasta 15 shot down nine enemy aircraft in July and August; while Georg Gund and Karl Regen claimed four in one mission on 6 August! This scenario depicts one of Huffzky and Eisenmeyer's many brushes with the Americans.
a. Use the Victory point awards listed under Victory Resolution (page 15 of the rulebook). In addition, the German side receives 7 victory points for each Halberstadt that passes through hex 2736 at an altitude 10,000 feet or lower. b. The scenario ends when all aircraft of either side have exited the mapboard or been removed from play. c. Line up
- Allied Side:
- Nieuport 28 — starting hex 0434, nose pointing northeast, altitude 8,700 ft., experienced pilot
- Nieuport 28 — starting hex 0535, nose pointing northeast, altitude 8,700 ft., experienced pilot
- German Side:
- Halberstadt CL.II — starting hex 0810, nose pointing southeast, altitude 12,586 ft., ace pilot, ace observer
- Halberstadt CL.II — starting hex 1009, nose pointing southeast, altitude 12,586 ft., experienced pilot, novice observer.
Scenario 15 — Aerodrome Strike
[Historical background omitted.]
a. Use the victory point awards listed under Victory Resolution (page 15 of the rulebook). The Allied player receives, in addition, 1 victory point for each plane each turn in which it passes through hex 1605 at an altitude of 419 feet or lower. b. The scenario ends when all aircraft of either side have exited the mapboard or been removed from play. c. Line up
- Allied Side:
- S.E. 5a — starting hex 1933, nose pointing north, altitude 4,019 ft., experienced pilot
- S.E. 5a — starting hex 2234, nose pointing north, altitude 4,208 ft., experienced pilot
- Sopwith Snipe — starting hex 1434, nose pointing north, altitude 4,284 ft., ace pilot
- German Side:
- Fokker D.VIII — starting hex 2710, nose pointing south, altitude 6,982 ft., ace pilot
- Fokker D.VII — starting hex 0120, nose pointing northeast, altitude 4,511 ft., experienced pilot.
Tables and Charts
Gunfire Table
Roll three dice. Adjust the total by the applicable modifiers below, then match the adjusted roll with the distance between the firing and target aircraft to find the number of possible hits. Letters indicate machine gun jams (see notes).
| 3 Dice Roll | 0-1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9-10 |
|---|---|---|---|---|---|---|---|---|---|
| 5 or less | – | – | – | – | – | – | – | – | – |
| 6 | A | A | A | A | A | A | A | A | A |
| 7 | – |
A: one machine gun jams. B: one machine gun jams if attacker is in a 1T, 2T or 3T turn. C: one machine gun jams if attacker is extending his gunfire (optional).
Modifications to dice roll:
- Ace firing: +1
- Observer firing, by distance: 8-10 = +2; 6-7 = +1; 4-5 = 0; 2-3 = -1; 0-1 = -2
- Extended fire (optional): +1
- Attacker currently performing a jink: -1; an Immelman turn: -2; a 1T, 2T, or 3T turn: -2; a 4T or wider turn: -1
- Defender in a jink: -1
- Defender in a barrel roll: -2
Notes: modifications are cumulative. Modifications do not apply to gun jams.
Gunfire Diagram
The direction of gunfire of a pilot-operated machine gun is shown by the arrow from the firing aircraft. The direction of gunfire of an observer-operated machine gun is determined by the region the aircraft occupies. Regions continue outward to a distance of ten hexes from the defender.
- FRONT (F): sum of both aircraft's speeds for the turn.
- SIDE (S): defender's speed for the turn.
- REAR (R): difference in both aircraft's speeds for the turn (drop the sign).
Spotting Diagram
Spotting areas continue outward in the same direction.
- Area 1: 3d (x 2)
- Area 2: 3d
- Area 3: 3d - 2
- Area 4: 3d (x 1/2)
3d = 3 dice.
Spotting Procedure. Roll 3 dice to obtain your Basic Spotting Range (BSR) to all aircraft.
Modifications to your BSR:
-
If a novice, reduce your BSR to all aircraft by 2.
-
If the aircraft you are searching for is in:
- Area 1: double its BSR
- Area 2*: leave its BSR unchanged
- Area 3*: reduce its BSR by 2
- Area 4*: halve its BSR (any fractions dropped)
*If an unhurt observer is also aboard, double its BSR instead, if he has an experienced or ace rating; or leave its BSR unchanged, instead, if he has a novice rating.
-
If the aircraft you are searching for is at a different altitude, divide the difference in levels by the distance in hexes (any fraction dropped) and deduct the quotient from its BSR.
-
If you had selected a target in the previous turn: a. double your BSR to the target aircraft, and b. halve your BSR to all other aircraft.
Special Case: All aircraft at a lower altitude and in your Area 4 are automatically safe from detection.
You spot every aircraft within your BSR to it.
Sequence of Activities
- Everybody searches for enemy aircraft.
- Everybody chooses a target.
- Everybody flies his aircraft, one at a time, in an arranged order.
- Everybody resolves his final gunfire, if any.
Movement Tie Breaker
- Whoever has spotted his target in the highest numbered spotting area moves first; otherwise,
- Whoever is at the lowest altitude moves first; otherwise,
- Whoever has the highest pilot rating moves first; otherwise,
- Highest dice tosser moves first.
Potential/Kinetic Energy Exchange Formula (Optional)
New C.S. setting = (current C.S. setting + desired altitude change) / 2*
*Divide by 2 only if the amount of the desired altitude change is less than the current C.S. setting. C.S. = Control Stick.
Damage Tables
Roll three dice (3DR) and consult the Damage Table indicated by the speed/gunfire direction and its modifications (see Gunfire Resolution). Notes: F = Front, sum of speeds; S = Side, defender's speed; R = Rear, difference in speeds (drop sign); 3DR = three dice roll.
Modifications:
- One machine gun firing: increase damage table by two.
- Ace firing: reduce damage table by one.
- Extended gunfire: reduce damage table by one.
Modifications can never change the damage table to less than one or more than eight.
Table 1 (R 0-9)
| 3DR | Result |
|---|---|
| 3 | Lose aileron control |
| 4 | Gun damaged |
| 5 | Structural damage |
| 6 | Airplane catches fire (l.s.s.) |
| 7 | Gas tank punctured |
| 8 | Structural Damage |
| 9 | Structural Damage |
| 10 | Pilot/observer killed |
| 11 | Pilot/observer wounded |
| 12 | Engine damaged |
| 13 | Fabric tear |
| 14 | Structural damage |
Table 2 (R 10-39)
| 3DR | Result |
|---|---|
| 3 | Lose aileron control |
| 4 | Gun damaged |
| 5 | Structural damage |
| 6 | Airplane catches fire (l.s.s.) |
| 7 | Miss |
| 8 | Pilot/observer killed |
| 9 | Pilot/observer wounded |
| 10 | Structural damage |
| 11 | Structural damage |
| 12 | Engine damaged |
| 13 | Fabric tear |
| 14 | Gas tank punctured |
Table 3 (F 30-90; S 20-59; R 40-69)
| 3DR | Result |
|---|---|
| 3 | Gun damaged |
| 4 | Miss |
| 5 | Airplane catches fire (l.s.s.) |
| 6 | Structural damage |
| 7 | Pilot/observer killed |
| 8 | Pilot/observer wounded |
| 9 | Structural Damage |
| 10 | Miss |
| 11 | Structural damage |
| 12 | Structural damage |
| 13 | Engine damaged |
| 14 | Gas tank punctured |
Table 4 (F 100-160; S 60-80; R 70-99)
| 3DR | Result |
|---|---|
| 3 | Gun damaged |
| 4 | Fabric tear |
| 5 | Airplane catches fire (l.s.s.) |
| 6 | Miss |
| 7 | Pilot/observer killed |
| 8 | Pilot/observer wounded |
| 9 | Structural Damage |
| 10 | Structural Damage |
| 11 | Structural Damage |
| 12 | Miss |
| 13 | Engine damaged |
| 14 | Gas tank punctured |
Table 5 (F 170-230; S 90-120; R 100-129)
| 3DR | Result |
|---|---|
| 3 | Gun damaged |
| 4 | Airplane catches fire (l.s.s.) |
| 5 | Miss |
| 6 | Controls jam |
| 7 | Pilot/observer killed |
| 8 | Pilot/observer wounded |
| 9 | Structural damage |
| 10 | Miss |
| 11 | Miss |
| 12 | Structural damage |
| 13 | Structural damage |
| 14 | Engine damaged |
Table 6 (F 240-290; S 130-150; R 130-159)
| 3DR | Result |
|---|---|
| 3 | Gun damaged |
| 4 | Airplane catches fire (l.s.s.) |
| 5 | Controls jam |
| 6 | Pilot/observer killed |
| 7 | Pilot/observer wounded |
| 8 | Miss |
| 9 | Structural damage |
| 10 | Miss |
| 11 | Miss |
| 12 | Structural damage |
| 13 | Structural damage |
| 14 | Engine damaged |
Table 7 (F 300-350; S 160-180; R 160-189)
| 3DR | Result |
|---|---|
| 3 | Gun damaged |
| 4 | Airplane catches fire (l.s.s.) |
| 5 | Controls jam |
| 6 | Pilot/observer killed |
| 7 | Pilot/observer wounded |
| 8 | Structural damage |
| 9 | Structural damage |
| 10 | Miss |
| 11 | Miss |
| 12 | Structural damage |
| 13 | Miss |
| 14 | Miss |
Table 8 (F 360+; S 190+; R 190+)
| 3DR | Result |
|---|---|
| 3 | Gun damaged |
| 4 | Airplane catches fire (l.s.s.) |
| 5 | Gas tank punctured |
| 6 | Pilot/observer killed |
| 7 | Pilot/observer wounded |
| 8 | Structural damage |
| 9 | Structural damage |
| 10 | Miss |
| 11 | Miss |
| 12 | Miss |
| 13 | Miss |
| 14 | Structural damage |
Damage Results
Descriptions printed beneath the Damage Tables and on the Damage & Gunfire Tables sheet.
Pilot/Observer Wounded
Roll one die to pinpoint the victim.
| Die Roll | Airplane with Pilot only | Airplane with Observer(s) |
|---|---|---|
| 1 | Pilot Wounded | Pilot Wounded |
| 2 | Pilot Wounded | Pilot Wounded |
| 3 | Pilot Wounded | Observer Wounded |
| 4 | Pilot Wounded | Observer Wounded |
| 5 | Pilot Wounded | Observer Wounded |
| 6 | Ammo Explodes (kills pilot instead) | Ammo Explodes (kills pilot instead) |
- A wounded pilot or observer cannot fire his machine gun(s). A wounded pilot is limited to the following maneuvers: straight, S-turns, and turns of 4T and greater radius.
- When the airplane has two observers, flip a coin to determine who is wounded.
- A wounded pilot who receives a second wound has a crackup. Consult the Crackup Table for the consequences.
- A wounded observer who receives additional wounds remains alive; however, at the end of the game, consult the Crackup Table to determine the length of his recuperation.
Pilot/Observer Killed
Roll one die to pinpoint the victim.
| Die Roll | Airplane with Pilot only | Airplane with Observer(s) |
|---|---|---|
| 1 | Pilot Killed | Pilot Killed |
| 2 | Pilot Killed | Pilot Killed |
| 3 | Pilot Killed | Pilot Killed |
| 4 | Pilot Killed | Observer Killed |
| 5 | Pilot Wounded* | Observer Killed |
| 6 | Pilot Wounded* | Observer Killed |
- If all of the observers aboard are already killed, treat the Observer Killed result as Pilot Wounded* instead.
- *Consult Pilot/Observer Wounded result.
- When the airplane has two observers, flip a coin to determine who is killed.
Engine Damaged
Roll one die; permanently reduce the airplane's MEP for all altitude regions by the amount rolled.
- A toss of "6" springs an oil leak causing the engine to fail completely. Permanently reduce the airplane's MEP to 0 for all altitude regions. In addition, the pilot cannot select a maneuver other than "straight" and for all of his next turn's move while he is discarding his oil covered goggles. Engine damage is cumulative.
- Ignore this result and roll again for new damage if the gunfire was directed toward the rear of the airplane.
- Assess 1 point of structural damage to the airplane's fuselage.
Gas Tank Punctured
Roll two dice; beginning with the very next turn, your airplane can continue to fly a number of game turns equal to the dice sum. Afterwards, the throttle MEP is permanently reduced to 0 for all altitude regions.
- Each additional gas tank hit reduces the time limit by the toss of one die.
- Ignore this result and roll again for new damage if the gunfire was directed to the rear of the airplane.
- Assess 1 point of structural damage to the airplane's fuselage.
Structural Damage
Roll one die twice; the first toss locates the area of damage while the second toss provides the amount of damage.
| First Die | Area |
|---|---|
| 1-3 | Wing |
| 4-5 | Fuselage |
| 6 | Tail |
- Structural damage is cumulative. When the amount of damage in a particular area exceeds its prescribed limit, the airplane has a crackup. Consult the Crackup Table for the consequence.
- The structural damage limits of an airplane are to be found on its Performance Card.
Lose Rudder Control
The airplane is limited to the following maneuvers: straight, turns of 6T and greater radius, zoom, and power dive until control is regained.
- Roll one die at the start of each subsequent Flight Preparation; a toss of "1" restores control.
- Additional rudder hits are ignored until control is recovered.
- Assess 1 point of structural damage to the tail.
Lose Elevator Control
Beginning with your very next Flight Preparation, add 20 to the airplane's control stick rating every turn until it either has a crackup or control is regained.
- After each control stick increase, roll one die; a toss of "1" restores control.
- Additional elevator hits are ignored until control is recovered.
- Assess 1 point of structural damage to the tail.
Lose Aileron Control
Your airplane is limited to the following maneuvers: straight, turns of 7T and greater radius, zoom, and power dive until control is regained.
- Roll one die at the start of each subsequent Flight Preparation; a toss of "1" restores control.
- If the airplane is currently performing a prohibited maneuver, it immediately stalls.
- Additional aileron hits are ignored until control is recovered.
- Assess 1 point of structural damage to the wing.
Fabric Tear
Reduce the highest power rating for each of the airplane's power tracks by 25. If the airplane exceeds this reduced limit in any subsequent turn it has a crackup. Fabric damage is cumulative.
Airplane Catches Fire
The pilot must make every effort to extinguish the fire. As soon as he possibly can, he must break from his current maneuver and place his airplane into a left side slip (l.s.s.) or a right side slip (r.s.s.), as directed, until the fire is put out.
Roll three dice at the start of each subsequent Flight Preparation and consult the table below.
| Dice Roll | Result |
|---|---|
| 3-5 | Fire extinguished |
| 6 | Fire extinguished if previous turn's activity was 15-19 |
| 7 | Fire extinguished if previous turn's activity was 20 |
| 8-12 | Fire continues to burn |
| 13 | Engine damaged—consult that result (fire continues to burn) |
| 14 | Airplane consumed—pilot killed |
| 15 | Gas tank explodes—pilot killed |
| 16-18 | Ammo explodes—pilot killed |
- A second fire springing from another attack while the aircraft is still in the throes of the first causes the pilot's death.
- If the airplane drops to an altitude of 303 ft. or less, the pilot is killed. (Three hundred feet is the average elevation of ground level in northern France.)
- Assess 2 points of structural damage to the fuselage.
Controls Jam
The pilot may not adjust his control stick rating until the controls clear. The pilot is limited to the following maneuvers: straight, turns of any radius, and S turns.
- Roll one die at the start of each subsequent Flight Preparation; a toss of "1" restores control.
- Additional control hits are ignored until control is regained.
- Assess 1 point of structural damage to the fuselage.
Gun Damage
One machine gun is permanently destroyed and can no longer be fired. The first time this occurs, assign to each machine gun a permanent letter identification from A to C.
| Die Roll | Machine Gun |
|---|---|
| 1-2 | A |
| 3-4 | B |
| 5-6 | C |
- Roll one die and consult the table above to determine which machine gun is destroyed. If that gun has already been hit or is nonexistent, continue to roll the die until an undamaged gun is selected.
- Assess 1 point of structural damage to the airplane's fuselage.
Crackup Table
| Die Roll | Result |
|---|---|
| 1-2 | Pilot/observer unfit for further service |
| 3 | Pilot/observer returns after 2 weeks recuperation. |
| 4 | Pilot/observer returns after 12 weeks recuperation. |
| 5 | Pilot/observer returns after 24 weeks recuperation. |
| 6 | Pilot/observer returns after 36 weeks recuperation. |
The Time Chart referred to in the Evasion and Attack Opportunities, Maneuvers, and Sideslip rules is not reproduced in this source; the Performance Cards are likewise not in this file.