Planes in Flames
Planes in Flames Rulebook
Table of Contents
Table of Contents
- Planes in Flames Rules
- 1. Counter Explanation
- 2. Modified Aircraft Mission Sequence
- 3. Aircraft Ranges
- 4. Aircraft Combat Values
- 5. Naval Anti-Aircraft
- 6. Flying Boats
- 7. Air Transport Capability
- 8. Pilots
- 9. Aircraft Production
- 10. Minor Aircraft
- 11. Vichy and Free-French Aircraft
- 12. Limited Philippines Basing
- 13. US Entry Chart
- 14. Setting Up
- 14.1 Set Up Definitions
- 14.2 Barbarossa (WiF5 26.2)
- 14.3 Guadalcanal (WiF5 26.3)
- 14.4 Day of Infamy (WiF5 27.3)
- 14.5 Fascist Tide (WiF5 27.4)
- 14.6 Lebensraum (WiF 28.3)
- 14.7 Waking Giant (WiF5 28.4)
- 14.8 Darkness before the Dawn (WiF5 28.5)
- 14.9 Decline & Fall (WiF5 28.6)
- 14.10 WiF CAMPAIGN GAME (WiF5 28.7)
- 14.11 WiF HISTORICAL CAMPAIGN (WiF5 28.7)
- 15. Optional Rules
- 16. WiF5 Air Rules Reprint (WiF5 10.3)
- 17. WiF5 Errata (1 June 1993)
- 18. Player's Notes (or why Planes in Flames ain't a drain on the brain)
- 19. Designer's Notes
- 20. Bibliography
- 22. Aircraft Specifications
Planes in Flames Rules
Planes in Flames (PiF) is an expansion kit for World in Flames (WiF). All World in Flames rules are used, except as explained here. We have reprinted the 5th edition (WiF5) air rules in the Scenarios Booklet included as part of this package.
In these rules, we have referred to WiF5 rules for convenience. However, this package does include everything needed to completely replace the old WiF air system with a new system, regardless of your edition of World in Flames.
The Planes in Flames scenarios booklet contains everything you need to know to set up the PiF aircraft counters for your next game of World in Flames or Days of Decision.
Whenever rounding is required, retain fractions until all halving is complete, and then round the remaining fraction to the nearest whole number (0.5 rounding up).
Editor's Note: All the counter images are from Planes in Flames Gold 1996.
1. Counter Explanation
See the front page. All Chinese aircraft are Nationalist units.
2. Modified Aircraft Mission Sequence
The World in Flames aircraft missions (WiF5 10.3.3) are the same but the allocation sequence is slightly different, and the roles of escorting and intercepting fighters are more distinct.
Now, when a bomber or ATR flies to a target hex:
a) the phasing player moves bombers or ATRs with any escorting fighters to their target hexes. You must declare whether each bomber (and ATR) is performing a day or a night mission;
b) then the non-phasing player moves intercepting fighters to any target hex(s) containing enemy aircraft. They must fly at the same time of day (Day or Night - PiF 4.4) as the aircraft they are intercepting. In Ground Support missions, you may also fly bombers and escorting fighters to any hex under land attack;
c) the phasing player then moves intercepting fighters to any hex(s) containing enemy aircraft.
You may only fly intercepting fighters to a target hex containing enemy aircraft.
You may only fly escorting fighters to a hex if you have a friendly bomber or ATR flying a mission to that hex, regardless of whether an enemy aircraft is there.
Optional Rule 15.12: During step (a) of ground support missions (see WIF5 10.3.3) the phasing player may also fly fighters at full range to any hex containing one or more enemy land units under attack.
An escorting fighter only has to reach the target hex of the aircraft it is escorting. It does not need to start or end the impulse stacked with them and does not have to 'pick them up' along the way.
Your CVs may still only fly, intercept, or escort missions in an adjacent coastal hex.
The Naval Air mission sequence is unchanged (WiF5 10.3.3).
3. Aircraft Ranges
We have replaced the standardized aircraft movement allowances used in World in Flames with a movement allowance for each unit (in the yellow and white circles).
3.1 Extended Range
Bombers with extended range (shown by an orange arrow) may fly up to double their movement allowance to a target hex or sea area. If they use their double allowance, they can also rebase up to double their allowance. You should turn such units face-down in the target hex or sea area to mark the extended range.
A bomber using extended range has only half its naval, tactical, and strategic factors.
You can rebase bombers with extended range up to quadruple their movement allowance in the Aircraft Rebase Phase (WiF5 10.7.2).
3.2 Interceptor Range
Intercepting FTRs halve their movement allowance. You can rebase them their full movement allowance after the mission.
3.3 Fighter-Bomber Range
FTRs flying as bombers halve their movement allowance. You can rebase them only half their movement allowance after the mission. You should turn such units face-down in the target hex or sea area to mark the bomber's role.
3.4 Naval Aircraft Movement
Aircraft you fly during naval interdiction (WiF5 10.5.4) or the naval search procedure (WiF5 10.5.6.1), halve their movement allowance.
If you fly an aircraft into a sea area, it can always go into the '0' section of the sea box. You can move it up one section for every full two movement points it has remaining.
Example: An A6M2 Zero with a movement allowance of '13' is interdicting an American task force entering the Marianas sea area. Because it is interdicting, its movement allowance is halved to 7. It spends two of those to enter a hexdot in the sea area (2 per hex on the Pacific map), leaving 5 unused points. So, it can spend two points to move from the '0' section to the '1' and its last full two points to reach the '2' section.
3.5 Off-Map Box Rebasing
You can rebase aircraft (WiF5 10.7.2) along blue communication lines. You can move the aircraft from any hex or hexdot it has reached on the map-edge of a sea area to another sea area along a blue communication line that connects them. This costs 10 movement points. You reverse this procedure to enter a map-edge hex or hexdot.
Moving from one off-map sea area to another costs 20 movement points.
It costs no movement points to take off from, or land in, a hex or land section in an off-map box sea area.
Example 1: You want to fly a B-25 Mitchell with a "5" extended movement allowance from Liverpool to Iceland. It may rebase 20 movement points (4 x 5). It flies 8 hexes to a map-edge hexdot in the Bay of Biscay. This connects to The Central Atlantic via the (northern) blue communication line for a cost of 10 additional movement points (18 in total). The B-25 can land in any land section (Iceland) in that sea area for no cost.
Example 2: You want to rebase a B-17 B Flying Fortress with an "8" extended movement allowance from the West Coast to Hawaii. It may rebase 32 movement points (4 x 8). It takes off from the West Coast for no cost and then spends 20 movement points to move to the Eastern Pacific and a further 10 movement points to enter a hex or hexdot on the map-edge of the Hawaiian Islands sea area. It can either base in one of the 2 map-edge hexes or spend its last 2 movement points to rebase to Honolulu.
Aircraft may now fly missions between land sections connected by land, or along a brown communication line between land sections and map-edge hexes. Aircraft pay 10 movement points to move from one land section to another, and 5 movement points to move from a map edge hex to a land section (and vice versa).
3.6 Aircraft & Supply
Aircraft that are out of supply (WiF5 4.1) halve their movement allowance (instead of subtracting 2 movement points).
4. Aircraft Combat Values
4.1 Asterisked Factors
Bombers and ATRs with an asterisk instead of a factor for a mission type, may not fly that mission.
4.2 Defensive Air-to-Air Ratings
If your front bomber or ATR has a defensive (bracketed) Air-to-Air rating, and no friendly fighter is taking part in the combat, you can't roll dice in that combat round.
4.3 Fighter-Bombers
Subtract 1 from the Air-to-Air rating of a FTR flying as a bomber. You do this before halving for night missions.
4.4 Day and Night Missions
When a bomber or ATR flies a mission, you must announce whether it is flying a day or a night mission. You can use the markers provided to record that choice.
Different aircraft may fly a day mission and a night mission into the same hex in the same phase. Air-to-air combat can only occur between opposing aircraft if they are both flying to the same hex at night or both flying during the day.
Naval Air combat (WiF5 10.5.8) is always a day mission.
Halve the tactical and strategic factors of aircraft flying night missions.
Air-to-air combat occurs when opposing aircraft both fly to the same hex at night or both fly there during the day. All aircraft flying over a single hex at the same time fight one combined combat regardless of whether they are interceptors, escorts, or bombers.
Halve the Air-to-Air rating of all fighters (and FTRs flying as bombers) flying, escorting, or intercepting a night mission. FTRs other than the front fighter only adds 1/2 each instead of 1 and CVs only add 1/4 instead of 1/2. Exception: Night fighters' Air-to-Air ratings (shown by a black circle) are not halved in night missions.
Resolve the missions after both day and night air-to-air combats are concluded. If you have flown both day and night Ground Support missions against the same hex, total their values. They are not resolved as separate missions. The same applies to Carpet Bombing (PiF 15.4), Port Attack, and Strategic Bombardment missions.
4.5 Tank Busters
Tank busters' tactical factors (shown by a red circle) aren't halved for resolving a Ground Strike if the target is an ARM unit. They can still be affected by weather and terrain.
Double their tactical factors in Ground Support missions if an enemy ARM unit is attacking or defending the target hex.
4.6 Flying Bombs
Some aircraft were specifically designed to be flown only once. In effect, they were flying bombs. These units are marked with a death's head symbol.
They can be strategically moved and can rebase into a coastal hex from a TRS. However, they never return to base from any mission (even a rebase). They are destroyed instead.
Japanese flying bombs double their printed Tactical and Air-to-Sea factors when resolving their mission. They get no extra benefit if you are using the optional kamikaze rule.
If the death's head symbol is printed in black, the pilot automatically dies with the aircraft. If the symbol is white, the pilot survives if a pilot would normally have survived.
The MXY-7 Ohka may not fly any missions by itself. Instead, it may only fly a mission stacked with any G4M Betty, using the Betty's range instead of its own. After placing the MXY unit on the target hex (or sea-box section if a naval mission), the Betty returns to base (and then turned face-down) before air-to-air combat is resolved.
5. Naval Anti-Aircraft
After anti-aircraft dice are rolled, total the number of Air-to-Sea factors that do not press the attack, as normal. If:
- a '6' was rolled; and
- the lowest Air-to-Air factor among the attacking bombers is less than the total obtained;
then that bomber and its pilot (Also see Optional Rule 15.13) are destroyed. If the lowest-rated bomber is a CV, it is damaged instead. If several bombers have the same Air-to-Air factor, the owner chooses which is destroyed.
The Air-to-Sea factor of the destroyed bomber is subtracted from the total and any further '6' results are resolved using the new total.
After all '6' results are finalized, asterisk results are resolved as aborts in the normal way (WiF5 10.5.8) except that it too must be a bomber with the lowest remaining Air-to-Air factor and its Air-to-Sea factors are also subtracted from the total. A roll of '6' is not an abort result if it has already caused a destruction result.
After you have implemented all abort results, subtract any remaining Air-to-Sea factors not pressing the attack as normal.
Example: Three Japanese bombers attack a task force. They have Air-to-Air ratings of 2, 3, and 3 and Air-to-Sea ratings of 5, 1, and 3 respectively. There are 3 anti-aircraft rolls on the 3 table. They are 4, 5 and 6. This results in 7 Air-to-Sea factors not pressing the attack. The roll of '6' destroys the lowest Air-to-Air rated bomber (and its pilot - Also see Optional Rule 15.13). In this case, it's the one with 2 Air-to-Air factors. Its 5 Air-to-Sea factors are subtracted from the total, leaving 2 [7-5=2]. There is one abort result to resolve. It could be either remaining bomber because both have the same Air-to-Air rating. The Japanese player chooses the one with only '1' Air-to-Sea factor. This is subtracted from the total, leaving 1 [2-1=1]. So, of the remaining aircraft's 3 Air-to-Sea factors, 1 doesn't press the attack and 2 do.
6. Flying Boats
Flying boat aircraft (shown by a vertical blue bar) can only base in coastal hexes or coastal land sections. Only one such unit can stack in each hex, but this is in addition to normal stacking limits. They can even base in coastal mountain or swamp hexes. Flying boats can fly missions into, or strategically move through, non-coastal land hexes and land sections.
Flying Boats may base on any coastal hex, even hexes in which the coast is only that of a lake.
The BV-222, Mavis, and Emily may only air transport or air supply units in coastal (or lake coastal) hexes.
7. Air Transport Capability
7.1 ATR Factors
Some ATRs have numerical naval, tactical, or strategic factors. They may fly those mission types.
7.2 Bombers with Air Transport capacity
Any aircraft with an air transport capability (shown by a white range circle) and in supply can fly a Paradrop, Air Supply, or Air Transport mission, even if it is not an ATR.
7.3 Limited ATR capacity
Some ATRs cannot be used to fly Paradrop missions. These are marked with a parachute symbol crossed with a diagonal line.
7.4 Large Air Transports
Large ATRs were capable of transporting heavier equipment. They are marked with a white infantry corps symbol. As well as the usual DIV, PARA, and MTN units, these units can also transport an INF corps (or 2 DIV) but double the costs of each hex or hexdot they enter while carrying it (or them).
Large ATRs can reorganize 2 (non-HQ) land units in the Air Supply Phase (WiF5 10.7.8) if both units are in the same stack and the ATR has flown no more than half its range to that hex.
7.5 Air Transport or Paradrop
Land units that are air transported or paradropped in a night mission, are turned face-down after the combat-phase. Units being air-transported may not attack in the same impulse. Units being paradropped may' only participate in combat in the target hex/land-section.
8. Pilots
8.1 Pilot Training
In World in Flames, each aircraft unit comes with inherent pilots and ground crew (we'll just call them 'pilots'). In Planes in Flames, pilots are separate from their machines and must be trained separately. The number of pilots limits the number of aircraft allowed on the map. CVs are not affected by the pilot rules.
Pilots cost 2 build points and take 3 turns to train. They are subject to gearing limits as a separate category. Pilots can still be built after national effort is declared (WiF5 22.).
On the TAC box 3 turns ahead on the Production Spiral, place a "pilots in training" marker with the number showing how many pilots are being trained this turn. "Pilots in training" markers are not limited to the counter mix.
In each Reinforcement Segment, you add the number of its arriving pilots to each Major Power's Available Pilots Track.
During National effort, you may still build pilots.
8.2 Available Pilots Track
The Available Pilots Track records the number of unallocated pilots on the map.
Add a pilot to the track:
- when a minor country with aircraft is conquered (PiF 10);
- for each aircraft moved from the map into the Reserve Pool (PiF 9.5);
- for each 'pilot in training' who arrives as a reinforcement; and
- for each pilot who doesn't die when his aircraft is destroyed (PiF 8.3).
Subtract a pilot from the Track whenever an aircraft is placed onto the map (except minor aircraft when first set up - PiF 10) or when you retrain a pilot (PiF 8.4).
8.3 Pilot Deaths
If an aircraft unit is destroyed, the pilot can die with it. This happens if the aircraft is destroyed:
- in a sea area where that side has neither a naval unit nor a port; or
- by an Air-to-Air combat dice roll of '9' or more in any sea area, or in an enemy-controlled hex or land section; or
- by an Air-to-Air combat in a friendly controlled hex or land section, if the dice roll was '9' or more and the result was 'AX'; or
- by some anti-aircraft rolls of '6' (PiF 5.); or
- while a Vichy aircraft; or
- while flying a kamikaze mission (WiF5 24.9); or
- while flying a mission and is marked with a black death's head (PiF 4.6).
The pilot is not destroyed when an aircraft is scrapped.
If an aircraft is destroyed but the pilot survives, increase the Available Pilots Track by 1.
8.4 Retraining Pilots
In the Production Phase, you can convert pilots to build points. Simply give yourself one extra build point for each pilot you subtract from the Available Pilots Track.
9. Aircraft Production
9.1 Aircraft Types
Planes in Flames has only 4 types of aircraft. These are: FTR, NAV, ATR and LND. "LND" stands for "land bomber" and includes World in Flames' strategic ("STR") and tactical ("TAC") bombers.
9.2 Aircraft Cost & Production Time
All aircraft take 3 turns to build (use the TAC and FTR boxes on the Production Spiral).
FTRs cost 2 BPs and all other aircraft cost 3 BPs.
If a particular type of aircraft is not available in the force pool, you can build one randomly chosen unit of that type from the following year's aircraft for 1 extra build point. If none of that type are available in the next year's units you can build one from the year after that for 2 extra points, the next year again for 3 extra points, and so on.
9.3 Aircraft Classes
Each aircraft type has many classes. Usually, the class contains 2 or more aircraft units, but some have only 1. Within each Major Power's force pool, all aircraft within a class share the same camouflage pattern. Aircraft with the same designation (e.g. "FW 190A") are always in the same class. Sometimes aircraft with similar designations (e.g. "YAK-1", "YAK-7B" and "YAK-7DI") are also in the same class. Aircraft with completely different designations (e.g. "Catalina" and "TBD Devastator") are always in a different class. The specifications chart in the Scenario Booklet uses horizontal shading to delineate aircraft classes.
9.4 Adding Aircraft to the Force Pool
At the start of each year, add all aircraft which become available in that year to the force pools. An aircraft becomes available in the year marked on the back of the unit.
At the start of each Production Phase, you can accelerate the production of 1 aircraft unit not yet available for your Major Power. You declare the aircraft type being accelerated and add 1 unit of that type to your force pool. You must choose the unit with the earliest date (choose randomly if several).
It costs you the normal cost of building the unit to accelerate its production. This does count against gearing limits.
Example: At the start of the Jan/Feb 1940 turn, the German player adds all aircraft with ("<1940") on their back to his force pools. At the start of the Jan/Feb Production Phase, he decides to accelerate the production of a FTR. He randomly selects one from among those with "1941" on their back. He gets an "Me 110E" and adds it to his FTR force pool. He spends 2 build points (3 if using the optional cost rule).
9.5 Reinforcements & Reserve Pool
Put all reinforcing aircraft into the Reserve Pool and add a pilot to the Available Pilot Track for each reinforcing "pilot in training" at the start of the Reinforcement Segment.
Then, you can choose 1 unit from the Reserve Pool for each of your available pilots. The chosen units arrive immediately as reinforcements in the normal way (WiF5 6.2). Reduce the pilot total on the Available Pilots Track by 1 for each.
As the last activity in the Reinforcement Segment, you can transfer any aircraft units on a city hex in their home country to the Reserve Pool if they can trace a supply line to one other home nation city. Add a pilot to the Available Pilots Track for each unit transferred.
Example: The German player has 2 pilots on the Available Pilots Track at the start of the Nov/Dec 1939 Reinforcement Segment and only 10 aircraft on the map. He puts 2 aircraft from the Reserve Pool onto the map, reducing his Available Pilots total to 0. Then he removes an obsolete aircraft from Berlin (which can trace supply to numerous other German cities) and places it in the Reserve Pool, increasing his Available Pilots Track total to 1.
9.6 Scrapping Aircraft Classes
If one of your aircraft units is destroyed in air-to-air combat or by anti-aircraft fire, you can scrap that class of aircraft. You can also scrap a class when a unit arrives as a reinforcement and its availability date is 5 years or more earlier than the current turn. For example, if it is July-August 1943 and an aircraft arrives with an availability date of 1938 or earlier, you can scrap its entire class. These options must be exercised immediately.
Move all units of a scrapped class from the map, the force pool, the Lend-Lease Pool, and the Reserve Pool into the Scrap Heap. Any other units of that class are put into the Scrap Heap as they arrive in a Reinforcement Segment. Scrapped aircraft play no further part in the game. Add a pilot to the Available Pilots Track for each aircraft scrapped from the map.
Scrapping an aircraft class does not affect identical or similar aircraft being used by other Major Powers (PiF 9.7). It only affects aircraft of other Commonwealth home nations or of Axis Minors if you so choose (e.g. if the CW player scraps the Lancaster I series, he could also scrap the Canadian Mk. X Lancaster).
9.7 Foreign Aircraft
Some Major Powers can build aircraft sourced from other Major Powers on the same side. These units have a horizontal bar of the same color as the source Major Power.
You can add these units to a Major Power's force pool (PiF 9.4) if:
- the source Major Power agrees; and
- an aircraft with the same designation is currently in the source Major Power's force pool or Reserve Pool.
Move an aircraft with the same designation air-to-air rating and bombing factors from the source's force pool or Reserve Pool to the Lend-Lease Pool.
If you can't add a foreign aircraft to your force pool, put it into the Lend-Lease pool instead. You can add it to the force pool at any later time if the above two conditions are met.
At the start of a Production Phase, you can demand the return of any aircraft in a recipient's force pool or Reserve Pool which are sourced from your Major Power. If you do, move the lend-leasing Major Power's unit to the Lend-Lease pool and transfer the equivalent unit from the Lend-Lease Pool to your force pool.
Example: At the start of 1940, Russia is eligible to receive a Hurricane II. Stalin asks the Commonwealth player if he can add the Hurricane to the Russian FTR force pool. Churchill, worried about German pressure, declines, arguing that he needs it himself. Grumbling, Stalin puts his Hurricane into the Lend-Lease pool. In the Jul/Aug 1940 Production Phase, Churchill realizes that Russia is going to need all the help it can get. Noting that the Hurricane is still in his force pool, he tells Stalin he can have the Hurricane if he still wants it. Eagerly, Stalin moves the Russian Hurricane from the Lend-Lease pool to his FTR force pool. The CW Hurricane goes into the Lend-Lease pool.
China may not build US sourced aircraft until US Entry Option 1 (Build Chinese Aircraft) has been picked.
9.8 Lend Lease
You can only build another Major Power's aircraft by lend-lease (WiF5 11.6.2.6) if aircraft sourced from your Major Power are in the recipient's force pool at the time. If more than 1 unit of the chosen type is in a force pool, you must choose it randomly.
10. Minor Aircraft
When you set up a minor country's forces, set up all its aircraft marked with the current, or an earlier, year on the map. Each comes with its own pilot.
Reduce the controlling Major Power's pilot total by 1 for each minor aircraft reinforcement placed on the map.
Add a pilot to its controlling Major Power's Available Pilot Track for each on-map minor aircraft removed when a minor is conquered.
If the Netherlands is conquered, its aircraft appear (with pilots) in the Netherlands East Indies as they become available.
11. Vichy and Free-French Aircraft
After a Vichy government is installed:
- French aircraft units in the Lend-Lease and Reserve Pool are destroyed;
- add a pilot to the Commonwealth's Available Pilots Track for each Vichy aircraft in a Vichy (other than Metropolitan) territory when Germany declares control of it (WiF5 16.3). The Commonwealth may either add the aircraft unit to its force pool or remove it from the game;
- add a pilot to the Commonwealth's Available Pilots Track for each Vichy aircraft in a Vichy territory which is conquered (WiF5 16.4). All Vichy aircraft units there are placed into the Commonwealth Reserve Pool as Free-French units.
12. Limited Philippines Basing
You can base a maximum of 1 US aircraft in the Philippines before it is reinforced (WiF5 11.5.1, Option 23).
13. US Entry Chart
Option 17 is modified as follows:
US 4-engined LND (those with a circled "4" on their back) cannot be added to the force pool until US option 17 is chosen. US LND production cannot be accelerated (PiF 9.4) until this option is chosen.
Editor's note (from the reconstruction, not the original rulebook): The following is from the Scenario Book. The reconstructor notes it is copyrighted as 1993 but should have been 1996, as it incorporates all the errata from the WiF 94/95 Annual.
14. Setting Up
Place all the aircraft units that came with your copy of World in Flames to one side. The units in this kit replace them.
When setting up, set aside all aircraft with an availability date later than the time the scenario begins. Also, set aside US 4-engined LND if US Entry Option 17 has not been chosen.
You may also scrap any class of aircraft which contains a unit whose availability date is 5 years or more earlier than the time the scenario begins. For example, if you are playing the Lebensraum game which starts in May-June 1941, you can scrap any aircraft class with a unit with an availability date of '1936' or earlier. You must scrap an entire class, not just individual units within the class. Scrapped aircraft go into the Scrap Heap (PiF 9.6).
Put all remaining aircraft into the force pools. Ignore any scenario requirement to remove some particular aircraft unit from the force pools.
Separate aircraft units into 4 force pools - FTR, NAV, LND, and ATR.
We have listed the aircraft each Major Power starts with and its initial Available Pilots Track total for each scenario (PiF 15.2 - 15.12).
Choose your starting aircraft randomly from the force pools and put them into the Reserve Pool. Then choose aircraft up to your pilot total from that Pool and place them on the map as directed by the scenario (where a TAC or STR is specified, an LND is placed instead). Reduce your pilot total by 1 for each aircraft you place on the map. If a scenario directs you to set up more aircraft than you have in your Reserve Pool, just set up what you have. You decide which are not set up.
Now randomly select a unit from the appropriate force pool for each reinforcement aircraft unit required for the scenario. Put these on the Production Spiral. Set up a 'pilot-in-training' to arrive on the same turn as each such aircraft. You must also add a pilot to the Track with each special Russian reinforcement aircraft (WiF5 27.3.4).
Foreign aircraft are available from set up.
14.1 Set Up Definitions
(P=Pilots, F=FTR, L=LND, N=NAV and A=ATR)
14.2 Barbarossa (WiF5 26.2)
Russia: 8P; 6F, 6L (including 1931 TB-3)
Germany: 14P; 10F (incl. 1 FIN), 10L (incl. 1 RUM), 1A
14.3 Guadalcanal (WiF5 26.3)
Commonwealth: 1P; 1 IND F
USA: 4P; 3F, 3N
Japan: 9P; 4F, 3L, 5N, 1A
14.4 Day of Infamy (WiF5 27.3)
China: 1P; 1F
Russia: nothing
Commonwealth: 1P; 1 IND F
USA: 4P; 3F, 1L, 2N, 1A
Remove from Force Pool: All 4-engined (4 cost) LND
Japan: 12P; 6F, 6L, 4N, 1A
14.5 Fascist Tide (WiF5 27.4)
Russia: 8P; 5F, 5L (including 1931 TB-3)
Italy: 5P; 4F, 3L, 1N
USA: 2P; 2F, 1L, 1A
Remove from US Force Pool: All 4-engined (4 cost) LND
Lend Lease Pool: C-47
Commonwealth: 4P; 4F, 7L, 1N, 1A (C-47)
France: 3P; 4F, 1L,1N
Germany: 12P; 6F, 6L,1N, 1A
14.6 Lebensraum (WiF 28.3)
China: IP; 1F
Russia: 10P; 10F, 7L (including 1931 TB-3)
Italy: 6P; 5F, 3L, 2N
USA: 5P; 4F, 2L, 2N, 1A
Remove from US Force Pool: All 4-engined (4 cost) LND
Lend Lease Pool: C-47
Japan: 8P; 5F, 4L, 3N, 1A
Commonwealth: 10P; 7F, 5L, 3N, 1A (C-47)
Germany: 24P; 16F (including 1 FIN), 16L (including 1 RUM), 2N, 1A
14.7 Waking Giant (WiF5 28.4)
China: 1P; 1F
Italy: 6P; 5F, 3L, 2N
Germany: 20P; 14F (including 1 FIN), 12L (including 1 RUM), 2N, 1A
Russia: 7P; 7F, 5L (including 1931 TB-3)
Commonwealth: 12P; 8F (including 1 IND), 6L, 3N, 1A (C-47)
USA: 5P; 4F, 2L, 2N, 1A
Remove from US Force Pool: All 4-engined (4 cost) LND
Lend Lease Pool: C-47
Japan: 12P; 6F, 5L, 5N, 1A
14.8 Darkness before the Dawn (WiF5 28.5)
Italy: 3P; 1F, 1L, 1N
China: 2P; 1F, 1L
Japan: 12P; 6F, 5L, 6N
Germany: 25P; 17F (including 1 RUM and 1 FIN), 12L, 4N, 1A
Russia: 13P; 10F, 8L, 1A
Commonwealth: 19P; 11F (including 2 CAN, 1 AUS, 1 IND, and 1 SA), 10L (incl. 1 CAN), 4N (incl. 1 AUS), 1A (C-47)
USA: 20P; 10F, 10L, 7N, 1A
Lend Lease Pool: C-47
14.9 Decline & Fall (WiF5 28.6)
China: 2P; 1F, 1L
Japan: 15P; 8F, 6L, 8N, 1A
Germany: 22P; 18F (including 1 RUM and 1 FIN), 11L, 3N, 3A
Russia: 15P; 12F, 10L, 1A
Commonwealth: 23P; 14F (including 2 CAN, 1 AUS, 1 IND, 1 NZ, and 1 SA), 14L (incl. 1 CAN), 6N (incl. 1 AUS), 2A (incl. C-47)
USA: 31P; 24F, 20L, ION, 3A
Lend Lease Pool: C-47
14.10 WiF CAMPAIGN GAME (WiF5 28.7)
Russia: 8P; 6F, 5L
Italy: 5P; 4F, 3L, 1N
USA: 4P; 2F, 2L, 3N
Remove from US Force Pool: All 4-engined (4 cost) LND.
US Lend-Lease Pool: C-47
China: 1P; 1F
Commonwealth: 4P; 4F, 7L, 1N, 1A (C-47)
Japan: 6P; 3F, 3L, 3N
France: 3P; 4F, 1L, 1N
Germany: 12P; 6F, 6L, 1N, 1A
14.11 WiF HISTORICAL CAMPAIGN (WiF5 28.7)
Russia: 8P; I-5, I-15, I-15bis, I-153, I-16(10), I-16(17): SB-2RK, SB-2 bis, IL4 (DR-3), TB-3 (1931), Pe-8 (TB-7)
Italy: 5P, CR-32, CR-32bis, CR-42. Macchi C. 200 (1939), Ba-65, SM 79, SM-81; Z-501
USA: 4P: P-26. P-35; B-18A, A-22, A-24, TBD, PBY1
Remove from Force Pool: All 4-engined (4 cost) LND
Lend Lease Pool: C-47 (1938)
China: 1P; I-16
Commonwealth: 4P; Hurricane I, Hurricane IIA, Spitfire I, Gladiator; Fairey Battle, Wellesley, Anson (1936), Hampden, Blenheim Mk I, Wellington Mk. I, Whitley; Vildebeest; C-47
Nov/Dec: 1P; Skua II
Jan/Feb: 1P; Swordfish
Japan: 6P; Ki-10, Ki-27 (1938), A5M; Ki-15, Ki-30, Ki-32, D1A2, D3A2, G3M2
France: 3P; D 500, D 510, MS 406, Potez 631, Amiot 143; Latecoere
Germany: 12P; Ar-68, He-51, He-100, Bf-109B, Bf-109E1, Bf-110C, HS-123, Ju-87B (1938), Do-17E, He-111B, Ju-86D, Ju-86G; He-115C, Ju-52 (1934)
Nov/Dec: 1P; Ju-88A1 (1939)
14.12 DoD HISTORICAL CAMPAIGN (DoD 27.0)
Russia: 3P; I-15; SB-2RK, TB-3 (1931)
Italy: 2P; CR-32; SM-81
USA: 1P; P-26
Remove from Force Pool: All 4-engined (4 cost) LND
China: Nothing
Commonwealth: 1P; Vildebeest
Japan: 1P; Ki-10
France: 1P; D 500; Amiot 143
Germany: 1P; Ar-68, He-51
15. Optional Rules
You can add any or all of these optional rules to your games to add some more spice to your play. Even if you never play optional rules, we recommend that you play with optional setup (PiF 15.7).
Editor's note (from the reconstruction, not the original rulebook): Optional Rules 15.11 through 15.16 come from the Planes in Flames Gold 1996 Scenario Booklet and make some changes to the basic PiF rules. The 1994/1995 World in Flames optional rules named in that reconstruction have been incorporated into the individual rules sections; none are listed separately.
15.1 Twin-Engined Fighters
All fighters with an orange air-to-air rating are twin-engined fighters that had difficulty maneuvering against other fighters.
Subtract 1 from the Air-to-Air rating of such FTRs if they are the front fighter facing 1 or more enemy fighters.
If a twin-engined fighter is flying as a fighter bomber, it subtracts 1 because of rule 4.3. There is no extra modification. If it is not facing an enemy fighter, there is no modification.
Twin-engined fighters (other than the front fighter) still add 1 (or 1/2 at night).
15.2 Off-Map Naval Missions
This rule allows aircraft to fly missions along blue communication lines. As with rebases, it costs 20 movement points to move from one off-map sea area to another and 10 points to move from an off-map sea area to the map (and vice versa).
Example: A FW-200C Condor with a movement allowance of 15 in Brest wishes to fly a naval air mission in the Central Atlantic Sea Area. It flies 4 hexes to the map-edge, 10 further into the Central Atlantic leaving 1 movement point, allowing it to be placed in the '0' section of the sea box from which it might affect convoys.
15.3 Modified Aircraft Production
Instead of standard costs, an aircraft costs as much as the green circled number on its back. Instead of standard production times, it takes as many turns to build the unit as this number. As well as separating aircraft into FTR, LND, NAV, and ATR force pools, you should also separate them into sub-force pools according to the number on their back.
When building a unit, you now decide the cost of each aircraft you want to build and randomly choose one of that sub-type from the appropriate pool.
When accelerating the production of an aircraft (PiF 9.4), you can still only designate one of the 4 types to accelerate (not the cost within type).
15.4 Carpet Bombing Missions
This rule lets aircraft fly a Carpet-Bombing Mission against enemy land and aircraft units using the Strategic Bombardment Table. Carpet Bombing missions may only be flown during the Strategic Bombardment Phase in a Combined Action but there is no limit to the number of such missions. You can fly them as night or day missions.
Halve the total number of strategic factors if the target hex contains forest, marsh, or jungle.
If an asterisk is rolled, 1 randomly chosen land or aircraft unit (but not its pilot) in the target hex is destroyed. The numerical results are ignored.
15.5 V-Weapons and Atom Bombs
V-weapons and A-bombs take 2 turns to build and cost 1 BP each. You keep them as a separate force pool and choose them as a separate type.
Gearing limits apply to V-weapons. Production of A-bombs and V-weapons cannot be accelerated.
V-weapons can only fly Strategic Bombardment missions like aircraft.
V-2 & V-3 weapons cannot be intercepted. If a V-l is aborted, it is instead destroyed.
V-2 weapons can also move like land units; V-l and V-3 weapons can only move strategically. They cannot fly a mission in the same impulse they move.
A-bombs are put to one side when built. They may be placed with any bomber with 9 or more strategic bombardment factors at the start of a Strategic Bombardment mission. Its strategic bombardment factors replace those of the bomber. An A-bomb's factors are never halved.
V-weapons and A-bombs are destroyed in their Strategic Bombardment attacks. If its B-29 is destroyed, an A-bomb is destroyed with it.
15.6 Japanese Command Conflict
Japanese LND Land NAV bombers are combined into one force pool. The Japanese player can only specify that a bomber is to be built or accelerated. The actual unit type (LND or NAV) is chosen randomly.
15.7 Obsolete Fighters
If any fighter has an Air-to-Air rating less than half that of the front fighter, it adds nothing to that side's air-to-air strength in the air combat.
15.8 Upgrading CVs
After 1943, increase all CVs' air components by 1.
15.9 Aircraft Mission Interception
For all aircraft missions (see WiF5 10.3) except Naval Air missions, there is a modification to the Sequence of Play.
First, the phasing player traces out the path of the bombers (or ATRs) flying the mission, hex-by-hex from airfield to target. The target is not specified until it is reached. In any hex of the path, the non-phasing player may interrupt the phasing player's movement by intercepting the mission in that hex (or land section) with any fighters within interception (halved) range.
The phasing player may then intercept/escort with any fighters within range to the hex of interception, and an air-to-air combat is immediately fought. The bombers (or ATRs) may continue their movement (and again be intercepted) if they are cleared through, or abort or destroy all the intercepting enemy fighters. All intercepting aircraft return to base immediately after combat in the hex of interception has been resolved (and then turned face-down as usual).
The non-phasing player may only intercept aircraft flying a mission (not the phasing player's interceptors). The phasing player may only intercept the non-phasing player's interceptors and only over the hex (or land section) of mission interception.
A stack of bombers (or ATRs) wishing to be escorted, move to the hex (or hexes) containing other bombers (or ATRs) and/or the escorting fighters (if not starting stacked with them), may pick them up, continue moving as far as possible with them (keeping track of the different movement allowances spent by all the aircraft in the same stack) until:
a) the target is reached at which point some/or all of the stack is left, while the remainder continues on to a further target or b) one (or more) of the aircraft's range is reached, at which point it returns to base, or c) one (or more) of the aircraft decide to voluntarily abort (and return to base).
These options are chosen after any interception has been resolved in that hex (or hex-dot). All remaining aircraft in the stack continue their movement towards another target.
As in the standard rules, Aircraft may not be intercepted while returning to base.
Designer's Note: This rule allows you some flexibility to combine stacks of bombers or ATRs and their escorts to target many hexes while your fighters can provide most of them with protection. The best case scenario is for you to start a stack with long-range moving from the rear areas, picking up your shorter-ranged bombers and escorts as you head closer towards the front line, and then drop off units on target hexes as they reach their range while your longer range units can plunge further into enemy territory (of course, it also allows your enemy to gang up against you). This will maximize your escorting firepower.
This optional rule will add substantial time to your game and thus could be limited to all bombing (or ATR) missions where any aircraft in the stack are moving further than 5 (or any number you specify) hexes (which might make the German think twice about the old BV-222 re-supply from Helsinki to Rostov but won't affect most missions).
15.10 Set-Up
Instead of choosing units randomly when setting up, place the unit with the earliest year of arrival first (choose randomly among equally early aircraft).
15.11 Unbothered Bomber
If a bomber is not intercepted over its target; its tactical, air-to-sea, and strategic factors are increased by 1 (unless it has an asterisk '*' instead of factors, in which case it still may not perform that mission).
If a bomber is intercepted without any fighter escort/interceptors, that bomber's tactical, air-to-sea, and strategic factors are reduced by 1.
If playing with this rule, you only get the +1 to the strategic bombardment die-roll (see WiF5 10.6.1) if the attack is conducted against a hex in a clear weather zone and the attack is not intercepted by enemy fighters.
15.12 Fighter Sweeps
During step (a) of ground support missions (see WIF5 10.3.3) the phasing player may also fly fighters at full range to any hex containing one or more enemy land units under attack.
15.13 Anti-Aircraft and Pilots
When an aircraft is destroyed by anti-aircraft fire, the pilot is never killed [Designers' Note: Although pilots nearly always lost if their aircraft were destroyed by AA fire, the number of aircraft destroyed in this fashion is were so small that the economic cost is more accurately reflected by not killing the pilot (how else could Biggles have survived all that Archie?)]. Exception: If playing with Ships in Flames, use the SiF rules instead.
15.14 Last drop of Petrol
If a bomber has a movement point remaining, it may bomb (and return to base from) 1 hex further, however, its bomb load is halved (e.g. The Chinese SB-2 wishes to bomb a Japanese hex, 3 hexes from its base. As the SB-2 only has a 5-hex range, it could normally only bomb 2 hexes away (as each hex costs 2 movement points on the Pacific Map). However, by halving its tactical bomb factors to 1.5 (in addition to any other halving), it is allowed to bomb 3 hexes away and then return to base a further 3 hexes.
Fighters with 1 or more remaining movement points may also move a further hex on Pacific Scale maps, but their air-to-air ratings are reduced by 1.
15.15 CV Pilots
If a CV is damaged due to air-to-air combat, but the pilot survives, place the CV face-up in the Repair Pool. If the pilot is killed (or the CV is damaged for any other reason), place the CV face-down in the Repair Pool.
Face-up CVs only cost 3 BPs and take 2 turns to repair.
Face-down CVs cost 5 BPs and take 2 turns to repair.
15.16 Extended Rebase Range
If an aircraft rebases only over friendly hexes, land sections, or hexdots, it may rebase up to triple its normal range (x6 if the aircraft has extended range). For this purpose, a hexdot is considered friendly controlled if its sea area contains no enemy aircraft or surface naval units (regardless of how many units you have in the sea area).
16. WiF5 Air Rules Reprint (WiF5 10.3)
Note from the reconstruction: the reconstructor decided not to reprint those rules here. See the recreated WiF5E Rulebook posted on BoardGameGeek.
17. WiF5 Errata (1 June 1993)
The errata, originally in the PiF Gold 1993 Scenario Book, has been superseded by those in the WiF Annual 94/95.
18. Player's Notes (or why Planes in Flames ain't a drain on the brain)
Needless to say, Planes in Flames dramatically alters the play of WiF. The main effect is the change in values from the standard units. The FTR air-to-air ratings are lower at the start of the war and higher at the end. All bombers' air-to-air ratings have declined (as the fighter escorts are now separated from the bomber units). The strategic bombing factors and naval air factors have increased while tactical factors have declined.
To add to these changes, the actual number of aircraft units has increased by 250% and the proportion of FTRs has increased from 30% to 45% of the total while all other types have declined. The pilot cost has been separated from the aircraft cost. Pilots flying over enemy territory will be killed (on average) 2/3 of the time that their aircraft are destroyed. Over friendly territory, only 1/3 will be killed. Thus, to maintain parity between pilots and aircraft (barring outrageous luck), if on the offensive, build 2 pilots for every 3 aircraft you build; on the defensive, build 1.
From this, you can see that you will have more on-map aircraft than in standard WiF5 (where the pilots were always killed). Where building 3 FTR in WiF5 costs 12 BPS, in PiF it would only cost 10 if you are on the offensive (1 pilot surviving) or 8 if on the defensive (2 surviving). Therefore, if you spend the same amount of money in PiF as in WiF, you will build approximately 20-30% more aircraft (and their pilots) in PiF. However, higher numbers of aircraft on the map lead to higher casualties, so the result nets out to about 10-15% more available will require more FTRs for coastal and port defense. I recommend that on the offence you limit your FTR numbers to only 40% of your total, but if on the defense, you must up that to at least 60%.
Although many FTRs now have longer ranges than WiF5, the halving of interception range means that many aircraft (particularly German and Russian) have to base much closer to the action than in WiF5. If you are on the defensive, base in forests, don't fly early in a Summer turn, intercept enemy bombers that are not protected by FTRs, and then rebase as far away from the front as possible.
The effects on naval combat are a mixture of pros and cons. The greater number of naval factors available to LND bombers means that they can play a more important part in the naval war. However, the requirement that a unit halve its remaining movement points before entering a sea box section will limit the ability of your aircraft to find your opponent.
The German player has new difficulties in attempting to invade Great Britain. Do you fly your bombers at half value (flying at extended range into the North Sea's '3' sea box section (unprotected by your FTRs, or do you fly into the '1' section which IS as far as your ME-109's can reach (what sort of ridiculous range is '3' anyway)? Of course, you can postpone your invasion of Great Britain till 1941 (when your 6 hex range FW-190s start appearing, but even then, only making the '2' box).
Anti-Aircraft fire is now more deadly. So, if you fly aircraft into a sea area, fly out in strength. A single bomber is likely to get shot down with minimal effect against enemy ships. Several units will allow some to get through to attack enemy ships.
In a similar vein, it is worthwhile to cover your carriers with some land-based air, so that the aircraft can take the anti-aircraft losses, while the presence of your fleet may rescue some pilots.
The Reserve Pool rule allows you to switch your pilots from one aircraft to another allowing great flexibility. I recommended that you pursue a policy of purchasing more aircraft than you can pilot. The extra aircraft will come in handy in an emergency while also ensuring that your pilots spend most of their time in your better aircraft (thus minimizing losses of aircraft and pilots).
Due to the loss in effectiveness, it is usually better to fly missions in the day rather than at night. If, however you cannot protect your bombers with fighters, and your opponent can intercept, it is usually best to fly at night. This will minimize your losses while increasing the losses of intercepting enemy fighters.
It is always better to intercept rather than escort if you are within interception range of potential target hexes. Unless the attack is critical, your opponent will usually ignore your escorted bombing missions, thus wasting your fighters. If, however, you cannot otherwise reach the target hex with your halved interception range, you may well consider escorting.
As the non-phasing player allocating defensive air support, you have completely different options. In many cases, you may add a bomber to a target hex containing an enemy bomber, simply to allow your fighters to fly escort (with full range), thus effectively intercepting the enemy bomber. This may sound like a weird game mechanic but ground combat, and ground support, takes place over several days.
Minor country pilots now become an important part of your war effort. Even after the minor country is conquered, its pilots fight on. As an example, in the 1939-45 Campaign Game, the CW pilot total should quickly increase as the Germans conquer Poland (and presumably) Belgium and Holland. Some players prefer to leave their minor aircraft on the ground, to ensure the survival of the pilot (when it is overrun or Poland is conquered), however, I reckon it is worth throwing them into the battle. They might bag some enemy aircraft (and their pilots), and maybe help to disrupt their land attack.
If playing optional production costs (which I recommend), the Russians should concentrate on their 2 BP (single-engined) LND bombers while the US should concentrate on its 4-engined (and cost) behemoths. The Japanese should concentrate on its NAV bombers (unless playing the optional Japanese Command Conflict Rule) as they have better NAV air-to-sea factors and almost as good tactical factors as their LND bombers (and have you seen the range of the Emily?).
Usually, it's better to put aircraft into Reserve rather than scrap them. However, whenever a lousy aircraft gets shot down, it is probably best to scrap the whole class, especially if the remainder are still in the force pool, or (even better) have yet to become available.
Foreign aircraft are handy if you are the recipient. As Russia or the UK, American (and, in Russia's case, British) built aircraft can mean the difference between surviving and going under. As the USA, you may want those aircraft yourself. Mind you, you do have 111 aircraft so you can probably spare a few (you might want to think twice about the tank-busting B-25 though).
Finally, a word about accelerating production. Basically, unless you have already built all aircraft within a class, it is a waste of time. If you have built them all, it is early in the year and there is nothing intelligent to build, by all means accelerate production, especially of bombers. There is nothing more demoralizing to a hard-pressed opponent than to see you up to your eyeballs in aircraft. That's all for now. Keep your eyes out for the Canadian Wargamer's Journal for more tips and hints on play.
19. Designer's Notes
Planes in Flames is an attempt to add the same level of detail to the World in Flames air units as we added to the naval units in the 5th edition. At the same time, we didn't want to bog the game down in complexity, so each of the rules is given a simple effect.
Each aircraft unit in Planes in Flames contains between 250 and 500 aircraft. A WiF aircraft unit contains a variety of types but, in PiF, the aircraft type is depicted on the counter.
With a clearer depiction of aircraft, it became necessary to define their roles more fully. We abolished STR and TAC and replaced them with a generic land bomber - the LND. However, a LND might be a dive bomber, a low-level attack bomber, or a high-altitude level bomber. Each will have different values to reflect those different roles. For example, while the high-altitude bomber might have a larger bombload, it is significantly less accurate and its tactical factors will reflect that. On the other hand, they are far better suited to strategic bombing of cities (where accuracy is not as important) than the other types.
The biggest change was to add range to each aircraft. To evaluate ranges, each hex (90-100 km) was doubled and 10% of dogfighting time added to require a total of 225 km range for each movement point. Drop tanks only count as an additional 2/3 movement points per 225 km, to reflect their being dropped early on enemy contact.
FTRs lose half their movement allowance when intercepting as they have to react quickly to an enemy bombing raid (not fly from another hemisphere). They are not impeded on their rebase after the interception because they still have their normal fuel load.
Other functions represented are tank busting capability, night-fighting capability, extended ranges with reduced bombloads, water-based flying-boats, transport capable bombers, and bomber capable fighters and transports. All of these functions were easy to incorporate without cluttering the rules.
During play testing, a concern was voiced about the inclusion of night-bombing tactical missions. Historically, night bombing, although extensively used for strategic bombing of large targets, was infrequently used in tactical missions. However, it was used, and these missions also include dusk and dawn raids, so we put it in.
A second concern dealt with tank-busters. The argument went like this "I've got odds of 45-15 (3-1) against a stack defended by a JU-87G (with a tank buster tactical value of "5"). I add a 7 factor ARM and now my odds are dropped to 2-1 (52-20)". This ignores the fact that the attacks are announced before tank-busters are added. However, we worked on the assumption that the annihilation of one of your armored formations would be enough to justify the loss of morale in your other formations that is necessary to explain the loss of odds. Therefore, just accept the fact that enemy tank-busters might fly against 1 of your attacks and prepare to hammer it with your fighters.
The primary reason for separating pilots from their aircraft was to give the strategic defender the edge when fighting (as more pilots are saved). This should show up the folly of Göring's Battle of Britain strategy where the cream of the Luftwaffe's bomber force was bled to death flying unprotected missions over England.
The Reserve Pool rule reflects the historical pre-occupation with keeping reserve aircraft parks (Air Vice-Marshalls hated the idea of their pilots sitting around through lack of planes - they preferred them up in the sky being shot at).
Conquered Minor country pilots being added to their former controlling Major Power represents the large number of Free Polish, French, Belgian, and many other minor country pilots who fought on with their Allies even after their countries had been overrun.
The optional rule which handicaps twin-engined fighters against single-engined fighters is included to highlight the lack of maneuverability suffered by most 2-engined fighters (the Me-262 and P-38 Lightning being the notable exceptions).
The Japanese Command Conflict Rule represents the problems of coordinating the Imperial Army and Navy aircraft purchases.
Well, that's it! I don't know if I'll have the stamina to produce a product of this enormity again but, then again, that's the 5th time I've said that so far! Good Luck & Good Gaming!
20. Bibliography
Angelucci, E., Rand McNally Encyclopedia of Military Aircraft, The Military Press, New York 1990
Angelucci, E., Combat Aircraft of World War II:1942-43, Salamander, New York 1988
Austin, A. & Dicks, A., Great Fighting Planes, Chancellor Press, London 1992
Beevor, A., The Spanish Civil War, Orbis Publishing, London 1982
Chant, C., Air Forces of World War I & World War II, Quartro Books, London 1979
Collier, B., Japanese Aircraft of World War II, Hutchinson, London 1979
Galland, A., The First and The Last, Reader's Book Club, London 1959
Green, W., Warplanes of the Third Reich, Galahad Books, London 1990
Griess, T., Second World War in Europe, Avery Publishing Group, New York 1984
Griess, T., Second World War in Asia and the Pacific, Avery Publishing Group, New York 1984
Gunston, B., Combat Aircraft of World War II, Lansdowne Press, London 1978
Gunston, B. & Wood, T., Hitler's Luftwaffe, Salamander, London 1977
Rene, J. F., Japanese Aircraft of the Pacific War, Naval Institute Press, Annapolis 1987
Salmaggi, C. & Pallavisini, A., 2194 Days of War, Gallery Books, New York 1977
Taylor, J. W. R., Combat Aircraft of the World, G. P. Putnam's Sons, New York 1969
Wheeler, B.C., Military Aircraft Markings & Profiles, Hamlyn, London 1990
22. Aircraft Specifications
Not transcribed: the Aircraft Specifications chart (source PDF pages 13 to 20) is an image-only scanned table of about 560 aircraft units, with per-unit engines, armament, span, length, weight, speed, ceiling, bomb load, range, tanks, build date, availability date, and notes. The text layer contains no data for it. Consult the printed or scanned specifications chart for individual aircraft statistics. The scanned chart's own heading reads "World War II Combat Aircraft, Aircraft Specifications, 1993, Australian Design Group."