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SCRAMBLE ! WARGAMES RULES FOR AERIAL COMBAT 1935 – 1945 BY ALAN BUTLER AND ANDREW FINCH John McLennan (order #1453882) 2

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  • SCRAMBLE !

    WARGAMES RULES FOR AERIAL COMBAT 1935 1945

    BY ALAN BUTLER AND ANDREW FINCH

    John McLennan (order #1453882) 203.211.90.142

  • Terms and Conditions

    This product is made available for your personal use only.

    Apart from the permissions granted on page 1, please do not copy the data file wholly or in part, and/or distribute it to other users. If you do this, you defeat the purpose of our offering the product at a lower price for a download version, and this also works against our continuing to provide you with our products in this way.

    A printed version of most A&A Game Engineering products is available from the publishers, or from our stockists, details of whom can be found on our website at the address indicated below. The Website features additional information, Clarifications and FAQs on all our products, as well as supporting material and useful links.

    The expansion of our product range with download versions will enable us to bring back into circulation some products which are no longer in print. Some items will therefore are ONLY be available in a PDF download version. This is indicated on our website.

    If you have any questions regarding the rules or other products, contact us via the links on the website, or through

    [email protected]

    We hope that you enjoy using this product, and by recommending it to your gaming partners you will support our further development of wargames rules products.

    Andrew Finch and Alan Butler

    Partners, A & A Game Engineering

    Published by A&A Game Engineering 20 Shrublands Court Mill Crescent Tonbridge Kent TN9 1PH Great Britain

    Email [email protected] Website http://www.AandAGames.co.uk

    Product Code AA050WV

    John McLennan (order #1453882) 203.211.90.142

  • 1

    Not to be copied, resold or otherwise distributed (see Terms and Conditions)

    SCRAMBLE !

    First Published by A&AGE 1998

    Third Edition Copyright A&AGE 2001, 2002, 2003, 2004, 2005, 2007

    All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any means, electronic, mechanical, photocopying, record or otherwise whatsoever, without the prior permission of the publisher and authors.

    Permission is granted to photocopy the Game Record Sheets for personal use only.

    WARGAMES RULES FOR AERIAL COMBAT 1935 1945

    BY ALAN BUTLER AND ANDREW FINCH EDITION 3.2

    COVER ART BY COLIN MUNRO

    John McLennan (order #1453882) 203.211.90.142

  • 2

    An A and A Game Engineering Download Product

    1. INTRODUCTION....................................................................... 3 1.1 Scales............................................................................ 3 1.2 Definitions.................................................................... 3 1.3 Sequence of Play.......................................................... 3

    2. MEN AND MACHINES ............................................................ 4 2.1 Determining Crew Skills.............................................. 4 2.2 Skill Rolls..................................................................... 4 2.3 Dazed, Wounded or Dead Aircrew.............................. 5 2.4 Crew Survival............................................................... 5 2.5 Experience.................................................................... 5 2.6 Spotting ........................................................................ 5 2.7 Obsolete Aircraft (Optional)........................................ 6 2.8 Mechanical Unreliability (Optional)............................ 6 2.9 Destruction of Aircraft ................................................. 6

    3. SETTING UP A GAME AND DEPLOYMENT....................... 7 3.1 Points Values................................................................ 7 3.2 Preparing the Game...................................................... 7 3.3 Starting the Game......................................................... 7 3.4 Victory and Defeat ....................................................... 8 3.5 Sequence of Play.......................................................... 8

    4. FLIGHT FUNDAMENTALS..................................................... 9 4.1 Formations.................................................................... 9 4.2 Effect of Altitude on Performance............................... 9 4.3 Tailing .......................................................................... 9 4.4 Order of Movement Actions ........................................ 9 4.5 Movement .................................................................... 9 4.6 Turning....................................................................... 10 4.7 Effects of Damage on Turning................................... 10 4.8 Climbing..................................................................... 10 4.9 Zoom Climb ............................................................... 10 4.10 Climbing Half Loop................................................... 10 4.11 Diving......................................................................... 11 4.12 Diving Half Loop ....................................................... 11 4.13 Sideslip manoeuvre .................................................... 11 4.14 Skid manoeuvre.......................................................... 11 4.15 Stacking...................................................................... 12 4.16 Variable Dive Rates ................................................... 12 4.17 Altitude loss following a failed VPSR ...................... 12

    5. SHOOTING .............................................................................. 13 5.1 Guns ........................................................................... 13 5.2 Arcs of Fire ................................................................ 13 5.3 Lines of Fire ............................................................... 13 5.4 Target Priority and Timing ........................................ 13 5.5 Aircrew Shooting ....................................................... 13 5.6 Shooting Procedure .................................................... 13 5.7 Modifiers .................................................................... 13 5.8 Hitting the Target ....................................................... 14 5.9 Automatic Hit Bonus ................................................. 14 5.10 Ammunition Supply................................................... 14 5.11 Damaging the Target.................................................. 15 5.12 Critical Hits ................................................................ 16 5.13 Effect of Formations on Shooting.............................. 16 5.14 Special Weapons ........................................................ 16 5.15 Combining Fire from Multiple Mounts ..................... 17 5.16 Aimed Fire ................................................................. 17

    6. ATTACKING A SURFACE TARGET....................................18 6.1 Area Bombing Attacks...............................................18 6.2 Hitting the Target and Bomb Damage.......................19 6.3 Ground Attack with Guns and Rockets .....................19 6.4 Hitting the Target; Guns and Rocket Damage...........19 6.5 Anti-Shipping Strikes.................................................20 6.6 Deep Penetration Raids ..............................................20 6.7 Kamikaze Attacks ......................................................21

    7. BIBLIOGRAPHY .....................................................................21 8. GROUND DEFENCES AGAINST AIR ATTACK ................22

    8.1 Anti-Aircraft Batteries................................................22 8.2 Heavy Batteries ..........................................................22 8.3 Light Batteries ............................................................22

    9. NIGHT ACTIONS ....................................................................23 9.1 Markers.......................................................................23 9.2 Spotting at Night ........................................................23 9.3 Jamming and Interference..........................................23 9.4 Searchlights ................................................................23

    10. OPTIONAL RULES ...............................................................24 10.1 Simplified Pilot Skill Rolls ........................................24 10.2 Losing contact with the Enemy..................................24 10.3 Dark Night ..................................................................24 10.4 Weapon Alignment ....................................................24 10.5 Transonic speeds ........................................................25 10.6 Computing Gun Sights...............................................25 10.7 Aircrew Training ........................................................25 10.8 German Secret Weapons ............................................25 10.9 Re-arming and Repairs...............................................26

    11. SETTING UP A TYPICAL GAME .......................................26 12. AIRCRAFT DATA AND THEATRES OF USE...................27

    12.1 Understanding Aircraft Data Tables ..........................27 12.2 Aircraft Theatres of Operation...................................27 12.3 Australia .....................................................................28 12.4 France .........................................................................28 12.5 Germany .....................................................................28 12.6 Great Britain ...............................................................31 12.7 Italy.............................................................................33 12.8 Japan ...........................................................................34 12.9 Poland .........................................................................36 12.10 Russia .........................................................................36 12.11 United States...............................................................37 12.12 Aircraft Notes .............................................................40 12.13 Operational Theatres ..................................................40 North West Europe .....................................................40 Southern Europe and Africa ......................................42 Eastern Front .............................................................44 The Far East...............................................................45 Other Theatres............................................................47

    13. EXPANDED AIRCREW EXPERIENCE ..............................48 13.1 Basic Training.........................................................48 13.2 Crew Training.............................................................48

    APPENDIX A - TABLE OF AIRCRAFT WEAPONS ...............49 APPENDIX B DESIGNERS NOTES......................................50 FIGHTER RECORD CARDS ......................................................51 BOMBER RECORD CARDS ......................................................52

    INDEX

    John McLennan (order #1453882) 203.211.90.142

  • 3

    Not to be copied, resold or otherwise distributed (see Terms and Conditions)

    These rules represent a tactical level game of aircraft combat during the many conflicts during the years 1935 to 1945. The data for the aircraft contained in these rules has been presented in a simplified format so that the models perform similarly to their historical counterparts. Players can enjoy seeing the differences between the aircraft and design philosophies, while playing a challenging and exciting game which is simple enough for a player to pick up the fundamentals quickly and to control several aircraft. Further areas such as bombing, anti-aircraft fire, and ammunition use may be added as required. The Third Edition incorporates further modifications as follows: The first is to formalise the effects of the aerobatic value of the aircraft that was treated as part of an optional Skill Roll effect in the Second Edition, based on the relative stall and manoeuvre ratings of the aircraft. This is introduced as an AB modifier which can be damaged as part of the combat routines. The Pilot Skill roll system has been modified to reflect this. It means that nimble aircraft will be able to out-manoeuvre sluggish ones and exceptional pilots will be able to attempt to do the nearly impossible with bombers. We have maintained an optional simplified Skill system that allows a can, cannot or maybe setting for manoeuvres, for those who want to retain the basic system from the previous rules. We have also added some new uses for skills (both Pilot and Gunnery). The second change is to look a bit closer at ammunition supplies. Readers rightly commented that it was possible for later aircraft with small ammunition supplies to fly round shooting unreasonably large amounts of ammunition (think Me 262s versus B 17s here). This is clearly wrong and the ammunition rules have been tightened up for all weapons bigger than machine guns. The rules regarding the movement of formations and shooting at and from formations have been clarified. The effects of damage on MVR have been looked at and you will find some special rules to handle aircraft that have become impossible to manoeuvre due to damage. The Critical Damage table has been changed (to allow for the new AB modifier) Some of the other effects have been toned down and other more flavoursome effects added. Finally, we have added some formalised Kamikaze rules so the Pacific war can add some more challenges. As usual, thanks to all our keen pilots, and in particular to Phil Gray, and Graham Down for their unstinting support and helpful insights and comments, which keep us on our toes.

    1.1 Scales For the purposes of playing the game, all speeds, ranges and measurements are in standard units. If you are using 1/300 models this is 1 inch, but for 1/700 models it may be reduced to inch or 1 cm. It would also be feasible to use aircraft of 1/1200 scale to represent very large air raids or big dogfights. For such aircraft we would suggest using 1 cm as the unit of distance. The scale is 1 unit = 100 yards and the time scale is 1 turn = 10 seconds. It should be noted that all movement and references to the vertical plane have been exaggerated somewhat to make the game more playable, so for instance, the rates of climb and dive have been increased. The game uses both horizontal movement (across the table) and vertical movement (represented by altitude counters).

    Basing The model aircraft should be mounted on bases to define arcs of fire and turns, and to improve their stability. The MINIMUM base size is 2 units square, larger aircraft must be mounted so that the base width and depth is at least the same as the model wingspan and length, rounded to the next higher unit. Rounding Conventions In all cases where a figure has to be rounded, this is done in favour of the active aircraft.

    1.2 Definitions ALTITUDE (ALT): The height of the aircraft at the end of the turn. Each ALT = 1000 feet. The ground level is at ALT = 0. Thus a fighter may be referred to as being at ALT 5. It is important that all players are aware of the altitude of aircraft; this is available to the pilots and crews but may not be readily apparent from the models, and should be displayed on the base of the model, using any convenient means such as a small counter. AIRSPEED (AS): The maximum number of units that can be moved in a turn which may be reduced by damage. STALL SPEED (ST). The minimum speed required to stay in level flight. MANOEUVRE RATE (MVR): A function of the wing loading and roll rate and defines how tight the aircraft can turn. Again bombers and fighter-bombers have two values (MVL) and (MVC). For simplicity, this is referred to as MVR in the rules. CLIMB RATE (CR.): A function of the sustained climb rate. CEILING (CL): The operational ceiling. An aircrafts performance declines as it nears the ceiling. DEFENSIVE VALUE (DV): A factor related to the power to weight ratio, and to how big the aircraft is as a target when shot at. Bombers and fighter-bombers have two values, one for loaded with bombs, rockets, etc. (DVL) and one for clean (DVC). For simplicity, this is referred to as DV in the rules. DAMAGE (DAM): The amount of damage that the airframe can withstand. This takes into account any armour protection. DIVE: The data tables show the dive values for Shallow, Steep, Power and Vertical dives. These are the ALT levels by which the aircraft can descend while diving. AEROBATIC MODIFIER (AB): A calculated modifier based on stall speed and manoeuvrability and a guideline for use within the game. It is shown for loaded (AB L) and clean (AB C) values. Crew Skills PILOT SKILL: An indication of the flying ability of the Pilot and is used as the basis of tests for various manoeuvres. STANDARD PILOT SKILL ROLL (SPSR or PSR): A test using just the unmodified Pilot Skill. VARIABLE PILOT SKILL ROLL (VPSR): A test of the pilots ability to manoeuvre using his Pilot Skill modified by adding the AB modifier. GUNNERY SKILL: The gunners ability to hit a target. GUNNERY SKILL ROLL (GSR): A test used to spot an enemy, unjam a gun or reload an ammunition drum.

    1 INTRODUCTION

    John McLennan (order #1453882) 203.211.90.142

  • 4

    An A and A Game Engineering Download Product

    Your aircrew are characterised by having one or two skill factors. In the case of pilots, these are their PILOTING and GUNNERY SKILLS. Air gunners have only the GUNNERY skill factor. In some cases, a character may also have a BOMB AIMER SKILL, using for aiming bombs. If he is going to shoot a weapon he also requires GUNNERY SKILL. These factors can range from 1 (very poor) to 10 or more (very good). During the course of a battle, these aircrew may be wounded and have their factors reduced, or killed. Wounds are inflicted by reducing the Skills as indicated on the Critical Damage Chart. To start with, you generate each skill required for all aircrew using D6 + the factor from the table below. Note that some critical hits may permanently reduce skills by 1. You may want to keep track of your aircrews names and skills for use in campaigns, and if they survive their factors should be increased. If a character survives a mission and is on the winning side, increase one of his factors by one. For aircraft with more than one crew member, you still only get one point of increase to allocate as required to one crew member.

    2.1 Determining Crew Skills In a game, crew skills will normally be determined by the roll of a D6 plus a Skill factor for each skill. The Skill Factor used may range from 1 to 4, with a corresponding change in the points cost. See the table below for more detail. Crewmen should also be named, and it is recommended to give them names of people you know, to make it more personal ! Determine how many crew you need, paying the prices shown below in the Aircrew Skill Modifiers table. Roll the skills for Pilots, Gunners, Bomb Aimers, etc. The crew are assigned as desired to appropriate positions on the aircraft in use after all skills have been generated.

    Pilots, at least in fighters require two skills, and these are generated randomly, so Pilot skill may be better or worse than Gunnery skill. Bomb Aimers who will use guns also require two skills. In such cases roll for two and assign the higher result to the primary skill, so a bomb aimer skill must be higher (or equal to) a gunnery skill. It is also possible to generate a Pilot with no Gunnery skill. Such a crewman is less flexible as he can only be used on craft where the pilot has no requirement to fire a weapon, and would also be unable to drop bombs or spot an enemy aircraft (this is important).

    2.2 Skill Rolls During the game various skills are tested using 1D10. To succeed this must come out equal to or less than the Skill Rating. A Skill value of 10 does not confer automatic success, because a 10 is always a fail. It does however allow a crewman to take one wound with little effect ...tis but a scratch. There are three types of skill roll possible: A) Standard Pilot Skill Roll The Standard Pilot Skill Roll (SPSR) is used for the following tests: Putting out Fires. Recover Pilot from being Dazed. (Co-Pilot) attempt to take over the controls. Return aircraft to Contact Marker status. Attempt to turn a severely damaged aircraft. Aim Bombs (in cases where there is no bomb aimer and bombs

    are assigned to the Pilot). There is no adverse effect for failing these tests, other than not spotting the enemy, the fires blazing merrily, etc. B) Variable Pilot Skill Roll To make a VPSR, take the pilots skill, and modify it by adding or subtracting the current AB.

    Effective Skill = Pilot Skill + AB.

    2 MEN AND MACHINES

    Aircrew Skill Modifiers Aircrew Nationality 1935-40 1941 1942 1943 1944 1945

    British Empire, South Africa, Australia, Poland 3 3 3 4 4 4

    Germany, Finland, Greece 4 4 3 4 2 2

    USA 2 2 2 3 4 4

    Japan 4 4 4 3 2 1

    France, Belgium, Netherlands to 1940 Vichy France from 1940

    2 1 1 2 2 2

    Italy 3 3 2 2 1 1

    Russia, Free French from 1940 1 2 2 3 3 3

    Spain (R) 2 - - - - -

    Spain (N) 4 - - - - -

    China 3 3 2 2 2 2

    Skill factor modifier Cost of Aircrew with two skills

    Cost of Aircrew with one skill

    4 24 12

    3 18 9

    2 12 6

    1 6 3

    John McLennan (order #1453882) 203.211.90.142

  • 5

    Not to be copied, resold or otherwise distributed (see Terms and Conditions)

    The Variable Pilot Skill Roll (VPSR) is used for any test that involves movement. These are: Tight Turn. Zoom Climb. Climbing and Diving Loop. Power and Vertical Dive. Avoiding Collision. If you fail any VPSR during movement, the following sequence of events will occur in the order shown: If attempting a Climbing half loop, all accumulated Climb on

    the Climb Track is lost. The aircraft will immediately LOSE ALTITUDE equal to the

    number by which you failed the roll. For example, if you have a skill of 7, and roll 7, you have just passed the test. If you have a skill of 3 and roll 9, you will lose 6. If you have a skill of 10 and roll 10, you lose 0 ALT but must otherwise take the effects of failure. If you were making a Power Dive or Vertical Dive this loss of altitude is taken after any other reduction of altitude you made during the initial dive. If you hit the ground (ALT = 0) at this time, the aircraft is totally destroyed.

    If you were attempting a 60 Tight Turn you will only make a normal turn of 30 in the required direction.

    The aircraft will then move forwards a distance equal to its current MVR, regardless of its current airspeed, or of any movement already carried out. The aircraft is then stopped and does not move further UNLESS interaction with another aircraft at the same height band during this mandatory movement caused a further VPSR. Important Note: when doing the mandatory movement of MVR forwards, this ignores the effect of moving less that the Stall speed. The use of MVR is simply a game effect, bearing in mind that the aircraft has (usually) just taken a dive so it will really have been moving faster than its Stall speed.

    If you clipped or collided with another aircraft, take any Crit. Rolls now and immediately apply the result.

    Try to avoid that mountain...! C) Gunnery Skill Roll This test is based on the Gunnery Skill of the Crewman and is used for: Spotting enemy aircraft. Recover a gunner from being dazed. D) Bomb Aimer Skill Roll This test is based on the Bomb Aimer Skill of the Crewman and is used for: Dropping bombs. Recover a bomb aimer from being dazed. 2.3 Dazed, Wounded or Dead Aircrew A crewman can be dazed temporarily by a Critical Hit (for instance his goggles are covered with oil so he cannot see, he may have been struck by a bit of metal or been grazed by a bullet). Crew attempt to recover at the start of their next Movement Phase, testing against their primary skill. This test can be repeated every turn. Aircraft with dazed pilots move ST ahead but stay at the same ALT.

    If any aircrew are wounded due to critical hits and their skill rating is reduced less than 1, it becomes 0, and the original skill level is immediately reduced by 1 PERMANENTLY. If you leave the table to rearm or treat a pilot, in such a case he cannot be restored to his original full strength. A crewman can also be killed outright by a Critical hit. A pilot with Pilot Skill reduced to 0 is unconscious. His aircraft moves forward MVR each turn, and loses 1 ALT until it crashes or leaves the table. In the latter case the rearm sequence may be used to bring him back into action. If the pilot is dead or has Pilot Skill 0 and there is a co-pilot, he may attempt to take control of the aircraft by making a PILOTING SKILL ROLL against his own skill. Until he succeeds, the aircraft loses 1 Altitude per move and moves MVR forwards.

    2.4 Crew survival When an aircraft is destroyed for any reason, roll a D10 for each crew member. If they roll over the excess damage, they bail out successfully. If they fail, they are killed or captured. A roll of 1 is always a fail! Bailed out crew do not get any skill increases.

    2.5 Experience You may want to keep track of your crews names and skills for use in campaigns, and if they survive their skills should be increased. Crew gain experience based on the amount of damage their side inflicted on the enemy. This is calculated by taking the Victory Points for your side and for every 50 points (or part thereof) your side gains 1 Experience Point. Bonus points are available as follows: If you won the game, but not by 2:1 or greater (in points), you

    gain 1 additional Experience Point. If you won the game but 2:1 or greater (in points), you gain 2

    additional Experience Points. If no ACTIVE enemy aircraft (capable of combat, with

    ammunition available) are left on the table at the end of the game, you gain 1 additional Experience Point. This regardless of whether you won or lost.

    Experience is exchanged on a 1 for 1 basis for Pilot or Gunnery Skills. No crewman can receive more than 1 point if there are crew who have not yet gained a point. Experience Points cannot be carried over from game to game. No skill can exceed 10.

    2.6 Spotting Aircraft, or formations, may start the game as a 2 x 2 marker of card. This marker must be numbered and identifies specific aircraft or formations. This needs to be spotted to reveal what it actually is. Spotting also represents the crews ability to see and identify aircraft. Markers cannot spot or shoot, move at a speed of 9 units, but do not need the use of manoeuvre templates and ignore Stall Speeds. They can lose ALT using the normal Dive rules but cannot climb. There is no automatic spotting, even at point blank range. Lines of sight for spotting are blocked by clouds at all heights and by aircraft at the same ALT. You cannot spot into or out of a cloud. A marker is spotted by using a model aircraft already on the table. A crewman can only attempt one spot per turn, during the gunnery phase, during which time he cannot do anything else (such as shoot), and to succeed must pass a GSR. Pilots can spot into their NOSE arc, while other crew can only spot into their weapon arc.

    John McLennan (order #1453882) 203.211.90.142

  • 6

    An A and A Game Engineering Download Product

    The gunnery skill is reduced by 2 for each of the following conditions: If the marker is more than 10 x Gunnery Skill away. Each

    difference in ALT adds 2 to the horizontal distance. If a line drawn from the spotter aircraft to the target and

    extended to the table edge cross that edge where the sun is located.

    A single aircraft can therefore try to spot the opposing flights, whilst keeping some friends hidden as top cover and decoys become a real possibility.

    2.7 Obsolete Aircraft (Optional) This rule and the next are offered as optional extras, and should only be used if both players agree. Aircraft may be regarded as obsolete after a while, especially as technology improves. Aircraft become obsolete as developments provide better aircraft, but they may have to retained in service until you can afford to introduce the new machines. The benefit of using old craft is that Obsolete machines have a lower Points Value. Aircraft may become obsolete during a campaign (see later rules), thereby reducing the cost of purchase. There are of course risks involved! Machines which are regarded as obsolete take a Critical Hit rolling 1D6 instead of the D10 the first time they are hit and damaged in combat. This is in addition to any other damage effects. The Points Value of Obsolete craft is reduced by 20%. Reference works will give information about when aircraft become obsolete, though you can also use your own judgement.

    2.8 Mechanical Unreliability (Optional) It is possible for some types of aircraft to suffer from this due to design faults. If there is historical evidence that some types of aircraft were unreliable, this can be reflected when calculating their Points Value. This rule may also be used to reflect poor standards of maintenance in some air forces, or the lack of spare parts as the war starts to draw to its close and the Axis are starved of raw materials.

    After the aircraft is first deployed, and before the game starts, each machine regarded as Mechanically Unreliable suffers a Critical Hit rolling 1D6 instead of the D10, which is applied immediately. This is rolled separately for each aircraft. Only the effect is applied, the extra damage on the D6 score is ignored, though a 6 causes a further Crit ! The Points Value of Unreliable craft is reduced by 20%.

    2.9 Destruction of Aircraft The aircraft are destroyed in the following circumstances: ALTITUDE is reduced to 0 or less at any time in the turn. DAMAGE This is the fuselage and airframe. If the Damage value is reduced to 0 or less the aircraft is destroyed and the crew are killed. Remove the model. DEFENCE VALUE This is the wings and manoeuvring capability. If the DV is reduced to 0 or less, the aircraft has become uncontrollable and moves forward MVR each turn, losing 1 ALT until it hits the ground or leaves the table. Mark it with a tuft of black smoke. AIRSPEED This is the capability of the engines to sustain the aircraft in level flight. If AS is reduced below the ST the aircraft moves forward ST every turn and loses 1 ALT until it hits the ground or leaves the table. Mark it with a tuft of black smoke. A PILOT KILLED result in a single seat aircraft or in a multi-crew aircraft where there is no other crewman with a piloting skill, also effectively removes the aircraft from play. Aircraft lost in this way can be removed from the table, but more blood-thirsty players may wish to keep the model on the table and decrease its ALT by 1 until it hits the ground. It should be clearly marked with a tuft of black smoke.

    RULES OF THE AIR Every take-off is optional. Every landing is mandatory. If you push the stick forward, the houses get bigger. If you pull

    the stick back, they get smaller. That is, unless you keep pulling the stick all the way back, then they get bigger again.

    Flying isnt dangerous; its crashing that is dangerous. Its always better to be down here wishing you were up there

    than up there wishing you were down here. The ONLY time you have too much fuel is when you are on

    fire. The propeller is just a big fan in front of the plane used to keep

    the pilot cool. When it stops, you can actually watch the pilot start sweating.

    When in doubt, hold on to your altitude. No-one has ever collided with the sky.

    A good landing is one from which you can walk away; a great landing is one after which they can use the plane again.

    Learn from the mistakes of others. You wont live long enough to make all of them yourself.

    You know youve landed with the wheels up if it takes full power to taxi to the ramp.

    The probability of survival is inversely proportional to the angle of arrival. Large angle of arrival small probability of survival and vice versa.

    Never let an aircraft take you somewhere your brain didnt get to five minutes earlier.

    Stay out of clouds. The silver lining everyone keeps talking about might be another airplane going in the opposite direction. Reliable sources also report that mountains have been known to hide out in clouds.

    Always try to keep the number of landings you make equal to the number of take-offs youve made.

    There are three simple rules for making a smooth landing. Unfortunately no-one knows what they are.

    You start with a bag full of luck and an empty bag of experience. The trick is to fill the bag of experience before you empty the bag of luck.

    Helicopters cant fly; they are just so ugly that the earth repels them.

    (Continued on page 8)

    John McLennan (order #1453882) 203.211.90.142

  • 7

    Not to be copied, resold or otherwise distributed (see Terms and Conditions)

    3.1 Points Values Each of the aircraft has a points value calculated for it, the value broadly reflecting the ability of the aircraft in combat but is not meant to be a detailed analysis. Actual performance will depend on the quality of the crew flying the aircraft, and a highly skilled crew will be able to make the most of the performance, whilst a poor crew will not. Aircrew must be purchased with skills depending on the dice modifier used when generating them. The data lists only show the crew on board who have a function in the game. Navigators, Radio Operators etc. who have no purpose in the game are not included unless they man a weapon. The value of the crew as shown under Men and Machines is added to the cost of the aircraft and this value represents the VP for shooting the aircraft down.

    3.2 Preparing the Game The players decide what type of mission they wish to play. There are a number of mission types that can be played using these rules. The descriptions outline the relative points values for the game. For full details always refer to the actual rules in the appropriate section. Encounter or Fighter Sweep This is a typical air superiority mission. Both sides have fighters and start with roughly equal points values. Random entry reflects the pilots ability to spot enemy aircraft and simulates the development of the air battle. If it is intended to represent a Rhubarb mission used by the Allies to tempt the enemy into a dogfight by trailing their coattails across France, the defender may wish to purchase some light Flak guns. The Germans also carried out such Tip and Run raids over Britain. In either case, no more than 20% of the point may be spent on Flak guns. The AA guns could of course be strafed as part of the game. Victory Points are scored for aircraft shot down and AA defences destroyed. Ground Attack Aircraft were also called on to attack ground targets in support of land forces. As the war progressed, air forces got adept at close support with fighter bombers or specialised aircraft. The Attackers will have defined targets worth at least half the value of attacking aircraft and crew. The Defenders start with forces equal to the points value of the targets PLUS half the value of attacking aircraft and crew. In this way, if the attacker selects targets worth more than half his value, this will mean that the defenders will be stronger than the attackers. Victory points are scored for Aircraft shot down, AA guns destroyed, and Ground Attack Targets eliminated, these being worth TWICE their purchase price. Area Bombing The attacking side has bombers, and may have fighter escorts if required. The defending side has fighters and has the option of buying AA batteries and searchlights. The Attackers will have defined targets worth at least half the value of attacking aircraft and crew. The Defenders start with forces equal to the points value of the targets PLUS half the value of attacking aircraft and crew. In this way, if the attacker selects targets worth more than half his value, this will mean that the defenders will be stronger than the attackers.

    Victory points are scored for aircraft shot down, AA guns destroyed (though it is unlikely that they will be attacked in a Night Bombing raid) and for damage scored to Area Bombing Targets. Each point of Area Bombing damage is worth TWO VPs and these VPs are built up gradually as the raid progresses. Attacks on shipping These attacks are set up like Area Bombing Missions. Victory points are scored for aircraft shot down, AA guns destroyed and for ships sunk. Each ship sunk is worth TWICE its damage points in VPs (as shown in the table in the Shipping Strike rules).

    3.3 Starting the Game The table can look good if you lay out some felt fields or rivers or hill contours. You can also make the game more exciting by having higher ranges of hills in 000s of feet (with the ALT marked on each). There is even the option of acting out the Film 633 Squadron with cliffs on all sides, if you feel brave enough. Any ground installations or targets due to be placed on the table are deployed first, by the Defender. Under certain circumstances the installations must be deployed from a map. Targets can be deployed anywhere on the table, EXCEPT within 12 of the table edge, or 24 of the attackers entry edge. Having put out the terrain, Flak and targets, the table starts as empty sky and each aircraft or formation enters the battle area randomly. Both sides dice for initiative as usual. The loser sets down one aircraft or formation, on the table edge, dicing for position according to the diagram below. The players then alternate setting down an aircraft or formation on the table edge as described above. The winner of the initiative may set down one aircraft or formation last.

    1-10 Roll a D10 for the entry position for each Fighter formation

    [1-6] Roll a D6 for the entry position for each Bomber formation (including close fighter escorts in formation with the bombers).

    [1]

    1 2 3

    [2]

    10

    12 12

    12 48 12 12

    4

    [3] 12

    [4]

    9

    12

    5

    [5] 12

    8 7 6

    [6]

    Atta

    cker

    ent

    ry e

    dge

    3 SETTING UP A GAME AND DEPLOYMENT

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    Next dice for Altitude rolling 2D6 and adding the Pilot skill of the formation leader. This is the pilot in the formation with the highest combined pilot and gunnery skill. If you have a mixed formation of bombers with a close escort of fighters, the skills of the bomber pilots are used. This represents the fact that the fighters are accompanying the bombers, not the other way round. The player may choose to deploy lower than the altitude determined by the result. If using Contact markers, these are deployed as if they were the actual aircraft or formations. You are just screening from the enemy what is located where. Random Entry Map The numbers show deployment on a 4 foot by 8 foot table (not to scale). The result shows placement regardless of which side the aircraft are on. Locate the Sun Finally, the position of the sun is determined rolling a D10 on the diagram above. The dazzle effect on spotting occurs over the entire edge segment.

    3.4 Victory and Defeat This is determined by damage inflicted on the enemy, both aircraft and ground targets. Victory Point Target The VICTORY POINT TARGET (VPT) equals 50% of the points value in aircraft and crew fielded by the side with the higher valued force. Flak guns and other defences are also included in this. Unequal points values If one side has more points than the other, then all victory points scored by the side with the lower value are multiplied by the ratio of the larger to the smaller.

    If Side A starts with 400 points and Side B starts with 200 points, then any VP scored by Side B are multiplied by 2.

    Victory Points Victory points (VPs) are assessed by totalling the damage that each side inflicts on the other. Victory Points are received for: Shooting down enemy aircraft, in which case you get VPs for

    the aircraft and the crew, including any extra points used to enhance the skills of one or more crewmen.

    Carrying out successful attacks on surface targets. VPs are awarded for destroying the targets attacked or by area bombing.

    Ending the Game and determining the Winner The game will end if at the end of movement only one player has aircraft on the table. If one player only has AA Defences then the game ends when the attacker has left the table. If the other player has withdrawn all his aircraft to re-arm, he is assumed to have yielded control of the air to the enemy. Note that in DEEP PENETRATION missions, the game does not actually end, but will pass to the next table. Otherwise, the winner is the first player to have totalled VPs equal to or in excess of the VPT, at the end of a turn. If both players reach the target during the same turn, the game is a draw, unless one side has at least 10% more points than the other, in which case it is a marginal victory. If the excess is 30% or more then it is a substantial victory, and 50% or more denotes a major victory.

    3.5 Sequence of play Initiative phase. Players roll a D10 to determine the initiative for this move. Each side rolls D10 and adds the Piloting Skill of the highest ranking character. The highest ranking character is the one with the highest sum of Pilot Skill and Gunnery Skill ( or any other two skills). If the pilot only has one skill, this is used. Ties are re-rolled. Movement phase Each side now alternates in moving an aircraft or formation, starting with the side that lost the initiative. The winner of the initiative can always move one aircraft or formation last, if desired. Shooting phase 1 Burning ground targets take damage. 2 Heavy AA Flak bursts cause damage. 3 Each side alternately shoots with one aircraft, in any order as

    determined by the player, starting with the winner of the initiative. Damage to the target is resolved and applied immediately, so it is possible for an aircraft to be shot down before it has a chance to fire. Bombs are dropped when the carrying aircraft would shoot.

    4 Heavy AA batteries place new Flak bursts.

    If all you can see out of the window is ground thats going round and round and all you can hear is commotion coming from the passenger compartment, things are not all as they should be.

    In the ongoing battle between objects made of aluminium going hundreds of miles an hour and the ground going zero miles an hour, the ground has yet to lose.

    Good judgement comes from experience. Unfortunately, the experience usually comes from bad judgement.

    Its always a good idea to keep the pointy end going forward as much as possible.

    Keep looking around. Theres always something youve missed.

    Remember, gravity is not just a good idea, its the law! And it is not subject to repeal.

    The three most useless things to a pilot are the altitude above you, the runway behind you, and a tenth of a second ago.

    There are old pilots and bold pilots, there are, however, no old, bold pilots.

    (Continued from page 6)

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    4.1 Formations and Movement A players aircraft may start the game flying in formation. For increased realism, all aircraft should start the game in a formation. In the case of bombers, they may well remain that way throughout the game, but they may break up into individual aircraft at any time when any of them are moved. A formation consists of a number of aircraft flying and manoeuvring close together, and generally acting in all respects as one aircraft. Aircraft in formation must remain in contact with each others bases and be at the same Altitude. To avoid any confusion, when aircraft that are not in formation are placed close together, keep the bases a few mm apart. A formation may be moved together, and for the purposes of turning, and to make sure the formation retains the same shape and that no aircraft moves further than it should, the distance moved during turn manoeuvres counts double. This means that if you have MVR 3 you will use 6 AS each time you make a turn, but still only move 3 ahead. You move by working out the movement of the aircraft on the inside of the turn, using the normal turn circle for the aircraft MVR, then place the rest of the aircraft in formation.

    For example, an aircraft with for a normal AS of 11 and MVR of 3 could only make 1 turn at a cost of 6, advancing 3, but could still fly ahead 5 during this movement.

    There are three types of formation which may be used: Up to three Bombers grouped together for mutual support Up to three Bombers with one or more fighters Fighters in a standard tactical arrangement. Different nations used different ideas and doctrine throughout this period, but generally, German trained fighter units operated in multiples of 2 from an early stage, and were soon copied by US Navy units. Everybody else used threes for fighter units until after 1941, when they copied the Germans and reduced to twos. Changing and breaking formation. Normally a formation can turn and manoeuvre as if it was one aircraft, and the individual aircraft do not move relative to each other. If for some reason you want to change the relative positions of the aircraft, this requires that the formation flies straight and level for that turn, and the individual aircraft are moved to their new positions using their normal movement. This may mean that one or more of the aircraft will have to slow or drop back to allow others to move up. Rather than calculate exact movement, nominate a formation leader and move him at half speed, then reposition the other aircraft around him. If you want to break up a formation, either by having one aircraft leave it and move separately, or by having all the aircraft move separately, this is done when you would normally move the parent formation. Each aircraft is then moved as required and completes all its manoeuvres. Each aircraft is then on its own for shooting and future movement. Remember to give each an altitude marker. A formation cant be re-formed during the course of the game.

    4.2 The effect of altitude on performance Each aircraft has an effective operational ceiling, noted on the data sheets. You can exceed these figures, however for each ALT you go above the operational ceiling, MVR, ST and CL all increase by 1, until ST = AS, at which point you cannot climb any further.

    4.3 Tailing This happens when an aircraft gets directly behind an opponent, close enough to see the control surfaces move and exhaust smoke changes, making it much easier to follow the aircraft. If an aircraft is directly behind an opponent (who has already finished moving), with the target aircrafts tail arc in contact with your nose arc, you can declare tailing. Both aircraft must be at the same height. Tailing is not possible in clouds. This alters the normal sequence slightly, and the pair moves as a formation when the target aircraft would move. The tailing aircraft always has the option to break off the action. (This counts as breaking a formation so the tailing aircraft also takes its actions at that point.) This allows you to follow an aircraft in front of you even if you lose the initiative roll. The only way to shake off a tailing aircraft is to perform a turn or manoeuvre that he cant follow, or use a wingman to shoot at him. In the game sequence if player A is being tailed, his opponent B moves his tailing aircraft at the same time, then player B may move one of his own aircraft.

    4.4 Order of Movement Actions In order to ensure that the game flows evenly, we have formalised the order in which movement actions occur. It makes it easier to sort out interaction between aircraft. If attempting any Climbing or Diving Loops, turn the model through 180. If CLIMBING add 1 to the Climb Track. If attempting a Loop make any VPSR required and immediately apply the effects of a FAIL as described earlier, after which the aircrafts movement ends. If DIVING reduce ALTITUDE, then make any VPSRs required (including any for a Loop), and immediately apply the effects of a FAIL as described earlier, after which the aircrafts movement ends. Carry out forward movement and manoeuvre, again carrying out any VPSRs required.

    4.5 Movement In level flight, you can move the aircraft straight forwards at any speed between the STALL SPEED to the full AIRSPEED. The aircraft are assumed to be able to accelerate or brake during the length of the turn, and fighter pilots would fly with one hand on the throttle to control their speed as well as direction. Photographs of aircraft after combat show a lot of exhaust staining, indicating rapid changes of power setting. If the STALL is greater than current AS, then the aircraft stalls and must descend at least 1 ALTITUDE. This is a fundamental point and should be borne in mind when manoeuvring and diving. If it only descends 1 or 2 ALTITUDE it gains Current AS move bonus, but this must be used for forward movement. You cant climb and dive in the same move, but you can combine other manoeuvres. So for example, you can increase your speed by diving and then use that bonus to make additional turns. In all the examples, it is assumes that the aircraft is powered. If the engine fails, it is still possible to gain enough flying speed to avoid stalling by diving. However, your options will be somewhat limited!

    4 FLIGHT FUNDAMENTALS

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    Dazed Pilots Aircraft with dazed pilots move ST ahead but remain at the same ALT until they recover or leave the table. Unconscious Pilots The aircraft moves forward MVR each turn, and loses 1 ALT until it crashes or leaves the table. For more details see the section on Men and Machines.

    4.6 Turning Turns are made by placing a 30 template with the angle alongside the front of the base of the aircraft on the inside of the turn, and moving the model forwards along the template edge at least a number of units equal to the MANOEUVRE RATE cost. Note that bombers and fighter-bombers may have a different MVR depending if they are carrying bombs (loaded) or if they have dropped them (clean). Thus an aircraft with a MVR 4 will have a larger turning circle than an aircraft with MVR 2. If for example the aircraft has a MVR of 3, then the aircraft model makes a 30 turn and moves forwards 3 units, then turns 30 again and moves 3 units forwards. If you dont have enough units left, you cant make the turn. Formations turning are treated as single aircraft. The correct turn template for the MVR is placed on the inside of the turn, and each unit of movement during turns counts double distance.

    A formation of Hurricanes with an AS of 14 and MVR of 2 carries out a turn. The template is placed on the inside of the formation, and after each turn it moves 2 ahead, at a cost of 4 AS, so it could make 3 turns, and have 2 AS left that could be used for movement ahead.

    Tighter turns may be attempted in a similar way, using a 60 template. This represents the pilot pulling in excess of 5G in the turn. To succeed, you need to pass a VPSR. If you fail, the aircraft has stalled the inside wing and the aircraft loses ALTITUDE as described under Pilot Skill Rolls, turns using the normal 30 template and moves its MVR distance straight ahead, and is then stopped. The pilot spends the rest of the time to recovering the aircraft assuming he has not hit a cliff or the ground.

    Oberleutnant Kadow tries to pull his Me 110 round in a tight turn. His Piloting skill is 6, and he rolls an 8 on the D10, so his aircraft drops 2000 feet. Since the MVR of the Me 110 is 4 the aircraft turns 30 and moves 4 forwards.

    Tight Turns are not permitted to Jet aircraft because of the inherent problem of losing airflow through the engine. Similarly Rocket powered aircraft are moving too fast to attempt tight turns

    4.7 Effects of Damage on Turning As aircraft get damaged their MVR rates will increase and you may well end up with an aircraft with an MVR greater than the AS. Aircraft where the MVR is greater than the AS but less than 1 times the AS are permitted to make a single Turn or attempt to make a Tight Turn at the start of movement. Aircraft may be capable of normal manoeuvres if they enter a shallow dive, thereby gaining a AS bonus in the normal manner. Aircraft where the MVR exceeds 1 times the AS cannot turn at all in game play unless you are using the optional Special Rule shown below. Special Rule You could use the following Special Rule regarding the manoeuvre of aircraft whose manoeuvre has been severely degraded (such that MVR exceeds 1 time the AS). With this Rule you can make a NORMAL turn at the start of a move, as long as you pass a PSR, which does not use an AB modifier. If you fail this test you just cannot turn. You may NOT use Tight Turns, and any sort of Aerobatic climb or dive manoeuvre is definitely out of the question.

    4.8 Climbing When climbing to a higher altitude you must announce that the aircraft is climbing and the horizontal move is a maximum of the Current AS (round up). This distance must be at least the current ST. Add 1 to the climb track, and when this has accrued a number of turns climbing equal to its CLIMB RATE, the altitude is increased by 1. This climb track can be written on the aircraft card or on a small counter placed next to the model. It is important that all the players are aware of what each aircraft is supposed to be doing, as this information would be available to the pilots and crew but is not readily apparent from the models. NOTE: Some aircraft have a climb rate of less than 1, noted as 0.1 to 0.5. This has the following effect: A climb rate of 0.5 allows a plane to climb 2 ALT in a turn A climb rate of 0.4 allows a plane to climb 3 ALT in a turn A climb rate of 0.3 allows a plane to climb 4 ALT in a turn A climb rate of 0.2 allows a plane to climb 5 ALT in a turn A climb rate of 0.1 allows a plane to climb 10 ALT in a turn

    4.9 Zoom climb This is like a climbing half loop, but without the change in direction, as you pull up rapidly and trade forward momentum for a temporary climb. The player declares a Zoom Climb, the aircraft is moved a distance equal to ST, and immediately gains one on the climb track. Then you need to make a VPSR to avoid stalling the aircraft. If successful, you add an additional one to the aircrafts climb track. If you fail, you lose all accumulated Climb on the climb track, then lose ADDITIONAL ALT according to the degree of failure, and finally move MVR straight ahead. Zoom Climb cannot be combined with other forms of climb, dive or manoeuvre.

    4.10 Climbing Half Loop This manoeuvre is not possible if an aircraft is carrying payload of any sort (see box on opposite page*) This manoeuvre reverses the direction of the aircrafts travel by 180 by using a vertical half circle upwards and a rollout. The manoeuvre takes all the AS because the aircraft travels in a half circle forwards and then back, and the aircraft gains one on its climb track.

    Manoeuvre Altitude change Horizontal move

    * Requires Variable Pilot Skill Roll. min. max.

    Climb +1 to climb track stall speed AS

    Level 0 stall speed 1 AS

    Shallow dive -1 or -2 stall speed 1 AS

    Steep dive -3 or -4 0 1 AS

    Power dive -5 or -6 0 AS *

    Vertical dive -7 or -8 0 0*

    Movement and Manoeuvre Summary (Basic)

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    The model remains where it is and is first rotated 180. This manoeuvre is not so easy in less manoeuvrable aircraft.

    You need to make a VARIABLE PILOT SKILL roll. If you pass you add ONE to the Climb Track. If you fail you lose ALL accumulated climb on the Climb Track, then lose ADDITIONAL ALT according to the degree of failure, and finally move MVR straight ahead. Pilot Officer Lane flying a Spitfire with SKILL 6, AIRSPEED 14 and STALL 4, MVR 2 and AB modifier of +2 wants to reverse his course by a climbing half loop. It has a CLIMB RATE of 2. On turn one he puts the aircraft into a climb, and moves AS forwards, giving one on his climb track. Next turn he announces a half loop, rolls a VPSR requiring 8 or less to pass. He rolls 5, so now he can reverse his course and add 1 to the climb track leaving him at 1 ALT higher. Oberleutnant Kadow following in his Me 110 tries to follow the Spitfire through the loop. His SKILL is 5, AIRSPEED 13, STALL 4, MVR 4 and AB modifier 0. He needs to pass his VPSR with 5 or less to avoid stalling out of the loop. If he passes he will turn through 180 and add 1 to his climb track. If he fails, he is turned 180, loses any accumulated climb, drops at least 1 ALT, then moves forward 4 (=MVR).

    4.11 Diving In the interests of simplifying the game, all aircraft as assumed to have similar diving rates in the basic game, unlike climb rates where there are large differences. (See variable dive rates later). SHALLOW DIVE decreases the ALT by 1 or 2 as desired at the end of the turn, and gives a Dive bonus of the Current Airspeed for movement this turn. You dont have to take this bonus, but it cant be stored. The aircraft moves forwards a distance between the Stall Speed and 1 AS. STEEP DIVE decreases the ALT by 3 or 4 Altitude as desired. The horizontal speed across the table is reduced by the angle of dive, so the aircraft is moved forwards between 0 and Airspeed, and a Dive Bonus of Current AS may be added. The result is that the aircraft can move between 0 and 1 AS. POWER DIVE decreases the ALT by between 5 and 6 Altitude. The angle of the dive means that the model may only be moved forwards up to Airspeed. The dive bonus is effectively used to pull out of the dive. You need to pass a VARIABLE PILOT SKILL roll to succeed,

    with the usual penalty for failure. Dive Bombers, equipped with Dive brakes, increase the Pilots

    Current Skill by 2 for the purposes of this test. As usual if you fail the difference between the required score and the actual score is the ADDITIONAL ALTITUDE lost, after which you move MVR forwards and stop. If you have not hit the ground then you are considered to have pulled out after the test. VERTICAL DIVE decreases the ALT by 7 or 8. The model may not be moved forwards at all as it is going vertically downwards, using all the available movement. You need to pass a VARIABLE PILOT SKILL roll as described under Power Dive to see if you can recover. If you fail this, you will move forwards MVR, even though you would normally not be able to do so.

    4.12 Diving Half Loop This manoeuvre is not possible if an aircraft is carrying payload of any sort (see box below*) This manoeuvre reverses the direction of the aircrafts travel by 180 by a diving half circle and rollout. The manoeuvre takes all the AS and can reduce the ALTITUDE by 1-4. It is not possible to dive more than 4 and half loop in the same turn. If using Variable Dive rates then replace 4 with the Steep Dive distance (which is in most cases more restrictive).The manoeuvre is accomplished as follows: First turn the aircraft through 180, then reduce ALT by 1 to 4

    as desired. You need to make a VARIABLE PILOT SKILL roll. If you fail

    this test, you lose ADDITIONAL ALT according to the degree of failure, and finally move MVR straight ahead.

    Finally, if any required test was passed, and the aircraft is diving 1 or 2, then a dive bonus of AS is gained. It is possible to dive 3 or 4 and half loop but this uses up the bonus gained, so the model can only be rotated 180. A Hurricane with a MVR of 2, AS 12, stall 4, Steep Dive of 4 and AB Mod of +1 wishes to reverse course by a diving half loop losing 1 ALT. Assuming the VPSR is successful the model is turned 180 and its ALTITUDE is decreased by 1. It may, if the player wishes, use the Dive bonus of 6 units to move ahead and/or turn after the loop is completed.

    4.13 Sideslip manoeuvre The attempt to sideslip must be declared before any movement takes place, and is the only movement action that can be taken. It cannot be combined with another movement action. A VPSR is required before movement. Pass Move between ST and half AS in a straight line, up to 30

    degrees to right or left of current heading (Pilots choice); the aircraft remains facing in the same direction as it started the turn.

    Fail Aircraft moves forward half AS and drops ALT levels by the amount by which the test fails.

    4.14 Skid manoeuvre This is a slip with a subsequent change of heading. The attempt to skid must be declared before any movement takes place, and is the only movement action that can be taken. It cannot be combined with another movement action. A VPSR is required before movement. Pass Move between ST and half AS in a straight line, up to 30

    degrees to right or left of current heading (Pilots choice); the aircraft then changes facing by up to 30 degrees to left or right (i.e. turning in the opposite direction to the initial slip).

    Fail Aircraft moves forward half AS and drops ALT levels by the amount by which the test fails.

    Sideslip Skid

    * It has been commented that in the rules a very good pilot could attempt these manoeuvres in a loaded bomber such as a Lancaster. While true, it would not be in the spirit of the rules (anyway the crew would object as well). The main point of these prohibitions is that you cannot invert an aircraft while carrying bombs etc. in this period.

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    4.15 Stacking Displacing models and mid air collisions Using models of aircraft on a flat table presents some circumstances that need a special rule to cover instances when two models apparently need to occupy the same space after movement. While this may not be a problem in real life as the aircraft may be at different heights, players need to decide how to position the model aircraft. The aircraft which is currently moving is always displaced, and it can either stop short or be moved in a straight line to overshoot the other aircraft, regardless of its minimum or maximum move. This means that an aircraft may move less than its stall speed, or more than its maximum speed on the table. If the moving aircraft is higher than the other it goes over, if lower, it stops short. In either case, the base of the moving plane is placed so that it is in contact with that of the non-moving plane. It may not change its facing. If the aircraft are at the same Altitude, a mid-air collision may occur. Both players take VPSRs simultaneously as shown on the following table. The results of the tests are applied immediately. This situation may occur if an aircraft has gone out of control and lost altitude, after which it must move ahead a fixed distance, which might bring it into contact with another aircraft (of either side). The VPSRs are modified with +2 if the testing aircraft is approaching the other from the tail and -2 if the approach is front arc to front arc. If at the end of a mandatory move at the new ALT the base overlaps that of another aircraft, these same rules for interaction between models apply. It could be that the model is, in fact, not displaced if the other aircraft is higher and there is no space to place the model. It could also cause a further collision.

    Buzzing the enemy and Ramming It is a legitimate tactic to buzz an enemy formation to try to break it up. This is however a risky business as you will see from the previous rules. Buzzing is a voluntary act during movement, and means that the moving aircraft must end up in contact with the opponents aircraft, at which time the tests described above are taken. After these tests, it is fairly certain that one or other of the aircraft must be moved, so a gun attack is unlikely. Deliberate ramming was an act of desperation, often in an attempt to bring down a bomber. It was a rare occurrence, but did sometimes happen. In the framework of these rules, after some consideration we decided that it could lead to players using the wrong tactics in a game, with the aim of an easy win at the cost of wasting a pilot. In the real world, pilots turned out to be in short supply for the very forces that turned to ramming as a possible solution to their dilemma. We therefore rule that deliberate ramming is not permitted, and buzzing should only be used if both players agree.

    4.16 Variable dive rates One of the simplifications used is to assume that all aircraft dive at the same rate. The vertical scale is exaggerated too, so that the printed dive rates are rather larger than they should be. To represent the differences in dive rates rather more accurately and obtain small differences between aircraft, you can use the following method based on the airspeed. The data in the aircraft tables includes the calculated dive rates for: Shallow dives Steep dives Power dives Vertical dives If you find that the dive rate is the same in two of the types, you must treat the dive as the worst type. This may limit the forward distance travelled and require VPSRs to be rolled.

    Example: With an AS of 12 and ST of 4, a Hurricane I can shallow dive 2, steep dive 4, power dive 5, vertical dive 6. A Spitfire IA with AS14, ST 4 can just out-dive it with power dive 6, vertical dive 7. If an aircraft has a dive rate of 1, 3, 3, 4 in the tables, then it is treated as able to do a shallow, power or vertical dive, but no steep dive. An aircraft with values of 1, 1, 2, 2 can do a Steep and a Vertical dive.

    This changes the entries in the Movement and Manoeuvre Summary table, although the minimum and maximum horizontal moves remain the same, as do the requirements for a VPSR for power and vertical dives.

    4.17 Altitude loss following a failed VPSR If a Pilot fails his VPSR and is forced to lose an amount altitude greater than the maximum dive rate for the aircraft, then the Pilot must make an additional VPSR in order to pull out. If he fails this roll, the aircraft will lose further altitude and, once again, if the new altitude loss is greater than the maximum dive rate, another VPSR will be required. Bad Planes with Bad Pilots will tend to become integral with the landscape. If he passes the test then he has struggled to recover from the spin.

    VPSR

    Non moving Plane Pass Fail

    Pass The moving plane is placed by its owner adjacent to the non-moving plane (over or short), with bases touching. It may not change its facing. No effect for the non-moving plane

    The moving plane loses ALT in the usual manner and moves forward its current MVR. Non moving plane is CLIPPED by moving plane and each aircraft takes one Crit per engine on the other.

    Fail The moving plane is placed by its owner adjacent to the non-moving plane (over or short), with bases touching. It may not change its facing. Non moving aircraft panics loses ALT in the usual manner and moves forward its current MVR.

    The moving plane loses ALT in the usual manner and moves forward its current MVR. Non moving aircraft panics loses ALT in the usual manner and moves forward its current MVR. The planes have COLLIDED and each aircraft takes two CRITs per engine on the other.

    Moving Plane

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    5.1 Guns The basis in the rules is that guns fire in pairs. In many cases aircraft only mounted a single gun in a position, on others there may be three (though this is rare). For the purposes of these rules the term GUN MOUNTING is used to describe: A PAIR of guns of the same calibre. A SINGLE gun. This fires at 1. The first THREE guns in the cases of aircraft with an odd

    number of, and more than 2, guns. These fire at +1. Each GUN MOUNTING rolls 1D10 to hit.

    5.2 Arcs of fire Arcs of fire are measured from the base of the aircraft, either using the 30 template, or extending a line outwards from the front or rear edge of the base.

    5.3 Lines of Fire In all cases, if the targets base is in the arc of fire, even partly, then it can be fired at, so these arcs are not quite as rigid as they appear. Ranges and lines of fire are drawn between the closest points on the two bases. The closest point will usually be drawn between the nearest corners of the respective bases, though it might be measured along a line perpendicular to the base of one of the aircraft.

    A line of fire between two aircraft is blocked by a friendly aircraft if the line of fire crosses any part of its base and the friendly aircraft is at the same altitude as either the firing aircraft or the target. See rules later about shooting from and at formations.

    5.4 Target priority and timing Each gun mounting must shoot at the closest target. If this is not obvious, roll a dice to determine the target. This means that in order to shoot at a specific aircraft in a dogfight, you must fly your aircraft into the best positions. All guns and other weapons on an aircraft, or in a formation, are used at the same time.

    5.5 Aircrew Shooting The pilot and crew are responsible for different gun mountings on the aircraft. The pilot will usually fire all the fixed forward firing guns. He may have fixed rear firing guns, but he can only fire in one direction per turn. If using guns a pilot cannot fire any other weapon such as rockets or bombs in the same turn. In most cases the rest of the crew will have one gun mounting to fire, though there are exceptions. There may be a choice of several mountings, such as on German bombers, in which case he can only fire one of these. An exception is the Superfortress, where various crew members can control one or more gun barbettes. Nevertheless, no crewman can ever shoot at more than one target per turn.

    5.6 Shooting procedure Check that the target is in the arc of fire, within weapon firing range and (normally) at the same height. A weapon modifier may apply, depending on the number of guns firing, and the calibre of the weapon shooting (due to the rate of fire). Various tactical modifiers may apply for range and target aspect. Determine the Gunnery Skill of the character operating the weapon and roll 1D10 for each gun mounting he fires.

    A Hurricane with 8 x .303 machine guns would roll 4D10s to hit.

    5.7 Modifiers Range Modifiers

    5 SHOOTING

    Nose and tail arc: +/- 30 of either side of t h e d i r ec t i on o f movement. Wing and nose mounted guns may be converged using the optional rules.

    Turret arc: 360 measured all round the aircraft.

    Front and rear arc: 180 measured from the front and rear edges of the base. Left and Right beam arcs are covered by l i n e s d r a w n perpendicular to the sides of the base at the front and rear edges (i.e. the areas not covered by front or

    Point blank range is when the range is zero, that is, the bases are actually touching, giving +2.

    2 unitsEffective range is within two units, giving +1.

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    Gun Modifiers Most guns fire in pairs. If only one is fired it fires at -1. Some aircraft had three guns in a gun mounting, in which case they are fired together at +1 to hit. Machine guns with a fast rate of fire get a bonus of +2. Heavy machine guns get +1, while larger calibre cannon have -1 or -2. This is shown on a later table.

    Tactical modifiers The difficulty of hitting the target depends on the range and relative movement of the target. The tactical modifiers are used depending on the relative position of firing aircraft and target. The following diagram summarises the basic tactical factors. If the firing aircraft is in the areas shown, it will get the appropriate bonus or deduction. Note that if the base of the firing aircraft crosses a boundary it counts as being in the worst position.

    B shooting at A below does not get any advantage. If A is shooting at B, or B at C with rear guns, there is no deduction. If the shooting aircraft is totally within the tail arc of the target, the target is easier to hit, giving +2. This is the case of C shooting at B below. If A and/or D are shooting at each other, both are at -2 Note also that E shooting at either A or B would be at -2, while C shooting at E would also be at -2.

    5.8 Hitting the target A hit on the target is obtained when the sum of the Gunnery Skill + Weapon Modifiers + Tactical Modifiers + D10 is equal to or greater than the Defence Value of the target. A natural roll of 1 is a miss under all circumstances.

    Pilot Officer Lane in his Spitfire attacks a Bf 109. He has 8 .303 machine guns. Each pair gives him an attack die so he rolls 4D10, adding his Gunnery Skill, the weapons modifier for the machine gun (+2) and any tactical modifier. Each hit gives him a 1 D6 of damage. The Bf 109 with a pair of machine guns and a 20 mm cannon would roll 1D10 for each. Apart from Gunnery Skill and tactical modifiers, he adds +2 to the machine gun die but deducts 1 from the 20 mm attack (the weapons modifier is +0 but he

    gets 1 for a single gun shooting). If he hits he gets 1D6 damage from the machine gun and 3D6 from the cannon.

    Relative Pilot Skill This rule only applies to cases where the pilot is shooting fixed guns. Compare the PILOT skill of the shooter and the target. If the pilot skill of the shooter is greater than that of the target aircraft ADD +1 to the to hit roll. If the pilot on the target has a better pilot skill then the shooter DEDUCTS 1 from the to hit roll.

    5.9 Automatic hit bonus In some positions, the shooting modifiers and gunnery skill score may already equal or exceed the DV of the target before the to-hit D10 is rolled, so that the burst is automatically on target. You still need to roll a D10 for each shot, because a natural roll of 1 is still a miss and the roll may also deplete the ammunition. However, if the shot hits, add 1 extra D6 to the damage caused by each burst.

    For example, a Spitfire flown by Pilot Officer Lane with a Gunnery skill of 5 is on the tail of a bomb-laden Ju88 with a DV of 7. He fires from a range of 2. This gives Gunnery 5 +1 (for the range) and +2 (for being in the rear arc) giving 8 in total, which is more than the DV of the Ju88. So unless the dice roll 1s, each of the four .303 bursts will inflict 2D6 damage.

    5.10 Ammunition supply Ammunition supply for the aircraft is represented in the game in an abstract manner, and does not require that the players mark off ammunition for each burst as it is used. There are several reasons for this. Often the pilot of a fighter would not know exactly how many rounds were left, and the aircraft that appear in the game may, in fact, have already been in action and used some of their ammunition. Also, the rate of ammunition usage depended on the skill of the pilot. Poor shots blasted off all their ammunition early to no effect, whilst fighter aces were known to use very few rounds. Ammunition is, however, a finite resource and it is not fair to let an aircraft with a powerful weapon with proportionally less ammunition than a machine gun to continue to fire throughout the game. Each gun type has a Ammunition Depletion number for it, with larger calibre weapons having a lower number. Normal Bursts The following rule applies to fixed forward firing weapons. It is ignored by flexible and turret mounted weapons. All guns except machine guns deplete when fired normally if the actual score on a D10 is equal to or higher than the normal depletion number for the weapon being used. The depletion applies only to the mount for which the individual die score caused the effect (unlike Long Bursts, q.v.). If a mount depletes mark it as such as it cannot be fired until re-loaded.

    A Hellcat with 3 pairs of 0.5 cal heavy machine guns rolls 8, 10, and 6 to hit. The 10 means that one pair of 0.5s is depleted. the other two pairs will continue to fire.

    In reality this reflects the effect of ammunition running low gradually and the pilot conserving the supply, hence firing shorter bursts with fewer hits. Long Bursts The following rule applies to fixed forward firing weapons. See below for flexible and turret mounted weapons. A pilot or gunner may opt to push the trigger to fire a long burst to increase his chance of getting a hit. If he does so he gets a bonus of +1 for the guns he is firing. Long burst is selective, i.e. a player can choose to fire a long burst with one gun system and fire normally with another. There is, however, a down-side to this:

    A

    C

    B D

    E

    -2+2

    +/-0

    If shooting from the nose or front arc into the targets tail arc, the shooting aircraft gets a bonus of +2. If shooting from the nose or front arc into the targets front arc, the shooting aircraft gets a penalty of -2. Any other arc firing into the front or tail arc has no modifier.

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    If the score on ANY of the D10s rolled to hit are equal to or higher than the depletion number for the weapon system used, then ALL of the ammunition for that system is exhausted. Nevertheless, if the total score indicated a hit this is not lost.

    For example, a Hurricane has 8 machine guns in 4 mounts. These roll 4D10s to hit. A player could risk going onto the tail of a bomber with a low DV, getting +2 for the tail shot, +2 for point blank, and +1 for a long burst. This will probably gain him an automatic hit bonus with a potential for 8 dice of damage. If when rolling to hit one or more of his D10s comes up 10, then he has fired off all his ammo in his eagerness. Experienced players will learn when to use a long burst.

    Plentiful Ammunition This rule applies to all flexible or turret mounted guns. For game purposes it is assumed that flexible and turret mounted guns (usually on bombers but also on some fighters) carried plentiful ammunition. For this reason, the first failed depletion roll is ignored. If the mount depletes again then the full effect is applied.

    On a B 17, one of the side gunners fires a long burst rolling a 9 and fails the depletion roll for the first time. If he rolls 9 or 10 again later, then he really has run out of ammunition (or his gun has overheated or jammed), and he can no

    longer fire. The other gunners can still shoot. Optional Fighter Rule Certain fighters may also have carried a plentiful supply of ammunition. A typical example is an early mark of Bf 109 with 1000 rounds per gun. You must still take into account that the German MG had a very high cyclic rate of fire (greater than the Browning 0.303) and this will rapidly consume the ammunition (hence the 1000 rounds in the first place). Nevertheless, for a playable game with no bookkeeping you need to avoid working out how many bursts a gun with a given rate of fire will have. If both sides agree, then you may apply the Plentiful Ammunition rule to apply to certain aircraft.

    5.11 Damaging the target For each hit obtained on the target aircraft, roll a number of damage D6s. The number used depends on the calibre of the firing weapons, as noted in the shooting chart. Note that in the case of a single weapon, it inflicts the same amount of damage if it hits. Dice that score 1 to 5 do that amount of damage to the target, and the owner deducts this amount from the aircraft DAMAGE total. Any 6s rolled always cause Critical Hits.

    Critical Hit Table D 6 roll for effect. 1 to 5 causes extra damage, 6 causes another CRIT

    D 10 Area hit 1,2,3 4,5 6

    1 Controls AB 1 AB 2 AB 3

    2 Wings ST +1 ST +2 ST +3

    3 Wings MVR +1 MVR +2 MVR +3

    4 Tail Climb +1 Climb +2 Climb +3

    5 Airframe DV 1 DV 2 DV 3

    6 Engine cooling & RPM Radiator hit: DV 1 & AS 1 Oil line ruptured: DV 2 & AS 2 Engine Overheats: DV 3 & AS 3

    7 Structure and fuel 1D6 extra damage 2D6 extra damage 3D6 extra damage

    Any 6s rolled cause CRITs (not damage) in the usual manner

    8 Crew

    9 Crew 1 (random) crewman wounded: deduct D6 from each skill

    1 (random) crewman wounded: deduct D10 from each skill

    1 (random) crewman killed

    10 Smoke and Flames A Smell of Burning ! Aircraft is ON FIRE. mark the model with a tuft of white smoke. Pilot must pass a PSR when aircraft is activated every turn. If you succeed the fire is extinguished. If you fail take 1 CRIT immediately.

    Fire Raging ! Aircraft is ON FIRE. mark the model with TWO tufts of white smoke. Pilot must pass a PSR when aircraft is activated every turn. If you succeed ONE fire is extinguished. If a fire is still burning take 1 CRIT immediately.

    BIG FIERY BOOM !: Direct hit on fuel/ordnance: The aircraft is destroyed and all crew killed.

    1 (random) crewman dazed. Requires PSR or GSR to come round (roll when aircraft is activated next turn)

    Situation Modifier Point blank range (bases touching) +2

    Shooting from own front arc into enemy rear arc +2

    Long burst (with risk of depletion) +1

    Effective range (2 units) +1

    Three guns firing +1

    Single gun firing -1

    Shooting from own front arc into enemy front arc -2

    Weapon calibres in twin mounts

    Max. range

    Weapon modifier

    Damage per hit

    Depletion # normal/long

    Machine Guns, 7.62, .3 .303

    4 +2 1D6 n.a. / 10

    HMGs: .5, 12.7 mm 5 +1 2D6 10 / 9

    20 mm Cannon 6 0 3D6 9 / 8

    This is just an extract. A table of all guns appears elsewhere in the rules.

    37 & 40 mm Cannon 10 -2 7D6 7 / 6

    30 mm Cannon 8 -1 5D6 8 / 7

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    5.12 Critical Hits These are rolled for on the Critical Hit table using a D10 and a D6 for each. The result is read off the chart overleaf and applied immediately. If the result box produces a result which cannot apply or has already been destroyed, drop vertically down one box and use this result instead. The D6 also inflicts additional structural damage equal to the score on a 1 to 5. If a 6 is rolled a further Critical Hit is caused.

    5.13 Effect of Formations on shooting A formation is treated as if it were a single aircraft and all the members of the formation shoot at the same time, but within the following parameters. Arcs and Lines of Fire The arcs of fire of a formation are defined by the position of its members.

    For example a box of four B17s in a diamond formation will have the side arcs of the front and rear aircraft restricted by the aircraft to the left and right, and the nose and tail arcs of the left and right aircraft are restricted by the front and rear aircraft.

    Lines of fire are blocked by any member of the formation, so an aircraft on the right of the B17 box above cannot shoot at an aircraft approaching from the left. Target Priorities and Timing These are unchanged, but all targets must be declared before any aircraft in the formation shoot. You must shoot at the target aircraft nearest to the shooting aircraft in the arc of fire concerned. If a target is destroyed by an aircraft in the formation this does not enable the other aircraft to shoot at any new target revealed. Ranges and Skills used The actual range from the shooting aircraft is taken. The skill of the Pilot or Gunner on the firing aircraft is always used. Formations as targets If a formation is a target of an attack, then its nearest single member aircraft to the shooting aircraft is attacked.

    5.14 Special Weapons Shooting between aircraft at different Altitudes This is not possible, unless the aircraft has been specially fitted with a fixed upwards firing weapon, such as the German Schrge Musik. By way of explanation, these devices were initially installed in an ad hoc fashion by German night fighter units in Holland. The first versions were single turret guns that could be fixed to fire forward and upwards (on a Dornier Do 217) or twin cannon fitted in the rear cockpit of a Messerschmitt Bf 110. They finally developed into two pair of twin cannon in the rear fuselage of larger German night fighters, most of which were converted bombers. It has also been alleged that the Japanese invented the device first. In the Japanese airforce they developed both upwards and downwards firing mountings. Bear in mind that the aircraft are represented as somewhere within a 1000 foot height band and during the 10 seconds of the move the aircraft may be manoeuvring locally. When an upward or downwards firing weapon is fitted, the maximum range of the weapon is reduced by 2 to allow for the diagonal distance. The weapon can only engage targets that are one ALTITUDE higher or lower than the firing aircraft, and in its nose arc. If the firing aircraft is in base to base contact with the target, it counts as being at effective range (+1). Otherwise fired like any other weapon.

    Air to air salvo rockets The Luftwaffe developed the R4M rocket which was ripple fired in salvos (the typical total load is 24) and can affect an area the size of a B17. The Russian Air Force also used their 75 mm and 82 mm unguided rockets in a similar manner. While the Russian weapons were essentially derived for Ground Attack purposes they were also used in the air. In such a case they are treated as a salvo weapon, fired as one shot (Not per pair as if making a Ground Attack). Remember that if your aircraft is carrying rockets the LOADED game factors must be used until they have all been fired. For game purposes such rockets are fired in the same way as a gun. If using rockets the pilot cannot use another weapon this turn. The weapon has an overall to hit modifier of 5 and depletion number (5). Range and arc modifiers apply as usual. The target must be in the NOSE arc of the firing aircraft. 12 rockets are treated as one load so an aircraft carrying 24 can deplete its ammunition twice. Every time the weapon is fired you must test for depletion, unless the initial load was less than 12, in which case they are automatically depleted. Unless the initial load was less than 12, you can also fire a long burst, gaining plus 1 to hit as usual, but the weapon is then automatically treated as having fired one complete load.

    This means that an Me262 with 24 R4M rockets can fire two long bursts of these and then they are all used up.

    In most cases Automatic Hits will probably apply, in particular when attacking bombers, and the additional damage die applies as usual.

    An Me 262 is attacking a stream of B17s with R4M rockets. The Pilot has gunnery skill 7, while the B17 has a DV of 6. The Me262 attacks from the rear with a weapon modifier of 3, getting +2 bonus (rear attack) and 2 for the rocket attack. There are two other B17s in the formation, which gives the attacker +2 bonus. The resulting numbers are 7 3 +2 2 +2 = 6. The numbers give the attacker an automatic hit bonus of an extra dice because the attacker skill and bonuses are 6 against a DV of 6. The pilot rolls 2 D10 and hopes to roll below 5 (the depletion number) and more than 1 (a miss). He rolls 4 and 6, getting two hits doing a total of 12D6, but depleting one of the salvos of R4Ms. He therefore has one such attack left. While 12D6 seems a lot, the average damage is only 42 while a B17 has 107 Damage. In our example we initially cause 28 damage, with 2 critical hits damaging the MVR +1, Climb +1 and 4 more damage for a total of 32. They got off lightly ! If the B17 had dropped its bombs then the DV would have been 8 cancelling the automatic hit.

    Air launched mortars Rockets such as the German 210 mm Wfr.Gr.21 with a ti