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Aces High

Aces High Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • Aircraft Sheet features
    • 2.1 Map
    • 2.2 Aircraft Sheets
    • 2.3 Aircraft
    • 2.4 Markers
    • 2.5 Maneuver Cards
    • 2.6 How to Win
    • 2.7 Game Piece Limitations
  • 3.0 Game Setup
    • 3.1 Choose the Power
    • 3.2 Initial Setup
  • 4.0 Gameplay
  • 5.0 Sequence of Play
    • 5.1 Fuel Consumption
    • 5.2 Aircraft Speed Report
  • 6.0 Cards Overview
    • 6.1 Maneuver Cards
    • 6.2 Aerobatic Cards
  • 7.0 Card Selection Phase
    • 7.1 Limits on the Choice of Cards
    • 7.2 Obligations When Choosing Cards
    • 7.3 General Rules Limiting the Use of Cards
  • 8.0 Movement Phase
    • 8.1 Play Your Cards
    • 8.2 Correcting Errors
  • 9.0 Fire Phase
    • 9.1 Firing Arcs
    • 9.2 Combat
    • 9.3 Priority
    • 9.4 Allocation of Damage
    • 9.5 Critical Hits
    • 9.6 Marking Damage
    • 9.7 "Last Hit"
    • 9.8 End of the Resistance of a Part of the Aircraft
  • 10.0 Die Roll Modifiers
    • 10.1 Distance
    • 10.2 Target in Deflection
    • 10.3 Target Under Fire
    • 10.4 Sustained Fire/Long Burst
    • 10.5 Observers/Machine Gunners
    • 10.6 Stall or Rotation Card
    • 10.7 "Lower" Target
    • 10.8 "Higher" Target
    • 10.9 Smoke or Flames
    • 10.10 Examples of Combat
  • 11.0 Miscellanee
    • 11.1 Spin
    • 11.2 Jam Test
    • 11.3 Unjamming Weapons
    • 11.4 Lewis Machine Guns
    • 11.5 Smoke
    • 11.6 Flames
    • 11.7 Autonomy
    • 11.8 Out of Fuel
    • 11.9 Forced Landing
    • 11.10 Random Damage Table
    • 11.11 Return to Base
    • 11.12 Exiting the Game Board
  • 12.0 Aces and Veterans
    • 12.1 Aerobatic Cards
    • 12.2 Playing Aerobatic Cards
    • 12.3 Concentrated Fire
    • 12.4 Observation - Bombing
    • 12.5 Deflection
    • 12.6 Becoming an Ace or Veteran
    • 12.7 Tailing
  • 13.0 Campaign Game
    • 13.1 Missions
    • 13.2 How to Win a Campaign
  • 14.0 Extended Example of a Game Turn
    • 1st Turn
    • 2nd Turn
    • 3rd Turn
  • 15.0 Scenarios
    • 15.1 2 Players (1 vs 1)
    • 15.2 3 Players (1 vs 2)
    • 15.3 4 Players
  • Glossary
  • Appendix A. Aircraft Availability
  • Appendix B. Aircraft
    • A01. RAF B.E. 2d
    • A02. Nieuport 16
    • A03. RAF R.E. 8
    • A04. Nieuport 17
    • A05. SPAD VII
    • A06. Airco D.H.4
    • A07. RAF S.E. 5a
    • A08. SPAD XIII
    • A09. Sopwith Triplane
    • A10. Sopwith Camel
    • A11. Bristol F2B
    • A12. Sopwith Snipe

1.0 Introduction

You should never get stubborn against an opponent who, either because you missed the shot or because of his ability to change course, you were unable to take down during the fight.

This maxim can be applied to the "Aces High" game, where in fact it is not by running headlong against an opponent that gets best results, but rather by taking great care in your maneuvers while trying to anticipate your opponent's.

Aces High is a game for 2-4 players focused on aerial combat during the First World War, in particular between 1916 and 1918.

The game provides the essential details of aerial combat: how the aircraft fly and how they maneuver and fight, showcasing the different characteristics of the various aircraft types.

2.0 Components

QtyComponent
1Game Map
26Aircraft Sheets
2Player Aids
2Card Manifests
12Dice
148Aircraft Cards
26Aircraft Tiles
28Counters
12Large wooden discs (3 per color)
32Small wooden discs (8 per color)
5Small white wooden discs
1Sticker Sheet

Aircraft Sheet features

  • Altitude: Indicates the entry altitude of the aircraft. If the upward arrow next to the number is black, it means that this altitude can be reached again during the game. If the upward arrow next to the number is red, once you descend, this altitude can no longer be reached but will be a maximum of 1 lower than indicated. IMPORTANT: If due to an increase in altitude the aircraft finds itself above the maximum permitted altitude, no change in altitude occurs and instead a Spin test must be made (see 11.1).
  • Ammunition: This is divided, where applicable, into front and rear and indicates the consumption of bullets.
  • Damage level: An aircraft is divided into 4 parts identified by a matching red symbol: Engine, Wings, Fuselage, and Tail. The grid of numbers next to it represents the number of hits the aircraft can suffer before it has to make a forced landing.
  • Fuel level: Indicates the maximum number of game turns the aircraft has available to complete its mission and exit its side of the map.
  • Hand of Cards: Indicates the maximum number of cards that can be played each Turn and the maximum number of cards it can contain.
  • Machine guns: There are one or two: front and/or rear. The number next to the dice symbol indicates the number of dice the player has available. This value takes into account not only the machine guns fitted but also various characteristics of the aircraft (stability, number of machine guns, etc.).
  • Removed Cards: These are the cards removed from the deck during the game setup. They are divided into Maneuver cards, with the hazel colored title background, and Aerobatic cards, with the yellow colored title background.
  • Special Maneuvers: Indicates how cards should be played using that aircraft. Sometimes these are limitations to the game, sometimes there are exceptions to the general rules.

2.1 Map

The map represents a hypothetical portion of the Western Front of the First World War. The choice not to indicate place names or street directions was made deliberately to allow players the freedom to set the dogfights wherever they prefer.

IMPORTANT: Only complete hexes are considered in play, half-hexes are unplayable.

2.1.1 Battlefield. The Battlefield of a side is delimited by the main trench line which faces the opposing one across the middle of the map. For the sole purpose of placing the Objective Structures, the first 3 full hexes starting from the map edge (short side) are excluded from the battlefield. If you want to play with a larger map, you can place another game map next to it on the long side since the map has been designed to match the half hexagons present.

2.2 Aircraft Sheets

An Aircraft Sheet shows all the features necessary to operate that aircraft. (Features are listed under the Components section above.)

2.3 Aircraft

The 26 hexagonal tokens represent various types of First World War aircraft. On the front is an image of the aircraft represented, its name, its national insignia and an identification number, while on the reverse is the name of the aircraft and its national insignia (Central Powers, France, Great Britain).

2.4 Markers

2.4.1 Generic markers.

  • Smoke: Used if the aircraft emits smoke.
  • Fire: Used if the aircraft is on fire. This symbol is on the reverse of the Smoke markers.
  • Crosshairs: Used if an aircraft has already been fired upon that turn.
  • +10: Used only for the Bristol F2b aircraft as a reminder that its autonomy is increased by 10.
  • Spin: Used to indicate that the aircraft is spinning.
  • Sustained fire: Used to indicate that a sustained fire has already been fired that turn.
  • Jammed: Used to show the machine gun is jammed. This symbol is on the reverse of the Sustained Fire markers.
  • Lewis: Only for aircraft that have Lewis guns, used to indicate that the machine gun is not loaded.

2.4.2 Objective markers.

  • Airfield: Shows the location of the Airfield objective on the map.
  • Balloon: Shows the location of the Balloon objective on the map.
  • Depot: Shows the location of the Depot objective on the map.
  • Flak: Positioned in the same hex as the Balloon Objective, to remind players of the presence of Flak.

2.5 Maneuver Cards

There is one deck of cards provided for each player. The decks are identified by the framing colour on their reverse (blue, green, red, yellow). Each deck is comprised of the same number and type of cards.

Each deck in turn is divided into Maneuver Cards (title with hazel background) and Aerobatic Cards (title with yellow background).

Note: Aerobatic Cards are only used if the Pilot is a Veteran or an Ace.

The card layout is explained as follows:

  • Aircraft Movement: Graphically represents the movement of the aircraft with its starting position on the lighter-coloured hex with possibly a red background if the starting and finishing positions are not in the same area (the plane is always positioned with the nose facing the top of the card). The arrival position is represented by the white image of the aircraft and the black background. When the aircraft remains in the same hex only the black background is represented. In three particular cases, the Stalls, the hex has a white background and the outline of the plane is black.
  • ID: Used by players to identify and remove particular cards when preparing their deck based on the type of aircraft and its pilot.
  • English title: Indicates the name of the maneuver that the aircraft performs. Some cards (Speed, Rotation, Dive, Climb) can be repeated multiple times.
  • Italian title: Identical in all effects with the English title.
  • Card type: There are two: Speed, and Rotation. These two types indicate cards whose use is limited by the previous move (Speed) or limited by the type of plane used (Rotation).
  • Boxes: The 3 boxes indicate limitations and any additional effects that the maneuver entails:
    • Obligation (left): If only one card is shown, it indicates which one must have been played before this card can be played. If two are shown, they indicate the card to which it is linked and its position relative to the card in the player's hand. This is the case of Rotation cards: the Speed card, in fact, can be played either before or after this card, but must still be played.
    • Matching card/Prerequisite (center): Indicates the card that must also be played at the same time in order to play this card or which speed requirement must be met in order to play it.

2.6 How to Win

In Aces High it is possible to play both a single dogfight and an entire Campaign. For the rules of the Campaign and its victory conditions, please refer to paragraph 13.2.

In a single dogfight, the player with the most points wins.

Points are obtained as follows:

PointsEvent
30 pointsEnemy plane shot down.
30 pointsEnemy air balloon shot down.
20 pointsObservation Mission: 10 points to Pilots and 10 points to Observers.
20 pointsBombing mission: 10 points to Pilots and 10 points to Observers.
10 pointsFor each trench hex strafed in the specific mission: up to a maximum of 3 hexes per mission.
5 pointsFor each volley (double of the long burst is not counted) carried out during the mission: applicable to Pilots and Observers/machine gunners.
-10 pointsFor aircraft with autonomy up to 19 turns if it exits before the 10th turn.
-15 pointsFor aircraft with endurance of 20 or more turns if it exits before the 15th turn.

In the case of multiple players on a side, the victory or defeat belongs to all the players on that side.

2.7 Game Piece Limitations

The game materials provided are sufficient to allow up to 4 aircraft to be played simultaneously. It is possible to integrate/replace the material with additional pieces at the players' discretion.

3.0 Game Setup

To prepare for a game of Aces High, follow these steps:

  1. Map. Place the map in the center of the table. It is recommended to place it with the short side in front of the players. If the dimensions of the table do not allow it, you can also orientate it in another way. Consider leaving enough space for the aircraft cards.
  2. Choose the Powers. Players choose between the Central Powers and the Allies.
  3. Choose between Dogfight or Campaign. For a single Dogfight read Chapter 15.0; for a Campaign follow the Campaign rules set out in Chapter 13.0.
  4. Choice of color. Choose a game color and take the relevant deck of maneuver cards and wooden pieces based on the chosen color.
  5. Choice of plane. Locate the hex tile of the plane you want to use and take the relevant aircraft sheet. The tile and the aircraft sheet are each marked with a matching identification code.
  6. Plane sheet. Place the sheet for the chosen plane in front of you and place the various indicators in the starting positions (see example of preparation). Place the remaining pieces near the board.
  7. Deck of Maneuver Cards. Follow the instructions on the aircraft card to remove the indicated cards from your deck.
    • If you are playing a Dogfight, remove the Basic Cards indicated from the aircraft sheet along with all the Aerobatic Cards if your pilot is not a Veteran or an Ace. If the pilot is a Veteran or an Ace, remove the Basic and Aerobatic Cards as indicated on the Aircraft Sheet.
    • If you are playing a Campaign, remove the Basic cards indicated on your aircraft sheet. Aerobatic cards will only be used if your pilot is a Veteran or an Ace. In this case you will also have to remove the Aerobatic Cards indicated on the plane sheet, except those you've acquired during the Campaign.

Now you can start playing!

The overall supply of pieces for each player are as follows:

  • 3 large wooden discs
  • 10 small wooden discs
  • 1 aircraft sheet
  • 1 aircraft tile
  • 1 deck of cards

3.1 Choose the Power

In step 2 of Game Setup, players decide the aircraft they will play (Allies and Central Powers) as shown below.

  • 2 player game: If there are 2 of you, each takes one side.
  • 3 player game: 2 Allied and 1 Central Powers aircraft or vice-versa.
  • 4 player game: 2 Allied and 2 Central Powers aircraft; or 1 Allied and 3 Central Powers aircraft or vice-versa.

NOTE: You can also decide that each player plays with multiple aircraft at the same time. This will mean that everyone should pay greater attention to not making mistakes in moving the aircraft and recording damage. We recommend this choice only for very experienced players of the game. Playing multiple aircraft by the same player also means the moves and the entire game take longer. Remember to always keep the decks and hands of cards separate if you play this way!

3.2 Initial Setup

At step 9 of Game Preparation the players place their aircraft on the map.

If the mission involves an attack on Balloons, a Depot or an Airfield, each side positions the respective objectives in its part of the map delineated from the short side of the map up to its trench.

3.2.1 Objective Placement. The order of play is determined by the roll of a die. The player side who gets the highest die roll (in case of a tie, reroll the dice) places the first objective; then the next player side places their first objective and so on until all the objectives have been placed on the map.

3.2.2 Objective placement limitations. Objectives (3) must be deployed between the fourth and sixth rows (inclusive) of hexes starting from your entry side. There must be at least two empty hexes between two objectives of the same Power.

Note: In the following images we only represent half of the game map, as you can see from the line of trenches.

3.2.3 Aircraft placement. The player side which was second to place their first objective (the one who rolled the lowest result with the die in point 3.2.1) places their aircraft first; it is placed in the first full hex on the short side of the map in whichever orientation they wish.

Finally, players place the Altitude discs on top of the aircraft tile on the side with the value shown on the aircraft sheet.

IMPORTANT: An aircraft always starts at the maximum speed allowed by the number of Speed Cards it has and at the maximum possible Altitude.

4.0 Gameplay

Each game is divided into Game Turns and each Turn is made up of several Rounds. There is no minimum limit of game turns, while the maximum limit is represented by the autonomy of each individual plane. It is therefore not certain that in any dogfight the planes will have the same autonomy.

The game turn is characterized by a maximum hand of cards for each plane. The minimum hand-size is 1 card.

At the beginning of each round each player secretly chooses a hand of cards for that round of play. Each Round will therefore see the simultaneous play of cards by all the aircraft involved and also their relative movement on the map. After movement the players check the possibility of firing on an enemy and, if they wish, they can do so (it is not mandatory). Once any damage has been assigned, players resolve whether a weapon has jammed or not. At this point a new Round begins with the choice of a new card from the remaining cards in the hand for that round and continues in the manner described above until the cards are exhausted. It may therefore happen, depending on the various aircraft, that a player runs out of cards, while an opponent continues the Round by playing their cards until they run out.

Note: It is not possible not to play a chosen card, nor to consider a turn concluded without ALL cards in the hands of ALL players having been played.

5.0 Sequence of Play

Each game turn in Aces High is characterized by the following phases:

a) Fuel Consumption and Aircraft Speed Report Phase of the previous turn (see 5.1)

b) Card Selection Phase (see 7.0)

c) Game round:

  • Maneuver Card (see 8.1)
  • Fire (see 9.0)
  • Damage Reported (see 9.6)
  • Weapon Jam Check (see 11.2)

Return to point c) until all cards run out.

d) Exit from a Spin Phase (see 11.1)

e) Smoke Phase (see 11.5)

f) Flame Phase (see 11.6)

Please refer to the following paragraphs for the description and rules relating to each Phase.

5.1 Fuel Consumption

All players reduce the fuel level on their plane sheet by 1.

5.1.1 Exception: Round 1. You start the game with the marker off the board and at the beginning of the first round place it on the space with the highest number.

5.2 Aircraft Speed Report

All players must record the speed of the previous round on their aircraft sheet with the appropriate small wooden disc.

6.0 Cards Overview

The 4 identical decks of cards differ on the reverse by the color of the background. Each player uses only one deck per aircraft. Within each deck the cards are divided into:

  • Maneuver Cards, and
  • Aerobatic Cards.

6.1 Maneuver Cards

The Maneuver Cards are divided into 3 different types.

  • Speed cards: marked by a speed symbol;
  • Turn cards: marked by a rotation symbol;
  • Generic cards: which have no symbol.

6.1.1 Speed cards [ID 1-2-3-4]. Speed cards are also shown by this symbol. This card also moves the plane one hex in the frontal direction.

The number of Speed cards played in a given turn determines the speed of the plane for that turn. These cards may be played in no particular order within the various rounds.

Obligations. In the hand of cards chosen for the current turn there must be sufficient Speed cards to enforce the aircraft speed rule (see 7.2).

Note: Depending on the specific characteristics of the aircraft, when starting at speed 2 or greater, you may be forced to play 1 Speed Card as your first action.

The rules that limit the maneuver of the plane, highlighted on the "Aircraft Sheet", therefore refer to the speed determined by the number of Speed Cards that the player chooses for that turn and therefore has in his hand.

At the start of each new round the player marks the speed of the previous round on their aircraft sheet with the appropriate indicator. This also serves as a reference for other players.

6.1.2 Rotation Cards [ID 5-6-18-19-20-21]. Rotation cards have this symbol. There are two types of Rotation Cards: Left Rotation and Right Rotation.

Note: The term "rotation" that we have used for this type of card has no correspondence with the technical terms used in aeronautics, but is simply a term used to differentiate the card types.

Limits. There is a limit to the number of Rotation cards that can be played in a hand in each round, as indicated on the aircraft sheet.

Obligations. Rotation Cards have some obligations to be respected in order to be played:

  • It must be preceded or followed by a Speed card;
  • Two consecutive Rotation Cards cannot be played (only some planes allow this possibility as a special move reserved for them);
  • In the case in which you want to play two Rotation cards, a Speed card allows you to play only one Rotation card. So to play two Rotation cards the player will necessarily have to play two Speed Cards as well. The position of the Rotation card can always be either before or after a Speed card, but this does NOT allow two Rotation cards to be played one after the other.

IMPORTANT: Between two Rotation cards there must always be a Speed card.

To easily verify this rule, leave the cards already played in the current hand in front of you, face up and in the order in which you played them.

Note: Some aircraft allow exceptions to the use of Rotation Cards, sometimes limiting the number of rotations in the hand based on speed, other times forcing the player to play them in a certain sequence within the turn, other times allowing two to be played consecutively in the turn.

6.1.3 Generic Card: Stall [ID 7-8-9]. There are three types of Stall: left, center, right.

This card never counts against the hand limit of cards in a turn.

Obligations. With a Stall card the player must check that the aircraft hasn't gone into a Spin (see paragraph 11.1) at the end of the round.

When playing this card the player can ignore the obligation to play a speed card as the first card, however the obligation to respect the speed rules remains (see 6.1.1).

6.1.4 Generic Card: Half Reverse [ID 10-11]. There are two types: to the left, to the right.

It is only playable at speed less than or equal to 2 and as the first card of the turn.

6.1.5 Generic Card: Wing Slide [ID 12-13]. There are two types: to the left, to the right.

It is only playable at speed 1 and as the first card of the turn.

6.1.6 Generic Card: Back Flip [ID 14-15]. There are two types: to the left, to the right.

It is only playable at speed less than or equal to 2 and as the first card of the turn.

6.1.7 Generic Card: Climb [ID 16-41]. This card never counts against the hand limit of cards in a turn.

The aircraft can gain altitude for a maximum of 1 level per game turn; it is declared by the Player by combining the card only with a Speed Card (see 6.1.1).

Note: Veteran or Ace Pilots have an additional Climb Card (ID 41) available that can be used in the same game turn as the other (respecting the game rule of the card). Therefore, by playing the two cards in the same turn, the plane can increase its altitude by two levels. This maneuver card differs from the other only from a graphic point of view for the presence of a yellow border to remind you that it is unlocked with the set of Aerobatic Cards.

6.1.8 Generic Card: Dive [ID 17-42]. This card never counts against the hand limit of cards in a turn.

An aircraft can lose altitude at a maximum of 1 level per game turn; this is declared by the Player by matching the card with any maneuver card played.

Note: Veteran or Ace Pilots have an additional Dive Card (ID 42) available that can be used in the same game turn as the other (respecting the game rule of the card). Therefore, by playing the two cards in the same turn, the plane can decrease its altitude by two levels. This maneuver card differs from the other only from a graphic point of view for the presence of a yellow border to remind you that it is unlocked with the set of Aerobatic Cards.

6.1.9 Generic Card: Feint [ID 22]. This card is used only and exclusively to "hide" the real number of cards from your opponent, therefore, it will count towards the rule of the number of cards that make up the hand. This card must be played only as the last card. It does not produce any move of the plane and does not allow you to shoot.

Note: This card was created to prevent the opposing player from being able to choose a succession of cards while being certain of the opponent's number of cards. This circumstance can also be achieved through the Climb, Dive and Stall cards, but they produce effects on the aircraft.

6.2 Aerobatic Cards

Aerobatic Cards are used only by Veteran pilots and Aces. They represent the ability of these pilots to exploit their aircraft with dangerous maneuvers that required uncommon piloting skills and intimate knowledge of the aircraft. Generally, an Aerobatic Card must always be preceded by a Speed card or a Rotation card depending on what is described on the card and it can never be the first card played in the turn.

Exception: Ace pilots can play an Aerobatic card as their first card if they played a Speed card as their last card in the previous turn. To remind yourself of this possibility, place a small white disk on the Special Maneuvers box (see 2.2) and remove it as soon as you play the first card of the new turn (regardless of whether it is an Acrobatic card or not).

2 Aerobatic Cards must always be interspersed with a Speed or Rotation Card.

6.2.1 Aerobatic Card: Drift [ID 30-31]. There are two types: to the left, to the right. They can only be played after a Speed Card.

6.2.2 Aerobatic Card: Half Loop [ID 32-33]. There are two types: to the left, to the right. They can only be played after a Speed Card. The effects of the maneuver depend on the different typology:

  • Up gains 1 in altitude; if this leads to an altitude higher than allowed, the aircraft tests for a spin at the end of the round.
  • Down loses 1 in altitude.

6.2.3 Aerobatic Card: Roll [ID 34-35]. There are two types: to the left, to the right. They can only be played after a Speed Card.

6.2.4 Aerobatic Card: Immelmann [ID 36]. This can only be played after a Speed Card. This card causes the aircraft to lose 1 altitude.

6.2.5 Aerobatic Card: Turn [ID 37-38]. There are two types: to the left, to the right. They can only be played after a Rotation card of the same direction, therefore:

  • Left Turn after Left Rotation, or
  • Right Turn after Right Rotation.

6.2.6 Aerobatic Card: Tonneau [ID 39-40]. There are two types: to the left, to the right. They can only be played after a Speed Card. This card causes the aircraft to lose 1 altitude.

6.2.7 Aerobatic Card: Rotating Turn [ID 43-44]. There are two types: to the left, to the right. These cards CAN NEVER be played after a Rotation card.

7.0 Card Selection Phase

Each player, in each turn of the game, chooses their cards to play for that turn from their deck of cards. The number of these cards is limited for each aircraft. The cards chosen form the player's hand of cards for that Turn. The aircraft sheet shows the maximum number of cards and the maximum number of "Rotation" cards that can be used.

The image alongside shows, for example, a hand of maximum 5 cards of which 2 are Rotations.

Some aircraft have an asterisk instead of the number of rotations. In the notes field of the aircraft sheet you will find the details of the rotations allowed based on the speed of the plane. The aircraft speed is the one you are deciding for this turn and not that of the previous turn. In these particular cases, the choice of the maximum number of rotations will be determined by the speed chosen for that turn.

The cards shown are the only cards available for that turn. At the end of each round the played cards are recovered to be available again for the next round. No cards are eliminated from the game after they have been played.

Note: Each aircraft has specific exceptions to these "General Rules", indicated in its "Aircraft Sheet", that represent its specific maneuvering qualities. (See Appendix 2.)

Certain cards may contain specific limitations on their use (see 6.1 and 6.2)!

7.1 Limits on the Choice of Cards

Each aircraft has a limit to the choice of cards represented primarily by the deck of cards at its disposal. In fact, the aircraft do not have the same number of cards in their hands nor a deck with all the cards available. Different aircraft, in fact, can have a deck of cards available that is different from that of another plane and/or different for the maximum limit of number of cards and/or rotations playable in the same game Turn.

Stalls, Dives and Climbs do not count towards the number of hand cards in a game turn.

It is forbidden to use other cards to increase your deck.

7.2 Obligations When Choosing Cards

When choosing cards for the new round of play, players must choose the "Speed" cards (Forward Card) based on the speed of the previous round. In any turn a plane can go at most speed +1 or -1 compared to that of the previous turn.

Note: When playing a "Stall" card you can ignore the obligation to play a speed card as the first card but the obligation to respect the speed rules remains.

Note: On the first move of the game, all aircraft are considered to have already moved at their maximum speed.

7.3 General Rules Limiting the Use of Cards

Maneuver Cards and Aerobatic Cards have specific limitations on their use:

  • Rotation Cards must be preceded or followed by 1 Speed Card (FORWARD). Note: some aircraft are allowed to play two consecutive Rotations in a certain sequence.
  • You can never play 3 Rotation Cards consecutively.
  • You can never play 2 Aerobatic Cards consecutively.
  • Always check that you are not subject to Tailing (see 12.7).

8.0 Movement Phase

8.1 Play Your Cards

During a turn the cards are played one at a time simultaneously by all players and the actions are applied. For example, if 2 players have 3 cards each, there will be 3 rounds within the same turn. During the first round players will simultaneously play 1 card each. After resolving any fire phase, they then play their second card simultaneously and so on.

It is possible that a player may be able to move their aircraft more times than an opponent if, for example, that player has chosen a higher number of cards than the other player.

Exception: Error Correction (see 8.2).

Each player MUST play all the cards in their hand.

Note: Limitations to maneuvering an aircraft are indicated in the Aircraft Sheet, this includes Speed and the obligation to play a certain card at a certain moment of the turn.

All players move their aircraft at the same time, moving them through the hexes, or carrying out the rotations or maneuvers prescribed by the played card.

Crossing and co-existence on the same hex, even of multiple aircraft, is permitted, but in this case the aircraft cannot fire at each other.

8.2 Correcting Errors

All errors in the composition of the deck for a turn and in the sequence of play within the turn are considered accidental, but this does not mean that the choice of cards cannot be correct.

8.2.1 Error playing a card. If a player makes an error, they must correct it using the cards still available in their hand for that turn. The mistakenly played card goes back into the hand and another (correct) one is played; their plane suffers 1 damage to the WINGS.

If it is at the end of the turn and there is no card available to play, then the error card is discarded and not replaced and the aircraft suffers 1 damage to the WINGS.

At first sight making an error might seem like an advantage, however in reality the aircraft not only loses a move compared to its opponents, it also suffers damage.

8.2.2 Failure to respect the speed rule. If it is realized that the player has not taken a sufficient number of cards to comply with the speed rule, then their last played card is removed and replaced with a Speed card, and the aircraft suffers 1 damage to the WINGS. Cancel the last card played, return the aircraft to its previous position, and apply the forward movement of the new Speed card.

In two cases it is not possible to correct the error:

  • The last card played is a Speed card;
  • If the player has already played all the cards in their hand for the turn.

In these two cases, the opposing player decides whether to advance the aircraft one hex or leave it there. This further movement is made immediately and is not interspersed with the move of the opposing aircraft.

Example. An aircraft in the previous turn had a speed of 4. If the player has no Stall Cards in hand then they are expected to have chosen at least 3 Speed cards. In the example turn the player's hand of 3 cards has only Speed cards. After playing the first Speed card, they play a Rotation as the second card. It is clear that if the third card was a Speed card, their move would only have 2 speed, while it should have been at least 3. The third card played is a Speed card and the player has no more cards in hand. However, since the player did not respect the minimum speed limit, the opponent has the right to move the aircraft a further hex forward in order to "simulate" a further Speed card. This move is made before the opponent's own move.

8.2.3 Error in aircraft movement. Some aircraft have constraints on their card play sequence. One constraint is the maximum speed the aircraft can reach. In order to reach their maximum speed, some aircraft must play a speed card as their first card (see 2.2). If the player does not play a Speed Card as the first card, the aircraft will therefore not be able to fly at maximum speed for that round and the player will be left with a Speed Card they cannot play until the end of the game hand. The card is then discarded with no movement effect and the aircraft suffers 1 damage to the WINGS.

The aircraft for that turn will therefore have a Speed as if the speed cards had been played correctly.

Example. An aircraft can only move at speed 3 by playing a speed card as its first card. The player selects a hand of cards for that turn of 3 speed cards and a rotation card. To play the cards correctly they must start the first Round with a Speed card. They instead decide, by mistake or voluntarily, to use the rotation card as the first card. Obviously the opponent, who does not know the hand of cards, will not see the mistake made until the last card is played. When playing the fourth card the players realize the mistake made with the first card. That card is therefore discarded without any movement effect and the aircraft suffers 1 damage to the WINGS. The aircraft will therefore have had a Speed of 2 for this game turn. The same thing would happen if the error was detected in previous rounds.

9.0 Fire Phase

A player can carry out this phase if they have played a Card in the current round.

After each round of cards played, players determine whether any aircraft crossed an enemy Pilot's line of fire (the 3 hexes in front of the aircraft tile), or are within an enemy Observer's line of fire (see below). Any aircraft that is able to fire and wishes to do so fires their machine gun(s) and any damage inflicted is recorded. Fire is always simultaneous. Once the Fire Phase is over, movement is resumed by playing a new round from the remaining cards left in players' hands.

EXCEPTION: The Feint Card (ID 22) does not allow you to carry out this step!

Note: If a friendly plane is in the same hex, the plane firing or the target must be at a different altitude, noting though that in this case it is not possible to use a long burst.

9.1 Firing Arcs

There are two possible firing arcs:

  • The Front Arc (green colour) is represented only by the hexes in front of the aircraft;
  • The Rear Arc (blue, gray and black) is only for two-seater aircraft that have a rear gunner/observer.

Due to the aircraft's tail empennage (horizontal wing and vertical tail rudder of the aircraft) there are these shooting limitations:

  • Hexes "A": the aircraft cannot fire at any Objective;
  • Hexes "B": it is possible to fire at objectives only if they are at a higher altitude;
  • Hexes "C": it is possible to fire at Objectives only if they are at least at the same Altitude or higher.

Example. The RAF rear Observer cannot hit the Fokker because, being at the same altitude, the Fokker is in the "dead" zone due to the Two-Seater's tail rudder.

9.2 Combat

When an aircraft crosses a hex within the arc of fire of an opposing aircraft (front or rear), combat takes place at the end of the resolution of the Maneuver Card of the current round. Players may only roll for combat effects if also playing a card.

To fire, add the dice indicated in the Fire Table to those marked on your aircraft.

The Fire Table (Front Ammunition) is a graphic on the printed sheet, with numbered spaces 10 down to 1 across two rows; its modifier symbols (a dice symbol and a cube marked "+1/2") are part of the graphic and are not legible in the text layer. The Fire Table also has negative numbers which will reduce the number of dice. If the final modified number is 0 or less, a combat roll cannot be made.

Place the Crosshairs marker and a marker of the color of the firing plane on the target plane. This will serve as a reminder for the next round that the Target is Under Fire (see 10.3).

Damage is done on a dice roll of 5, 6; to determine which part of the plane is damaged, the firing player determines which point the fire comes from.

Damage zones by direction of fire (priority zone, then secondary zone; as shown on the printed hex diagram):

  • Fire from the front: ENGINE (priority), Wings
  • Fire from the front-left and front-right: WINGS (priority), Fuselage
  • Fire from the rear-left and rear-right: FUSELAGE (priority), Wings
  • Fire from the rear: TAIL (priority), Fuselage

A roll of "1" represents a Critical Hit (see 9.5).

9.2.1 Observer Fire. When the Observer fires, the enemy aircraft are either in the main lines of fire or in the "Blind Hexes". If the target is in one of the three main lines of fire then use the same rule in 9.2 above to determine where the plane receives damage. However, it is very likely that the enemy aircraft is in a hex (called blind) between the 3 main fire directions.

This makes it difficult to determine exactly where the damage will be: so the players use the Random Damage Table (see 11.10) shown below.

The firing player rolls 1D6 to determine which part of the target plane is hit:

D6Random Damage Zones
1ENGINE (priority), Wings
2-3WINGS (priority), Fuselage
4-5FUSELAGE (priority), Wings
6TAIL (priority), Fuselage

As you can see this result is not affected by the direction of the target aircraft.

Example. The picture shows two aircraft engaged in combat at the same altitude. Both aircraft are able to fire; Aircraft A with the Observer, and Aircraft B with the Pilot. Since aircraft A has the enemy in its Main Line of Fire, it will hit the front of the enemy aircraft and therefore the Priority Engine and Wings. Plane B, with its front machine guns, will hit the Priority part of the Fuselage and the Wings.

9.3 Priority

The Priority identifies the part of the aircraft most affected by damage. Each side of the hex counter identifies a priority and a secondary damage.

Central Powers Pilots and Observers can concentrate their fire on the Priority area (see 12.3).

9.4 Allocation of Damage

Damage is always first split exactly between the two target zones, then rounded up to affect the priority zone.

Example. An aircraft is hit in the Fuselage/Wings area with Fuselage priority. The result is 4 dice showing a "6" and 1 die showing a "5". The damage will be divided in half and therefore 3 on the Fuselage (the odd one assigned with Priority) and 2 on the Wings.

9.4.1 Damage to the front of an aircraft. With fire to the front, the damage is distributed as follows:

  • only dice with a result of "6" are assigned to the Engine;
  • the "5"s are assigned to the Wings.

Hits to the Engine can never be more than half of the total hits and therefore it is possible that some of the damage is assigned to the Wings instead. To do this, half the damage is assigned to the Engine and the other half to the Wings. In the case of an "odd" number of hits, the odd one hits the Priority i.e. the Engine.

9.4.2 Damage to the rear of an aircraft. With fire to the rear, the damage is distributed as follows:

  • only dice with a result of "6" are assigned to the Tail;
  • "5"s are assigned to the Fuselage.

Hits to the Tail can never be more than half of the total hits and therefore it is possible that some of the damage is assigned to the Fuselage. To do this, half the damage is assigned to the Tail and the other half to the Wings. In the case of an "odd" number of hits, the odd one hits the Priority i.e. the Tail.

Note: This exception represents the difficulty in hitting such a small part of an aircraft like the Engine or Tail.

Example. An aircraft is hit in the Engine/Wings area with Engine priority. The result is 4 dice with a "6" (damaging the engine) and 1 die with a "5" (damaging the wings). Since the maximum damage the engine can have is 50% + the odd rounded up die, the damage is divided in half with three to the Engine (the odd one assigned with the Priority) and two to the Wings. If instead there had been a die roll with 1 die with a "6" and 4 dice with a "5" then the damage applied would have been 1 on the Engine and 4 on the Wings. The same situation occurs with regard to the Tail.

9.5 Critical Hits

Critical hits represent additional damage inflicted by machine gun fire. They only apply if there is at least one "hit".

Critical hits are based on the number of "1s" on the dice rolled. Critical hits cause different effects depending on which Priority zone is hit:

  • Engine: On four 1s the engine starts smoking; at the end of each turn the player must roll 1D6: the smoke goes out with a 5 or 6, but on a 1 the smoke turns into flames; flames go out on a 4, 5, or 6. For each turn on fire roll 1D3 damage to the fuselage.
  • Tail: On four 1s the rudder is temporarily damaged and the aircraft must immediately check whether it "spins" or not (see 11.1); if the plane does not spin it continues its movement.
  • Wings: On four 1s the wing struts are damaged and the aircraft must immediately check whether it "spins" or not (see 11.1); if the plane does not spin it continues its movement. With five 1s the Pilot is killed: the plane crashes to the ground, and is eliminated from the game.
  • Fuselage: With four 1s a fire starts, which can be extinguished, as mentioned above, starting from the next turn. On five 1s the Observer is killed; if there is no Observer, then the front machine gun(s) is considered destroyed and the plane can no longer fire.

9.6 Marking Damage

Once the number of successful hits and damage has been determined, the player who suffered the hits moves the aircraft's damage markers according to the damage suffered, starting from the highest value and counting down. If, following damage, the marker has to move one or more spaces past the 1 space, then the affected part of the plane has exceeded its resistance limit and the plane crashes.

Note: At the start of the game all damage tokens are placed outside the highest square.

9.7 "Last Hit"

Some aircraft have this symbol in one or more parts which represents its ability to receive a further hit before crashing. In reality, this hit means the aircraft must immediately be checked for a "spin" (see 11.1); if it avoids a spin it remains in flight, but if it receives any further damage it is shot down and removed from the game.

9.8 End of the Resistance of a Part of the Aircraft

If following damage the marker moves one or more spaces beyond the number 1 space, then the affected part of the aircraft has exceeded its resistance limit and the aircraft is forced to Force Land (see 11.9).

The aircraft is removed from the game for this encounter.

10.0 Die Roll Modifiers

10.1 Distance

The firing distance between two aircraft is measured by counting the hexes that separate the firing aircraft from the target aircraft. Count the hex where the target is located but not the one where the firing aircraft is located.

10.1.1 Dice based on distance.

  • At range 3, roll 6 dice
  • At range 2, roll 8 dice
  • At range 1, roll 10 dice

10.2 Target in Deflection

Deflection represents a shooting difficulty and is applied differently depending on whether the Pilot or the Observer is shooting.

  • For the Pilot, a Deflecting Target occurs when the target aircraft has just played a "Forward" Card. Deflection does not apply if the hits have Engine or Tail Priority. This applies to Rookies, Veterans and Aces alike.
  • For the Observer, Deflection always applies regardless of the card played by the opponent. It represents the difficulty in the low precision of "airborne" machine guns.

Note: Only Ace Observers do NOT have this penalty.

10.2.1 Dice modifiers. At 3 hexes away from the firing aircraft, 3 dice are removed; at 2 hexes away, 2 dice are removed; at 1 distance 1 die is removed.

10.2.1 Bonus dice. Regardless of the distance, 1 die is added to the dice roll.

10.3 Target Under Fire

If the target was under fire in the previous round, the shot is easier and the firing aircraft gets a bonus of one extra die. It only applies if Fire was used with the previous card (even in the previous turn if you are resolving the first maneuver round of a turn). To remember that an aircraft was fired upon (regardless of the outcome), place a crosshairs marker on it. If necessary, also use a marker in the color of the aircraft that fired at it to identify it.

Note: Applies only to Veterans and Aces. It therefore does not apply to Newbies.

10.4 Sustained Fire/Long Burst

A long burst adds 4 dice to the dice rolled. The Player must declare, before rolling the dice, whether they intend to fire a long burst with the available weapons.

When firing a long burst, no more than 1 per turn, there is a risk that the weapons will jam: a Jam Test must be made (see 11.2). If the test is passed, the aircraft can fire.

10.3.1 Ammunition. The long burst consumes 2 ammunition, but for the purpose of calculating the score for becoming Veterans it only counts as 1 burst.

10.3.2 Target at different altitude. For an aircraft firing at a target at a different altitude (max 1 difference):

  • If the target is at a lower altitude, the attacking aircraft will dive and then immediately lose 1 altitude;
  • If the target is at a higher altitude, the attacking aircraft will climb and increase its altitude by 1; if in doing so the plane goes above its maximum allowed altitude, the player must immediately check to see whether the aircraft "spins" (see 11.1), before playing another card. This is due to the "stall" caused by not having cards left to play.

Note: Sustained Fire/Long Burst is the only way to change altitude without using a card.

10.5 Observers/Machine Gunners

Firing with the Observer always causes a 1 die penalty to the total to be rolled.

Observers (with the exception of Veterans or Aces) never receive the modifier for tagging or for having the target under fire; Novice and Veteran Observers always apply the reduction for firing against deflecting targets.

Note: Remember that Observers/Machine Gunners have firing limitations (see 9.1).

10.6 Stall or Rotation Card

An opponent who has played a Stall or Rotation card adds 1 die to the dice roll.

10.7 "Lower" Target

An aircraft that fires at an opponent at an altitude less than 1 (and only one) compared to its own altitude adds 1 die to the dice rolled if the target is 1 or 2 hexes away. This does not apply to Observers.

10.8 "Higher" Target

If the target plane is at an altitude 1 (and only 1) higher than the firing aircraft then 1 die is subtracted from the roll if the target is 1 or 2 hexes away, or 2 dice are subtracted if the target is 3 hexes away. This does not apply to Observers.

10.9 Smoke or Flames

If the aircraft firing is emitting smoke or flames, fire from the pilot's or Observer's machine guns is reduced by 2 dice.

10.10 Examples of Combat

Example 1: Head-on dogfight. RAF SE 5a versus FOKKER DRI. The RAF SE 5a fires. Roll 8D6 for range, +2 for its Lewis gun, +1 for fire on a lower target, for a total of 11 dice. Being frontal fire the target plane will be hit in the Engine with a 6 and the Wings with a 5. The dice show 6 damage, but only 2 can be applied to the Engine (which can only be hit with a result of 6); the other 4 damage, the results of 5, must be applied to the Wings.

Example 2: Observer fire. RAF SE 5a versus FOKKER DRI. Since the Two-Seater SE 5a is lower (3) than the FOK (4) it can fire 8D6 for the distance but with -1 die because it is Observer fire and -2 because the Observer always applies "Deflection" by a target, so the final total is 5 dice. The 5D6 only score 1 damage which with the roll of 1D6 is assigned to Fuselage (priority)/Wings, so the Fuselage scores 1 damage.

11.0 Miscellanee

11.1 Spin

An aircraft can spin for four reasons:

  • If a Stall Card is played;
  • Damage to Wings or Fuselage;
  • Critical hit to the Tail or Wings;
  • When, for any reason, you rise above your maximum altitude.

To check if this happens, carry out a Spin test.

11.1.1 Spin test. 1D6 is rolled and the Newbie spins on a 4, 5 or 6. Veterans and Aces spin with only 5 or 6.

11.1.2 "Spin" consequences. If an aircraft starts to spin two things happen:

  • The aircraft immediately loses 1 level of altitude for the current turn. After lowering the altitude in the current turn it remains in the spin for the following turn. At the end of the next shift, test to see if the aircraft exits the spin: if the test fails, a further level of altitude is lost and so on. Aircraft in a spin can still be attacked.
  • When an aircraft is in a spin the Pilot and Observers cannot fire.

11.1.3 Exiting from a "spin". An aircraft exits a spin with a 4, 5, 6 (a Veteran/Ace with a 3, 4, 5, 6). The orientation of the aircraft, i.e. the exit side from the spin, is determined by 1D6 (1 is the front, and we continue clockwise): the aircraft exits straight in that direction by as many hexes as its maximum speed (number of Speed Cards).

Example. An aircraft has a maximum speed of 3. To exit the spin, make a die roll to determine the exit direction and move it 3 hexes in that direction, placing the front (Engine) in that direction.

11.2 Jam Test

After firing a Long Burst (see 10.4) the player checks whether the aircraft's machine guns have jammed. Roll 1D6: on a 4, 5 or 6 the machine guns jam.

11.3 Unjamming Weapons

To unjam the frontal weapons, the player, after having played at least 1 Speed Card (FORWARD), rolls 1D6: with a result of 5 or 6 the machine guns are unjammed. After the first attempt +1 is added and so on for all subsequent attempts (+2, +3 etc.). To remind the player of these accumulated bonuses, use the small white discs: each is worth +1. Place them in the machine gun area.

The weapon cannot be fired in the move in which it is unjammed.

Note: For this operation the Speed card can never be combined with an altitude change.

11.3.1 Unjamming for the Observer. An Observer can clear a jam with a similar die roll, but without the obligation for the aircraft to play 1 speed card (FORWARD) and regardless of altitude changes. The weapon cannot be fired in the move in which it is unjammed.

11.4 Lewis Machine Guns

Some aircraft have frontal Lewis machine guns. If they have to fire 2 times in a row, do a reload test with 1D6 before firing the second time: with a result of 1 the Pilot was unable to reload and that turn of fire is skipped. The aircraft will be able to fire in the next round because the pilot is considered to have had time to reload.

To help players, on the Aircraft sheet of those equipped with frontal Lewis guns a small circle has been drawn on the wing. If the gun was unable to reload, remove the loader token. If there are two Lewises, the test is done only once for the second machine gun. No type of aerial maneuver affects the possibility of reloading.

Note: Some Allied aircraft were equipped with Lewis guns at the front and rear. Always having an assigned machine gunner, the rear Lewises have no particular rules for reloading and therefore, in the game, they are always considered loaded. The front ones, on the other hand, need to be loaded by the pilot himself and require a specific rule.

Other aircraft, however, have two frontal machine guns, of which only one is a Lewis. They have two numbers to indicate the dice they roll. The red one is if they fire both machine guns; in case they fail to reload the Lewis, they fire a single machine gun using the black modifier.

Note (historical): These machine guns were not "twin", but single and in some cases there were 2 of them; their accuracy was lower than others of the same period. These machine guns featured magazines with a very limited number of rounds that needed to be replaced in flight. The position of the front machine gun on the upper wing forced the pilot to stand up to reach the machine gun and replace the magazine while operating the control stick with their legs. For the rear ones, however, it was easier due to the presence and position of the observer machine gunner.

11.5 Smoke

Following machine gun fire the engine may emit smoke. At the end of the turn and every subsequent turn, roll 1D6: the smoke goes out with a "5" or "6", but on a "1" it turns into flames.

11.6 Flames

The fuselage can go up in flames following a machine gun shot. Flames can also be a consequence of Smoke (see 11.5). Flames are extinguished on a 4, 5 or 6. For each turn of Flames, roll 1 die:

  • 1-2: 1 damage to the fuselage
  • 3-4: 2 damage to the fuselage
  • 5-6: 3 damage to the fuselage.

11.7 Autonomy

Each Plane has an Autonomy in game turns. Within this period the player must be able to return the aircraft to the row of hexes it left from in order to consider it safe and having returned to base regularly. If they fail at this, their aircraft must attempt a forced landing (see 11.8 and 11.9).

11.8 Out of Fuel

If an aircraft has not returned to its base (exited its short side of the map) within the Autonomy Turns (see 11.7) its fuel is exhausted. Its speed progressively decreases, losing 1 altitude for each hex traveled in a straight line. When the speed is reduced to 1 the plane glides to the ground with a Forced Landing (see 11.9). The aircraft is removed from the game.

11.9 Forced Landing

A forced landing occurs when:

  • End of the resistance of a part of the aircraft (see 9.8);
  • Fuel runs out (see 11.8);
  • Exiting the game board (11.12).

A forced landing can injure the aircrew or damage the aircraft, whether from the landing itself or from obstacles on the ground, therefore 2D6 are rolled for both the Pilot and the Observer:

  • on a result of 9 or more the crew member is unharmed;
  • on an 8 the crew member is seriously injured and incapacitated for 2 months;
  • on a 7 the crew member is injured and incapacitated for 1 month;
  • on a 6 or less the crew member dies.

11.9.1 Roll modifiers. Penalty of -2 if the plane is on fire or emitting smoke from the engine.

11.9.2 Spin. If following a fall from a Spin the plane reaches altitude 0, the crew all die.

Optional: If the exit from the game board or the fall is behind enemy lines, aircrew are considered prisoners and can be traded.

11.10 Random Damage Table

This table is used for damage in blind hexes and for Trench fire (see 9.2, 13.1.3 and 13.1.4).

D6Affected area
1ENGINE (priority), Wings
2-3WINGS (priority), Fuselage
4-5FUSELAGE (priority), Wings
6TAIL (priority), Fuselage

11.11 Return to Base

An aircraft is safe from enemy attacks and is considered to have returned to base if it reaches the first row of complete hexes.

11.12 Exiting the Game Board

If a Player mistakenly moves their aircraft off the board, or it is forced by a spin to exit the board, the aircraft is removed from the game for this encounter and makes a Forced Landing (see 11.9).

12.0 Aces and Veterans

As the War progressed, Pilots and Observers improved their piloting, observation and strafing skills.

In Aces High this allows you to compete in epic clashes between pilots with fights that on the surface might seem unequal and obvious. Below you will find the characteristics that differentiate the pilots and aircrew from each other.

12.1 Aerobatic Cards

Pilots who have become a Veteran or an Ace can integrate their deck with various cards that allow aerobatic maneuvers.

12.2 Playing Aerobatic Cards

  • Ace Pilots can play an "aerobatic" card first if they played a "Forward" card as their last card in the previous turn.
  • Ace Pilots may ignore the obligation to play a speed card as their first card if their speed requires it.

Note: In this regard, at the end of the previous round, it is advisable to underline this before removing the played cards from the table.

12.3 Concentrated Fire

This option is reserved only for Aces (Pilots and Observers/Machine Gunners), but cannot be used in combination with a Long Burst (see 10.4).

Ace Pilots and Observers/machine gunners can concentrate damage on the priority zone of the aircraft they are shooting at, declaring it before rolling the dice. This way all "5"s and "6s" will be marked to the Priority area.

Exception: An Ace can concentrate their fire on the Engine or Tail, but only dice with "6"s are considered hits. The limit imposed by the general rule (see 9.4) for Engine and Tail hits does not apply here.

12.4 Observation - Bombing

Veteran or Ace Observers can:

  • carry out the "observation" or "bombing" missions at altitude 2 or 3 (see 13.1);
  • be "under fire" from a target they are firing at (see 10.3).

12.5 Deflection

When firing, Ace Observers do not apply "deflection" (see 10.3).

12.6 Becoming an Ace or Veteran

The pilots and observers increased their experience and expertise mission after mission. To represent this in the game, to become a Veteran players obtain points from missions, as detailed below:

PointsEvent
30 pointsShooting down an enemy plane: for Pilots and Observers, divided among all those participating in the downing.
30 pointsShooting down an enemy Air Balloon: for Pilots only.
20 pointsObservation Mission: 10 points to Pilots and 10 points to Observers.
20 pointsBombing Mission: for Pilots (10) and Observers (10); if the mission is carried out by a Bomber, the 20 points go to the Pilot while the 2 Observers/machine gunners (front and rear) only get points from the volleys fired.
10 pointsFor each hex of strafed trench in the specific mission: up to a maximum of 3 hexes per mission.
5 pointsFor each volley (double of the long burst is not counted) fired during the mission: for Pilots and Observers/machine gunners.

Note: You may have noticed that in this game the ability to fire at a target is also rewarded, regardless of the damage outcome.

The single Pilot/Observer will accumulate these experience points mission after mission.

12.3.1 Veteran. Once a pilot reaches 100 Experience Points they become a Veteran.

12.3.2 Ace. The qualification of Ace is obtained only by shooting down 5 planes. Being an Ace also automatically entails the qualification of Veteran; the points for the kill are divided among all the Pilots, or Observers/Machine Gunners, who hit the downed aircraft.

12.7 Tailing

Tailing can only be performed if you are in one of the 4 hexes indicated by the letter "A".

A Player with a Veteran or Ace Pilot who is tailing an opponent at the end of a round will be able to see the opponent's movement intention.

The opponent must then declare that he intends to play a card that will make him go to the hex to his left, to his right or to the center. He does not have to tell him the exact card he will play or the direction of the plane at the end of the next maneuver, but only whether it will move to the left, to the right or if it will remain in the center.

Tailing is not possible if the opponent's plane emits smoke or fire from the Fuselage.

13.0 Campaign Game

The campaign takes place between 1916 and 1918. Players will have to choose the starting month and year (this will influence the choice of planes to use) and the duration in terms of months (minimum 4). In each month there will be one game. At the end of the game and after having scored the Experience points (see 12.6) you can also decide to close the game to be able to continue it at a later time. The Allied player must also choose which nation's planes he will use and cannot change his choice during the campaign.

Regardless of the duration of the Campaign itself, the Campaign is divided into sub-periods lasting 4 months/4 games. During each sub-period players will have to choose at least 4 different types of missions from the 5 before being able to repeat the missions already performed. The same mission, therefore, can only be repeated in a subsequent sub-period. If the duration of a sub-period is less than 4 months, the rule of non-repetition of the missions always remains valid.

The choice of aircraft to use is dictated by the month and year of entry into service of the various aircraft (see Appendix A). Therefore, you cannot use aircraft that have not yet entered into service (a date later than the date of the game), while it is always possible to use all aircraft prior to the date of the game you are about to play.

Each Player, or Squadron, composed of multiple Players, has 5 characters: 3 Pilots and 2 Observers/gunners, to whom he will give a name.

The five characters obviously start as Rookies and will acquire points based on the missions carried out, to rise to the levels of Veteran or Ace.

When a Pilot/Observer dies, he is replaced by a Rookie with 0 experience points.

At the beginning of each month/game, each player writes the mission he intends to carry out, how many aircraft he dedicates to it, what type and which Pilots/Observers he assigns to it. The mission is resolved at the same time as that of the opponent in a single dogfight.

Points are awarded only for the objectives of that mission and for the planes hit or shot down. Therefore, no points are obtained for objectives of other missions. You cannot refuse a game by not presenting planes or crew.

To help you with this and to keep track of the Experience Points, you can use the Table found in Appendix 4.

Before choosing an Observation or Bombing Mission, you must place your target structures that represent the opponents' Objectives. Each side must place the 3 Objective markers (supplies, airfield and balloon with anti-aircraft guns in the same hex), alternating with the other side.

The markers must be placed on your battlefield (see 2.1.1 and 3.2.1).

13.1 Missions

The monthly Mission applies to the entire Squadron and therefore can only be carried out by the relevant type of aircraft: single-seater or two-seater.

13.1.1 Observation Mission [O]. Only two-seater observation aircraft can carry out this mission. The observation is made by the observer who must be alive to be able to carry it out.

Target: Depot and/or Airfield.

The target must be crossed with 2 "Forward" cards (also played over 2 turns). The mission must be carried out at a maximum speed of 2 (referring to the turn or turns in which the mission is carried out); the Altitude must be 2 (for Newbies) and up to 3 for Veterans and Aces. The hex concerned must be crossed without carrying out any maneuver: Rotation or Aerobatic/Special Cards are not permitted.

13.1.2 Bombing Mission [B]. Only two-seater observation aircraft can carry out this mission.

Target: Depot and/or Airfield.

The bombing is done by the observer who must be alive to carry it out. The target must be crossed with 3 "Forward" cards (also played over 2 turns) and without changing Altitude; after the 3rd "Forward" it is possible to play a Rotation or Aerobatic Card. The mission must be carried out at a maximum speed of 2 (referring to the turn in which the mission is carried out); the Altitude must be 2 (for Newbies) and up to 3 for Veterans and Aces. The hex concerned must be crossed without carrying out any maneuver: Rotation or Aerobatic/Special Cards are not permitted.

13.1.3 Trench Strafing Mission [MT]. This mission can be carried out by both single-seat and two-seater aircraft.

Objective: Enemy trenches.

In the case of a two-seater aircraft, trench strafing can be done by either the Pilot or the Gunner. To represent ground defense the defender rolls 4D6 for each strafed hex. The plane is hit with "5" and "6". To determine the affected part of the aircraft, use the Random Damage Table (see 11.10).

A Trench only shoots at planes that attack it, so a plane that flies over a trench but does not fire at it, will not receive fire.

The mission must be carried out at a maximum speed of 1 (referring to the turn in which the mission is carried out) by playing "Forward" cards; the maximum Altitude is 1 (for all Pilots). The hex concerned must be crossed without carrying out any maneuver: Rotation or Aerobatic/Special Cards are not permitted.

13.1.4 Balloon Attack Mission [P]. An aerostatic balloon has a resistance of 20 hits and is placed at an altitude of 3. It can only be attacked by single-seat aircraft (fighters). Defending the Hot Air Balloon is the Anti-Air Defences, represented by a pawn placed in the same hex as the Balloon. When an enemy aircraft (regardless of its altitude) enters one of the 6 hexes adjacent to a balloon, the anti-aircraft guns fire. The defender rolls 6D6 which hit on a 5-6.

Note: Antiaircraft guns fire at any enemy aircraft that comes within range regardless of whether they are attacking the Balloon or not.

To attack an aerostatic balloon the aircraft must fly at a maximum speed of 2 (referring to the turn in which the mission is carried out); Altitude must be 3 (for Rookies), 2 or 4 for Veterans or Aces. The balloon can be attacked with any maneuver, but not with a long volley.

If a Balloon receives a critical hit (5 results of "1") the Balloon explodes regardless of the damage suffered up to that point; in this case if the aircraft is within 2 hexes away it must roll 5D6 to determine whether it is caught in the explosion or not. If the result is two "1"s, the aircraft is caught and destroyed by the explosion and the pilot is killed.

Example: Attack on a Balloon. The FOKKER attacks the Balloon at close range and therefore before shooting it takes anti-aircraft fire from the Balloon. The balloon owner rolls 6D and the Fokker takes 3 damage. Roll a die to determine the damaged part of the plane (Random Damage Table). The result indicates Tail (priority)/Fuselage; therefore the first 2 results are assigned 1 to the Tail and 1 to the Fuselage, the third damage is assigned to the Tail as it has Priority (see 11.10). The FOKKER's attack is made with 10D6 for distance +1 for Machine Guns. Total 11 dice. The attack deals 3 damage to the Balloon (which will be accumulated with subsequent damage to lead to its destruction).

Note: If the attack had produced (in addition to the 3 damage to the Balloon) 5 results out of 1, the Balloon would have exploded and the FOKKER could have been caught in the explosion. In this case nothing happens, but if 2 results of 1 had come out the FOKKER would have been involved in the explosion and therefore shot down. (5 dice are rolled.)

13.1.5 Free Hunting Mission [C]. This mission is reserved exclusively for single-seat (fighter) aircraft.

13.1.6 Mission Limits. The Free Hunt Mission can be played without limits while the other missions, after having been played, can only be replayed after all 4 mission types have been completed.

13.2 How to Win a Campaign

As we said in the previous paragraph, the Campaign is divided into several months/games. The winner is the one who gets the most victory points. The victory points of the Campaign are the experience points of the Pilots and Observers.

At the end of the Campaign, the deployments will add up all the points that the Pilots and Observers have obtained as experience.

In the event that a Pilot or Observer is dead, his points are not lost by the deployment even if the character is replaced by a Newbie with 0 points.

14.0 Extended Example of a Game Turn

This section shows step by step an aerial clash between an RAF SE 5a and a FOKKER DRI.

The printed example is a sequence of diagrams with the cards chosen by each player shown as card images. The card images and positions are not reproduced in text; the captions for each step are transcribed below.

1st Turn

Let's start the example with these starting positions. The RAF is at altitude 5, while the FOKKER is at 4.

Cards chosen by the Fokker player (card images)

Cards chosen by the RAF player (card images)

Round 1. The Fokker advances, but descends 1 level to avoid being hit by the RAF when it finds itself at altitude 3 versus altitude 5.

Round 1 (continued). The RAF decided to rotate to avoid getting close and risking a head-on collision.

Round 2. The Fokker advances. The RAF advances.

Round 3. The Fokker rotates to the left. The RAF rotates to the right.

Round 4. The RAF has one more card and is advancing.

2nd Turn

Cards chosen by the Fokker player (card images)

Cards chosen by the RAF player (card images)

Note: The RAF player decides to take a few cards to try to take the tail of the plane, while the Fokker player tries to surprise the other plane by trying to move as little as possible and aiming to do a half reverse. By choosing a few cards, both players want to wait for their opponent's move.

Round 1. The Fokker performs a half-volley to the right. The RAF makes a right wing slide, but the altitude difference is still 2 and so they cannot fire on the Fokker.

Round 2. The Fokker advances. With this card he has exhausted his hand and will have to wait for his opponent's moves. The RAF advances. With this card he has exhausted his hand and will have to wait for his opponent's moves.

3rd Turn

Cards chosen by the Fokker player (card images)

Cards chosen by the RAF player (card images)

Round 1. The Fokker performs a right-hand roll. The RAF rotates to the left. The RAF advances and dives, reaching altitude 4.

Shooting (Round 1). Finally the Fokker can take advantage of the moment and shoot the RAF! The Fokker can roll 8D6 for range (2 hexes), +1 die for the aircraft modifier, but has a -1 die because the target is higher and -2 dice because the RAF has advanced and so the Fokker must apply deflection. In total it rolls 6 dice. The dice produce only 1 damage which, given the direction of the shot, is applied to the Fuselage which has the priority.

Round 2. The Fokker advances.

Shooting (Round 2). The FOKKER has another chance to fire at the RAF! The FOKKER can roll 10D6 for range (1 hex), +1 die for the aircraft modifier, +1 die for the target under fire from the previous turn, +1 die for the target rotating in place and -1 die for the highest target. In total it rolls 12 dice.

Note: The Fokker could declare the Sustained Fire, but this would force it to climb in altitude, being the target higher. Already at maximum altitude and no longer able to recover altitude 4, it would find itself doing a spin test. A risk that perhaps it does not want to take.

There are two damage dice, 5 and 6, divided between Wings and Fuselage, given the direction from which the fire comes. The five results of 1 combined with the priority damage to the Wings causes the death of the Pilot (see 9.5), so the plane crashes and the fight ends.

With this extended example we stop here, since we have shown most of the main situations that can occur during a game of Aces High.

15.0 Scenarios

In some of the scenarios presented, an optional Mission is described, to get the hang of the Campaign. Players can play the proposed scenario with or without this Mission as they wish.

15.1 2 Players (1 vs 1)

Central PowersEntente
Fokker Dr.I TriplaneSopwith Camel
Albatros D.IIISopwith Triplane
Albatros D.VaSpad XIII
Halberstadt DIINieuport 16

15.2 3 Players (1 vs 2)

Central PowersEntente
Albatros D.Va [VET]Nieuport 17, RAF R.E.8

Mission (optional): The Nieuport must escort the RAF R.E.8 which must carry out a Bombing Mission on a Depot or Airfield.

Central PowersEntente
Halberstadt CL.II, Fokker Dr.ISpad XIII [VET]

15.3 4 Players

15.3.1 2 vs 2.

Central PowersEntente
LFG Roland C.II, Albatros D.I/IINieuport 17, RAF R.E.8

Observation Mission (optional): Both sides must observe 1 of the 2 enemy objectives (Depot or Airport), the exact objective of the mission is revealed only when the attack begins.

Central PowersEntente
LFG Roland C.II, Albatros D.I/IINieuport 17, RAF R.E.8
Albatros D.Va, LFG Roland C.IIBristol F 2B, Sopwith Triplane
Fokker DRI, Albatros DVaSopwith Camel, Spad XIII
Albatros DVa [A], Fokker D.VII [A]Sopwith Camel [A], Spad XIII [A]

15.3.2 3 vs 1.

Central PowersEntente
Halberstadt D.II-III, Albatros D.I-II, LFG Roland C.IISopwith Snipe [A]

Bombing Mission (optional): The Roland LFG C.II must bomb 1 of the 2 targets: Airport or Depot, the Snipe must prevent this; the exact target of the mission is revealed only when the attack begins.

Central PowersEntente
Fokker D.VII-DVIIF [A]Nieuport 16, Nieuport 17, RAF B.E. 2d

The last table above has no heading in the printed rulebook; it sits under 15.3.2 on the same page.

Balloon Takedown Mission (optional): Each side places their own "Balloon" objective and must try to shoot down the opponent's one while defending their own.

Central PowersEntente
Siemens Suckert D.III/IV, Fokker D. VII/VII FSopwith Snipe, Spad XIII

Glossary

  • Altitude: Indicates the altitude of the aircraft in each turn.
  • Ammunition: Front and rear supplies that indicate the consumption of bullets.
  • Aircraft autonomy: Indicates the maximum number of turns that the aircraft has available to complete its mission and exit its side of the map.
  • Cards to remove: These are the cards removed from the deck during setup.
  • Deck of Cards: Set of cards characterized by the same color on the back.
  • Fuselage: Represents the damage resistance of the aircraft fuselage. The fuselage is the central body of the aircraft.
  • Game Turn: The turn is characterized by a chosen deck of cards. A turn is made up of a number of Rounds.
  • Hand of Cards: Indicates the maximum number of cards the deck of cards is composed of for each turn.
  • Machine guns: Indicates the number of dice the player has available. This value takes into account not only the onboard machine guns but also various characteristics of the aircraft (stability, number of machine guns, etc.).
  • Parts of the plane: The plane is divided into 4 parts identified by a symbol: Engine, Wings, Fuselage, Tail.
  • Round: A round is the simultaneous play of a single card by each player/plane.

Appendix A. Aircraft Availability

YearMonthGreat BritainFranceUSAGermany
1916AugustRAF B.E.2d*, Nieuport 16/17RAF B.E. 2d*, Nieuport 16/17RAF B.E. 2d*, Nieuport 16/17Halberstadt D.II/III, L.F.G. Roland C.II*
1916SeptemberSpad VIISpad VIIAlbatros D.I/II
1916October
1916November

* Two-seater aircraft.

Appendix B. Aircraft

The historical notes printed above each aircraft are not reproduced. The card rule summary for each aircraft follows, as printed. Icons on the printed summary cards are rendered as words.

A01. RAF B.E. 2d

  • Maximum 2 cards per turn, of which maximum 1 Rotation Card.
  • Maximum altitude 3, reachable again.

A02. Nieuport 16

  • Maximum 4 cards per turn, including maximum 1 Speed 1 Rotation Card and 2 Speed 2 Rotation Cards.
  • Maximum altitude 4, reachable again.
  • If you go to Speed 2 and take 2 Right Rotation cards into your hand, they must be played last.

A03. RAF R.E. 8

  • Maximum 3 cards per turn, including maximum 1 Rotation Card.
  • Maximum altitude 4, no longer reachable.

A04. Nieuport 17

  • Maximum 4 cards per turn, including a maximum of 1 Speed 1 Rotation Card, 2 Speed 2 Rotation Cards, and no Speed 3 Rotation Cards.
  • Maximum altitude 4, no longer reachable.
  • If you go to Speed 2 and take 2 Right or 2 Left Rotation Cards into your hand, these must be played last.
  • At Speed 3 you cannot play Rotation Cards.

A05. SPAD VII

  • Maximum 5 cards per turn, of which maximum 2 Rotation Cards at Speed 1-2-3 and maximum 1 Rotation Card at Speed 4.
  • Maximum altitude 5, no longer reachable.
  • If you go to Speed 3-4 you are forced to play a Speed card as your first card.
  • At Speed 4 you must play a Rotation Card as your last card.

A06. Airco D.H.4

  • Maximum 3 cards per turn, including maximum 1 Rotation Card.
  • Maximum altitude 4, reachable again.

A07. RAF S.E. 5a

  • Maximum 5 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 5, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.

A08. SPAD XIII

  • Maximum 5 cards per turn, of which maximum 2 Rotation Cards at Speed 1-2-3 and maximum 1 Rotation Card at Speed 4.
  • Maximum altitude 5, no longer reachable.
  • If you go to Speed 3-4 you are forced to play a Speed card as your first card.
  • At Speed 4 you must play a Rotation Card as your last card.

A09. Sopwith Triplane

  • Maximum 4 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 5, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • At Speed 3 you cannot play Rotation Cards.
  • At Speed 3 you can play 2 consecutive Rotation Cards as the penultimate and last card of your turn.

Layout note: in the printed rulebook the last of these two Speed 3 Rotation lines sits in the column break at the top of page 34, after the Sopwith Triplane summary; the two Speed 3 Rotation lines as printed are both transcribed here and should be checked against the physical aircraft card.

A10. Sopwith Camel

  • Maximum 5 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 4, reachable again.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.

A11. Bristol F2B

  • Maximum 4 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 5, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.

A12. Sopwith Snipe

  • Maximum 5 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 5, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • At Speed 3 you can play 2 consecutive Rotation Cards as the penultimate and last card of your turn.

A13. Nieuport 28

  • Maximum 4 cards per turn, of which maximum 1 Rotation Card at Speed 1 or 3, and 2 Rotation Cards at Speed 2.
  • Maximum altitude 4, reachable again.
  • If you go to Speed 2 and take 2 Right or 2 Left Rotation Cards into your hand, these must be played last.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.

A14. SPAD XII

  • Maximum 4 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 4, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.

C01. Halberstadt D.II/III

  • Maximum 3 cards per turn, including maximum 1 Rotation Card.
  • Maximum altitude 4, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.

C02. L.F.G. Roland C.II

  • Maximum 3 cards per turn, including maximum 1 Rotation Card.
  • Maximum altitude 4, no longer reachable.

C03. Albatros D.I/II

  • Maximum 4 cards per turn, including maximum 1 Rotation Card.
  • Maximum altitude 5, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • If you go to Speed 3 you cannot play Rotation Cards.
  • If you go to Speed 2 you cannot play a Rotation Card as your last card.

C04. Albatros D.III

  • Maximum 4 cards per turn, including maximum 1 Rotation Card.
  • Maximum altitude 4, reachable again.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • If you go to Speed 3 you cannot play Rotation Cards.

C05. Albatros D.V

  • Maximum 5 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 4, reachable again.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • If you go to Speed 3 you cannot play Rotation Cards.

C06. Halberstadt CL.II

  • Maximum 3 cards per turn, including maximum 1 Rotation Card.
  • Maximum altitude 4, reachable again.

C07. Pfalz D.III/a

  • Maximum 4 cards per turn, of which maximum 2 Rotation Cards at Speed 1-2 and 1 Rotation Card at Speed 3.
  • Maximum altitude 4, reachable again.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • At Speed 3 you must play a Rotation Card as your last card.

C08. Albatros D.Va

  • Maximum 5 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 5, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.

C09. Fokker Dr I

  • Maximum 4 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 4, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.

C10. Siemens-Schuckert D.III/IV

  • Maximum 5 cards per turn, of which maximum 3 are Rotation Cards.
  • Maximum altitude 5, reachable again.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • At Speed 3 you can play 2 consecutive Right or Left Rotation Cards as the penultimate and last card of your turn.

C11. Fokker D.VII/VIIF

  • Maximum 5 cards per turn, of which maximum 2 are Rotation Cards.
  • Maximum altitude 4, no longer reachable.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • At Speed 1 you cannot play 2 Rotation Cards Right or Left.

CKS. Phönix D.I

  • Maximum 5 cards per turn, of which maximum 1 Rotation Card at Speed 1 or 3, and 2 Rotation Cards at Speed 2.
  • Maximum altitude 5, reachable again.
  • If you go to Speed 3 you are forced to play a Speed card as your first card.
  • A13. Nieuport 28
  • A14. SPAD XII
  • C01. Halberstadt D.II/III
  • C02. L.F.G. Roland C.II
  • C03. Albatros D.I/II
  • C04. Albatros D.III
  • C05. Albatros D.V
  • C06. Halberstadt CL.II
  • C07. Pfalz D.III/a
  • C08. Albatros D.Va
  • C09. Fokker Dr I
  • C10. Siemens-Schuckert D.III/IV
  • C11. Fokker D.VII/VIIF
  • CKS. Phönix D.I
  • 1Rulebook
  • Speed: Indicates the speed of the previous Turn.
  • Smoke, Fire, Crosshairs, Spin, Lewis, Sustained fire and Jammed markers are described in 2.4.
  • Additional effects (right): Indicates further effects to be applied such as changes in altitude, speed, spin test, etc.
  • Markers and dice. Have the generic markers and dice next to the map ready to be used.
  • Positioning on the map. See paragraph 3.2 for instructions on how to position the aircraft on the map.
  • Special Plane Moves: Indicates how cards with that plane should be played. Sometimes these are limitations to the game, sometimes these are exceptions to the general rules.
  • Speed: Indicates the speed of the previous Turn.
  • Tail: Represents the damage resistance of the aircraft's tail. The Tail is made up of the rear wing and the rudder.
  • Wings: Represents the damage resistance of the aircraft's front wings.
  • 1916December
    1917JanuaryAlbatros D.III
    1917FebruaryRAF R.E.8*
    1917March
    1917AprilAirco De H.4*, Sopwith Triplane, RAF S.E. 5a
    1917MaySpad XIIIPhönix D.I
    1917JuneNieuport 28Albatros D.V
    1917JulyBristol F2B*, Sopwith CamelSpad XIISpad XII
    1917AugustHalberstadt CL.II*, Pfalz D.III/a
    1917SeptemberNieuport 28Nieuport 28
    1917OctoberAlbatros D.Va, Fokker DR I
    1917November
    1917DecemberSpad XIIISpad XIII
    1918January
    1918February
    1918March
    1918AprilSopwith SnipeSiemens S. D.III/IV
    1918MayFokker D.VII/VIIF