Caballeros del Aire: El Barón Rojo
Caballeros del Aire: El Barón Rojo Rulebook
Table of Contents
Table of Contents
- Historical Aircraft
- 1. Components
- 2. Explanation of the Components
- 3. Number of Players
- 4. Duration and Start of the Game
- 5. Who Wins the Game?
- 6. Initial Placement of the Counters
- 7. General Concepts
- 8. Characteristics of the Aircraft
- 9. The Pilots
- 10. Aircraft Control Tables
- 11. How Do You Fly?
- 11. Take-off and Landing
- 12. Movement of Aircraft
- 13. Combat
- 14. Shots at Ground Targets and Observation Balloons
- 15. Anti-Aircraft Artillery
- 16. Influence of the Sun
- 17. Reinforcements
- 18. Repairs, Refuelling and Re-arming
- 19. Sequence of Play
Historical Aircraft
The scanned booklet prints the following aircraft descriptions before the rules. The first description has no heading in the scan; its name is not printed on the page.
Unnamed aircraft (heading missing in the scan)
- Wingspan: 9.05 m.
- Length: 7.33 m.
- Weight: 937 kg.
- Engine: Mercedes D III a, six cylinders in line, water-cooled, 180 hp.
- Armament: two LMG 08/15 machine guns, 7.92 mm, synchronised.
SPAD VII
First flew in April 1916 and was immediately recognised as superior to the Albatros and the Fokker. It was designed by Louis Béchereau. It carried a Spanish Hispano-Suiza engine, with eight V-cylinders designed by Birkigt and Quesada.
- Wingspan: 7.8 m.
- Length: 6.15 m.
- Weight: 740 kg.
- Engine: Hispano-Suiza 8Aa, water-cooled, eight cylinders in V, 150 hp.
- Armament: one Vickers 7.7 mm machine gun, fixed over the cowling and synchronised to fire through the propeller disc.
SOPWITH CAMEL
Designed by Herbert Smith, it was an aircraft of special characteristics, with a great ability to turn very tightly and very quickly. Camels were fitted with different engines: Clerget of 130 and 140 hp, Bentley B.R.I of 150 hp, Le Rhône of 110 hp and Gnome Monosoupape of 100 and 150 hp. The Sopwith Camel was not present in the famous "Bloody April" combats, but it was in the third battle of Ypres, on offensive patrols.
- Wingspan: 8.53 m.
- Length: 5.64 m.
- Weight: 667 kg.
- Engine: Bentley B.R.I rotary, nine cylinders, air-cooled, 150 hp.
- Armament: two Vickers 7.7 mm machine guns, fixed on the cowling, with interrupter gear. Racks for four Cooper bombs of 9.1 kg under the fuselage.
NIEUPORT XVII
This aircraft entered service on 2 May 1916. The success of the Nieuports, and especially of the Nieuport XVII, was that despite the superiority of the Albatros D.I and the first Halberstadts, they held their own; later German models were fitted with some characteristics of these aircraft.
- Wingspan: 8.00 m.
- Length: 6.20 m.
- Weight: 737 kg.
- Engine: Gnome 9N rotary, nine cylinders, air-cooled, 160 hp.
- Armament: two fixed Vickers 7.7 mm machine guns, synchronised.
AIRCO D.H.4
Designed by Geoffrey de Havilland. This type was designed by the British for high-speed bombing, although it was also used for other missions. These aircraft had light controls and were easy to handle. The D.H.4s of the RFC and RNAS served in Russia, Macedonia, Mesopotamia and elsewhere.
- Wingspan: 12.92 m.
- Length: 9.95 m.
- Weight: 1,503 kg.
- Engine: Rolls-Royce II (Eagle III), 12 cylinders, V-type, 250 hp.
- Armament: two Vickers machine guns, and capacity for 209 kg of bombs.
1. Components
The game Caballeros del Aire contains:
- A board representing an imaginary zone of Europe where the air combats take place, with various tables and auxiliary templates.
- 11 die-cut sheets of counters representing the Allied and German aircraft, as well as the various marker counters.
- A plastic tray for storing the counters once they are punched out.
- A die.
- An auxiliary sheet with two aircraft control templates.
- This instruction booklet.
2. Explanation of the Components
2.1 The Board
The board shows the following:
- Playing board: an imaginary zone of Europe where the air combats take place, across which the aircraft move. The features that matter for play are:
- Airports: hexes from which aircraft take off and on which they land.
- Mountains: with different heights (25, 50, 75 and 100 metres). Mountain hexes must be crossed by aircraft flying higher than the height of the mountain. Example: hexes of height 25 metres must be crossed at a minimum altitude of 45 metres, which is the altitude of the aircraft level immediately above 25 metres, as shown in the aircraft control tables.
- Forest: must be crossed at a minimum altitude of 20 metres.
- Open ground (flat terrain): the only place on the board, apart from airports, where aircraft may land.
- River, village, bombed area, crops, trenches, barbed wire and roads: may be crossed at any flight altitude (aircraft in flight are always at a minimum altitude of 20 metres). Aircraft may not land on any of these hexes, nor on forest and mountain hexes; if they do, they are destroyed and removed from the game.
- A graphic showing the different hex types.
- Sun placement hexes: the hexes marked with a black star.
- A turn track template with two types of boxes: units (numbered 0 to 9) in blue, and tens (numbered 10 to 40) in pink.
- Trenches and barbed wire: separate the territories of the two sides.
[The shot tables, power tables and speed (movement) tables are printed on the playing board. Their values are not reproduced in the booklet text, so they are not transcribed here.]
2.2 The Counters
General classification:
- Allied aircraft: orange background with silhouette, names and numbers in black.
- German aircraft: yellow background with silhouette, name and number in green.
Apart from these counters there are others described in the section on types of counter.
Allied counters have a blue or orange background, with text in red or black respectively, except the pilot counters, which have a pink background with a black silhouette.
German counters have a yellow or red background, with text in green or black respectively, except the pilot counters, which have a green background with a black silhouette.
2.3 Aircraft Counter
Aircraft counters have characteristics that make them different from one another, which are detailed in the section "Characteristics of the Aircraft" and in the "Aircraft Control Table".
On aircraft counters appear:
- The type of aircraft, each with its corresponding silhouette.
- The name of the aircraft.
- The number of the aircraft.
On pilot counters appear:
- The pilot's name.
- A silhouette.
- The type of pilot.
The various marker counters carry text indicating what they represent, or what they control on the aircraft control table.
2.4 Types of Counter
The different types of counter are:
- Aircraft of different types:
- Allied: Nieuport XVII; Spad VII; Sopwith Camel F.1; Airco D.H. 4.
- German: Fokker Dr. I; Albatros D.V; Fokker D.VII; Halberstadt C.V.
- Pilots, each with their own name, taken from pilots who actually took part in the First World War.
- Anti-aircraft artillery.
- Ground targets.
- Observation balloons.
- False ground targets.
- Aircraft identification counters, used to identify each aircraft on the aircraft control table.
- Fuel marker counters.
- Power marker counters.
- Resistance factor marker counters.
- Engine temperature marker counters.
- Speed marker counters.
- Altitude marker counters.
- Shot marker counters.
- Two NAC counters for the turn track.
- One "Sun" counter.
2.5 The Die
The die is used to resolve shots, and to determine the influence of the "Sun". It has six faces, numbered from one to six.
3. Number of Players
Caballeros del Aire allows two to four players, always in two sides. The possibilities are:
- Two players, one with the Allies and one with the Germans.
- Three players, one on one side and the other two on the other side.
- Four players, two with the Allies and two with the Germans.
When three or four players take part, the aircraft of each side are shared among the players on that side.
4. Duration and Start of the Game
The game is played in turns. A turn consists of the movement and complete resolution of combats for both sides, once each.
The length depends on the type of game played. All players must agree on the following before play:
- The number and type of aircraft each player takes part with; most often, four aircraft per player.
- The number of each type of pilot, with one pilot assigned to each aircraft. Only the pilots supplied with this game may be used.
- Whether the game is played for a set number of turns or for a fixed time. This must be decided before the game begins. The usual choice is 20 or 30 turns, or one to three hours.
- The number of anti-aircraft artillery counters, observation balloons, and real and false ground targets each side will use.
At the end of each turn the NAC turn marker advances one box on the turn track on the board. Turns are first marked in the unit boxes. When turn 10 is reached, a NAC turn marker is placed in the tens box showing 10, and from turn 11 onward both NAC turn markers are used, one for the tens and one for the units.
Real-time duration depends on the players' reflexes and speed of movement, as well as the type of game played; one hour or more is normal.
Before the game begins, a die roll decides which side starts. The side that rolls higher starts, and in subsequent turns the player who started the game always moves and resolves combats first. This player also chooses the side of the board from which to play, which is considered their own territory for all purposes of the game. That player must use the tables and auxiliary templates printed on that side of the board. The territories are separated on the board by barbed wire and trenches.
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The "standard game", which is the most common, uses the following counters per side:
- 4 aircraft, one of each type.
- 4 pilots: one of category "one" or "AS", two of category "two", and one of category "three".
- 4 anti-aircraft artillery counters.
- 3 observation balloon counters.
- 3 ground target counters.
- 5 false ground target counters.
- The corresponding marker counters needed to control the aircraft used.
This "standard game" is played for 25 turns.
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Players must also decide before the game begins whether they will receive reinforcement aircraft and on which turn. Reinforcements are explained in the section "Reinforcements".
The maximum number of aircraft a player may use in a game is sixteen, which may be present from the start of the game or received as reinforcements during it.
When more than four aircraft per side are in flight, since each aircraft must have its own control table and the board has only four control tables per side, the remaining aircraft must use other control tables. These are obtained by making copies of the auxiliary sheet supplied with this game, which has two control tables. As many copies are made as needed.
5. Who Wins the Game?
Victory in Caballeros del Aire - El Barón Rojo may be obtained in the following ways:
- By obtaining the surrender of the opponent.
- By eliminating all the enemy aircraft taking part in the game.
Otherwise, the side (Allied or German) with the higher score at the end of the game wins. This applies whether the game is played for a set number of turns or for a set time.
Scoring is as follows:
- For each enemy aircraft shot down in flight, or destroyed on the ground: 10 points.
- For each enemy aircraft captured: 6 points.
- For each enemy pilot of category "As" shot down or captured: 3 points.
- For each enemy observation balloon destroyed: 3 points.
- For each enemy ground target destroyed: 2 points.
- For each enemy anti-aircraft artillery piece destroyed: 1 point.
Each player must record the points scored at the moment they are obtained.
[Photo caption, partly illegible in the scan: an Airco D.H.4 taking off from an aerodrome whose name is printed as "Verr Goland", at the start of a campaign; no armament is yet fitted.]
An aircraft or pilot is considered captured when it makes an emergency landing in enemy territory.
The following circumstances count as aircraft destroyed by the opposing player, who scores the points for the aircraft and, if it is an "As", for the pilot as well:
- Aircraft that stall and crash.
- Aircraft that collide with ground obstacles (mountains, forests, etc.).
- Aircraft that run out of fuel and cannot land at an airport or on open ground.
- Aircraft that crash because the engine seizes through overheating.
- Aircraft that leave the board.
- Aircraft destroyed on the ground by enemy shots.
Aircraft may be shot down by enemy aircraft fire, and by the anti-aircraft artillery of either side.
6. Initial Placement of the Counters
Before play begins, the following must be decided:
- The number of aircraft each side takes part with.
- The pilots to be used in the game, defining how many pilots of each category each player takes. There is always one pilot per aircraft.
- The number of observation balloons each side will use.
- The number of ground targets, anti-aircraft artillery pieces and false ground targets each side will use.
Placement rules:
- Aircraft are placed on a hex of either of the two airports belonging to each side, with a pilot assigned to each aircraft. The pilot is placed on the corresponding control table for that aircraft. There is no limit to the number of friendly aircraft on one airport.
- Observation balloons are placed on any hex of the board except mountain, airport, river, forest or village hexes. There must be a minimum distance of seven hexes between each friendly balloon.
- No land counter may be placed on the front (hexes lying between the trenches and barbed wire of the two sides). Land counters must be placed inside friendly territory.
- Ground targets must be placed on hexes of the same type as those listed in the previous paragraph, inside friendly territory. There must be a minimum distance of five hexes between each friendly ground target.
- Anti-aircraft artillery may be placed on any hex of friendly territory, including mountain, forest and village hexes. Only one artillery piece may occupy each hex, and there is no minimum distance between them.
- Neither anti-aircraft artillery nor false ground targets may be placed on a front hex, river hex or airport hex.
- Only one land counter (anti-aircraft artillery, observation balloon, real or false ground target) may occupy each hex. These counters must remain on the hex where they were placed at the start of the game.
- Aircraft and balloon counters are placed face up on the board from the start of the game. Real and false ground target counters and anti-aircraft artillery counters are placed face down. A face-down counter must be revealed when an enemy aircraft passes through any board hex within three hexes or fewer of that counter; from that turn on it remains face up. A false ground target that is revealed is removed from the game.
On the aircraft control tables, the various marker counters must also be placed as explained in the section on control tables.
7. General Concepts
Caballeros del Aire uses a number of concepts that are important and without which the game cannot be learned. They are:
7.1 Power
Power is the capacity of the aircraft's engine to produce a given effect or to carry out a manoeuvre.
Depending on the power a player applies to an aircraft, the aircraft may climb, maintain or lose altitude. Depending on these two factors (power and altitude) it will develop a given speed, which translates in the game into movement.
Power also determines the aircraft's fuel consumption.
Each turn the player decides the power applied to the engine of each of his aircraft, one at a time.
All aircraft must take off at maximum power; this is the only exception in which the player does not decide the power of the aircraft.
Once the engine power of an aircraft has been decided, the player reduces the fuel units corresponding to the power used, and changes the engine temperature.
The player then decides the changes in the aircraft's altitude, climbing, maintaining or descending. Depending on the engine power and the change in altitude, the player consults the power table on the board, which shows the changes in the aircraft's speed.
7.2 Altitude
Altitude is the height above the ground at which an aircraft flies in a given turn.
The control table has 11 altitude levels. The first level, 0 metres, may only be used for taking off or landing. There are therefore 10 altitude levels that aircraft in flight may use, from 20 to 1,200 metres.
The minimum flight altitude is 20 metres for all aircraft in this game.
An aircraft may climb more or fewer levels depending on engine power and aircraft type. As explained in "Characteristics of the Aircraft", some aircraft may climb one level per turn and others two levels per turn. This is defined in the game by the concept of maximum climb, which each aircraft model has and which is explained below.
No aircraft may climb more than 2 altitude levels in a single turn. An aircraft in normal conditions may not descend more than 3 altitude levels in a turn, unless it enters a stall, a concept explained below.
7.3 Speed
Speed is related to engine power and to the altitude changes made by the aircraft. Depending on speed, an aircraft may make a greater or lesser movement.
An aircraft in flight may never exceed 200 km/h, nor fall below 50 km/h.
The power table indicates the changes in the aircraft's speed, depending on engine power and the changes in altitude.
The resulting speed is marked on the aircraft's control table. The speed table is then consulted for that speed, and depending on it the aircraft may move more or less.
The movement of an aircraft is defined by its movement factor, which is expressed in the speed table in movement points. For each movement point an aircraft may move one hex of the board or make a turn (the concept of "turn" is explained below).
Each aircraft must spend, in each turn, all of the movement points that correspond to it according to the speed table.
7.4 Temperature
Temperature is related to engine power. Each time that, in a turn, the power is increased relative to the power the aircraft had in the previous turn, the temperature rises by one value. It falls by one value when engine power is reduced. Temperature does not change when the engine power stays the same.
An aircraft may not remain at maximum temperature, which is 90 degrees as shown on the aircraft control tables, for more than one turn. So if an aircraft reaches maximum temperature in one turn, in the following turn it must reduce its engine power to bring the temperature down.
If an aircraft remains at maximum temperature for more than one turn, its engine seizes, the aircraft crashes, and it is eliminated from the game.
7.5 Resistance
Resistance is the capacity of aircraft to withstand enemy hits. In the game, aircraft have a resistance capacity of four and are shot down when they lose five resistance factors as a result of enemy fire. This is shown on the aircraft control table, in the section "Resistance Factor", by the shot-down box.
7.6 Stall
A stall is the consequence of insufficient engine power to maintain a minimum flying speed.
When a stall occurs, the aircraft loses lift and enters a spin or uncontrolled flight.
In this game an aircraft enters a stall when, as a result of a manoeuvre (which is only possible when climbing), it has insufficient flying speed. So if an aircraft is in flight and, by applying the power table, it enters a stall because it loses speed, everything explained below applies.
An aircraft may or may not recover from a stall, depending on its altitude and on the type of pilot. The higher the altitude and the better the pilot, the greater the chance of recovering the aircraft from the stall.
How is a stall recovered from?
An aircraft that has lost one or more resistance factors cannot recover from a stall, and so it crashes immediately, without a die roll.
Depending on the type of pilot and on the die roll, an aircraft may recover from a stall, but always by descending a set number of altitude levels.
Each time an aircraft enters a stall, a die roll is made to see whether it recovers, applying the following table according to pilot type:
a) Pilot type "3": with a roll of 5 or 6 the aircraft recovers, descending 7 altitude levels in the same hex in which it entered the stall. It crashes with a roll of 1, 2, 3 or 4. It also crashes if, in losing the altitude levels, it strikes the ground. It must always end at an altitude above the height of that hex. (If the hex is 25 metres high, the aircraft must end at a minimum altitude of 45 metres.)
b) Pilot type "2": with a roll of 4, 5 or 6 the aircraft recovers, descending 5 altitude levels in the same hex in which it entered the stall. It crashes with a roll of 1, 2 or 3. It also crashes if, in losing the altitude levels, it strikes the ground.
c) Pilot type "1" or "As": with a roll of 3, 4, 5 or 6 the aircraft recovers, descending 3 altitude levels in the same hex in which it entered the stall. It crashes with a roll of 1 or 2. It also crashes if, in losing the altitude levels, it strikes the ground.
Conditions in which aircraft leave a stall
Aircraft that leave a stall do so at maximum engine power, at a speed of 100 km/h, and with a fuel consumption of 7 units.
If an aircraft has no fuel it cannot leave the stall, and so it crashes.
The aircraft remains at the altitude that results after applying the altitude descents explained above, depending on pilot type.
Once an aircraft has left the stall and remains at a given altitude in the hex it occupies, a second die roll is made to determine the direction in which the aircraft ends up.
An aircraft always flies in the direction of its nose, moving toward that side of the hex, unless it makes a turn as explained later.
If an aircraft leaves a stall, it makes as many turns (one hex side each) to the right, counted from the position it was in when it entered the stall, as the value obtained on this second die roll. So with a 1 it turns one hex side; with a 2, two hex sides; and so on.
The aircraft therefore ends up facing the direction shown in the graphic, depending on the die roll.
[The direction graphic is an image in the scan; its content is not reproduced as text. The printed explanation is: if the flight direction is toward position 6, a stall followed by a roll of one leaves the aircraft heading toward hex 1, a roll of two toward hex 2, and so on.]
7.7 Turns
Turns are the circular movements made by aircraft within the same hex. In this way an aircraft changes its direction of flight, orienting the counter toward the hex side through which it will continue to move.
The number of turns an aircraft may make in one turn depends on two factors:
- Aircraft type. Each aircraft may make as many turns as its manoeuvrability value, explained in "Characteristics of the Aircraft".
- Pilot type. Pilots of type "2" increase the aircraft's manoeuvrability by one point. Pilots of type "1" (aces) increase it by two points. Pilots of type "3" do not increase the manoeuvrability of the aircraft.
Turns may be made to the right or to the left, and each counts, for all purposes, as one movement point.
The possible turn options are: (1) the aircraft's direction; (2) one turn to the left; (3) one turn to the right; (4) two turns to the left; (5) two turns to the right.
Turns are made to change the direction of the aircraft. An aircraft may make only one turn per hex, except aces, who may make up to two turns in the same hex, but only once per turn. So, to use all the manoeuvrability points it has, an aircraft must turn, move to change hex, turn again, and so on, until it has used up its movement points (either by moving hexes or by making turns).
When an aircraft has lost one or more resistance factors, it may not make two turns in one hex, even if it is flown by an ace.
7.8 Range (Fuel)
Range is given by the capacity of an aircraft's fuel tank, expressed in fuel units. At the start of the game each aircraft begins with the quantity of fuel detailed for its model in "Characteristics of the Aircraft".
Fuel consumption depends on the power the pilot applies to the aircraft in that turn:
| Engine power | Fuel consumed |
|---|---|
| Idle | Nothing (no consumption) |
| Low | 3 units |
| Normal | 5 units |
| Maximum | 7 units |
Each time an aircraft uses a given power in a turn, the corresponding fuel units are subtracted on the fuel track of its control table.
7.9 Manoeuvrability
Manoeuvrability is the maximum number of turns that each aircraft model may make in a turn. Each turn counts, for all purposes, as one movement point, deducted from the movement factor the aircraft has in that turn.
The manoeuvrability of an aircraft may be increased depending on the pilot who flies it. Pilots of "type 1" increase the aircraft's manoeuvrability factor by two, and pilots of "type 2" by one. Pilots of "type 3" do not increase the manoeuvrability factor.
7.10 Maximum Climb
Maximum climb is the maximum number of altitude levels that each aircraft type may climb in one turn.
It is related to the aircraft type and to engine power. The maximum climb value for each aircraft type is explained in "Characteristics of the Aircraft".
The aircraft control table shows 11 altitude levels, from 0 to 1,200 metres.
7.11 Shooting
The shooting capacity of an aircraft depends on the number of machine guns each aircraft type carries, as explained in "Characteristics of the Aircraft".
Next to the shot table on the board are the various modifiers that affect the effectiveness of shots.
Some aircraft carry one forward machine gun and others carry two. There are also two aircraft models, one for each side, that carry rear machine guns: the German Halberstadt C.V. and the Allied Airco D.H.4.
Combat is explained in more detail in the section "Combat".
8. Characteristics of the Aircraft
The characteristics of the eight aircraft models taking part in the game, which influence its mechanics, are explained below.
German aircraft
FOKKER Dr. I
- Range: 120 fuel units.
- Manoeuvrability: 2.
- Maximum climb: 2.
- Forward machine guns: 2.
- No rear machine gun.
FOKKER D.VII
- Range: 100 fuel units.
- Manoeuvrability: 3.
- Maximum climb: 2.
- Forward machine guns: 2.
- No rear machine gun.
ALBATROS D.V
- Range: 153 fuel units.
- Manoeuvrability: 2.
- Maximum climb: 1.
- Forward machine guns: 2.
- No rear machine gun.
HALBERSTADT C.V
- Range: 265 fuel units.
- Manoeuvrability: 1.
- Maximum climb: 1.
- Forward machine gun: 1.
- Rear machine gun: 1.
[Photo caption, partly illegible in the scan: it refers to the Albatros D.V and the Fokker Dr.I.]
Allied aircraft
NIEUPORT XVII
- Range: 100 fuel units.
- Manoeuvrability: 2.
- Maximum climb: 2.
- Forward machine gun: 1.
- No rear machine gun.
SPAD VII
- Range: 165 fuel units.
- Manoeuvrability: 2.
- Maximum climb: 1.
- Forward machine gun: 1.
- No rear machine gun.
SOPWITH CAMEL
- Range: 176 fuel units.
- Manoeuvrability: 3.
- Maximum climb: 2.
- Forward machine guns: 2.
- No rear machine gun.
AIRCO D.H. 4
- Range: 253 fuel units.
- Manoeuvrability: 1.
- Maximum climb: 1.
- Forward machine guns: 2.
- Rear machine gun: 1.
9. The Pilots
Before the game begins each player must assign a pilot to each aircraft taking part, placing the pilot counter in the corresponding section of that aircraft's control table.
There are three different types of pilot:
- Type "1": these are the aces, called "ases".
- Type "2".
- Type "3".
Pilots influence the game in three ways:
- Manoeuvrability of the aircraft. Depending on the pilot type, the manoeuvrability of the aircraft flown is increased or not:
- Type "1" pilots increase the manoeuvrability of their aircraft by two points. They are also the only pilots who may make two turns in the same hex.
- Type "2" pilots increase the manoeuvrability of their aircraft by one point.
- Type "3" pilots do not modify the manoeuvrability of their aircraft.
- Victory points. Type "2" and type "3" pilots have no influence on the final score. Enemy type "1" pilots (aces) who are shot down or captured are worth 3 points to the player who shot them down or captured them.
- Shooting modifiers for the forward machine guns. Type "1" pilots (aces) give a shooting modifier of plus one, as shown on the table printed on the board.
10. Aircraft Control Tables
The aircraft control tables show, each turn, the situation of each aircraft taking part in the game. Each aircraft uses one control table, so as many control tables are needed as there are aircraft in play.
Each aircraft control table contains:
- Power marker, with four boxes: R (Idle), B (Low), N (Normal) and M (Maximum).
- Temperature marker, with eight boxes (from 55 to 90 degrees).
- Speed marker, with six boxes (Minimum, 50, 100, 150, 200 and 250 km/h).
- Resistance factor marker, with six boxes (intact, I, II, III, IV and Shot down).
- Altitude marker, with eleven boxes (from 0 to 1,200 metres).
- Fuel marker, with three columns: one for hundreds, one for tens and one for units.
- Ammunition markers, one for forward shots and one for rear-gunner shots, each with fourteen boxes.
- Aircraft section, where the identifying counter of the aircraft is placed, showing that this control table corresponds to that particular aircraft.
- Pilot section, where the pilot counter for that aircraft is placed, showing the pilot type and name.
Each aircraft is represented in the game by two counters. One is placed on the aircraft control table and shows the type and number of the aircraft. The other is placed on the game board and shows the name, silhouette and number of the aircraft. The name and number of the aircraft must always match on these two counters.
The board has four aircraft control tables per side. If more than four aircraft per side are used, additional control tables must be obtained from the auxiliary sheet, which has two control tables. As many copies are made as needed, since there must be as many control tables as aircraft taking part in the game.
At the start of the game the marker counters are placed on their respective markers, on each of the control tables of the aircraft taking part, as follows:
- In the aircraft and pilot sections, place the identifying counters of the aircraft and of the pilot who flies it.
- The altitude marker is placed on box number zero of its marker.
- The resistance factor marker is placed on the "intact" box of its marker.
- The temperature marker is placed on the 65-degree box of its marker, since, as explained in "How Do You Fly?", all aircraft take off with their engines running at that temperature.
- The speed marker is placed on the 50 km/h box of its marker, since that is the take-off speed.
- The power marker is placed on the "M" box, maximum power, since all aircraft take off at that power.
- Depending on the aircraft type, the fuel markers are placed on the corresponding boxes of the fuel marker. The placements for each type are:
- Fokker Dr. I, range 120: one fuel marker on box 100 and another on box 20.
- Fokker D.VII, range 100: one fuel marker on box 100.
- For the rest of the aircraft the same is done, placing the fuel markers on the corresponding boxes of the fuel marker according to the range of that aircraft:
| Aircraft model | Range (fuel units) |
|---|---|
| Fokker D.VII | 100 |
| Fokker Dr. I | 120 |
| Albatros D.V | 153 |
| Halberstadt C.V | 265 |
| Nieuport XVII | 100 |
| Spad VII | 165 |
| Sopwith Camel | 176 |
| Airco D.H. 4 | 253 |
- On the first turn of play, 7 fuel units are subtracted from each aircraft that takes off, since take-off is made at maximum power.
- A shot marker is placed on box number 490 of the forward ammunition marker of the control table of every participating aircraft.
- Aircraft with rear machine guns (Airco D.H.4 and Halberstadt C.V.) also receive a shot marker on box number 490 of the rear ammunition marker of that aircraft.
In each turn, at the phase marked in the sequence of play, the marker counters on the control tables of all the aircraft in play are updated.
11. How Do You Fly?
[The source numbers both this section and the following "Take-off and Landing" section as 11. Both numbers are kept as printed.]
The definition of "How Do You Fly?" is essential in order to play.
The first and fundamental decision each player must make in each turn is the power with which each aircraft will fly in that turn.
Depending on power, an aircraft may or may not climb in altitude, will develop a given speed, and will have a certain fuel consumption.
The sequence of flight of each aircraft in each turn is as follows:
-
Power decision. The player decides the engine power for that turn, placing the power marker on the corresponding box of the "Power" marker on that aircraft's control table. The power marker has four boxes:
- a) Idle (R)
- b) Low (B)
- c) Normal (N)
- d) Maximum (M)
-
Fuel consumption. Depending on power, the aircraft has a given consumption, so the player reduces the fuel units consumed in that turn. Consumption depends on power as follows:
Power Consumption Idle Does not consume. Low 3 units of fuel. Normal 5 units of fuel. Maximum 7 units of fuel. The fuel markers are placed on the corresponding boxes of the fuel marker of that aircraft's control table. Each turn the fuel units consumed are subtracted, and the markers are placed on the boxes that correspond to the amount of fuel the aircraft has left.
-
Engine temperature. In relation to the engine power used in that turn, the engine temperature may change or stay the same, as follows:
EXAMPLES
Below are several examples explaining what has just been described.
A) Fokker Dr. I, with manoeuvrability 2 and maximum climb 2, flown by a type "2" pilot.
Suppose that in a given turn the markers on its control table are in the following situation:
- Power: N (normal).
- Altitude: 200 metres.
- Temperature: 75 degrees.
- Speed: 100 km/h.
- Fuel: 66.
Depending on the power applied to the engine, it could do the following:
-
If it goes to maximum power, 7 fuel units are subtracted, placing the fuel markers on boxes 50 and 9 respectively, and it is at a temperature of 80 degrees, with the temperature marker placed on the corresponding box.
- Climbing one level, it would be at 400 metres of altitude, with the altitude marker placed on the corresponding box.
- Consulting the power table, for the change of altitude (it has climbed one level) and the power used (maximum), the table shows that the aircraft gains one speed unit, so it is at 150 km/h, with the speed marker placed on the corresponding box.
- Consulting the speed table, for the change of altitude (it has climbed one level) and the speed (150 km/h), the table gives a movement factor of six movement points for that turn.
- With that movement factor, and taking into account that this aircraft has a total manoeuvrability of three (two from the aircraft type and one extra point because it is flown by a type "2" pilot), the aircraft could:
- Move six hexes, with no turns.
- Move five hexes and make one turn.
- Move four hexes and make two turns.
- Move three hexes and make three turns.
Since a type "2" pilot allows only one turn per hex, the sequence of movement would be: 1) move, 2) turn, 3) move, 4) turn, and so on until all movement points are used up. Turns count, for all purposes, as one more movement point.
B) Airco D.H.4, with manoeuvrability 1 and maximum climb 2, flown by a type "1" pilot (an "As").
Suppose that in a given turn the markers on its control table are in the following situation:
- Power: M (maximum).
- Altitude: 95 metres.
- Temperature: 90 degrees.
- Speed: 200 km/h.
- Fuel: 154.
It could not use maximum power, since it is at maximum temperature and must lower it. Nor can it gain speed, since it is already at maximum flying speed.
For these reasons it must reduce power, and it could do the following:
- Set low power. This reduces fuel by 3 units on the corresponding marker, and the temperature falls to 85 degrees.
- If it maintains altitude (it was at 95 metres), by the power table it keeps its speed (200 km/h).
- All the markers must be placed on the corresponding boxes of its control table.
- Consulting the speed table, since it flies at 200 km/h and maintains altitude, the table gives a movement factor of nine movement points for that turn.
- With that movement factor, and taking into account that this aircraft has a total manoeuvrability of three (one from the aircraft type and two extra points because it is flown by a type "1" pilot, an "As"), the aircraft could:
- Move nine hexes, with no turns.
- Move eight hexes and make one turn.
- Move seven hexes and make two turns. (Because it is flown by an "As", it may make these in the same hex, provided its resistance marker is intact, or in two different hexes.)
- Move six hexes and make three turns, as explained above.
- If it sets idle power, it consumes no fuel, and its temperature falls to 85 degrees.
- If it maintains altitude, applying the power table it loses one speed unit, so it is at 150 km/h.
- Consulting the speed table, since it flies at 150 km/h and maintains altitude, the table gives a movement factor of seven movement points for that turn.
11. Take-off and Landing
[The source prints "11." for this section as well, and labels both of its landing subsections "11.2"; numbering is kept as printed.]
Aircraft must always take off and land at their own airports, following the direction of the airport's runway.
Take-off and landing must always be made in the direction of the front line and in the direction of the runway, as shown in the printed diagram.
[The diagram shows thick arrows for the directions in which an aircraft may land or take off from an airport, and thin arrows for the directions in which it is forbidden to do so. The diagram itself is not reproduced as text.]
11.1 Take-off
Aircraft may only take off from their own airports, that is, from airports located inside their own territory, and may do so from either of the two hexes of those airports.
All aircraft, whatever their type, perform take-off in the same way.
To take off, all aircraft must apply maximum power to their engines, with the consequent consumption of seven units of fuel.
The engine temperature in the turn of take-off is 65 degrees, and the take-off speed is 50 km/h.
The speed of the aircraft in that turn may vary in relation to the altitude changes made by the aircraft in the take-off turn. In this turn, aircraft must climb at least one level, placing themselves at 20 metres of altitude. Aircraft with a maximum climb of "two" may climb two levels in the take-off turn and be placed at 45 metres of altitude.
Thus, in the take-off turn, aircraft that climb two levels keep the take-off speed of 50 km/h (applying the corresponding power and speed tables) and have a movement factor of one in that turn. Aircraft that climb only one level gain one speed unit, going to 100 km/h, so that, applying the power and speed tables, they have a movement factor of four in that turn.
In the turns that follow, players may apply to the engines of their aircraft any power they wish. Power may be varied in every turn of play without any limitation, except that the power applied may not be usable because it would place the aircraft in a situation it cannot be in (excessive temperature: remaining at 90 degrees; excessive speed: 250 km/h; etc.).
Thus the power of an aircraft may change from any one power setting to a different one in the following turn, and so on in later turns, as the player wishes.
11.2 Landing
Landing must be made on any hex of either of the two airports of the aircraft's own side. Up to four aircraft may land on the same airport hex in one turn.
In the landing turn the aircraft must be flying at a speed of 50 km/h, with idle power. The aircraft that is going to land must be at an altitude of 20 metres in the previous turn.
In the landing turn the aircraft must descend one altitude level, placing itself at zero metres, and it must consume all of the movement points corresponding to it by applying the speed table. Once all its movement points have been used, it must be on one of the two hexes of the airport. During the landing manoeuvre aircraft may make turns.
11.2 Landing on open ground
[Subsection numbered "11.2" in the source, as printed.]
Landing may be made on any open-ground hex of either territory, that is, both in one's own territory and in the enemy's.
The landing mechanism is the same as explained above.
An emergency landing must be made when aircraft are short of fuel and cannot reach an airport of their own side.
- If an aircraft lands in enemy territory, the aircraft and the pilot are considered captured, and the opposing player obtains the corresponding points, as explained in the section "Who Wins the Game?". Once the landing is carried out, the aircraft and the pilot are removed from the game.
- If an aircraft lands in its own territory, the aircraft remains on the hex where it landed for three turns without moving. While there, it may be shot at by enemy aircraft, and is destroyed if hit. In the fourth turn, before the aircraft movement begins, the aircraft counter is moved to a hex of an airport of its own side, where it stays for one further turn without playing. In the following turn it may take off and begin to move. If the aircraft needs refuelling, repairs or re-arming, it must stay at the airport for the number of turns needed to carry them out, as explained in the corresponding section below.
Whenever an aircraft makes an emergency landing in its own territory, it must remain for four turns without playing: three on the hex where it landed and one at an airport of its own side.
Aircraft may not land on an open-ground hex occupied by real ground target, observation balloon or anti-aircraft artillery counters.
Up to four aircraft may land on the same open-ground hex.
12. Movement of Aircraft
In each turn an aircraft may move only once.
The movement of a counter is determined by its movement factor, which is the distance, in hexes or turns, that each counter is obliged to cover in a turn. It may not make a smaller movement than the one corresponding to it.
The movement factor of an aircraft is shown in the speed table on the board, and depends on the engine power used and on the altitude changes the aircraft has made in that turn. For this reason an aircraft may have different movement factors in successive turns.
Split movement means moving part of the movement factor, attacking an enemy aircraft, and then moving the rest of the movement factor. Split movement is permitted in this game.
Example: if aircraft A, in the turn before landing, was on that hex at 20 metres of altitude and at 50 km/h, then in the following turn, applying idle power and descending one level, it would keep its speed. According to the speed table it would have a movement factor of "three", so it would land on the first hex of the airport, following the path marked on the diagram.
Aircraft B could not land in the following turn if it were in the same situation as described for aircraft A.
Aircraft C could land in the following turn, making one turn, if it were in the same situation as described for aircraft A.
Turns are carried out as explained in the section "Turns".
Aircraft always move in the direction of their front (nose), and the nose must be oriented toward one of the sides of a hex, never toward a corner.
The movements of friendly aircraft are made one at a time. The movement of an aircraft is made first and the combats it starts are resolved, then the next aircraft, and so on through all aircraft of that side.
When all movements of the friendly aircraft have been completed and the combats they started have been resolved, play passes to the opposing player, within the same turn.
When the movements and combats of both sides have been completed, the turn ends and the next turn begins.
Aircraft may pass through any hex of the board. Mountain hexes must be crossed at an altitude higher than the height of the mountain.
An aircraft may not pass through a hex occupied by an observation balloon at an altitude of 70 metres or less, since it would crash into it.
Once an aircraft's movement is completed, it is immobilised until the next turn.
Aircraft have no "Zone of Control", so in this game it is possible for aircraft of different sides to be in the same hex.
Stacking is permitted (several aircraft placed one on top of another in the same hex), both friendly and enemy, regardless of their direction of flight and altitude. The maximum number of aircraft that may be stacked in the same hex is four, whether in the air or on the ground.
An aircraft may remain on a friendly airport without taking off for as many turns as its player wishes. But once it takes off, it is obliged to move every turn it remains in the air, as long as it has fuel to do so.
13. Combat
Air counters fight against other counters by firing their machine guns.
Shots may only be fired at enemy aircraft flying at the same altitude. Therefore, aircraft cannot fire at aircraft flying at a different altitude.
Shots may not be fired at aircraft that are flying with a difference in speed of four speed units or more relative to the firing aircraft. The speed marker has six boxes (Minimum, 50, 100, 150, 200 and 250 km/h), each representing one speed unit.
Shots may be fired at any enemy aircraft at a distance of one, two or three hexes from the firing aircraft. A shot may not be fired at an enemy aircraft in the same hex as the attacker.
In the attacking phase each aircraft may fire only one shot per turn at each enemy aircraft. If it has forward machine guns and a rear machine gun, it may fire at the same aircraft once with the forward guns and once with the rear gun, depending on the direction of flight of the attacking aircraft.
Also, as explained in the section "Movement of Aircraft", split movement is permitted. An aircraft may move, fire at one aircraft, move again and fire once more at another aircraft. What it may not do is fire twice from the same hex with the same machine gun.
The only aircraft that carry a rear machine gun are: the Halberstadt C.V. (German) and the Airco D.H.4 (Allied).
[Photo caption: pilots and armourers checking the machine guns.]
With the forward machine guns, two different types of shot can be made:
- Short burst: consumes one unit of ammunition.
- Long burst: consumes two units of ammunition.
Each time a shot is fired, the consumed ammunition units are subtracted, placing the marker counters on their corresponding boxes of the control table of the firing aircraft. When an aircraft runs out of ammunition, the ammunition marker counter is removed from the corresponding marker on that aircraft's control table.
Rear machine guns may only fire short bursts.
The effectiveness of shots varies depending on the firing position, the distance of fire, the value obtained on the die, and the shot modifiers. These are different for forward and rear machine gun shots.
Shot modifiers may be positive or negative. They affect the value obtained on the die: as many points are added as there are positive modifiers, and as many points are subtracted as there are negative modifiers, as shown on the corresponding table. For example, if a player rolls a four on a shot and has one positive modifier and two negative modifiers, the value of the die is reduced to three, and that number must be looked up on the shot table.
When the speeds of both aircraft (attacker and target) are equal, there is no speed modifier.
Players are obliged to tell their opponent the speed of their aircraft, as well as any other information they are asked for.
An aircraft that runs out of ammunition may not fire.
Any aircraft that, at some point in its movement, passes through a board hex that is within range and line of fire of an enemy aircraft may be fired upon by that aircraft at that moment. It therefore interrupts its movement in that hex and is fired upon. If it is not shot down, it may continue moving until its movement factor is complete.
[Photo caption: an RAF squadron equipped with SPAD VII.]
13.1 Shot table
Shots are resolved by rolling the die and consulting the shot table on the board.
The table shows the following:
- The top line gives the shot distance, in three sections, depending on whether the shot is made at a distance of one, two or three hexes.
- The second line, directly beneath it, gives the firing positions, of which there are four. Each shot distance has four different firing positions.
- The left-hand column gives the value obtained on the die, which may be altered up or down according to the shot modifiers printed on the board, which differ depending on whether the shot is made with forward or rear machine guns.
Therefore, when a shot is made, the first thing to do is to calculate the distance in hexes between the attacking aircraft and the target. Then consult the firing position in the corresponding table (for forward shots the "Forward Firing Positions" graphic is consulted; for rear-gun shots every shot is considered to be made from firing position number two). Once the distance and firing position are located on the shot table, the die is rolled, and the points of the shot modifiers are added and/or subtracted, to obtain a final die value, which may be 1 or less, 2, 3, 4, 5, 6 or more.
The intersection on the table of the line marking the distance and firing position with the column marking the die value gives the result of the shot, which may be:
- D: Shot down, so the aircraft is eliminated and removed from the game.
- 2 FR: The aircraft loses two resistance factors. The corresponding marker moves forward two boxes on the resistance factor marker of the aircraft that was fired upon.
- 1 FR: The aircraft loses one resistance factor. The corresponding marker moves forward one box on the resistance factor marker of the aircraft that was fired upon.
- 20 FA: The aircraft loses 20 units of fuel, so those units are subtracted on the fuel marker of the aircraft that received the shots.
- 10 FA: The aircraft loses 10 units of fuel, so those units are subtracted on the fuel marker of the aircraft that received the shots.
[The shot table values are printed on the playing board and are not reproduced in the booklet text. "FR" is read as resistance factors (factores de resistencia) and "FA" as fuel loss, as the adjacent text describes them.]
13.2 Forward shots
Forward shots are made as explained above, using the shot table.
The diagram in the booklet shows the hexes from which an enemy aircraft may be fired upon. An aircraft located in any of the hexes marked 1, 2, 3 and 4 may fire with its forward machine guns on the aircraft located in the centre. From the hexes marked with a star, no aircraft may fire on the aircraft in the centre with its forward machine guns.
- Forward shots are always made in the direction of flight of the aircraft that makes them.
- The "Forward Firing Positions" graphic on the board shows the four different firing positions that exist for game purposes.
- The shot modifiers for forward shots appear on a graphic on the board. Eight different modifiers are shown there: two positive and six negative.
- The modifier that reads "If the firing position is obtained after a turn" always applies when the turn is made within the same hex, from which the shots are then made.
When an aircraft fires at an enemy in firing position number four, the target may fire back during the attacker's firing phase, simultaneously with the attacker. That is, in all combats in position four, both the attacker and the target make simultaneous shots. Once the shots of both opponents have been made, the results are applied to both players according to the shot table, so both aircraft may be shot down or lose resistance factors. This also applies to shots made against aircraft carrying a rear machine gun, in firing positions where they may return fire.
13.3 Rear machine gun shots
These may only be made by aircraft that carry them, namely: the Halberstadt C.V. (German) and the Airco D.H.4 (Allied).
All shots with the rear machine gun are considered to be made from firing position number two of the shot table.
The "Modifiers for Rear Machine Gun Shots" graphic on the board shows the seven hexes on which an enemy aircraft located there may be fired upon. Regardless of the direction of flight of that aircraft, the shot modifiers printed on each of those hexes apply.
All shots at an enemy aircraft located one hex away carry a modifier of minus one; shots at two hexes away carry minus two; and shots at three hexes away carry minus three.
No rear machine gun shots may be made at enemy aircraft in hexes other than those shown on that graphic.
14. Shots at Ground Targets and Observation Balloons
Shots at ground targets and observation balloons may only be made with the forward machine guns, not with the rear gun.
14.1 Shots at ground targets
The following are considered ground targets:
- Ground target counters.
- Anti-aircraft artillery counters.
- Aircraft located on an airport hex or an open-ground hex, since these are the only two types of hex on which an aircraft may be on the ground.
Shots are always made in the direction of flight of the aircraft that makes them.
To shoot at ground targets located on any hex of the board other than mountain hexes, enemy aircraft must fire at a flight altitude of 20 or 45 metres, and may not fire at them from a higher altitude.
Anti-aircraft artillery counters located on mountain hexes must be fired upon by enemy aircraft at the flight altitude immediately above that of the hex on which the counter is placed. So if the counter is on a mountain hex of 50 metres height, the aircraft must fire at the artillery counter from a flight altitude of 70 metres.
An aircraft may make only one shot per turn at the same ground target, but in the same turn it may fire at different ground targets located on different hexes.
Several aircraft may attack an enemy ground target in the same turn.
Aircraft that have landed on their own territory may not be fired upon, since at the moment they land they count for the final score as captured aircraft and are removed from the game.
Shots on ground targets are resolved using the ground target shot table, the attacking aircraft having to be placed on a board hex adjacent to the hex on which the ground target is located.
[Table, printed in the booklet as "Ground target shot table":]
| Speed (km/h) → / Die value ↓ | 50 | 100 | 150 | 200 |
|---|---|---|---|---|
| 6 or more | A | A | A | A |
| 5 | A | A | A | — |
| 4 | A | A | — | — |
| 3 | A | — | — | — |
| 2 | — | — | — | — |
| 1 or less |
The top line of the table gives the flight speed of the shooting aircraft, and the left-hand column gives the die value, to which the attacking aircraft must add or subtract as many points as its shot modifiers.
Depending on both factors, the result may be:
- Hit (boxes marked with the letter "A"): the ground target is destroyed and removed from the game.
- Miss (box without a letter): the ground target remains intact on the hex where it is located.
The shot modifiers applicable to this table are those shown in the "Forward Shot Modifiers" graphic on the board, except that in this case no speed-difference modifier applies, so there is no speed modifier between the attacking aircraft and the attacked target.
14.2 Shots at observation balloons
Balloons are located at a height of 70 metres, so they must be fired upon by aircraft at that same height; that is, the aircraft must be flying at an altitude of 70 metres.
Shots must be made in the direction of flight of the aircraft that makes them, at a maximum distance of four hexes. Once a shot has been made, if the balloon is not destroyed, the aircraft must make a turn, since it may not pass through the hex occupied by the balloon.
Shots at enemy balloons are resolved using the balloon table, which is printed at the end of the instruction booklet.
[The balloon table is referred to in the booklet as printed "at the end of the book"; it is not present in the scanned PDF, so its values are not transcribed.]
The table shows:
- On the top line, the distance in hexes from which the aircraft fires.
- On the second line, directly beneath it, the speed of flight of the aircraft, with four different sections at each distance, one for each flight speed.
- In the left-hand column, the die value, to which the attacking aircraft must add or subtract as many points as its shot modifiers, which are the same as those explained above for shots at ground targets.
Depending on these factors the result may be:
- Hit (boxes marked with the letter "A"): the balloon is destroyed and removed from the game.
- Miss (boxes without a letter): the balloon remains intact on the same hex.
A single aircraft may fire only once per turn at the same enemy balloon, but in the same turn it may fire at different balloons, if its movement factor allows it.
Several aircraft may attack the same enemy balloon in one turn.
15. Anti-Aircraft Artillery
Anti-aircraft artillery counters must be placed on the board before the game begins, as explained in the section "Initial Placement of the Counters".
They may be placed on any hex of the board except river, airport and the hexes lying between the two lines of trenches (called "front hexes").
They may fire at any enemy aircraft that passes within a maximum distance of three hexes from the anti-aircraft artillery counter. The maximum height reach of anti-aircraft artillery is 200 metres, counted from the hex on which the anti-aircraft counter is located.
An anti-aircraft counter may not be placed on the same hex as an observation balloon or a ground target (real or false).
Only one anti-aircraft artillery counter may be placed on each hex.
Anti-aircraft artillery may fire at aircraft that pass at an altitude equal to or higher than (up to its maximum reach of 200 metres) that of the hex on which the anti-aircraft artillery counter is located, but may not fire at aircraft that pass at lower altitudes. (This only arises when the anti-aircraft artillery is placed on a mountain hex.) So if an anti-aircraft artillery counter is placed on a mountain hex at a height of 75 metres, it may fire at any aircraft that passes within a maximum distance of three hexes and at an altitude of 90 or 200 metres (since these fall within the 200-metre reach), but it may never fire at aircraft flying at 70, 45 or 20 metres.
Each anti-aircraft artillery counter may make only one shot per turn. It must do so at the moment the aircraft counter moves through a board hex within the range of the anti-aircraft artillery. So when an aircraft enters a board hex within range of enemy anti-aircraft artillery, it stops its movement, receives the anti-aircraft fire, and if it is not shot down it may continue its movement, if it has any left, and make its attacks, if its player so wishes.
If anti-aircraft fire is directed at a hex in which there are both friendly and enemy aircraft, the fire may hit either the friendly or the enemy aircraft. So if the anti-aircraft fire on that hex results in a "hit", a second die roll must be made to determine whether the fire has hit the friendly aircraft or the enemy aircraft. A roll of 1, 2 or 3 hits the aircraft of the player who made the shot, and a roll of 4, 5 or 6 hits the enemy aircraft.
When an anti-aircraft counter fires on a hex in which several enemy aircraft are located, the player chooses which aircraft to shoot at.
Anti-aircraft shots are resolved by rolling the die and using the anti-aircraft artillery resolution table.
15.1 Anti-aircraft artillery resolution table
[The booklet says this table is at the end of the book; it is not present in the scanned PDF, so its values are not transcribed. The description of how it is read follows.]
The first horizontal row shows the difference, in metres, between the altitude of the aircraft and the height at which the anti-aircraft artillery counter is located. This row has four sections: 25 metres or less, 26 to 50 metres, 51 to 100 metres, and 101 to 200 metres.
The second horizontal row shows the speed at which the aircraft is flying, which may be 50, 100, 150 or 200 km/h.
Each altitude-difference section has four subsections, indicating the flight speed of the aircraft.
In the vertical column is shown the value obtained on the die. Depending on it, the altitude difference and the speed of the aircraft, a result is obtained.
When an anti-aircraft artillery shot is to be made, the first thing to do is to calculate the difference between the flight altitude of the aircraft and the height at which the anti-aircraft counter that makes the shot is located, and find that difference in the first horizontal row of the table. For example, if the aircraft is flying at 200 metres and the anti-aircraft counter is located at 75 metres, there is an altitude difference of 125 metres, so the section for altitude difference between 101 and 200 metres is used.
Next, find in the second horizontal row the flight speed of the aircraft at which the anti-aircraft shots are directed. For example, if the aircraft flies at 50 km/h, the subsection for that speed, within the altitude-difference section already identified, is used.
Finally, the player firing rolls the die, which is located on the vertical column, once the shot modifiers explained below have been applied.
The intersection on the table of the box marking the altitude difference and aircraft speed with the box marking the die value gives the result of the combat, which may be:
- D: Aircraft shot down.
- - 3 FR: Minus three resistance factors.
- - 2 FR: Minus two resistance factors.
- - 1 FR: Minus one resistance factor.
Blank boxes mean that the anti-aircraft shot did not hit, so the aircraft is not affected.
If the aircraft is shot down it is removed from the game. If it is damaged, the resistance factor marker is placed on the corresponding box of the "Resistance Factor" marker on that aircraft's control table.
Shot modifiers
Anti-aircraft shots may be modified as follows:
- If the aircraft fired upon has one or two resistance factors affected, one point is added to the value obtained on the die. For example, if a three is rolled on the die, adding one point of additional value means the value four column of the shot table is applied.
- If the aircraft fired upon has three or four resistance factors affected, two points are added to the value obtained on the die, in the same way as explained above.
16. Influence of the Sun
Before the game begins the participating players must decide, by mutual agreement, whether they will use the "Sun" counter in the game. If there is no agreement, the decision is made by a die roll, the player with the higher number deciding.
The decision whether to use it must be made before the choice of the side of the board on which each player will play, which both players then make.
If it is decided to use it, the "Sun" counter is placed by mutual agreement between the two players, or, failing that, by die roll as explained above, on one of the two hexes of the board marked with a black asterisk, so that the arrow on the Sun counter points toward one of the sides of that hex.
That side of the hex indicates the orientation of the sun for that game, which remains unchanged throughout it.
All shots made in any area of the board, in the direction of that side of any hex on the board, carry a shot modifier of minus one.
[Diagram caption from the booklet: an aircraft at hex "A" firing at an aircraft at hex "B" is affected by the Sun limitations, since it is firing toward the sun; an aircraft at hex "A" firing at any aircraft at hexes "C" is not affected by the Sun. The arrows show the directions relative to the Sun in which a firing aircraft is affected by the Sun limitations.]
The Sun affects the game only with regard to shooting: forward or rear machine gun shots made with the sun in front carry a shot modifier of minus one, in the shot table on the board.
17. Reinforcements
Receiving reinforcements is optional.
If the players have decided at the start of the game to do so, they may receive reinforcement aircraft during play. They must decide how many aircraft of reinforcement each may receive and on which turn. They must also decide whether the reinforcement aircraft, and the pilots they carry, may be chosen by each player on the turn they arrive, or are fixed at the start of the game.
Reinforcement aircraft arrive at any of the airports in friendly territory, with a maximum of four aircraft arriving on each friendly airport hex.
As explained above, if more than four aircraft per side are in flight, since there are only four aircraft control tables per side on the board, the control tables must be obtained by making copies of the auxiliary sheet supplied with this game, which has two control tables.
Each aircraft taking part in the game has its own control table.
The most usual reinforcement schedule is that reinforcements arrive every ten turns of play, that is, on turns ten, twenty, and so on.
The number of aircraft each side receives as reinforcements on each reinforcement turn may vary and must be decided before the game begins, although the most normal arrangement is four reinforcement aircraft per side on each reinforcement turn.
18. Repairs, Refuelling and Re-arming
-
These must be carried out on a friendly airport hex.
-
Repairs restore the resistance factors lost in combat as a result of enemy shots. To recover them, the aircraft must remain one turn without moving on the airport; then the resistance factor marker is placed on the "intact" box of the marker on the control table of the aircraft that was repaired.
-
Refuelling loads fuel. To recover its range, the aircraft must remain one turn without moving on the airport; then the fuel markers are placed on the corresponding boxes, depending on the type of aircraft, of the fuel marker on the control table of the aircraft that was refuelled.
On refuelling, the aircraft fully recovers its range, which varies depending on the aircraft type, as explained in "Characteristics of the Aircraft".
-
Re-arming loads ammunition. To do so, the aircraft must remain one turn without moving on the airport; then the ammunition markers are placed on box number 490 of the forward ammunition marker and, if the aircraft carries a rear machine gun, on box number 490 of the rear ammunition marker, of the control table of the aircraft that was re-armed.
An aircraft may carry out repairs, refuelling and re-arming at the same airport, and the turns it must remain without playing are added together. Thus, if two of these functions are carried out, it remains out of play for two turns, and if all three are carried out, it remains out of play for three turns.
[Photo caption: a 7.7 cm anti-aircraft gun with its carriage and transport, belonging to the German Army, ready to open fire.]
19. Sequence of Play
Before play begins, the following must be settled:
- Decision by both players of the type of game they will play, determining:
- a) The duration of the game, in time or in number of turns.
- b) The number of aircraft of each side taking part in the game; also deciding, if reinforcements are received, which aircraft begin the game on the first turn, which are received as reinforcements, and on which turns.
- c) The assignment of pilots to each aircraft taking part.
- d) The number of anti-aircraft artillery, observation balloon, and real and false ground target counters to be used by each side.
- Die roll by both players to decide who begins the game and to choose the territory. The player who obtains the higher number chooses the territory, and begins the game.
- Placement of the aircraft counters of both sides taking part, on their own airports.
- Placement of the marker counters on the corresponding sections of the control tables of the aircraft taking part.
Once all this is done, the game begins with the player who was determined by the die roll. In subsequent turns this player always begins the movements and resolves combats first. The sequence of play in each turn is as follows:
A) Movement phase of the player who begins the game:
The movement phase is carried out aircraft by aircraft: first one aircraft moves, then another, and so on. The marker counters on the control table of the aircraft must be updated in the corresponding marker whenever a change occurs.
Within the movement phase the sequence for each aircraft is as follows:
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Decision of the power applied to the engine of that aircraft.
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Change of temperature and fuel consumption of the aircraft, by virtue of the power applied.
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Decision of the changes in altitude of the aircraft.
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In relation to the power and the changes in altitude, consult the power table for the changes in the aircraft's speed.
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Mark on the corresponding marker the speed of the aircraft in that turn.
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In relation to the speed and the changes in altitude, consult the speed table for the movement points of the aircraft in that turn.
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Take off or land the aircraft, and use all the movement points it has in that turn, by moving the aircraft across the board and/or making turns.
Enemy anti-aircraft artillery shots are made, if there are any.
An aircraft may, in the same turn, use part of its movement, fire (passing then to the combat phase), and afterwards move and fire again, until it has fully used the movement points it has.
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Repairs, refuelling and re-arming.
B) Combat phase of the player who begins the game:
Within the combat phase the sequence for each aircraft is as follows:
- See the distance and firing position of the aircraft that makes the shots.
- Make the shots of that aircraft against enemy aircraft, ground targets and balloons, consulting the corresponding shot table for the result, depending on the distance and firing position and the value obtained on the die, and taking into account the shot modifiers (which differ according to whether they are made with forward or rear machine guns, and according to the target).
- Subtract from the corresponding marker the ammunition used in the shots.
- Depending on the result of the shots, remove from the game the aircraft that have been shot down or destroyed, and mark on the corresponding marker the resistance factors lost by the attacked aircraft; also subtract from the fuel marker the fuel units lost by the attacked aircraft.
In one turn an aircraft uses the combat phase as many times as it makes shots at enemy aircraft.
C) Movement and combat phases of the other player:
These follow the same procedure as explained above for the player who begins the game.
Once all these phases have been carried out, the turn is ended, and the NAC turn marker advances one box on the turn track, and the next turn begins.