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Check Your 6!

Check Your 6! Rulebook

Table of Contents

Table of Contents

  • Components
  • A: Definitions
    • A1.0 Aircraft Attributes
    • A2.0 Aircrew Skill and Aircrew Checks
    • A3.0 Speed and Extreme Turns
    • A4.0 Board Edges
    • A5.0 Combat Altitude Bands (CAB)
    • A6.0 Aircraft Types
    • A7.0 Victory Points
  • B: Play Sequence
    • B1.0 Tailing Declaration Phase
    • B2.0 Move Plotting Phase
    • B3.0 Movement Phase
    • B4.0 Fire Phase
    • B5.0 Damage Effect
    • B6.0 Special Weapons
  • C: Advanced Rules
    • C1.0 Aircraft Formations
    • C2.0 Weather
    • C3.0 Surface Attacks
    • C4.0 Spotting
    • C5.0 Anti-Aircraft
    • C6.0 Aircrew Survival
  • D: Scenarios
    • The Swede
    • French Surprise
    • Finland the Brave

Components

Rulebook: The Check Your 6! rulebook is not needed to play most games but should be available for reference, especially for less experienced players or those just learning to play.

Quick Reference Charts (QRC): Most information and tables pertaining to the game are included specifically on the Check Your 6! Quick Reference Charts (QRC). The QRC comes in two 8.5x11-inch pages (1 and 2) and contains summary information and tables for the game and several useful diagrams. The top half of QRC page 1 (the firing tables) can be photocopied and will fit on the back of a Move Chart.

Move Charts: The Move Charts (labeled A, B, C, D, and F) contain information about possible moves for a given aircraft. At the top of the chart are the Normal Maneuver Types while at the bottom of the chart are Special Maneuver Types. In the middle of the Move Chart are the possible Turn Codes organized by the starting speed of the aircraft. Along the Normal and Special Maneuver rows are Speed Adjustment Options; these are the possible adjustments to current aircraft speed for a given maneuver and Turn Code combination.

Aircraft Statistics Charts: At the end of the rules are several charts that list aircraft statistics for CY6!. Statistics are provided for aircraft flying below and above 20,000 feet. Updated and expanded Aircraft Statistics Charts are published on the SkirmishCampaigns web site.

Aircraft Record Sheets: Aircraft Record Sheets serve as the location where players record the moves of their aircraft and keep track of the turn number and any damage. The top of the sheet has information about the aircraft while the bottom has space to record the maneuver and turn code chosen for each turn.

Dice: Check Your 6! requires several types of dice. Most rolls in the game are made using two six sided dice (abbreviated 2d6) for firing; players may also need several four, ten and twenty sided dice (d4, d10 & d20).

Miniature Aircraft & Flight Stands: Most players will play Check Your 6! with miniatures on a tabletop, though the game can also be played with cardboard counters as well. Any scale aircraft will be appropriate since movement and combat uses a hex-based system. Flight stands also make the game more visually appealing by raising the aircraft above the table. Special flight stands with dials to record aircraft speed and altitude, designed specifically for CY6!, are available but any custom or commercial flight stand will work for this purpose. For stands without dials, small dice can be used on or behind the stand to record altitude and speed.

Standard Board & Scale: The standard playing surface is a cloth with a hex pattern, approximately 45 x 30 hexes (with 1.5-inch hexes the typical cloth will measure about 4-feet x 6-feet). In game scale each hex is approximately 100 meters wide and approximately twice as tall.

Board Size: While at first glance the standard board for CY6! may not appear large, it is representative of the historical space for the type of battles covered. Typical WWII dogfights took place in a cylinder of sky approximately 1.5-2 miles across (about 20-30 hexes in CY6!).

A: Definitions

A1.0 Aircraft Attributes

The performance characteristics of each aircraft are listed on the Aircraft Statistics Charts in the back of this book.

1.1 Performance

Aircraft performance is represented in terms of several factors including: Move Chart used, top speed, agility, acceleration, and climb/dive factor. Altogether, a "Move" is made up of a turn code choice (from the aircraft's Move Chart) and a maneuver choice (as found at the top and bottom of the aircraft's Move Chart).

  • 1.1.1 Move Chart and Maximum Speed: Describes the Move Chart and Max Speed of the aircraft; the format is "A3" where "A" is the Move Chart and "3" is the aircraft maximum speed. On the Aircraft Statistics Charts, there are two columns of factors. One set is for low and medium altitude engagements (below 20,000 feet) and the other for high altitude (20,000 feet) fights.
    • Move Chart: Each aircraft has an associated Move Chart that represents its ability to turn and maneuver. The charts are labeled A, B, C, D or F. Each Move Chart catalogs possible turns identified as Turn Codes (example: R22, is "right" turn code 22) for various current speeds, dividing them into three types (Forward, Turns, and Extreme Turns). Each Move Chart also identifies the possible maneuvers (up or down) dividing them into Normal Maneuvers and Special Maneuvers.
    • Maximum Speed: Each aircraft has a maximum speed that ranges from level 1 to 8. Note that only jet aircraft have maximum speeds in excess of 5.
  • 1.1.2 Agility: Agility reflects an aircraft's ability to roll/yaw for position and change its orientation. Agility factors range from 0 to +3.
    • Reduced Agility: Some aircraft have poor high speed performance; these aircraft reduce their agility by one (-1) when flying at their maximum speed. Aircraft with Reduced Agility are noted on the Aircraft Statistics chart with a minus (-) after their agility rating. In some cases aircraft have Extra Reduced Agility. These aircraft must reduce their agility by one (-1) when flying at maximum or one less than their maximum speed. Aircraft with Extra Reduced Agility are noted on the Aircraft Statistics chart with two minuses (- -) after their agility rating.
  • 1.1.3 Climb/Dive Factor: The Climb/Dive Factor represents the climb/dive characteristics of the aircraft. It is used to determine if the aircraft has a Climb or Dive Advantage when exiting a Combat Altitude Band (CAB) (see A5.2). Dive Factors are represented with numbers indicating how fast the aircraft dives. The number "1" is the slowest possible dive factor. Climb factors are represented with numbers indicating how fast the aircraft can climb. The number "1" is the slowest possible climb factor.
  • 1.1.4 Acceleration Type: Aircraft acceleration is characterized by three categories: LOW (Lx), NORMAL (Nx) and HIGH (Hx). On the Aircraft Statistics charts any aircraft without the Lx or Hx characteristics is considered to have Nx. Note some aircraft may have one of these characteristics at low-medium altitude while not at high and vice versa.

1.2 Robustness (R)

Represents the ability of the aircraft to avoid or absorb damage from weapons. The Robustness Levels are: R0, R1, R2, R3, and R4.

1.3 Weapons

Weapons are classified by range and firepower. There are three broad classifications of weapons range (short, medium, and long) and four firepower categories that determine the use of the differing types of weapons firepower dice d4, d6, d10 and d20.

  • 1.3.1 Weapons Range: Weapons are divided into three main range bands with varying capabilities as below.
    • Short Range Weapons (LMG, LVC, LVHC): these are rifle caliber light and medium machineguns (LMG), medium-low velocity 20mm cannon (LVC) and low velocity heavy (30mm-) cannon (LVHC). These weapons have effective ranges out to about 300-400 meters. Examples include British .303 LMG, German 20-mm MG-FF, 30-mm MK 108, the Japanese 20-mm Type 99-1, and Japanese 40-mm Ho-301. Short Range weapons (LMG, LVC, LVHC) may not fire beyond six hexes.
    • Medium Range Weapons (HMG, MC): these are high velocity heavy machineguns (HMG) and modern cannon (MC). These weapons have effective ranges out to about 600 meters. Examples include the US 12.7-mm Browning M2, Italian, Japanese and Soviet 12.7-mm HMGs, the German 20mm MG 151/20, British 20-mm Hispano, the Soviet 20-mm ShVAK, 23-mm VYa-23, 37-mm NS-37, and the Japanese Ho-5.
    • Long Range Weapons (LRHC): these are specialized long-range heavy cannon (LRHC) and sighting systems with effective ranges beyond 750 meters. Examples include the German 30-mm MK 101 and MK 103, the BK 3.7 and BK 5.
  • 1.3.2 Weapons Firepower: Each weapon firepower category is represented by a specific type of die, which is rolled to determine firepower points inflicted. See the Air-to-Air Weapons Firepower and Range Summary on the Quick Reference Chart (QRC).
  • 1.3.3 Cannon Modifiers: Due to the variance in cannon performance, there are two types of modifiers that can modify a cannon's chance to hit. They are:
    • Low Velocity Cannon Modifiers at Medium Range (LVC and LVHC; those guns with muzzle velocity less than 600 m/s)
    • Heavy Cannon Rate-of-Fire Modifiers:
      • Low (350-200 rounds per minute [rpm])
      • Very Low (199-81 rpm)
      • Extremely Low (80 and below rpm)
  • 1.3.4 Weapon Firing Arcs: Each aircraft has weapons that may only fire out of designated firing arcs. The possible weapon firing arcs are: Forward Fixed (FF), Bomber Forward Fixed (BFF), Front (F), Front-Top (FT), Front-Bottom (FB), Side Right (SR), Side Left (SL), Rear (R), Rear-Top (RT), Rear-Bottom (RB), Top-360 (T3), Bottom-360 (B3).

1.4 Notes

Some aircraft have special capabilities or constraints that are listed in the "Notes" section of their attributes. Most often these notes will relate to armament, armor, crew stations, stalling, or movement.

Speeds: Bombers are assumed to be flying at cruise speed to maximize formation flexibility; fighters are assumed to be flying 80-95% maximum speed on average.

Move Chart: Ability to turn the aircraft both in terms of instantaneous and sustained turn rate. This factor also considers turn radius at the maneuvering speed for the aircraft.

Agility: Ability of an aircraft to roll/yaw and quickly change the pointing and wing orientation of the aircraft. Inputs include roll-rate and yaw-rate.

Reduced Agility: In research it was found that many early aircraft performed poorly when they reach speeds over 300mph — severely limiting their agility. It was important to model this aspect as there are several historical cases (example: Zero vs. Wildcat) where the factor would be of supreme importance to one side or the other.

Acceleration: Ability of the aircraft to maintain maneuvering speed through various turns and maneuvers; considers horsepower/weight, wing loading ratios and wing shape. Only aircraft that are most notable (either high or low) were considered for this attribute.

Robustness (R): Considers armor, safety features (self sealing fuel tanks, redundant systems), reputation for surviving fire, and quality of construction. This factor also considers the number of engines and the size of the aircraft (for example, though heavy bombers are structurally much stronger than fighters, they are also bigger targets). Particular attention was paid to historically opposed aircraft (e.g., Zero vs. Wildcat and Hurricane I vs. Bf 109E) where the factor would be of supreme importance to one side or the other.

Weapon Types: It was part of the original design goal to make weapons very basic; after researching it became clear that there are some very significant differences in airborne weapons (even within categories) that had an impact on combat. One of the most important differentiations is between Machinegun types (LMG, HMG) and Cannon (LVC, MC). Many early aircraft had powerful cannon that were only effective at very short ranges. It was felt critical to reflect these significant range limitations coupled with the differences in weapon impact.

A2.0 Aircrew Skill and Aircrew Checks

2.1 Aircrew Skill

Aircrew Skill affects aircrew checks, weapons fire, ammunition shortage and other aspects of the game. There are four types of aircrew and associated skill modifiers, defined as follows:

  • Ace (+3): Elite, combat proven crews.
  • Veteran (+2): Very experienced and highly trained crews.
  • Skilled (+1): Aircrews with professional training but minimum experience.
  • Green (+0): Aircrews with average to minimal training and combat experience.

2.2 Aircrew Checks

An Aircrew Check is required to avoid becoming Out-of-Control, to check for Dive Recovery, as a result of Engine or Airframe Damage, to avoid collision, and as an aircrew skill check for several other events. To execute an Aircrew Check, roll 2d6; on a modified roll of 8 or higher the check is passed, add the aircrew skill modifier to the roll and in some cases other modifiers. Aircrew in Damaged Aircraft also always subtract one (-1) from Aircrew Check die rolls.

Aircrew Skill: As part of the design of the rules, it was decided that aircrew skill should be THE major factor in the game. While many rule sets focus on intricate aircraft technical values, Chuck Yeager's words are apt: "it is the man, not the machine". Players will rapidly see that in CY6! Veteran and Ace Aircrews rule the sky. To highlight this assertion one need only look at the performance of the notorious Brewster Buffalo; in the Far East Buffalos were quickly destroyed by superior Japanese pilots but in Finland from 1941-43 Buffalos dominated the skies destroying 496 Soviet aircraft and boasting an exchange ratio of 26:1. Green and Skilled Aircrews should take great care when engaging Veterans and Aces and specifically be careful to avoid a tailing situation. When designing scenarios, players should be careful to not include more Ace and Veteran Aircrews than were historically available (none or very few in any one engagement). Aircrew skill has historically been important both for defense and offense. Historically, of the aircrew killed during WWII, about 40% were killed in their first 10 combat missions.

Rough criteria and nationality examples for various aircrews are as follows:

  • Ace: Allied/Axis Aces with extensive combat experience.
  • Veteran: Experienced Finnish, Japanese Naval 1941-42, German 1939-42 and some American late 1944 and 1945.
  • Skilled: Average US, Japanese, German, British, Soviet 1943-45.
  • Green: Average Soviet 1939-42, US 1941, and any very new crews or those with minimal training.

A3.0 Speed and Extreme Turns

3.1 Speed Levels

There are eight speed levels in the game ranging from 0 to 8. The speed level can increase/decrease by varying amounts depending on the Maneuver Type and Turn Code executed (see Move Charts).

3.2 Extreme Turns

Some Turn Codes on the Move Charts are colored dark grey; these turns are considered extremely tight turns, called "Extreme Turns". Differentiating this Turn Code type is important as it has an impact on aircraft speed and various other aspects of the game.

A4.0 Board Edges

There are three types of board edges in Check Your 6! scenarios: "Friendly", "Neutral" and "Unfriendly". Friendly board edges correspond to some advantage in getting the aircraft safely home; conversely Unfriendly board edges correspond to some impediment to safely returning to base (other enemy fighters, fuel problems etc). Friendly/Unfriendly board edges are marked in patterns in the scenario map while Neutral edges are white.

4.1 Board Edge Exit

Aircraft may exit the board by crossing the horizontal board edge or may exit games by climb or dive. The safety with which an aircraft may exit by climb or dive is based on whether the aircraft has a climb or dive advantage over its opponents (see A5.2). See Victory Points section for victory point values pertaining to board edge exit (see A7.2).

Friendly and Unfriendly Board Edges: These abstractions proved an efficient game mechanism for considering all that is going on outside the altitude band in question. Often historically, there were other aircraft patrolling above or below a fight (high cover etc). These aircraft might inhibit the escape of an aircraft by climb or dive. Furthermore, exiting off a certain direction might increase the danger that an aircraft could run into enemy fighters or out of fuel etc. Obviously, these considerations are scenario-driven.

A5.0 Combat Altitude Bands (CAB)

Scenarios may use one or several of ten Combat Altitude Bands (CAB). Each Band represents roughly an area of about 4,000 feet in height; they are:

  • Extremely High (36,001-40,000ft)
  • Very High (32,001-36,000ft)
  • High-Top (28,001-32,000ft)
  • High (24,001-28,000ft)
  • High-Bottom (20,001-24,000ft)
  • Medium-Top (16,001-20,000ft)
  • Medium (12,001-16,000ft)
  • Medium-Bottom (8,001-12,000ft)
  • Low (4,001-8,000ft)
  • Surface Low (0-4,000ft)

Combat in Check Your 6! only occurs within one of these bands; each is subdivided into six (6) Tactical Altitude Levels (see below). The CAB(s) specified as the battle location by the scenario are considered the active CAB(s). Players wishing to conduct simultaneous battles at multiple CABs should have several tables set-up or may use aircraft with variable base heights or simply add markers to identify which CAB an aircraft occupies. Note that the exact altitudes of these bands may be varied based on scenario requirements. In any scenario, the top and bottom of a CAB may be used to exit the game by climb or dive regardless of the use of one or multiple CABs (see A5.2).

5.1 Tactical Altitude Levels (TAL)

There are six (1-6) Tactical Altitude Levels (TAL) within each Combat Altitude Band (CAB). In most scenarios, the entire game will be played using only the six TALs in one CAB. If only one CAB is being used, it is still important to note which one as aircraft have varying capabilities at different CABs (aircraft High and Low-Med altitude performance as noted on the Aircraft Statistics Charts).

  • 5.1.1 Additional TALs (optional): If all players agree, CY6! may be played with eight or even ten TALs per CAB.

5.2 Exiting and Entering Combat Altitude Bands

Aircraft may exit a CAB by climb/dive and then may either exit the game or, if multiple CABs are part of the scenario, enter a higher or lower CAB. It is important to note that even when multiple bordering CABs are in play, any aircraft exiting by climb or dive and crossing a CAB border may choose to leave the game (see Climb/Dive Advantage below) instead of moving to the higher/lower CAB.

  • 5.2.1 Climb/Dive Advantage: If an aircraft that is exiting a CAB by climb or dive has a higher respective climb or dive factor than any enemy aircraft on the board, it is considered to have a Climb or Dive Advantage. Aircraft that have a Climb or Dive Advantage may freely exit the game and return to base as if they exited the board off a friendly board edge; if the aircraft does not have a Climb or Dive Advantage, it is considered to have exited off an unfriendly board edge should it exit by climb/dive from the board.
  • 5.2.2 Special CAB Scenario Rules: Some scenarios may specify one of the following special conditions related to exiting and using CABs: 1) CAB Cloud Border, or 2) Multiple CABs.
    • CAB Cloud Border: Under this scenario rule, aircraft may temporarily retire or permanently escape into the clouds that border the top and/or bottom of the active CAB(s). When exiting the CAB by climb from TAL 6 and/or by dive from TAL 1, aircraft climb/dive into the clouds. In the first Move Plotting Phase after an aircraft moves into the clouds the owning player determines if the aircraft will retire from the battle or will attempt to return. Aircraft exiting the game via the Cloud Border automatically exit. See CAB Border Cloud rules (C2.2) for determining return of the aircraft to the active CAB.
    • Multiple CABs: Under this scenario rule, aircraft may move between various active CABs. Aircraft climbing above TAL6 or diving below TAL1 automatically enter the higher/lower active CAB. The aircraft enters the higher/lower CAB at TAL1 on the higher CAB, or TAL6 on a lower CAB. When transiting from one CAB to another, the aircraft starts in the same location in the new CAB as it would have moved to had it stayed in the previous CAB. Players may simply mark which CAB the aircraft is in by using a marker, magnet or differing stand height.

Climb/Dive Advantage: Without complicating the game too much, a mechanism was wanted to represent the characteristic climb/dive capabilities of aircraft. Players will constantly read about aircraft that could "climb" or "dive" away from a fight. This is represented with the climb/dive factor. This factor allows players to assume escape for an aircraft that exits battle and has a climb/dive advantage. While at first blush this factor may seem relatively insignificant compared to other performance factors, players will soon realize that the ability (or inability) to exit a battle at the time of your choice is critical to winning or losing in CY6! as it was historically.

Combat Altitude Bands (CABs): Initially the game only had six Tactical Altitude Levels, as it was assumed that in almost all scenarios combat would occur in roughly 4,000 feet of altitude. The assumption was that any aircraft that exited this basic center of mass would be out of the fight. Multiple Combat Altitude Bands (CABs) have been included for those more ambitious scenario designers who want to re-create battles that encompassed gross differences in altitude, all in the same strike or mission (for example the Battle of Midway), or for those who wanted to create battles on a huge scale. Most scenarios will use the concept of CABs simply as a way for aircraft to exit the battle via the vertical axis.

A6.0 Aircraft Types

6.1 Fighters

Fighters are aircraft that are primarily designed to stop bomber aircraft from accomplishing their mission. For the most part, fighters are single engine aircraft that have good speed and maneuverability, though some twin-engined fighters are also available.

6.2 Bombers

Bombers are any type of aircraft that fly in formation with the mission to deliver heavy ordnance on surface targets. Bombers may have from one to four-engines and almost always fly in formation. Note that in some scenarios, fighter-type aircraft may be performing "bombing" missions and should then be treated as bombers.

A7.0 Victory Points

The winner of a scenario is determined by totaling the Victory Points (VPs) accumulated by both sides. Victory points are accumulated in three ways: Basic Victory Points, Board Exit Victory Points, and Special Order Accomplishment Victory Points. The player with the higher total of all types of victory points is the winner.

7.1 Basic Victory Points

Basic Victory Points can be accumulated by damaging and destroying aircraft and for shooting down Veteran and Ace Aircrews, based on aircraft type (Fighter, Twin Engine Fighter, Bomber, Twin Engine Bomber, Medium Bomber, etc.), with bonus points for shooting down a Veteran (x2) or Ace (x3) Aircrew.

7.2 Victory Points for Board Exit

Whenever an aircraft (damaged or undamaged) exits the board via a Friendly board edge it may automatically return to base safely. Whenever an aircraft exits via a Neutral or Unfriendly board edge it must make an Aircrew Check (see A2.0) while applying some additional modifiers to determine its ultimate fate.

  • If the aircraft is exiting a "Neutral" board edge it must subtract one (-1) from the die roll.
  • If from an "Unfriendly" board edge it must subtract two (-2) from the die roll.
  • Aircraft that are damaged must apply an additional minus one (-1) modifier.
  • If the aircrew check succeeds, the aircraft safely returns to base.
  • Aircraft that do not pass their aircrew check when exiting the board are considered damaged. If the exiting aircraft was already damaged it is considered destroyed.
  • If the aircraft fails its check by four or more it is considered destroyed.

7.3 Victory Points for Accomplishing Special Orders

A scenario may list a specific number of victory points for accomplishing certain orders (such as destroying a bridge or factory, exiting bombers, etc). If the orders are accomplished, add these victory points to the friendly total.

B: Play Sequence

The CY6! Play Sequence is summarized below then followed by descriptions and rules for each Phase.

Tailing Declaration Phase (simultaneous)

  • Tailed Aircraft Reveal Tailing Information

Move Plotting Phase (simultaneous)

  • Formation Status Segment
  • Choose Maneuver Type
  • Choose Turn Code

Movement Phase (in Move Group order)

  • Spotting Segment (optional)
  • Move Segment

Fire Phase (simultaneous within segment)

  • Anti-Aircraft Fire Segment (optional)
  • Air-to-Air Fire Segment
  • Surface Attack Segment (optional)

B1.0 Tailing Declaration Phase

1.1 Tailed Aircraft

An aircraft is "tailed" if a friendly or enemy aircraft is in its rear arc and the "tailing" aircraft has the "tailed" aircraft in its front arc and the "tailing" aircraft is within 3 hexes and at same or one lower TAL.

  • 1.1.1 Move Group Sequence: Tailed aircraft must move in the first Sub-Group of their Move Group and may execute Pilot Reaction as normal.
  • 1.1.2 Revealing Tailing Information: In the Tailing Declaration Phase, a "tailed" aircraft must plot its move and then reveal to the "tailing" aircraft general information about its plotted move as follows:
    • Turn Information: If the "tailed" aircraft will turn Left/Right (L or R Turn Codes) or go Forward (F Turn Codes). There is no differentiation between "Extreme Turn" Turn Codes and "Turn" Turn Codes, either is a "turn" for reporting purposes.
    • Maneuver Information: If the "tailed" aircraft will Climb (Power Climb, Climb, Power Immelmann, Immelmann Maneuvers), Dive (Dive, Power Dive, Steep Dive, Split-S, Power Split-S, Steep Split-S Maneuvers) or execute Level Flight (Level Flight and Stall Maneuvers).

1.2 Tailing Aircraft

"Tailing" aircraft may only tail one aircraft at a time. "Tailing" aircraft may move in their Move Group (see B3.3) or may move in the Move Group of the aircraft they are tailing and after that aircraft. Wingmen (see C1.3 under Aircraft Formations in the Advanced Rules section) and bombers are never considered "tailing" aircraft.

1.3 Tailing Chains

In some cases, multiple aircraft will be involved in a chain where an aircraft is being tailed and its tailing aircraft is being tailed, etc. In this case the aircraft at the front of the chain must move first, then the next aircraft behind the front and so on.

Tailing example: A Focke-Wulf is at the same altitude as a P-51 (TAL 4), in the P-51's tail arc, and within three (3) hexes of the P-51; the Fw is tailing the P-51.

B2.0 Move Plotting Phase

2.1 Procedure

Each player simultaneously determines which formations will break-up and which aircraft will drop-out of formation. The player then chooses a Maneuver Type and a Turn Code for each aircraft from the Move Chart and notes them on the Aircraft Record Sheet. A Turn Code is chosen from the aircraft's Move Chart corresponding to the current speed of the aircraft.

  • 2.1.1 Bomber Plotting (optional): Since bombers move first, players may find it more efficient to simply move bombers without plotting them at all.

General Move Philosophy: The assumption is that while players are doing the gross maneuvering of the aircraft, each pilot is conducting tactical adjustments over the course of the turn. The rules use a system that compares pilot skills for combat, defaulting to each pilot for the final jockeying for position to shoot.

Move Plotting Example: A Hurricane I (maximum speed of 4 and using Move Chart B) is currently flying at altitude 5 and speed 3. It is turn 1. The player selects a "Climb" Normal Maneuver along with an "L33" Turn Code. On the Aircraft Record Sheet the player notes "C" in the Maneuver column (turn 1 row) and notes "L33" in the Turn Code column (the player will select the final speed after the plane moves — no speed change is made until the Move Plotting Phase). (See Speed Adjustment Example 1 for continuation of this move.)

B3.0 Movement Phase

3.1 Procedure

Execute aircraft Spotting and Move Segments for each Move Group in order, executing all moves and speed/altitude adjustments from one Move Group before aircraft in the next Move Group starts.

3.2 Movement Phase Segments

For each Move Group (1 through 4), execute the following segments in turn. Each Move Group completes all the segments below before the next Move Group begins.

  • 3.2.1 Spotting Segment (optional): When any formation or aircraft is activated, start its move with an Aircrew Check for spotting (see C4.0 Spotting in Advanced Rules section).
  • 3.2.2 Move Segment: Execute move for each aircraft in Move Group order (with Pilot Reaction as possible, see B3.3.2). Move the aircraft as per the maneuver and Turn Code. After the aircraft has moved adjust speed and altitude as appropriate for the combination of maneuver and Turn Code chosen.

3.3 Move Group Order

Move aircraft one after the other in the following Move Group order:

  • Move Group 1: Out of Control Aircraft (OOC), Bombers, Green (+0) Aircrews
  • Move Group 2: Skilled (+1) Aircrews
  • Move Group 3: Veteran (+2) Aircrews
  • Move Group 4: Ace (+3) Aircrews

All aircraft in the preceding Move Group must complete movement before moves for the next Move Group are started.

  • 3.3.1 Sub-Group Order: Aircraft in the same Move Group are moved in the following priority order (A going first followed by B and so on):

    • A) Tailed Aircraft and Tailing Chains
    • B) Enemy "Out of the Sun" (see C4.2.2 in Advanced Rules)
    • C) Lower Altitude (current)
    • D) National Move Order

    National Move Order: The final determiner of move priority within a Move Group is National Move Order. If not otherwise specified in a scenario, the following National Move Order should be observed: WWII: 1937 to mid 1944 Allies then Axis; late 1944-45 Axis then Allies. 1950+ Korea: N. Korea then Korea Allied (US, UK, etc).

    National Move Order: While there should not be any hard rules on this, certain aircrew quality trends should be reflected to create priority within the same Move Group. Players should feel free to edit the National Move Order based on the scenario in play and their opinions. This rule offers an efficient way to resolve final inter-Group priority.

  • 3.3.2 Pilot Reaction: Skilled, Veteran and Ace aircrews may change their plotted Turn Code immediately prior to moving in the appropriate Move Group.

    • Changing Turn Code: An aircrew may adjust its plotted Turn Code, either left or right, by either one or two places (Turn Codes) depending on aircrew skill. Skilled (+1) aircrews may shift one (1) Turn Code to the left/right. Veteran (+2) and Ace (+3) aircrews may shift two (2) Turn Codes to the left/right.
    • Pilot Reaction Special Maneuvers: Aircraft may not use pilot reaction to change into or out of a Special Maneuver (see B3.6). Once these maneuvers are plotted they must be executed no matter what the skill of the aircrew that plotted the maneuver.
    • Climb/Dive Pilot Reaction (optional): Veteran (+2) and Ace (+3) Aircrews that plot a Level Flight maneuver may execute Pilot Reaction to change to a "Climb" or "Dive" maneuver. If changing their maneuver type, they may not change their Turn Code but may adjust their final speed for the new maneuver chosen after the move.
    • Special Maneuver Veteran and Ace Pilot Reaction (optional): Veteran (+2) and Ace (+3) Aircrews that plot a Special Maneuver which ends in a 120-degree turn (Power Immelmann, Immelmann, Split-S, Power Split-S, or Steep Split-S) may execute a pilot reaction to change the ending of the maneuver to a 180-degree turn.

Pilot Reaction Example: A Skilled (+1) Aircrew plotted an "F4" Turn Code; it could, prior to its move in the Move Segment, change its Turn Code to either the "F41L" or "F41R" as these Turn Codes are one to the left/right of "F4".

3.4 Turn Code Types and Speed Restrictions

  • 3.4.1 Turn Code Types: The choice of Turn Code may have an effect on the final speed of the aircraft. Each Turn Code from a Move Chart is designated as one of three types (see Move Chart; these are arranged in columns):
    • "Forward" Turn Code Type: "F" Turn Codes and Special Maneuvers, in white on the Move Chart
    • "Turn" Turn Code Type: "L"eft or "R"ight Turn Codes, in light grey on the Move Chart
    • "Extreme Turn" Turn Code Type: "L"eft or "R"ight Turn Codes in dark grey on the Move Chart
  • 3.4.2 Maximum and Minimum Speeds: Aircraft may never execute a maneuver and Turn Code combination that would result in a final speed less than zero or greater than the aircraft's maximum speed. If such a combination would result in either of the above, that combination may not be plotted or executed as a result of Pilot Reaction.
  • 3.4.5 Special Maneuver Maximum Speed Restrictions: Special Maneuvers have maximum speed restrictions. In many cases, this restriction varies depending on the Move Chart used by the aircraft. An aircraft must start its move at or below the maximum speed listed to execute the Special Maneuver.

3.5 Normal Maneuver Types

  • 3.5.1 Power Climb: Note "PC" in the Move Plotting Phase. In the Move Segment execute move, adjust speed and increase altitude two levels as per the Move Chart.

  • 3.5.2 Climb: Note "C" in Move Plotting Phase. In the Move Segment execute move, adjust speed and increase altitude one level as per the Move Chart. Aircraft may not plot or execute a climb maneuver if the prior move was stall.

  • 3.5.3 Level Flight: Note "L" in Move Plotting Phase. In the Move Segment execute move, adjust final speed as per the Move Chart. The aircraft must stay at the same altitude.

  • 3.5.4 Dive: Note "D" in Move Plotting Phase. In the Move Segment execute move, adjust speed and decrease altitude one level as per the Move Chart. Aircraft may not exceed maximum speed in dive. At the option of the moving player, the aircraft may add one hex of forward movement in the direction the aircraft nose is pointing at the end of the move. Note that this does NOT increase the speed of the aircraft but simply adds one hex at the end of the movement.

    Add One Hex in Dive: Recall that Tactical Altitude Levels (TAL) are about twice as high as they are wide. Due to the angles and altitudes involved, only aircraft that execute a "Dive" Normal Maneuver are able to add a hex to the end of their movement (optionally). The addition of this extra hex is representative of the extra distance that can be covered by committing the aircraft to a relatively shallow dive. While other types of dives may have steeper angles of descent, they must also cover more than one Tactical Altitude Level (the equivalent of multiple hexes) and generally must use extreme turns to recover.

  • 3.5.5 Power Dive: Note "PD" in Move Plotting Phase. In the Move Segment execute move, adjust speed and decrease altitude two levels as per the Move Chart. Aircraft may not exceed maximum speed in the dive.

  • 3.5.6 Steep Dive: Note "SD" in Move Plotting Phase. In the Move Segment execute move, adjust speed and decrease altitude three levels as per the Move Chart. Aircraft may not exceed maximum speed in the dive.

    • Special Dive Recovery: Prior to the aircraft's move in the next turn, take an Aircrew Check for Special Dive Recovery (see B3.10), unless the aircraft has plotted another Steep Dive Maneuver or is a dive bomber. Reduced and Extra Reduced Agility aircraft apply additional die roll modifiers to the roll. Dive bombers may automatically recover from this maneuver without checking for Special Dive Recovery.
    • Deliberate Spin: At the option of the player, by conducting an Extreme Turn with the Steep Dive Maneuver, an aircraft may be immediately and automatically placed Out-of-Control (in effect put into a spin). Follow rules for aircraft Out-of-Control below (see B3.9).

3.6 Special Maneuver Types

  • 3.6.2 Power Immelmann: Note "PI" in Move Plotting Phase. Move the aircraft one hex forward and turn the aircraft 180-degrees or 120-degrees either left/right (noted as "PI-L" and "PI-R" respectively). Adjust speed and increase altitude two levels as per the Move Chart. See the Move Chart for maximum speed restrictions.

  • 3.6.3 Immelmann: Note "I" in Move Plotting Phase. Move the aircraft one hex forward and turn the aircraft 180-degrees or 120-degrees either left/right (noted as "I-L" and "I-R" respectively). Adjust speed and increase altitude one level as per the Move Chart. See Move Chart for maximum speed restrictions.

  • 3.6.4 Split-S: Note "SS" in Move Plotting Phase. Move the aircraft one hex forward and turn the aircraft 180-degrees or 120-degrees either left/right (noted as "SS-L" and "SS-R" respectively). Adjust speed and decrease altitude one level as per the Move Chart. See Move Chart for maximum speed restrictions.

  • 3.6.5 Power Split-S: Note "PSS" in Move Plotting Phase. Move the aircraft one hex forward and turn the aircraft 180-degrees or 120-degrees either left/right (noted as "PSS-L" and "PSS-R" respectively). Adjust speed and decrease altitude two levels as per the Move Chart. See Move Chart for maximum speed restrictions.

  • 3.6.5 Steep Split-S: Note "SSS" in Move Plotting Phase. Move the aircraft one hex forward and turn the aircraft 180-degrees or 120-degrees either left/right (noted as "SSS-L" and "SSS-R" respectively). Adjust speed and decrease altitude three levels as per the Move Chart. See Move Chart for maximum speed restrictions.

    • Special Dive Recovery: Prior to the aircraft's move in the next turn, take an Aircrew Check for Special Dive Recovery (see B3.10), unless the aircraft is a dive bomber. Reduced and Extra Reduced Agility aircraft apply additional die roll modifiers to the roll. Dive bombers may automatically recover from this maneuver without checking for Special Dive Recovery.
  • 3.6.6 Stall: Note "ST" in Move Plotting Phase. Aircraft that execute a Stall do not move into a new hex in the Move Segment but remain in place. Prior to the aircraft's move in the next turn, during the aircraft's normal Move Group move, take an Aircrew Check to prevent from becoming Out-of-Control (see B3.9). To execute a Stall Special Maneuver the aircraft must start the turn at speed one (1).

  • 3.6.7 Green Aircrew Confusion (Optional): Whenever a Green (+0) aircrew executes a Special Maneuver that is plotted to end in a 120-degree turn (Power Immelmann, Immelmann, Split-S, Power Split-S or Steep Split-S) the aircraft must take an Aircrew Check. If passed, execute the move as plotted. If failed, roll a d6; on a roll of 1 the aircraft is immediately Out-of-Control, on a roll of 2-3 turn the aircraft to the opposite 120-degree turn (example: if SS-L is plotted, change to SS-R), on a roll of 4-6 execute a standard 180-degree turn.

Special Maneuvers: The assumption is that for an aircraft to accomplish a Split-S or Immelmann the aircraft is at or near max speed for that maneuver in CY6!; some aircraft do not have the turn rate to accomplish a Split-S or Immelmann within the footprint of an altitude band they are at high speed. For game purposes, aircraft have been restricted (by Move Chart) to maximum speeds at which they could actually accomplish the Split-S within the given space of an altitude level. For example, if an aircraft with Move Chart D was moving at speed 4, it could not actually accomplish a Split-S within the roughly 600 to 800-foot high altitude level (hence the restriction of Move Chart D aircraft to a Max speed of 3 for a Split-S). See the Move Chart for maximum speed restrictions. Additionally, combinations of Special Maneuvers can be used to create some of the standard fighter combat maneuvers. For example, to execute a High Yo-Yo, an aircraft could conduct an Immelmann-left 120-degree (I-L) followed by a diving left extreme turn.

3.7 Speed Adjustment

Cross-index the Maneuver and Turn Code type chosen to view speed adjustment options (see Move Chart). Each Maneuver and Turn Code type combination has two or three speed adjustment options; these options modify the aircraft's existing speed by addition or subtraction.

  • After the aircraft move is executed, choose a final desired speed based on the speed adjustment options on the Move Chart; modify the aircraft's existing speed by adding or subtracting speed levels based on the modifier chosen.
  • An aircraft may not exceed its maximum speed and may not select a combination that would force it to exceed maximum speed.
  • Speed adjustment options are shown in a grey octagon; the player may NOT choose these speed adjustment options if the aircraft is flying at maximum speed.

Speed Adjustment Example 1 (continued from Move Plotting Example): After the Hurricane I is moved (recall it had a starting speed of 3), the player cross-indexes the "Climb" Normal Maneuver at the top of Move Chart B with the "Turn (L/R)" Turn Code type column (since the L33 Turn Code moved is a normal turn for a B Move Chart aircraft). This cross-indexing gives final speed adjustment options of "-3, -2, -1" allowing the player to select a final speed of 0, 1 or 2 after the move. Recall that since the aircraft is currently moving at speed 3 (not its maximum of 4) it may choose the "-1" speed adjustment option in the octagon (see the Move Chart).

Speed Adjustment Example 2: A Japanese A6M Zero at maximum speed (maximum speed 4) executes a "Climb" Normal Maneuver and an "L45" Turn Code (this is an Extreme Turn). At the end of the Zero's move, cross index "Climb" and "Extreme Turn" at the top of the Move Chart. The Speed Adjustment Options available are "-4, -3, -2" with the -2 in an octagon. Since the Zero is already at maximum speed (4) it may NOT use any option in an octagon. Thus, the only Speed Adjustment Options available to the Zero are "-4" and "-3"; the player chooses to reduce speed minimally and chooses the -3 Speed Adjustment Option allowing the Zero to finish its move with a final speed of one (4-3=1).

Speed Adjustment Option: One easy way to think about Speed Adjustment Options is to consider what you can do with your aircraft's throttle in any given situation; you can either 1) throttle-back, 2) leave it the same, or 3) increase throttle. In most cases there are three Speed Adjustment Options for a given Maneuver and Turn Code type — these correspond to the three throttle settings. The options in the grey octagons represent the case where the aircraft is already at full throttle (or max airframe speed) and so cannot increase it any further. In some cases, such as with an Immelmann or Power Immelmann, the throttle is assumed to always be maximized to get through the maneuver.

3.8 Ending Speed of Zero (0)

An aircraft may end its move at speed zero; in effect it is risking a stall as noted above in the Stall Special Maneuver. Prior to the aircraft's move in the next turn, during the aircraft's normal Move Group move, take an Aircrew Check to prevent from becoming Out-of-Control (see B3.9).

3.9 Out-of-Control (OOC)

Under certain conditions, aircraft may have to take an Aircrew Check to avoid becoming Out-of-Control (OOC). When required, check Out-of-Control status by rolling an Aircrew Check using the following rules:

  • If the Aircrew Check is passed, the aircraft must execute a Level Flight Maneuver with a F1 Turn Code (moving forward one hex) and is given a speed of 1.
  • If the Aircrew Check is failed, the aircraft is immediately Out-of-Control.
  • If an aircraft is Out-of-Control, immediately reduce the aircraft one Tactical Altitude Level (TAL) and turn the aircraft in a random direction (roll d6 to determine hex side pointing).
  • In the turn following the loss of control, at the start of Move Group 1 take an Out-of-Control Aircrew Check as above with the same result for passed and failed.
  • Aircraft that are Out-of-Control may not fire or be fired upon.

3.10 Special Dive Recovery

Recovering from a Steep Dive Maneuver or a Steep Split-S Special Maneuver requires an Aircrew Check. In the turn following these maneuvers, during the aircraft's normal Move Group move, take an Aircrew Check for Special Dive Recovery; if passed, the aircraft moves as plotted.

  • If the Dive Recovery Aircrew Check is failed, the aircraft must execute a Dive Normal Maneuver with a Forward (F) turn code and no speed change (N) Speed Adjustment Option in that turn.
  • Aircraft with Reduced Agility "(-)" must take a minus one (-1) die roll penalty and aircraft with Extra Reduced Agility "(- -)" a minus two (-2) die roll penalty when making Special Dive Recovery Aircrew Checks. This modifier is only applied if the aircraft has Reduced Agility in the CAB applicable to the scenario being played.
  • Catastrophic Failure: If the Special Dive Recovery Aircrew Check is failed and doubles are rolled, the aircraft is immediately destroyed on the following rolls:
    • Green/Trained Aircrew double 1s, 2s, or 3s.
    • Veteran Aircrew double 1s or 2s.
    • Ace Aircrew double 1s.
  • For the Steep Dive Normal Maneuver aircraft only take an Aircrew Check for Special Dive Recovery when they plot some other maneuver in a following turn (as long as the aircraft is performing consecutive Steep Dive Maneuvers, there is no required Special Dive Recovery Aircrew Check).
  • Dive Bombers and aircraft with maximum speeds of 6 or greater (jets) are not required to make Special Dive Recovery Aircrew Checks after Steep Dive and Steep Split-S Maneuvers.

3.11 Collisions

If at the end of their move two or more aircraft exist in the same hex at the same TAL, both roll an Aircrew Check at the end of the Movement Phase, prior to firing to avoid collision. Regardless of the result, all aircraft remain in the same hex until they collide or are moved during the next turn.

  • An aircraft that passed the check may attempt a deliberate collision against an aircraft that failed the check or it may simply stay in the hex.
  • If any two or more aircraft fail the Aircrew Check they automatically collide.
  • Colliding aircraft roll twice on the Lucky Hit table (using the Cannon column).

3.12 Loaded Aircraft

Aircraft that are carrying heavy ordnance/loads (bombs, torpedoes, troops, vehicles, fighters with full drop-tanks, etc.) have reduced performance. The following rules apply to all such aircraft:

  • Climb Factor Halved (divided by two, round down).
  • Agility becomes zero (0).
  • May not perform Special Maneuvers, or Power Climb Normal Maneuver.

3.13 Hx/Lx Acceleration

Some aircraft have excellent (high) acceleration (Hx) and some have extremely poor (low) acceleration (Lx). The following rules apply for these aircraft:

  • High Acceleration (Hx): After executing an "Extreme Turn" Turn Code, aircraft with Hx may take an Aircrew Check. If passed, the aircraft may treat the move as a "Turn" Turn Code Type rather than an "Extreme Turn" Turn Code Type for speed adjustment; if failed treat the move normally as an "Extreme Turn" Turn Code for speed adjustment (see B3.7).
  • Low Acceleration (Lx): After executing an "Extreme Turn" Turn Code, aircraft with Lx must take an Aircrew Check. If passed treat the move normally as an "Extreme Turn" Turn Code for speed adjustment. If failed treat the move as an "Extreme Turn" Turn Code and adjust the aircraft's final speed by an additional minus one (-1). Note that this adjustment may force the aircraft to an ending speed of zero (0).

3.14 Slow Climb-Rate Aircraft

Aircraft with a Climb factor of 10 or less have extremely slow rates of climb. These aircraft may never plot Power Climb, Immelmann, or Power Immelmann maneuvers. Additionally, these aircraft require consecutive turns to climb one tactical altitude level depending on their climb factor as follows:

  • 8-10 must make two consecutive turns of climb to move up one tactical altitude level.
  • 6-7 must make three consecutive turns of climb to move up one tactical altitude level.
  • 5 must make four consecutive turns of climb to move up one tactical altitude level.
  • 4 must make five consecutive turns of climb to move up one tactical altitude level.
  • 3 must make six consecutive turns of climb to move up one tactical altitude level.
  • 1-2 must make seven consecutive turns of climb to move up one tactical altitude level.

3.15 Low Altitude Flight (optional)

Aircraft with green (+0) aircrew must take an Aircrew Check at the end of every turn flying at TAL 1 while in the Surface Low CAB to prevent from hitting the ground. A similar check must be made by skilled (+1) aircrew in any turn flying at TAL 1 at Surface Low CAB when fired upon by Anti-Aircraft or Air-to-Air fire.

Move/movement example: In the Low CAB, an Fw190A-4 at speed 3 with Green (+0) Aircrew (Move Chart D) and Spitfire Vc at speed 4 (Move Chart B) with Skilled (+1) Aircrew are at TAL 5 with the Fw one hex from the Spitfire at the start of the turn. The Spitfire and Fw player plot their moves. The Fw plots a "Level Flight" normal maneuver and a "L34" turn code, extreme turn to the left. The Spitfire plots an "Immelmann Left" (120-degree) Special Maneuver (the Spitfire player suspects the Fw player will execute the standard evasion and turn into the pursuing Spitfire).

Turn 1 Movement Phase: The Fw has a Green (+0) Aircrew so it moves first in Move Group 1. Since the Fw has High Acceleration (Hx) it makes an Aircrew Check in an attempt to use the "Turn" Turn Code Type instead of the "Extreme Turn" Turn Code Type (for speed adjustment options) and passes, allowing the Fw player to select a final speed of 3 (possible due to cross-indexing the "Level Flight" Maneuver with the "Turn" column on the Move Chart, allowing a "N" Speed Adjustment Option). Since it has a Skilled (+1) Aircrew, the Spitfire then executes its move in Move Group 2. Note that the Spitfire may not execute any Pilot Reaction since aircraft that have plotted Special Maneuvers may not execute Pilot Reaction. In the Fire Phase the Spitfire fires at the Fw and misses.

Turn 2 Move Plotting: The Fw plots a "Level Flight" normal maneuver and a "L33" turn code, turn to the left. The Spitfire plots a "Dive" normal maneuver and a "F11L" forward turn code.

Turn 2 Movement Phase: The Fw moves first in Move Group 1 and chooses a final speed of 2 (choosing the "-1" Speed Adjustment Option; the Fw player is trying to slow and get inside the pursuing Spitfire). The Spitfire then moves as plotted in Move Group 2 and elects not to change speed but does choose to add one hex forward at the end of the move. The Spitfire chooses not to fire as it would be a deflection shot.

Turn 3 Move Plotting: The Fw again plots a "Level Flight" normal maneuver and a "L23" turn code, extreme turn to the left. The Spitfire plots a "Climb" normal maneuver and an "L23" normal turn left turn code.

Turn 3 Movement Phase: The Fw moves first in Move Group 1 and again chooses to reduce speed by one, ending with a final speed of 1. The Spitfire then moves in Move Group 2 and selects a final speed of 1 (using the -1 Speed Adjustment Option). In the Fire Phase the Spitfire fires its weapons at the Fw at a range of one hex.

Tailing declaration and move plotting example: In the Low CAB, an Fw190A-4 at speed 3 with Skilled (+1) Aircrew (Move Chart D) and Spitfire VC at speed 2 (Move Chart B) with Ace (+3) Aircrew are at TAL 5 with the Fw three hexes directly behind the Spitfire at the start of the turn. The Spitfire is being tailed by the Fw as the turn begins.

In the Tailing Declaration Phase, the Spitfire must choose a Maneuver Type and Turn Code (done by the Spitfire in the Tailing Declaration Phase instead of the Move Plotting Phase, due to it being tailed). Prior to the Move Plotting Phase, the Spitfire player secretly informs the Fw player about his planned move, revealing that the Spitfire will "climb and turn left". The Spitfire player has actually chosen a "Climb" normal maneuver and chosen the "L24" turn code, an extreme turn to left. In the Move Plotting Phase, the Fw notes its Maneuver Type and Turn Code choices; a "Climb" normal maneuver and the "F3" turn code, a forward move (the Fw player suspects a British trick and will prepare for anything). Since the Fw is tailing the Spitfire it may move with its normal Move Group 2 in the Move Segment (with other Skilled [+1] aircrews) or it may move with the Move Group of the aircraft it is tailing (Move Group 4 Ace [+3] Aircrews). The Fw player chooses to move after the Spitfire in Move Group 4.

Movement Phase and Pilot Reaction: In Move Group 4, the Spitfire executes its move first since sub-group priority is that Tailed Aircraft always move first. The Spitfire player executes a Pilot Reaction to change his turn code from "L24" to "L22" (possible since the Ace Aircrew (+3) can shift two Turn Codes left/right). Since the Spitfire is not at its maximum speed (of 5), the player may choose the -1 speed adjustment option ("Climb" normal maneuver and "Turn" turn code type), ending the move at speed 1 and TAL 6.

After the Spitfire move is observed by the Fw player, the Fw player also chooses to execute a Pilot Reaction and shifts his turn code from F3 to F31R (since a Skilled (+1) Aircrew may shift one turn code left/right). In the next turn, the Fw will again be tailing the Spitfire as he is within three hexes and in the rear arc of the Spitfire. The Fw ends his move by choosing the "N" speed adjustment option; possible since the Fw executed a "Forward" Turn Code type and a "Climb" normal maneuver and he is not at maximum speed (speed 5).

B4.0 Fire Phase

The Fire Phase is made up of three segments, the Anti-Aircraft Fire Segment (optional), the Air-to-Air Fire Segment, and the Surface Attack Segment (optional).

4.1 Anti-Aircraft Segment (optional)

Prior to any Air-to-Air fire, scenario specific surface-based Anti-Aircraft (AA) fire is resolved. Fire from each battery is resolved for To-Hit, Firepower and Robustness before the next is started. For additional rules see section C5.0 Anti-Aircraft in Advanced Rules.

4.2 Air-to-Air Fire Segment

For each aircraft that fires resolve To-Hit, Weapons Firepower, and Robustness before the next firing is started. All fire is simultaneous and any damage is only recorded at the end of the segment.

  • 4.2.1 To-Hit: Each attacking aircraft makes one to-hit roll for its fire using 2d6, adding the results of the dice and applying any modifiers. The final result is compared with the following base chance to-hit at the range corresponding to the distance between the firing aircraft and the target. A hit is scored if the modified dice roll is equal to or greater than the base chance to-hit at the given range. Any other result is a miss. The base to-hit at given ranges is as follows:

    • Point Blank Range (5+ to hit) = 1 hex
    • Close Range (6+ to hit) = 2 hexes
    • Short Range (7+ to hit) = 3 hexes
    • Medium Range (9+ to hit) = 4-6 hexes
    • Long Range (11+ to hit) = 7-10 hexes

    Add or subtract modifiers to the to-hit dice roll as follows (see QRC for a summary):

    • +3 to -3: Difference in Aircrew Skill — attacker skill minus target skill (may be a "+" or "-" modifier).
    • +3 to -3: Difference in Aircraft Agility — attacker agility minus target agility; remember to consider any Reduced Agility modifiers for current speed and/or for airframe damage (may be a "+" or "-" modifier).
    • -2: Head-to-head or Deflection — if attacker is firing from either the front or side arcs of the target (see Aircraft Target Diagram, QRC).
    • +2: Target Speed Zero (0) — if the target current speed is zero.
  • 4.2.2 Weapons Firepower: If a hit is scored (the firing aircraft is "on-target"), the firing aircraft rolls an appropriate type of damage die for each weapon that was brought to bear on the target (e.g., for each LMG firing roll one d4; for each HMG firing roll one d6). See Air-to-Air Weapons Firepower and Range Summary chart on QRC for damage dice and see Aircraft Statistics for types and numbers of weapons.

    • Any die that rolls the highest possible number for that die is ignored as a miss by that weapon (i.e., 4 on a d4, 6 on a d6, 10 on a d10, or 20 on a d20 all count as misses and are ignored).
    • Total all firepower points (FP) from all dice rolled.
  • 4.2.3 Robustness Roll: If the total FP rolled is greater than zero, the target aircraft then consults the Robustness Table. The target aircraft cross-indexes its robustness (on the left side of the table) with the attacking firepower points (across the top of the table) to find a Robustness "n" Factor.

    • If fire was conducted from Point Blank/Close/Short Range shift one column to the right.
    • If fire was conducted from Long Range shift one column to the left.
    • Scenario specific special weapons or armor may also shift the column to the left or right.

    The defender then rolls 2d6 and compares the roll to the final Robustness "n" Factor.

4.3 Firing Rules

  • 4.3.1 Arcs of Fire: To attack a target with weapons, the target must be in the appropriate firing arc of those weapons (see Aircraft Arc Diagram, p.2, QRC).

  • 4.3.2 Altitude Differences, Firing: Aircraft may fire down/up one (1) TAL. Aircraft firing weapons other than defensive guns at targets at a higher altitude (firing from below) must be flying a minimum of one speed level faster than the target.

  • 4.3.3 Deflection Shots: Aircraft firing at a target's side arc incur a minus-two (-2) penalty to their to-hit roll (see Air-to-Air Fire Summary & Aircraft Target Diagram, QRC).

  • 4.3.4 Head-to-Head Shots: When an attacking aircraft is firing through its front arc at the front arc of a target, it must subtract two (-2) from the to-hit roll.

  • 4.3.5 Low Velocity Weapons at Medium Range: Low velocity cannon (LVC and LVHC) must take a minus two (-2) die roll modifier to-hit when firing at Medium Range (this modifier only applies to LV weapons — it is possible for other weapons to hit and the LV weapon to miss in the same to-hit roll).

  • 4.3.6 Low Rate-of-Fire (ROF) Heavy Cannon: Some heavy cannon have Low, Very Low, and Extremely Low rates-of-fire and thus have penalties to hit. See Aircraft Statistics for definition of which aircraft have these modifiers. The modifiers are:

    • -1: Low ROF (LVHC, LRHC)
    • -2: Very Low ROF (LVHC, LRHC)
    • -3: Extremely Low ROF (LVHC, LRHC)
  • 4.3.7 Firing Declaration: All players must declare their targets for firing aircraft prior to rolling any attacks.

  • 4.3.8 Special Aiming (optional): Veteran (+2) and Ace (+3) aircrews are allowed to "Aim" at targets' vulnerable points under certain conditions. A firing aircraft may "aim" at vulnerable points if all of the following conditions are true:

    • The aiming aircraft is firing at the target rear arc and from a range of 3 hexes or less
    • The aiming aircraft Agility is greater than the target agility

    Aircraft that meet "Aiming" conditions may choose to substitute their Difference in Aircraft Agility to-hit die roll modifier for one additional column shift to the right for their attacking firepower.

Aiming Example: A Veteran (+2) aircrew in a +2 Agility Bf-109 is attacking a Veteran (+2) with +0 Agility B-24 from the rear at point-blank range. Base to-hit is 5, no modifiers for skill or deflection. Normally the difference between the Bf-109 and B-24 agility would reduce the to-hit roll to 3. However, the pilot chooses to Aim at a vulnerable point on the target. He sacrifices his Difference in Aircraft Agility die roll modifier, representing extra maneuvering for the more difficult shot, so his to-hit number stays at 5. If he hits, as well as the normal column shift to the right for point-blank range, his damage roll will be shifted another column right because of Aiming.

Arcs of Fire: One of the most debated subjects in play testing was the arc of fire that should be adopted in the game. It was ultimately decided to adopt the wider arc of fire as this was more consistent with the design philosophy that the pilot is doing much of the final positioning of the aircraft prior to firing (represented in the game by the Aircrew Skill and Agility firing modifier comparisons). After extensive test play with both the wider arc (the one adopted for these rules) and a more narrow arc, it was determined there was no impact on game mechanics other than games using the more narrow arc took more time. Players should feel free to play the game with a narrower arc of fire for FF guns if they desire.

4.4 Bomber Defensive Weapons

Many aircraft have defensive armament manned by gun crews. There are ten possible locations for this armament: Front (F), Front-Top (FT), Front-Bottom (FB), Side Left (SL), Side Right (SR), Rear (R), Rear-Top (RT), Rear-Bottom (RB), Top-360 (T3), Bottom-360 (B3).

  • F and R weapons are restricted to firing at targets in the firing aircraft's front or rear arc respectively at the same altitude or one altitude level higher or lower.
  • SL and SR weapons are restricted to firing at targets in the firing aircraft's left or right arc respectively at the same altitude.
  • FT or RT weapons may fire at a target in the front or rear arc respectively at the same altitude or one level higher.
  • FB or RB weapons may fire at a target in the front or rear arc respectively at the same altitude or one level lower.
  • T3 weapons may fire at a target in any arc at the same level or one level higher.
  • B3 weapons may fire at a target in any arc at the same level or one level lower.
  • 4.4.1 Defensive Gun Ammunition: Defensive guns never check for ammunition depletion.
  • 4.4.2 Combination of Fire: Multiple defensive guns (of the same type) firing at the same target must combine their attacking firepower rolls into one roll.
  • 4.4.3 Deflection: Consider all defensive fire as a deflection shot unless the target's rear arc is in the bomber's rear arc or the target's front arc is in the bomber's front arc.
  • 4.4.4 Fire from Below: Bomber defensive guns may always fire at targets one TAL above (as long as the target is within the bomber's firing arc) regardless of the comparative speed of the bomber and target (this is an exception to B4.3.2 Altitude Differences, Firing).
  • 4.4.5 360-degree Gun Overload (optional): If more than two attacking aircraft are within medium range of a bomber, it must pass an Aircrew Check in order to choose targets for any 360-degree gun. If the Aircrew Check is failed, determine randomly on which enemy target the 360-degree gun will fire.
  • 4.4.6 Bomber Forward Fixed (BFF) Guns: Some bombers have fixed forward firing weapons.
    • These weapons may only shoot at other aircraft if the target aircraft is directly ahead, within 6 hexes, and at the same altitude of the firing bomber (see Bomber Fixed Forward Firing Guns firing arc on the QRC).
    • Bomber Fixed Forward Guns may run out of ammunition as with fighters.
  • 4.4.7 Bomber Remote Controlled Rear Guns (BRCRG): Some bombers had remote controlled rear firing guns. These guns may only fire at targets within three hexes of the bomber in a line directly behind and at the same altitude as the bomber.

4.5 Ammunition Depletion

Aircraft that roll doubles (two of the same number) for their To-Hit die roll in the Fire Phase may run out of ammunition. There are three categories of ammunition that may be exhausted:

  • All ammunition (LMG, HMG, LVC, MC, LVHC, LRHC).
  • Cannon ammunition (LVC, MC, LVHC, LRHC).
  • Heavy Cannon ammunition (LVHC, LRHC).

Rolling doubles for the first time a weapon is fired ("first fire") in any scenario is never considered to exhaust ammunition unless specified by the scenario. Anytime doubles are rolled after the first fire, consult the Ammunition Depletion Table (on the QRC) and compare the doubles rolled against the aircrew skill of the firing aircraft (only use one of the two dice for this comparison since both dice rolled are the same number; i.e., double '4' equals '4', not '8').

  • If the number rolled is equal to or greater than the number listed for the firing aircrew skill, the corresponding weapon is out of ammunition.
  • Ammunition depletion only applies to weapons fired in the fire phase; if a given weapon was not fired in the current fire phase it cannot run out of ammunition as a result of doubles rolled in that fire phase.
  • Note that for some Aircrew skills ammunition exhaustion for certain weapon types is automatic if any doubles are rolled.

4.5.1 "Just a Jam" (optional): If an aircraft depletes its ammunition it may immediately make a secret roll to see if the effect was in fact a temporary jam instead of depletion; if the player rolls a "12" on 2d6, then the depletion is ignored (note that the player may want to keep this roll a secret).

4.6 Blue on Blue

In some cases, aircraft may have the potential to hit friendly targets.

  • If a firing aircraft misses its intended target by rolling double "1"s or double "2"s when rolling to-hit, and if a friendly aircraft is in its firing arc and within two hexes of the target and at the same altitude level as the target, the friendly aircraft is automatically hit instead. Roll weapons firepower and robustness as normal but against the friendly target.

4.7 Surface Attack Segment

All surface attacks are resolved in the Surface Attack Segment. See Advanced Rules section C3.0 Surface Attacks for more information.

B5.0 Damage Effect

Aircraft that are damaged in combat receive either Engine or Airframe Damage. If an aircraft is damaged for a second time (regardless of whether it is Engine or Airframe damage) it is destroyed.

5.1 Engine Damage

Aircraft with Engine damage have the following characteristics:

  • -2 Maximum Speed: Immediately reduce max speed by two levels. Aircraft may always maintain a minimum speed of 1. Aircraft retain any Reduced Agility (-) rating at their new (post engine damage) maximum speed.
  • Aircrew Check to Climb: May only climb by making a successful Aircrew Check prior to a move; if the check fails the aircraft is Out-of-Control.
  • Climb Factor/3: Aircraft's Climb Factor is divided by three (3).
  • -1 to Aircrew Checks: Engine Damaged aircraft making Aircrew Checks always apply a minus-one (-1) die roll modifier to their roll.

5.2 Airframe Damage

Aircraft with Airframe Damage have the following characteristics:

  • -1 Agility: Reduce the agility of damaged aircraft by one (-1).
  • Extreme Turn or Special Maneuver Aircrew Check: Airframe damaged aircraft may only execute an Extreme Turn or Special Maneuver by making a successful Aircrew Check prior to move; if the Aircrew Check fails the aircraft is destroyed.
  • Damaged aircraft making Aircrew Checks always apply a minus-one (-1) die roll modifier to their roll.

Engine Damage: The engine is assumed to not be destroyed but is damaged; the extent of the damage the aircrew may or may not know. The plane is not damaged enough to automatically leave combat; maintaining altitude is difficult but possible.

Airframe Damage: Some aspect of the airframe is damaged; the aircrew may or may not know the extent of the damage, the plane is not damaged enough to automatically leave combat; special maneuvers and extreme turns are deemed risky.

Firing and Altitude: Air combat games are intrinsically more difficult to design due to the fact that they represent combat in three-dimensions. In CY6! we specifically chose to allow firing between adjacent altitude levels and did not penalize attacking aircraft for the planform (top/bottom view) aspect of the target from above or below. In addition, we assume that aircrews will maneuver to various sub-levels inside each of the Tactical Altitude Levels providing the opportunity to fire at targets above or below.

Lucky Hits: These are not all critical but can act as the "lucky bullet" in cases where the target aircraft is nearly impossible to down with limited firepower. Surprisingly, our research found that these types of hits were quite common.

Deflection Firing: Our research shows that deflection shooting in WWII was difficult at best due to primitive gun sights and often a lack of training. Players should also note that specifically wide front and rear arcs were chosen to allow firing from angles other than directly in front and behind.

ROF and Velocity on Weapons: Low Velocity Cannon (LVC and LVHC) are those with muzzle velocities of 600m/s or less. Heavy Cannon with low rates-of-fire are also classified as: Low ROF (350-200 rpm), Very Low ROF (199-81rpm) and Extremely Low ROF (80 and below rpm).

Ammunition Depletion: In research and interviews with combat veterans, it was concluded that ammunition depletion was one of the major considerations for pilots in combat. Inexperienced pilots use ammunition at a much higher rate than veterans. Players may, at times, be frustrated with these rules but this is deemed critical to the feel of the game. In the case of Ace veterans, the Ace should be able to fire two to four more shots before running out of ammunition (depending on weapon type).

Bomber Formation Firepower: Contrary to most air games, bombers in combat tended to adhere strictly to the formation as the primary tactic for self defense. As any fighter that falls-in behind a formation of B-17s will quickly learn there can be a lot of defensive firepower in a formation of bombers.

B6.0 Special Weapons

Some aircraft are equipped with special weapons, use the rules below unless the scenario has specific rules for these weapons.

6.1 Unguided Air-to-Air Rockets

Aircraft equipped with unguided Air-to-Air rockets should use the following rules:

  • The firing aircraft may fire rockets by performing a move with a Level Flight Maneuver and "Forward" (F) Turn Code then selecting a target hex from 4-15 hexes away.
  • Roll d10 to determine in which hex a salvo detonates; on a roll of 1-6 the rocket detonates at the same TAL in one of the six adjacent hexes to the target, on a roll of 7 it detonates one TAL above the target hex, on 8 it detonates in the target hex, on 9-10 it detonates one TAL below the target. If an aircraft is in the hex where the salvo detonates, roll 2d20 for attacking firepower (as if by gunfire) at Medium Range.
  • Rockets may be fired at targets one TAL higher, at the same TAL or up to two TALs below the firing TAL.

6.2 Air-to-Air Bombs

Some nations used aerial bombs to attack large bomber formations. Aircraft equipped with air-to-air bombs should use the following rules:

  • The firing aircraft may drop air-to-air bombs when air bombs may also be dropped from an adjacent CAB, at a minimum of two TALs above the target.
  • Advanced Plotting: Air-to-air bombs must plot a target hex and TAL of detonation two turns in advance of the fire. The target hex must be at least 5 hexes directly behind the firing aircraft if in the same CAB and 10 hexes behind the firing aircraft if in a lower CAB. Advanced plotting is accomplished by noting the target hex of the bomb on the Aircraft Record Sheet two turns in advance of the bomb.
  • Blast Radius: Air-to-Air bombs have a blast radius that extends two hexes in every direction from the target hex. All aircraft within this radius and at the same TAL are attacked with an attacking firepower of two d6 at normal range in the Surface Attack Segment.

C: Advanced Rules

These rules should be considered "optional" and used only after players have a solid understanding of the main rules. Players may wish to use some, none, or all of the following rules.

C1.0 Aircraft Formations

1.1 General Formation Rules

Aircraft may fly individually or may fly collectively in formations. Each formation is made up of a Formation Leader and one or more Wingmen. The following rules apply to all formations:

  • Formations are determined at the start of the game. If a formation must break-up it may not be reformed.
  • The Formation Leader plots movement as normal. Rather than plotting movement, Wingmen move with the Formation Leader in the leader's Move Group, regardless of wingman aircrew skill.
  • Wingmen in formation must stay within a group of hexes relative to the Formation Leader to maintain formation (called Formation Hexes — see Formation Hex Diagram, QRC).
  • Formations must move at one less than the maximum speed of the slowest undamaged aircraft in the formation or may move at speed 1 if maximum possible speed is 1.
  • Aircraft in formations must fly at the same Tactical Altitude Level.
  • At the start of the Move Plotting Phase, players determine if any Wingmen will voluntarily Drop-out of formation and what formations will voluntarily Break-up. Aircraft that Drop-out of formation voluntarily at the start of the Move Plotting Phase are plotted as any other aircraft not in formation.

1.2 Formation Leaders

  • 1.2.1 Formation Leader Movement: Formation Leaders guide the movement of the Wingmen in their formation.
    • It is only necessary to plot movement for the Formation Leader, as the remainder of the aircraft in the formation must attempt to stay in Formation Hexes as related to the orientation of the Formation Leader.
    • Formation Leaders may execute Pilot Reaction.
  • 1.2.2 Formation Leader Damage: If a Formation Leader is damaged or destroyed, the closest aircraft to the Formation Leader becomes the new leader. In their next Move Group the formation automatically forms-up on the new leader.

1.3 Wingmen

Moves for Wingmen are not plotted; Wingmen are moved immediately after the Formation Leader in the Formation Leader's Move Group.

  • Wingmen must execute a legal move from their Move Chart.
  • To maintain formation Wingmen must always end their movement in a Formation Hex (see Formation Hex Diagram, QRC). Note that it is NOT a requirement for a wingman to face the same direction as the Formation Leader; only that the wingman ends the move in a Formation Hex. Wingmen may use Extreme Turn or Stall maneuvers and may select moves with speeds plus or minus one (+/-1) from the speed of the Formation Leader but may not perform Special Maneuvers (other than Stall) to stay in a Formation Hex.
  • Wingmen are never considered tailing aircraft.

1.4 Drop-out of Formation

  • 1.4.1 Conditions: A Wingman in a formation must immediately drop-out if any of the following conditions occur:
    • Wingman cannot end movement in a valid Formation Hex.
    • Wingman becomes Out-of-Control.
    • Wingman becomes damaged.
    • Player decides to voluntarily drop-out the Wingman at the start of the Move Plotting Phase.
  • 1.4.2 Implications of Formation Drop-out: If an aircraft drops-out of formation the following rules apply:
    • If at any point during a Move Group an aircraft drops-out of formation, that aircraft must select a Forward ("F") turn code at the same start speed as the Formation Leader (Fx, FxxL or FxxR turn code). Note this rule only applies if the drop-out is involuntary occurring in the middle of a move. Wingmen that drop-out of formation are no longer considered "Wingmen" and must now move as normal.
    • Wingmen may not fire on the turn they drop-out of formation involuntarily.
    • Damaged bombers must pass an aircrew check after dropping-out of formation; if they do not pass, they must jettison their offensive ordnance (bombs, etc.) and fly directly towards a friendly board edge in all subsequent Move Groups in an attempt to return to base. Note that this rule may be superseded by scenario specific rules.

1.5 Break-up Formation

A formation breaks-up (all aircraft Drop-out of formation) immediately if any of the following conditions occur:

  • The Flight Leader executes a Special Maneuver.
  • Player decides to voluntarily break-up the formation at the start of the Move Plotting Phase.

1.6 Definition of Formation Hexes

The Formation Hexes are illustrated on the Formation Hex Diagram, QRC. They consist of any hexes up to six (6) hexes from the Formation Leader extending behind and from the Flight Leader's left and right quarters (see Formation Hex Diagram, QRC).

General Formations Designer's Notes: Formations are one of the more complex aspects of the game. Several assumptions are made about formations and their purpose. Formations allow players to control numerous aircraft without writing orders for all aircraft by simply writing orders for the Formation Leader. Note that classic fighter formations including German and American can be assembled by using combinations of several formations. For example, the classic US fighter flight of four aircraft consisting of two elements — flight leader and wingman plus element leader and his wingman — can be represented by using two formations. Players should also note that since hexes are roughly 600+ feet tall, formations are restricted to the same Tactical Altitude Level even though in actuality there may be slight altitude differences between formation aircraft.

Fighter Formation Spacing: German pilots in schwarme formations commonly spaced themselves about 200yds apart in combat (this equates to 2-3 hexes in CY6!).

Formations and Drop-outs: Formation Leaders can execute maneuvers that will cause many of their wingmen to drop-out of formation (as in real life). Aircraft that must involuntarily drop-out of formation are penalized by forcing them to make a forward move; this represents the aircrew trying to figure out where their leader went and/or figuring out what to do next. By design, this makes aircraft that involuntarily break formation more vulnerable (for a turn anyway).

Large Bomber Formations: These rules will only allow large bomber formations a relatively small number of move options while still keeping most Wingmen in formation (usually only dive, and level flight forward and slip turn codes are possible). For example, it is not possible for a Large Bomber Formation to make sharp turns left or right as this would break formation for most of the wingmen in the formation (they would not be able to maintain position in a Formation Hex). Serious maneuvering of large Bomber formations is beyond the scope (and scale) of the game, as it can often take miles to turn a large Bomber formation 90-degrees. Bombers rely on their formations for correct navigation and security. Historically, if bomber aircraft left the formation, they almost always aborted their mission and attempted to return to base. Obviously some scenarios may override this rule, though in almost all cases aircrews want to return to base to fight another day rather than needlessly risk their lives in a bad situation (or damaged aircraft).

C2.0 Weather

2.1 Table Clouds

Some Scenario Rules call for cloud banks to be placed on the table, using the following format: Clouds: "number" x "size/altitude" (example: 4 x 10+d10/TAL2-6). Cloud Number, Size and Altitude are defined as follows:

  • "number" equals the number of cloud banks in the scenario.

  • "size" equals the size of each cloud bank in number of hexes covered. Size is usually described as a fixed number of hexes plus a variable number determined by a die roll (see above example). Cloud banks should be roughly circular or oval.

  • Altitude describes the height in Tactical Altitude Levels of the clouds.

  • 2.1.1 Table Cloud Placement: Randomly choose one of the six lettered sections of the board, as marked in the scenario set-up diagram, in which to place a cloud bank (roll d6). Position the cloud bank within the lettered section by:

    • randomly choosing one edge of the lettered section, and
    • aligning the cloud bank so that it touches the chosen edge and its long axis is parallel to the chosen edge.
  • 2.1.2 Table Cloud Altitude: The Scenario Rules section should state minimum/maximum altitude of the cloud banks.

  • 2.1.3 Table Cloud Effect:

    • Aircraft within a cloud bank have no visibility and cannot see or be seen and may not fire or be fired upon.
    • When an aircraft starts its Move Plotting Phase in a cloud bank, the aircraft must pre-plot its movement in advance until it exits the cloud bank. Note that this may require the entering aircraft to plot its movement many turns in advance. Each turn after the first, immediately prior to movement of the aircraft (in its Move Group) roll an Aircrew Check; if passed, execute the move as planned; if failed, the aircraft must execute a Turn Code directly adjacent to the one plotted; if there are more than one adjacent to the originally chosen Turn Code, choose randomly.
    • If an aircraft exits the cloud prior to its pre-plotted expected exit turn, all subsequent orders may be ignored and the aircraft may continue as normal.
    • Special Maneuvers may only be conducted in Clouds if an aircrew check is passed just prior to executing the maneuver; if failed, the aircraft is immediately Out-of-Control.
    • Aircraft may not execute Pilot Reaction in the turn of exit from clouds or while in the clouds.

2.2 CAB Cloud Border

Some Scenario Rules call for cloud banks to act as a cloud border on top and/or bottom of the active CAB (see A5.2.2). Immediately upon an aircraft moving into the CAB Border Clouds the owning player must determine if the aircraft will exit the board or will attempt to return.

  • If an aircraft exits the board, resolve the exit as in A5.2 Exiting and Entering Combat Altitude Bands. If the aircraft will attempt to return, then roll 2d6 when the aircraft enters the Border Clouds; the number rolled is the number of moves that must be pre-plotted in advance for the aircraft. At the first Move Plotting Phase upon completion of the pre-plotted moves, return the aircraft to a location a random direction and distance from the final plotted location of the aircraft. Roll a d6 to determine random direction. Roll a d6 to determine distance; the maximum distance of deviation is equal to the number of turns the aircraft had to pre-plot its movement.
  • Aircraft formations that enter Border Clouds break-up formation immediately (see Break-up Formation).

C3.0 Surface Attacks

While not the main focus of these rules, surface attacks often played a major role in aircraft engagements. These rules should act as a guide for scenario designers and will be the basis for any future Check Your 6! surface attack supplements.

3.1 Surface Attack Segment

The Surface Attack Segment is the final segment of the Fire Phase and is when all Air-to-Surface attacks are conducted.

  • To resolve a surface attack, the attacking aircraft first determines the base to-hit depending on its current altitude (see Surface Attack Summary on the QRC).
  • After determining the base to-hit for the attack, roll 2d6 and apply all relevant modifiers to the die roll. If the modified die roll is equal to or one greater than the base to-hit number one hit has been scored; if the modified die roll is two or more greater than the base to-hit number two hits have been scored.
  • 3.1.1 Air-to-Surface Ordnance Release: During the Movement Phase an aircraft may actually "release" ordnance before the end of the move by stating it is doing so. This most commonly occurs when an aircraft flies over and beyond a target while moving. For game purposes, the ordnance is released in the Movement Phase but weapon impact is resolved in the Surface Attack Segment. Note that this rule allows for an aircraft to drop its bombs (by flying over a target) in the Movement Phase, then be shot down in the Fire Phase yet still resolve the bomb attack in the Surface Attack Segment.
  • 3.1.2 Hits and Targets: A target can take a number of hits as defined by the scenario before it is damaged and/or destroyed (see Finland the Brave scenario example).

3.2 Surface Attack Modifiers

There are several modifiers to the Surface Attack die roll. These modifiers fall into three categories:

  • Bomb-load (for bombing attacks)

  • General

  • Ship Attack (for attacking ship targets)

  • 3.2.1 Bomb-load Modifiers: The weight of the bomb load (total weight of all bombs carried) that an attacking aircraft is carrying modifies the die roll for Surface attack; the scenario should specify the bombload of any attacking aircraft. Rough weight examples are provided on the Surface Attack summary chart on the QRC.

  • 3.2.2 General Modifiers: Additional modifiers to the Surface Attack die roll include:

    • Aircrew Skill: Add the aircrew skill of the attacking aircraft to the Surface Attack die roll.
    • Dive Bombers: Dive Bombers may add one (+1) to the Surface Attack die roll if the aircraft is making a Dive Bomb attack.
    • Rocket Attack: Add one (+1) to the Surface Attack die roll if the aircraft is making a Rocket attack. Rocket Attacks may be fired from up to six (6) hexes away from the target and may only be fired from the Surface Low CAB.
    • Strafing Attack: Add one (+1) to the Surface Attack die roll if the aircraft is making a Strafing attack. Strafing Attacks may be fired from up to three (3) hexes away from the target and may only be fired from Surface Low CAB. Some aircraft may have extra powerful armament (example, heavy cannon) and may have a scenario specific die roll to-hit (+1 or +2) modifier for their strafing attacks.
    • Point Target: Minus one (-1) to the Surface Attack die roll if the aircraft is making an attack on a point target. A point target is a target that is generally small in size and/or armored. Examples include radars, bunkers, armored units, trenches etc.
    • Night Attack: Minus two (-2) to the Surface Attack die roll if the aircraft is making an attack at night.
    • Area Target: Add three (+3) to the Surface Attack die roll if the aircraft is making an attack on an Area Target. An Area Target is a target that is very large in size and susceptible to fire damage. Area Target examples include cities, towns, large fuel refineries, large factory complexes, etc.
    • Special Equipment & Training: Add or Subtract one (+1 or -1) for special equipment or special training. Usually this rule is used in scenario specific cases.
  • 3.2.3 Ship Attack Modifiers: Additional modifiers when targeting ships to the Surface Attack die roll when targeting ships include:

    • Torpedo Attack: Minus one (-1) to the Surface Attack die roll if the aircraft is making a Torpedo attack.
    • Small Ship / Surfaced Submarine: Minus one (-1) to the Surface Attack die roll if the aircraft is making an attack on a small surface ship or surfaced submarine (usually <3,000 tons). Some scenarios may specify an additional minus one (-1) modifier for attacking VERY small surface vessels like small, fast and agile patrol boats.

3.3 Dive Bombers

Dive bombers have several rules that are specific to their type of mission.

  • Dive Bombers must choose to end their attack at LOW or SURFACE LOW CAB.
  • Dive Bombers must start their attack one CAB above the chosen ending CAB (the one in which they execute the attack).
  • To begin their attack, Dive bombers must execute a Power Dive or Steep Dive Normal Maneuver and continue to choose either of these maneuvers until they reach the lower CAB (at which point they may drop their bombs).
  • Dive Bombers do not have to check for Special Dive Recovery when executing Steep Dives or Steep Split-S maneuvers.

3.4 Torpedo Attacks

Torpedo attacks have several unique rules.

  • Torpedo Attacks may be fired from up to four hexes away from the target and may only be fired from Surface Low CAB, TAL 1.
  • The firing aircraft must be flying a maximum of speed 1 to conduct the attack.
  • Torpedo hits have special effects on ships that are generally detailed in the scenario.

C4.0 Spotting

The following rules are presented as general spotting rules. Special spotting rules presented in the context of scenarios supersede these rules.

Situational Awareness: Historical records show that four out of five pilots shot-down never saw the attacker. Players are encouraged to use these rules after they have mastered the basic CY6! systems.

4.1 Spotting Distance

At the start of each scenario, define two distances in hexes: Maximum Spotting Distance and Automatic Spotting Distance. Aircraft may spot aircraft in any TAL within their CAB (see below). Players creating scenarios may wish to use the following average spotting distances (listed as Maximum/Automatic) for the various weather types:

  • Clear: 30/15 (extra clear) or 20/10 (average clear)
  • Cloudy/Haze: 15/7
  • Rain/Fog: 10/5
  • Snow/Night: 6/3

Certain factors may reduce the distances above; when considering these reductions always round fractions up.

4.2 Out of the Sun

Aircraft that are "up-sun", meaning between the spotter and the sun will be harder to spot. Enemy aircraft that are in a direct line between a "Sun" Board Edge and the spotting aircraft are "Out of the Sun" and are spotted at 1/4 normal spotting distances (round up).

  • 4.2.1 Sun Board Edge Defined: The "Sun" Board Edge is six (6) hexes on either side of the center of the board edge designated as the Sun Board Edge in the scenario. In cases where the Sun Board Edge is 1, 2, 5 or 6, measure 6 hexes from the corner.
  • 4.2.2 Move Sub-Group Priority: When two opposing aircraft are part of the same Move Group, the aircraft that is not "Out of the Sun" must move in sub-group priority before the one that is "Out of the Sun". Note that some scenarios may direct that this rule be ignored due to heavy cloud cover or poor weather.
  • 4.2.3 Height of the Sun (optional): If the time of the scenario takes place between 1000 and 1400, only aircraft that are higher than the spotter are considered "out of the sun".

4.3 Enemy Behind Spotter

If the target of spotting is in the rear arc of all aircraft in the formation and the spotting aircrew does not have a dedicated Bomber Defensive capability (gunners) in the rear arc, then enemy aircraft are spotted at 1/2 normal spotting distances.

4.4 Enemy Behind and Below Spotter

If the target of spotting is at a lower TAL, in the rear arc of all aircraft in the formation and the spotting aircrew does not have a dedicated Bomber Defensive capability (gunners) in the rear arc, then enemy aircraft are spotted at 1/4 normal spotting distances.

4.5 Large Formation Spotting

When attempting to spot enemy formations that contain 5-9 aircraft, add one (+1) to the Aircrew Check die roll. If spotting enemy formations that contain 10 or more aircraft, add two (+2) to the Aircrew Check die roll.

4.6 Spotting Segment

  • 4.6.1 Procedure: When any formation or aircraft is activated roll an Aircrew Check for the best aircrew in the formation; if passed, any aircraft within maximum spotting distance are detected, if failed, only aircraft within automatic spotting distance are detected.
    • Enemy aircraft that are not detected by a spotter may not be fired upon. Additionally, players should refrain from reacting to unspotted aircraft.
    • Once an aircraft or formation is spotted, it remains spotted for the duration of the game unless some other object (cloud, mountain, etc.) moves between the spotter and the target.
  • 4.6.2 Hidden Movement: Players may wish to create an actual and a dummy counter for each formation; players may move both until the real or the dummy are successfully sighted.
    • When sighted, the counter is removed; if the counter represented an actual formation, it is replaced by the Formation Leader and wingmen.
    • Hidden formations (represented by counters) may be moved in their appropriate or any earlier move group.
    • If a game-master is available, aircraft that are unspotted might simply be kept off the table and their movement plotted on a map until they are detected.

C5.0 Anti-Aircraft

While not the main focus of these rules, anti-aircraft fire often played a major role in aircraft engagements. These rules should act as a guide for scenario designers and will be the basis for any future Check Your 6! anti-aircraft rules and supplements.

5.1 Anti-Aircraft (AA) Weapon Types

There are three types of Anti-Aircraft weapons: Light, Medium, Heavy. Each type of weapon is grouped into "Batteries". For game purposes a battery is from 4-6 weapons though it can be more or less depending on quality of crew and fire direction. Each AA weapon type has a to-hit die roll, maximum range, and damage dice listed on the CY6! QRC.

  • 5.1.1 Light AA Weapons: Light AA weapons range in size from Light/Medium/Heavy Machineguns (standard ground-fire) up to 23mm cannon.
    • Light AA weapons may only fire at targets in the Surface Low CAB and out to a maximum of 5 hexes from their battery location.
    • It is assumed that these weapons fire under manual control at a high rate of fire.
  • 5.1.2 Medium AA Weapons: Medium AA weapons range in size from 24-70mm cannon.
    • Medium AA weapons may fire at targets in the Surface Low and Low CABs, and out to a maximum of 10 hexes from their battery location.
    • It is assumed that these weapons fire under manual control at medium and high rates of fire.
  • 5.1.3 Heavy AA Weapons: Heavy AA weapons are cannon 71mm and greater in size.
    • Heavy AA weapons may fire at targets in the Low to Very High CABs and have unlimited range.
    • It is assumed that these weapons fire under both manual and directed control at low rates of fire.
  • 5.1.4 Heavy AA Weapon Special Rules: Heavy AA Weapons have several special rules:
    • Blast Radius: Heavy AA Weapons have a blast radius that extends one hex in every direction from the target hex. All aircraft within this radius are considered targets and the attacking battery may make to-hit rolls against each such target.

    • Fire at Long Ranges (Altitudes): If Heavy AA Weapons are firing at targets in the Medium CAB or above, they must plot a target hex several turns in advance of the fire.

      • If the target is in Medium or Medium-Top CAB, plot 2 turns in advance.
      • If in any High CAB (top or bottom), plot 3 turns in advance.
      • If in Very High, plot 4 turns in advance.

      Advanced plotting is accomplished by noting the target hex of the battery on the Aircraft Record Sheet a number of turns in advance of the current turn or by placing an aiming marker on the board.

5.2 Anti-Aircraft Segment

The Anti-Aircraft Segment is the first segment of the Fire Phase and is when Surface-to-Air fire is resolved.

  • 5.2.1 To-Hit: Each attacking AA battery selects a target and makes one 2d6 to-hit roll.
    • Cross-index the type of battery with the target aircraft type (fighter or bomber) on the Anti-Aircraft summary Table (QRC).
    • The target is hit if the number rolled is equal to or higher than the cross-indexed to-hit number on the table. Note that to-hit numbers with an asterisk (*) denote a Near-miss has been achieved.
  • 5.2.2 Anti-Aircraft Weapon Firepower: If a hit is scored (the firing AA battery is "on-target"), the firing battery rolls an appropriate type and number of damage dice (as specified on the Anti-Aircraft summary, QRC).
    • Total all firepower points (FP) from all dice rolled. Any die that rolls the highest possible number is ignored (example d4 rolls 4).
    • If a Near-miss is rolled, the attacking battery only uses half its normal number of damage dice.
  • 5.2.3 Robustness Roll: Execute the Robustness Roll exactly as done for Air-to-Air Firing.
  • 5.2.4 Lucky Hits: Lucky hits are resolved exactly as done for Air-to-Air Firing.
  • 5.2.5 Near Miss Extreme Turn (optional): When an aircraft receives a Near-miss result, the player controlling the targeted aircraft may choose to take the effect as normal or may instead commit to making an extreme turn in next turn's move.
    • If the player elects to make the extreme turn the attacking Anti-Aircraft fire is considered to miss. The aircraft may not fire any weapons (including bombs, rockets etc) except for Bomber Defensive Guns in that turn.
    • If the aircraft cannot make an extreme turn for any reason, it must elect to resolve the Near-miss as normal.
  • 5.2.6 AA Misdirection: If the firing AA battery rolls double "1"s or double "2"s on the to-hit roll, fire is redirected and re-rolled to hit at the closest friendly aircraft within range of the Anti-Aircraft battery rather than at the intended target. If no friendly target is in range the fire is considered a miss.
  • 5.2.7 Anti-Aircraft at TAL 1, Surface Low CAB: Anti-Aircraft fire that is directed against targets over land at TAL 1 in the Surface Low CAB have a max range of 2 hexes due to close proximity to the terrain. This rule is ignored over the ocean or flat areas with long line-of-sight (flat desert for example).

C6.0 Aircrew Survival

When playing certain scenarios or when playing a campaign game, players may wish to keep track of aircrew survival.

6.1 Aircrew Condition

If an aircraft is destroyed, roll for the aircrew to see if they are wounded or killed. Repeat the fatal attack on the destroyed aircraft using the same attacking firepower column and robustness as before.

  • If the roll succeeds the aircrew bails-out successfully.
  • If the roll fails, the aircrew is wounded and bails-out.
  • If the aircrew fails by X (where "X" is the Critical Damage number that would have destroyed the aircraft) then the aircrew is killed in action.

6.2 Aircrew Capture or Return

If an aircrew successfully bails-out of the aircraft, take an Aircrew Check to determine if the aircrew successfully returns to base or is captured. Apply the following modifiers:

  • +1 if the aircraft was destroyed after exiting a friendly board edge.
  • +2 if the aircraft was destroyed over friendly territory.
  • -1 if the aircraft was destroyed after exiting an unfriendly board edge.
  • -1 if the aircrew is wounded.
  • -2 if the aircraft was destroyed over enemy territory.

If the Aircrew Check is passed, the crew escapes and returns home. If the Aircrew Check fails, the crew is captured.

D: Scenarios

The following scenarios have been provided for players to learn to play Check Your 6! The scenarios have been provided in chronological order. It is recommended that players begin with the smaller scenarios then progress to larger and more complex ones.

Each scenario has rules and details that govern set-up and play of the game. These pages include the following sections:

  • Setting: sets the context of the scenario.
    • Date, Location and History provide historical information and background to battle.
    • Conditions list the Maximum and Automatic spotting distances and sun board edge (if any).
    • CAB lists the active Combat Altitude Band(s) that are in play for the scenario.
    • Clouds lists the type and quantity of table clouds and any cloud borders.
    • Orders lists the objectives for both sides in the game and any associated additional victory points for accomplishing orders.
    • Game Length notes any limit on game turns for the scenario.
  • Scenario Rules: section details specific rules that apply only to that scenario.
  • Scenario Options (optional): gives optional rule variations that players may choose to add to a scenario.
  • Scenario Set-Up: shows a map of the game board along with force listings and set-up locations for both sides.
  • Forces: these sections detail the following: Base Forces for each side and the units engaged, along with deployment instructions and pilot/crew ratings.

The Swede

Setting

Date: 8 May 1942, 1000 hours Location: The Coral Sea

History: May 7, 1941 witnessed the first naval battle fought exclusively with aircraft carriers in history. The Battle of the Coral Sea was a Japanese tactical victory but a strategic defeat. During the fight the American flyers sunk the Japanese Light Carrier Shoho. Stanley "Swede" Vejtasa, leading a flight of SBDs, personally planted a bomb on the deck of the Shoho contributing to its demise. The following day Vejtasa was placed on anti-torpedo plane patrol and was leading his flight when suddenly they were jumped by a group of Zeros. Vejtasa managed to escape the first attack but when he looked for his wingmen he realized he was alone... except for three angry Zeros.

Conditions: Max/Auto Visibility: 30/15; Sun: Edge 4 CAB: Surface Low Clouds: Table Clouds: none; Cloud Border: none Japanese Orders: Destroy the SBD. Allied Orders: Destroy or drive off all three Zeros. Game Length: Game ends when the last Zero is destroyed or driven off the board or the SBD is destroyed.

Scenario Rules

  1. The SBD-3 is NOT loaded and is played as a fighter; treat its "BFF" weapons as "FF". It has RT: 2xLMG vice 1xLMG.
  2. The Zero pilots at this point in the war should all be skilled +1 but due to the strain of the previous days fighting they were fatigued and thus are rated as green +0.
  3. The RT LMG can NOT fire on any turn that the SBD executes an extreme turn or a special maneuver.

Scenario Set-Up (45 by 30 hexes)

Japanese Navy — Elements of Zuikaku Airgroup: 3x Mitsubishi A6M2 Zeros with green (+0) aircrew (enter turn one individually anywhere on board edges 1, 2, 3 or 5 at any speed and TAL; randomly determine from which board edge each Zero enters).

United States Navy — Stanley "Swede" Vejtasa and his Tail Gunner: 1x SBD-3 Dauntless w/ ace (+3) aircrew (set up first anywhere in board area C at any speed and TAL).

Variable Rules:

  • "A good night's sleep": One green (+0) pilot is changed to skilled (+1) pilot.
  • "Stick together!": All of the Zeros must enter from the same board edge.
  • None.

Author's Note: This makes an excellent first Check Your 6! scenario.

Aftermath (The Swede)

Vejtasa yelled to his radio man: "Son, we're in for a scrap. Keep your head and conserve your ammunition.... I'll take care of the rest." He knew he could not outrun them so he would have to defeat them. Almost immediately the Zeros dove in with their 20mm cannons blazing. Turning into every attack, Vejtasa was able to increase the angle of deflection for the enemy fighters and maneuver into position to use his own forward-firing .50 caliber guns. Two Zeros went down when he tore into their lightly armed airframes and they burst into flames. The last Zero began to make a head on pass and Vejtasa thought the attacker must surely be out of cannon ammo... but he wasn't and tracers began to fly by his windshield. Vejtasa jerked on the stick and hit the rudder turning his plane on its side in an attempt to avoid the cannon fire. As the planes were about to collide Vejtasa pulled a little harder and he heard a loud crash. Amazingly, his wing had cut right through the Zero causing it to crash. His rugged SBD suffered no damage and returned to the USS Yorktown with three kills! Soon after he was recruited into a fighter squadron and became an ace of the Pacific War.

French Surprise

Setting

Date: 8 November 1942, morning. Location: Over Port Lyautey, French Morocco.

History: American and British forces attacked Vichy French Airfields all across Morocco on the morning of 8 November in order to suppress formidable French air defenses. American fighter squadron VF-9 from USS Ranger was tasked with attacking Port Lyautey airbase, known to be the base of French fighter and bomber aircraft.

Conditions: Max/Auto Visibility: 30/15; Sun: Edge 4 CAB: Surface Low Clouds: Table Clouds: none; Cloud Border: none French Orders: Achieve more victory points than the opponent. US Orders: Achieve more victory points than the opponent. Game Length: No limit.

Scenario Rules

  1. The US player must set up first, the French player second.
  2. Port Lyautey airfield should be positioned in the middle of the board, it is approximately 5 hexes in length. The airfield has no effective anti-aircraft defenses.
  3. French Group 1 must start at one end of the airfield (they have just taken off).
  4. The two US Wildcats that start nearest to the airfield have just completed one of several strafing runs, they have already expended some ammunition and may deplete their ammunition on any subsequent firing rolls.
  5. There is intense smoke from burning aircraft on the airfield. A plume of smoke extends directly over all of the airfield hexes up through TAL 3. No aircraft may see or fire through this smoke.

Notes

This is a simple beginner scenario designed to introduce players to Check Your 6! In this scenario the US player must be aware that the superior climb of undamaged French D.520s will allow the French player to disengage by climb should the situation look dismal. If players want a more complex game, they should feel free to add some Table Clouds, though in moderation.

Scenario Set-Up (45 by 30 hexes)

Vichy French Armée de l'Air — Elements of Naval Flotille 1F:

  • Group 1: 2x D.520 w/ skilled (+1) aircrew (start on one end of the airfield at speed 1, TAL 1).
  • Group 2: 1x D.520 w/ veteran (+2) aircrew, 1x D.520 w/ green (+0) aircrew (start within 5 hexes of the east board edge at any speed and TAL).

US Navy — Elements of Fighter Squadron VF-9:

  • 2x F4F-4 Wildcat w/ skilled (+1) aircrew (start within 2 hexes of the airfield, speed 3, TAL 1).
  • 1x F4F-4 Wildcat w/ skilled (+1) aircrew, 1x F4F-4 Wildcat w/ green (+0) aircrew (start greater than 15 hexes from the airfield at any speed and TAL 6).

Variable Rules:

  • Out of the Sun: French Group 2 may start within 10 hexes of board edge 4.
  • High Speed Take-off: French Group 1 may start at speed 2 instead of 1.
  • Gunsight Problems: One of the French Group 1 aircraft must fire as if it has a green (+0) aircrew (though it may maneuver as normal with skilled +1 aircrew).
  • Sand in the Engine: One of the French Group 1 aircraft has a max speed of 3.
  • Quality Training: Replace the green (+0) aircrew with skilled (+1) aircrew.
  • Heavy on the Trigger: Choose one F4F that starts closest to the airfield; treat the aircrew as green (+0) for ammunition depletion purposes.
  • Grumman Quality: Select a F4F at random, this aircraft may ignore its first "damage" effect.

Aftermath

Approximately 10 French D-520s and 6 bombers were destroyed on the ground in the attacks. In combat over the airfield at least 2 Wildcats were destroyed by D-520s. It was noted by American pilots that their French opponents were quite skilled.

Finland the Brave

Setting

Date: 28 August 1941, 0900 hours Location: Disputed Area, Soviet-Finnish Border

History: By the end of August 1941, Soviet forces in the Northern Front (Leningrad) had been strongly reinforced by forces from the inner Soviet Union, including reinforcements from the Moscow Military Region. Simultaneously with this build-up, Soviet Air Forces attempted to silence Finnish airbases prior to the upcoming Soviet air offensive against the advancing German Panzer Group 4.

Conditions: Max/Auto Visibility: 30/15; Sun: Edge 6 CAB: Surface Low Clouds: Table Clouds: none; Cloud Border: Top Finnish Orders: Achieve more victory points than the opponent. Soviet Orders: Destroy (12 victory points) or Damage (4 victory points) the Finnish Airbase and achieve more victory points than the opponent. Game Length: No limit.

Scenario Rules

  1. Soviet SB-2s must bomb (fly over) the airfield at TAL 2 and each carry a light bomb-load.
  2. The Finnish airfield is set-up 13 hexes from the north board edge and roughly in the center between the east and west board edges and is destroyed with two hits and damaged with one. The airfield is defended by one light AA battery.
  3. The terrain is covered in tall pine trees and has rolling hills. Soviet aircraft flying at TAL 1 must roll a d6 for each turn flying at this level; on 5-6 the aircraft crashes.
  4. Soviet Radios: Soviet Aircraft have no radios. All communication between players must be done via hand signals.
  5. The Finnish player must choose between the "Out of the Sun" or "Soviet Mechanics" variable rules if a 8-10 is rolled.

Special Campaign Rules

Use these rules if Tigers of Finland was played before this scenario.

  1. If both Gladiators in Tigers of Finland were shot down, remove one from this scenario.
  2. If the R-5 in Tigers of Finland was not able to exit off board edge 5, add one additional Light-AA to the defense of the Finnish airfield.

Scenario Options

Special Finnish Victory Points: If the Finnish player destroys three or more SB-2s without any Finnish aircraft destroyed, the Finnish player receives 5 additional victory points.

Soviet Decisive Victory: If the Soviet player accomplishes victory conditions and destroys two Finnish aircraft without losing more than three bombers, the Soviet player receives 5 additional victory points.

Scenario Set-Up (45 by 30 hexes)

Finnish Forces — Elements of the Finnish LeLv24 (Buffalo) and LLv12 (Gladiator) Squadrons: 2x B-239 Buffalo with skilled (+1) aircrew, 2x Gladiator with skilled (+1) aircrew (set-up second within 15 hexes of northern board edge, any speed and TAL).

Soviet Forces — Elements of the Soviet Northern Front Air Force: 6x I-16/Type 18 Rata with green (+0) aircrew, 6x SB-2 with green (+0) aircrew (set-up first within 5 hexes of board edge 6, any speed, TAL 2 or 3).

Variable Rules:

  • Bounced 'Em: Change start point by 15 hexes in any direction and start in a 15 hex cloudbank placed after Soviet set up.
  • Jumped!: One group of two aircraft (Buffalo or Gladiator) may enter from board edge 4 instead of setting up as normal; at game start, roll d6 to determine the turn the aircraft may enter.
  • (Finnish) 1x Gladiator with veteran (+2) aircrew.
  • Soviet Mechanics: Pick two SB-2s prior to play and reduce their robustness by one to reflect the poor maintenance of Soviet Aircraft.
  • Red Envelopment: Three I-16s may enter from board edge 2 instead of entering as normal; at game start, roll d6 to determine the turn the aircraft may enter. Add 2x SB-2 with green (+0) aircrew to the Soviet Forces.
  • Spanish War Veteran: Add a Veteran aircrew (+2) for one I-16 Rata.
  • (Soviet) 4x I-15bis Chato with green (+0) aircrew.

This scenario, and the further example scenarios and mini-campaign material in the original rulebook, follow the same Setting / Scenario Rules / Scenario Options / Scenario Set-Up format described above.

  • If the dice roll is equal to or greater than the Robustness "n" Factor, then the aircraft receives no notable damage.
  • If the dice rolled are less than the Robustness "n" Factor, then the aircraft is damaged; if the dice roll is even then the aircraft suffers Engine Damage, if odd the aircraft suffers Airframe Damage.
  • If the dice roll result is low enough below the Robustness "n" Factor to reach the Critical Damage level, the aircraft may be destroyed depending on the most powerful type of attacker weapon that scored FPs. (See the "Critical Damage" section on the Robustness Table for the level that applies to each type of weapon).
  • Apply damage and lucky hits.
  • 4.2.4 Lucky Hits: Any time the target rolls doubles on its Robustness roll, regardless of whether a damage result was obtained, a "Lucky Hit" has been inflicted. Roll immediately on the Lucky Hit Table for the target aircraft.

    • Consider the type of target (fighter/bomber) and the most powerful weapon to score FPs against the target. Note that it is possible to inflict damage from normal fire and then receive additional damage from a lucky hit. Ignore any lucky hit result that does not apply, for example a "Gun Crew" lucky hit on an aircraft that has no gun crews. Some lucky hit results have the possibility of "Additional Damage" as listed below the table. These additional problems may or may not apply to the target aircraft (see Lucky Hit Table, QRC).
  • 4.2.5 Check for Ammunition Depletion: Except for the first time that a weapon is fired, anytime the attacker rolls doubles to-hit he may have run out of ammunition (see B4.5 Ammunition Depletion). After an aircraft has fired for the first time, check the "First Fire" box on its Aircraft Record Sheet.

  • Large Ship: Add one (+1) to the Surface Attack die roll if the aircraft is making an attack on a large surface ship (usually >13,000 tons).