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Flight Leader

Flight Leader Rulebook

Table of Contents

Table of Contents

  • THE BASIC GAME RULES FOLDER
  • 1.0 Game Components
    • 1.1 The Mapboard
    • 1.2 The Playing Pieces
    • 1.3 Die
    • 1.4 Aircraft Status Cards
    • 1.5 Aircrew Aid Cards
    • 1.6 The Basic Game Rules Folder
    • 1.7 The Pilot's Manual*
  • 2.0 Basic Game Setup/Preparation for Play
    • 2.1 Step One—Mapboard Setup
    • 2.2 Step Two—Aircraft Selection
    • 2.3 Step Three—Aircraft Status Card Setup
    • 2.4 Basic Game Aircraft Mapboard Setup
    • 2.5 Aircrew Aid Cards
  • 3.0 Basic Game Sequence of Play
  • 4.0 General Basic Game Rules
    • 4.1 Controlling Player Definition
    • 4.2 Reading the Die
    • 4.3 Probability Kill (PK) Numbers and Modifiers
    • 4.4 Aircraft Facing
    • 4.5 More Than One Unit Per Hex—Collisions
    • 4.6 Mapboard Edges—Use of Partial Hexes
    • 4.7 Eliminated Aircraft
    • 4.8 Status Unit Placement/Aircraft Information
    • 4.9 Hemisphere and Quadrant Definitions
  • 5.0 Basic Game Initiative Determination Phases
    • 5.1 Basic Game Initiative Precedence Listing
    • 5.2 Marking Basic Game Initiative
  • 6.0 Basic Game Flight Decision Steps
    • 6.1 Throttle Setting
    • 6.2 Fuel—"Bingo"
    • 6.3 Maneuver Setting
    • 6.4 Altitude Change
    • 6.5 Altitude
    • 6.6 Speed
    • 6.7 Flight Decision Step Checklist
  • 7.0 Basic Game Action Steps
    • 7.1 Basic Game Aircraft Movement
    • 7.1.5 Basic Game Exiting the Mapboard
    • 7.1.6 Using Bogey Units to Trace Movement
    • 7.2 Basic Game Combat
  • 8.0 Basic Game Victory Determination Phase
  • THE PILOT'S MANUAL
  • THE ADVANCED GAME RULES
    • Designer's Notes—Introduction to the Advanced Game
  • 9.0 Advanced Game Setup and Preparation for Play
    • 9.1 Scenario Information
    • 9.2 Advanced Game Aircraft Information
    • 9.3 Advanced Game Aircraft Status Card Setup
    • 9.4 Advanced Game Aircraft Setup—Mission Profiles
    • 9.4.2 Penetration Missions
    • 9.4.3 Sweep Missions
    • 9.4.4 Combat Air Patrol (CAP) Missions
    • 9.5 Aircrew Aid Cards
  • 10.0 General Advanced Game Rules
    • 10.1 Advanced Game Altitudes and Speeds
    • 10.2 Air Combat Formations
    • 10.3 Rules for Loaded Aircraft
    • 10.4 Controllers
    • 10.5 Aircrew Quality
    • 10.6 Determining Ranges
    • 10.7 Damage
    • 10.8 Advanced Quadrant Rules
  • 11.0 The Advanced Game Entry and Initiative Determination Phases
    • 11.1 The Entry Phases
    • 11.2 The Advanced Game Initiative Determination Phases
  • 12.0 The Contact Phases
    • 12.1 Acquisition Definitions
    • 12.2 Visual Spotting
    • 12.3 Radar Lockons
    • 12.4 Recording Excess Contacts
  • 13.0 The Advanced Game Move Phases
    • 13.1 The Advanced Game Flight Decision Steps
    • 13.2 Advanced Game Aircraft Movement
    • 13.2.3 Mapboard Edges—Advanced Game Exiting
    • 13.3 Autospot
    • 13.4 Advanced Game Combat
    • 13.4.5 Firing Radar Homing Missiles
  • 14.0 The Advanced Game Turn Record/Victory Determination Phase
  • THE OPTIONAL RULES
    • Introduction to the Optional Rules
  • 15.0 Environmental Options
    • 15.1 Line of Sight
    • 15.2 The Sun
    • 15.3 Clouds
    • 15.4 Haze Layer
    • 15.5 Night
  • 16.0 Limited Intelligence Options
    • 16.1 Bogeys
    • 16.2 The Umpired Game
  • 17.0 Aircraft Movement Options
    • 17.1 VIFF Maneuvers
    • 17.2 Jettisoning
    • 17.3 Achieving Maximum Speed
    • 17.4 Accumulated Movement
    • 17.5 The "Q" Factor—Low Altitude Speeds
    • 17.6 Impulse Movement
    • 17.7 Recording the Final Turn
    • 17.8 Use of Plot Sheets
    • 17.9 Optional Speed Changes
  • 18.0 Combat Options
    • 18.1 Electronic Warfare
    • 18.2 Optional Combat Resolution
    • 18.3 Active (Lookdown/Shootdown) Missiles
    • 18.4 Blocked Shots
    • 18.5 Types of Damage
    • 18.6 "Ripple" Firing
    • 18.7 Gunnery Options
    • 18.8 Optional HW Missile Rules
  • 19.0 Spotting Options
    • 19.1 Optional Spotting Range Modifiers
    • 19.2 Optional Spotting PK Modifier
    • 19.3 Optional Spotting Prohibition
    • 19.4 Fighter Trainers
  • 20.0 "Campaign" Games
    • 20.1 Setting Up Campaign Games
    • 20.2 Scheduling Missions
    • 20.3 Resolving Missions
    • 20.4 Mission Victory Points
    • 20.5 Gaining Experience
    • 20.6 Losses, Ejecting and Rescue
    • 20.7 Replacements
  • FORCE COMPOSITIONS
  • 21.0 Aircraft Information Lists
    • 21.1 Aircraft Information Lists Format
    • 21.2 Light Blue Aircraft List (United States Navy/Marine Corps)
    • 21.3 Dark Blue Aircraft List (United States Air Force)
    • 21.4 Green Aircraft List (NATO/Western Europe)
    • 21.5 Gray Aircraft List (Miscellaneous Countries)
    • 21.6 Red Aircraft List (Soviet Union and China)
    • 21.8 Missile Loads
  • 22.0 National Information Lists
    • 22.1 National Information Lists Format
    • 22.2 Superpowers
    • 22.3 NATO
    • 22.4 Warsaw Pact
    • 22.5 Arab
    • 22.6 Southern Africa
    • 22.7 Asia and Pacific
    • 22.8 Latin America
    • 22.9 Miscellaneous
  • THE SCENARIOS
    • 23.0 Scenario Format
    • 23.3 Terrain Altitude
    • 23.4 Territory Boundaries
    • 23.5 Rules of Engagement
    • 23.6 Options
    • 23.7 Victory Points
  • 24.0 Historical Scenarios
    • 24.1 First Jet-to-Jet Air Combat
    • 24.2 First U.S. Navy Jet Kill
    • 24.3 First Swept-Wing Battle
    • 24.4 Jabara's First Jet Kill
    • 24.5 Guns Over the Yalu
    • 24.6 The Road to Suez
    • 24.7 Genesis of the Missile Era
    • 24.8 The Dragon's Jaw
    • 24.9 First Blood
    • 24.10 The One-Mission Ace
    • 24.11 The First U.S. MiG-21s
    • 24.12 First Kill with Matra 530
    • 24.13 Last Stand of the Egyptian Air Force
    • 24.14 Iron Hand Over Thud Ridge
    • 24.15 Red Star, Blue Star
    • 24.16 MiG vs. MiG
    • 24.17 Navy Aces Over Hanoi
    • 24.18 MIGCAP
    • 24.19 Bomb Alley
  • 25.0 Hypothetical Scenarios
    • 25.1 Reconnaissance Mission
    • 25.2 Golan Heights
    • 25.3 Belenko Delivers
    • 25.4 Towering Inferno
    • 25.5 The Bitburg Eagles
    • 25.6 Oil War
    • 25.7 U.S.N. 2, Libya 0
    • 25.8 "85—1"
    • 25.9 Border Clash
  • 26.0 Doing Your Own Scenarios
    • 26.1 Determining Mission Profiles
    • 26.2 Selecting Opposing Forces
    • 26.2.2 Nationality/Date
    • 26.2.3 Aircraft Selection
    • 26.4 Additional Aircraft Information
    • 26.5 Aircrew Quality/Status Units/Organization
    • 26.3 Terrain Altitude/Boundaries
    • 26.4 Engagement and Optional Rules
    • 26.5 Scenario Victory Points
  • Additional Information
  • 27.0 Tactical Notes and Hints
    • 27.1 Energy Management
    • 27.2 Fuel Awareness
    • 27.3 Tactical Psychology: Be Offensive!
  • 28.0 Designer Profile
  • Credits

THE BASIC GAME RULES FOLDER

1.0 Game Components

Please inspect the game's components and become familiar with them while reading through this section. Components and information marked with an asterisk (*) are not needed for Basic Game play, but are explained in later sections of the rules in the PILOT'S MANUAL.

1.1 The Mapboard

The mapboard depicts contested airspace and forms the game's playing surface. A hexagonal grid regulates the lateral movement and positioning of the playing pieces and the individual hexagons are called "hexes." Hexes are individually identified by letter/number codes printed within them. A compass rose shows directions. Terrain is simplified and adapted to conform to the hex grid and, for the Basic Game, is purely decorative. The mapboard consists of two separate panels, labeled "A" and "B," which should be placed together so the partial hexes match up, with the panel letters oriented as follows:

A (One Player or Side Sits at West Edge)B (The Other Player or Side Sits at East Edge)

1.2 The Playing Pieces

The die-cut counters are punched out to provide playing pieces called "units." Units may be used to represent any nationality in a given game, as desired and needed. The units display data needed to play the game. The various units and their information are identified below.

1.2.1 The Aircraft Units: These units, which may be red, blue, gray or green in color, are called "aircraft" in the rules and represent individual jet fighters and their equipment. Aircraft units have two sides, the side needed in a particular game depending on the aircraft types used in a game. Each aircraft type has four units.

1.2.1.1 Aircraft Silhouette: This is a picture of the unit's aircraft.

1.2.1.2 Turn Type/Size*/Acceleration/Afterburner/Supersonic: An aircraft's turn type is identified by a letter ("A", "B", "D", "E", or "F"—"C" is not used). If the turn type letter is lower case it is a small aircraft and if capitalized it is a large aircraft. An aircraft's acceleration is also indicated by a letter. The letter "H" indicates an aircraft capable of high acceleration and "N" indicates an aircraft capable of normal acceleration. If the acceleration letter is lower case the aircraft does not have an afterburner and if capitalized it does have an afterburner. If the letters are underlined the aircraft is incapable of supersonic speeds (maximum speed of "9") and if not underlined the aircraft is capable of supersonic speeds (speeds of "10+").

1.2.1.3 Radar*/Countermeasures Ratings: Both ratings are given numerically, first the radar and then the countermeasures rating number.

1.2.1.4 Crew Size*/Canopy Type*: The number of dots is the number of aircraft crewmen. If this corner of the unit is white, the aircraft has a bubble canopy.

1.2.1.5 Missile Rails/Internal Gun: The number is the maximum number of missiles that can be carried by the aircraft ("0" indicates no missiles are carried). If there is also a letter, the aircraft carries an internal gun(s)—cannon if the letter is "C" and machineguns if a "M." An aircraft can carry an external gun (always a cannon) if there is no letter (see 2.3.4). If this corner of the unit is white, there is a gunnery modifier (see option 18.7—this is not used in the Basic Game).

1.2.1.6 Identity Number: The identity number differentiates the aircraft from all others of the same aircraft type.

1.2.1.7 Aircraft Type: This identifies the type of aircraft.

1.2.1.8 Unidentified Aircraft: Four red and four green aircraft units contain only an aircraft silhouette and identity numbers. These "blank" units are used to represent any aircraft needed for games involving more than four aircraft of the same type.

1.2.2 Status Units: These tan or white units (kept off the mapboard, most on Aircraft Status Cards) display aircraft information during a game. There are eight "alpha" and eight "bravo" sets of these units and each set is used to represent an aircraft used in a game, the set used depending on an aircraft's identity number. For example, the status units identified as "Alpha 1A" should show information about the alpha side's aircraft unit with the lowest identity number ending in "1", the status units identified as "Alpha 1B" should show information about the alpha side's aircraft unit with the highest identity number ending in "1," etc. Each set of status units consists of the following units (identified by the words on the units): 1 current altitude unit; 1 altitude change unit; 1 remaining fuel unit; 5 ammunition units (1 each guns, heat seeking missiles, rockets/AL missiles*, genie/AM missiles*, and radar homing missiles units*); 1 initiative unit, 1 current speed unit, 1 maneuver setting unit (two-sided—there is a "normal" and a "damage" side*); 5 acquisition units* (5 two-sided tally/lockon), 2 aircrew units* (1 pilot and 1 second crewman); and 1 throttle setting unit.

1.2.3 Miscellaneous Units: These units are in various colors and are identified by the words on the units. These are: 16 bogey units (8 red, 8 blue); 2 large multi-hex cloud units (must be cut out of the Cloud Card for use)*; 4 cloud altitude units* (2 high, 2 low); 3 sun location units*; 3 radar missile units (red and blue sides)*; 1 haze altitude unit*; and 1 Turn unit*.

1.3 Die

One "decimal die" is included in the game.

1.4 Aircraft Status Cards

Sets of status units are placed on these to record current information about the aircraft on the mapboard.

1.5 Aircrew Aid Cards

There are two identical copies of this card included, containing the most frequently used and needed game information and charts and tables. Only those referenced "BG" apply to the Basic Game.

1.6 The Basic Game Rules Folder

This folder contains the rules required to play the Basic Game version of FLIGHT LEADER.

1.7 The Pilot's Manual*

This contains all the rules and information needed to play the more complex and detailed versions of the game.

2.0 Basic Game Setup/Preparation for Play

This "Basic Game Scenario" is the only one that can be played using only the Basic Game Rules.

2.1 Step One—Mapboard Setup

Place the mapboard panels as shown in 1.1 on a smooth surface between the opposing sides.

2.2 Step Two—Aircraft Selection

Each player or side should select an identical number of aircraft (two to four—for the first few games only two aircraft per player is best). Any aircraft may be selected, regardless of their colors, but each side should have only one type of aircraft (for multi-player games, each player on a side may use different types of aircraft, but each player should have only one type of aircraft to control). Aircraft with the same turn type, etc. are evenly matched and some suggested Basic Game matchups of dissimilar but roughly equal aircraft (numbers are identity numbers) are Hrrier (491-494) versus MG25A (801-804), F105D (231-234) versus MG17C (821-824) and F-4E (141-144) versus MG23B (861-864). If more than four aircraft of the same type are in use, the "blank" units (see 1.2.1.8) can be used to substitute for the needed extra aircraft units (this can be done for any aircraft types except those backing the blanks). One player or side is the "alpha force" and the other is the "bravo force" (it makes no difference which) and takes the appropriate needed sets of status units (see 1.2.2).

2.3 Step Three—Aircraft Status Card Setup

The Aircraft Status Cards represent the cockpits of the player's aircraft. For each individual aircraft in play, one set of status units of the appropriate number and force name is needed. For each type of aircraft, a player needs at least one Aircraft Status Card, which should be placed in a convenient spot off the mapboard. Place all the sets of status units for all the aircraft controls the player on the card, as follows:

2.3.1 Altitude: Place current altitude units in any desired box or boxes on the altitude track, as long as no box selected is less than "3" or more than "15." This track shows an aircraft's "altitude level" or "altitude."

2.3.2 Altitude Change: Place all altitude change units in the "0" box on the altitude track.

2.3.3 Fuel: Place all remaining fuel units in the "25" box on the fuel track. This track shows an aircraft's "fuel."

2.3.4 Ammunition: Place all guns units in the "6" box on the ammunition track. For the Basic Game, it is assumed that all aircraft have guns—these are either "internal" (carried within the plane) or "external" (carried in a "gun pod")—see 1.2.1.5. Place all heat seeking missile units on the ammunition track box containing the number equal to the aircraft's missile rails (7.2.3). Players must decide and agree if they are using "HN" or "HW" heat seeking missiles for the game (see 7.2.3). An aircraft can carry one type of heat-seeking missile. The boxes containing the units on this track show the number of each type of ordnance remaining.

2.3.5 Maneuver: Place all maneuver setting units ("normal" side up) in the "level ahead" box on the maneuver matrix. This matrix shows an aircraft's "maneuver setting."

2.3.6 Speed: Place all current speed units in any desired sub-sonic (from "3" to "9") box or boxes on the speed track. This track shows an aircraft's current "speed" or "speed level."

2.3.7 Throttle: Place all throttle setting units in the "Idle" box of the throttle track. This track shows an aircraft's "throttle setting."

2.3.8 Initiative: All initiative units in a convenient location near the mapboard for later use.

2.3.9 Other: The rocket, genie, radar missile, aircrew, and acquisition units of each set are not used or needed for a Basic Game.

2.4 Basic Game Aircraft Mapboard Setup

A competitive die roll determines which side sets up ("enters") the mapboard first. The low roll side places all of its aircraft in any desired manner within any hex or hexes within four hexes of the side's mapboard edge (east or west—the edge nearest to where that side sits) followed by the high roll side entering similarly near the opposite mapboard edge.

2.5 Aircrew Aid Cards

Each side should take one of the Aircrew Aid Cards.

3.0 Basic Game Sequence of Play

The game starts when all preparation is completed. The game is played in "Turns." Each Turn is divided into "phases" and phases are further divided into "steps", which must be performed in the exact order listed below. For the Basic Game Scenario, this sequence is repeated every Turn until the last aircraft is eliminated or exits the mapboard.

3.1 The Initiative Determination Phase: During this phase, the order in which the aircraft will perform their move phases and the initiative units arranged to show this order.

3.2 The Move Phases: This phase is carried out for each aircraft in the order established during the Initiative Determination Phase. A Move Phase consists of two steps for each aircraft. A Flight Decision Step is performed for the first aircraft, followed by an Action Step, then a Flight Decision Step is performed for the second aircraft followed by an Action Step, etc., until Move Phases have been performed for all aircraft.

3.3 The Victory Determination Phase: This phase is performed only at the end of the Turn in which the last aircraft is eliminated or exits the mapboard.

4.0 General Basic Game Rules

These rules all apply in more than one phase/step during a game.

4.1 Controlling Player Definition

Players always make all decisions, perform all moves and make all die rolls for the aircraft that they use. Thus, players are always the "controlling players" for their own aircraft.

4.2 Reading the Die

The number that appears at the top of the die when thrown is the number rolled. A "0" is the highest number and is read as "10."

4.3 Probability Kill (PK) Numbers and Modifiers

"Probability of a kill" or "PK" numbers are used throughout the rules to indicate the chances when attempting to score a hit, spot or radar lockon to an aircraft, etc. A PK number indicates that if the given PK number or less is rolled, the attempt is successful and if a number higher than the PK number is rolled, the attempt is unsuccessful and causes no results. For example, a "PK4" indicates that if a "4" or less is rolled, the attempt will be successful and if a "5" or above is rolled, the attempt will be unsuccessful. "Modifiers" to PK numbers are called for in the rules and require numbers to be added and/or subtracted to or from a given PK number. For example, if a "PK5" is given and a modifier of "−1" is called for, the result is "5−1=PK4." If more than one modifier applies, the effects are cumulative. For example, if modifiers of "−1" and "+2" both apply, the cumulative modifier is "−1+2=+1."

4.4 Aircraft Facing

The "front" of aircraft units is shown in the 1.2.1 illustration. An aircraft's front must at all times be a definite hexside, not an angle of a hex.

4.5 More Than One Unit Per Hex—Collisions

Because of the large area represented by each hex and altitude level, any number of units of the same or opposite sides may occupy the same hex and be at the same altitude and/or different altitudes at the same time. In a game, there are never any collisions.

4.6 Mapboard Edges—Use of Partial Hexes

The gray partial hexes along the mapboard edges are not used.

4.7 Eliminated Aircraft

Anytime an aircraft is eliminated for any reason, the aircraft and all of its status units are removed from the game.

4.8 Status Unit Placement/Aircraft Information

The placement of an aircraft's status units on its Aircraft Status Card fulfills the functions of the instruments in an aircraft's cockpit. This, and the words on an Aircraft Status Card, may be used at any time by the controlling player when needed. There is no more than one altitude level difference between the shooter and target for a same-altitude shot.

4.8.1: Units are moved on their Aircraft Status Card tracks during the course of a Turn, but, whenever the information they record is mentioned, refer to the box containing the appropriate unit at that exact point in a Turn. For example, an aircraft's "altitude" during an Initiative Determination Phase depends on where the current altitude unit is located at that phase, not to where it may be adjusted later in the Turn, etc. Aircraft Status Cards must always be kept in full view of all players.

4.8.2: Hemisphere and quadrant definitions: The hemispheres and quadrant diagrams on the Aircrew Aid Card shows areas in relation to an aircraft's facing. The sectors shown on the diagrams extend to the mapboard edges from an aircraft's position (the hex actually occupied by an aircraft is considered to be in both of its hemispheres. Quadrants are further explained in 10.8).

4.9 Hemisphere and Quadrant Definitions

The hemispheres and quadrant diagrams on the Aircrew Aid Card show areas in relation to an aircraft's facing. The sectors shown on the diagrams extend to the mapboard edges from an aircraft's position (the hex actually occupied by an aircraft is considered to be in both of its hemispheres. Quadrants are further explained in 10.8).

5.0 Basic Game Initiative Determination Phases

During this phase of a Turn, the players determine the order in which the Move Phases will be performed or the "initiative."

5.1 Basic Game Initiative Precedence Listing

A precedence listing is used to resolve the initiative for each aircraft every Turn. If aircraft are identical for the first move phase criteria, move to the second one to break ties and the initiative for all aircraft has been determined. For example, if aircraft "A" is at altitude "6" and speed "7" (="13"), aircraft "B" is at altitude "7" and speed "6" (="13") and aircraft "C" is at altitude "4" and speed "8" (="12"). Looking at 5.1.1, aircrafts "A" and "B" are both "13", so that the 5.1.2 die roll must be used to determine which of these aircraft has the initiative and will be moved first. Aircraft "C," which is inferior to both "A" and "B" by the 5.1.1 criteria, has the lowest initiative and will be moved last. The precedence listing is as follows:

5.1.1: Add each aircraft's speed and altitude level numbers together. An aircraft with a higher speed plus altitude sum is moved first.

5.1.2: If aircraft are identical for 5.1.1, use competitive die rolls to determine which is moved first. The aircraft with the high roll is moved first.

5.2 Marking Basic Game Initiative

For reference, in any convenient off-mapboard location, arrange all initiative units for both sides in the order in which the aircraft are to perform their Move Phases.

6.0 Basic Game Flight Decision Steps

A Flight Decision Step is the first part of each aircraft's Move Phase, and calls for the controlling player to establish the flight parameters for an aircraft in its upcoming Action Step by adjusting its status units (no aircraft are actually moved during a Flight Decision Step) on their tracks on the aircraft's Aircraft Status Card, as follows:

6.1 Throttle Setting

The aircraft's throttle setting unit may be placed in any desired box on the throttle track, representing the present position of the throttle(s) for engine control. These boxes are: "AB" which represents the use of the aircraft's afterburner (maximum power—an aircraft accelerates quickly but consumes massive amounts of fuel); "MIL" which represents the use of the aircraft's military power (maximum non-afterburning power—the most common position for performance without undue fuel depletion); and "IDLE" which represents the aircraft's minimum power and fuel use. EXCEPTION: Aircraft lacking an afterburner (see 1.2.1.2) may not use the "AB" box.

6.2 Fuel—"Bingo"

An aircraft's remaining fuel unit should be moved down a number of boxes on the fuel track based on the throttle setting selected in 6.1, and represents fuel use. The unit is moved down two boxes (i.e., from box "25" to box "23") if the throttle setting is "AB" and moved down one box if the throttle setting is "MIL" (for reference, fuel use is listed in the throttle tracks boxes). If moved into the "Bingo" box, 6.1 should be re-done to prevent this.

6.3 Maneuver Setting

The aircraft's maneuver setting unit may be placed in any desired box on the maneuver matrix, and represents the flight control positioning for the aircraft. The maneuver selected commits the aircraft to certain generalized maneuvers during its Action Step.

6.3.1: Placing the unit in one of the boxes containing the words "right" or "left" commits the aircraft to turning only in those directions for its first turn, while an "ahead" box commits the aircraft to no turns.

6.3.2: Placing the unit in one of the boxes containing the words "climb" or "dive" commits the plane to gaining (climb) or losing (dive) altitude levels, while a "level" box commits the plane to making no altitude changes.

6.4 Altitude Change

If a "level" box was selected on the maneuver matrix, the altitude change unit is placed in box "0" on the altitude change track (showing no altitude change). If a "climb" or "dive" box was selected on the maneuver matrix, the altitude change unit must be placed in any one of boxes "1" through "6" on the altitude change track (altitude changes may never exceed six altitude levels per Turn). The number in the box selected represents the number of altitude levels to be changed—whether this altitude change represents a climb or a dive is determined by the box ("climb" or "dive") previously selected on the maneuver matrix (see 6.5).

6.5 Altitude

Adjust the current altitude unit on the altitude track to reflect the altitude change marked in 6.4. For example, if the current altitude track box is "10" and the box on the altitude change track is "2" altitude levels, the current altitude unit is moved to the "8" box on the altitude track to show the new altitude. EXCEPTIONS: The current altitude unit may not be adjusted to a box that is less than the altitude of the "terrain" (all terrain is considered to be "0", or "right on the deck" in the Basic Game, so the altitude level may be "0") in the aircraft's hex or more than the aircraft's maximum altitude level ("15" for all aircraft in the Basic Game). Redo 6.1—6.4 as needed to prevent any of these illegal changes.

6.6 Speed

The ACCELERATION CHART (printed on the Aircraft Status Cards) is now used to determine any changes in the aircraft's "speed", as follows:

6.6.1 Type of Speed and Acceleration: First, find the correct column that reflects if the aircraft is currently "subsonic" ("9" or less) or "supersonic" ("10" or more). Then select the sub-column that reflects if the aircraft has "high" or "normal" acceleration (see 1.2.1.2).

6.6.2 Throttle Setting Reference: Then, select the sub-column within the high or normal acceleration column (whichever is required) that matches the box marked by the throttle setting unit on the throttle track (see 6.1).

6.6.3 Altitude Change Reference: Crossgrid the throttle sub-column with the line showing the altitude change (from 6.4) to find the result.

6.6.4 Speed Change Results: If the result is "P," 6.1 through 6.5 will have to be redone, as needed, until the setting is changed, or the settings selected resulted in a "prohibited" combination that cannot be used. Otherwise, the result causes a change on the speed track, as follows:

6.6.4.1 Speed Change Amount: If the result is a number, that number indicates the speed change. For example, "−1" drops speed by one, for "0" there is no speed change, a result of "+2" increases speed by two, etc.

6.6.4.2 Recording Speed Changes: The aircraft's current speed unit should be adjusted to reflect this speed change. For example, if the current speed unit is in the "6" box and the speed change found from the ACCELERATION CHART is "+2", the unit is moved to the "8" box. EXCEPTIONS:

6.6.4.2.1: If the current speed unit is adjusted to less than "3" (minimum or "stall" speed for all aircraft) and/or if the adjusted speed is less than the number of altitude levels changed, this is prohibited and 6.1 and/or through 6.5 will have to be redone, as needed to prevent an illegal change.

6.6.4.2.2: If the current speed unit is adjusted to a speed higher than the aircraft can manage (in the Basic Game, "9" for an aircraft incapable of supersonic speeds and "15" for aircraft capable of supersonic speeds), the unit is readjusted down into the box showing the aircraft's maximum possible speed.

6.7 Flight Decision Step Checklist

In early games, practice and self-discipline is needed by players to remember to move all status units properly. For easy reference, use the FLIGHT DECISION STEP CHECKLIST on the Aircrew Aid Card.

7.0 Basic Game Action Steps

An aircraft's Action Step is performed as soon as its Flight Decision Step is completed. During an Action Step an aircraft is moved on the mapboard (restricted by the parameters established during the Flight Decision Step) and ordnance may be expended during the movement.

7.1 Basic Game Aircraft Movement

Aircraft movement represents flight in three dimensions—two-dimensional lateral mapboard movement is combined with the third dimension, altitude, which is maintained conceptually on the Aircraft Status Cards' altitude tracks.

7.1.1 Flight Speeds: An aircraft's "speed" is the number of hexes that an aircraft can and must be moved during its Action Step.

7.1.1.1 Movement Without Altitude Changes: If no altitude changes are indicated on the aircraft's altitude change unit on its altitude change track (the unit is in the "0" box), the aircraft must be moved to enter exactly the number of hexes equal to its speed.

7.1.1.2 Movement With Altitude Changes: If altitude changes are indicated, the aircraft must be moved to enter exactly the number of hexes equal to its speed minus the number of altitude levels changed (climbing or diving). For example, an aircraft has an altitude change of "2" and a speed of "8." "8−2=6," so the aircraft must be moved to enter exactly six hexes during its Action Step. This does not reduce the number of mapboard hexes (horizontal movement) entered (the climbing or diving movement not shown on the mapboard). It is possible for an aircraft to expend all speed at changing altitude and have no mapboard movement.

7.1.2 Flight Maneuvers: An aircraft may be moved to perform a maneuver or a variety of maneuvers and these maneuvers can be performed in any order or combination during the course of its Action Step, providing the space is available and no applicable restrictions apply. For the Basic Game, aircraft may perform two types of maneuvers on the mapboard, "ahead" and "turning."

7.1.3 Ahead: This represents an aircraft flying forward in a straight line. The aircraft is moved into the hex to which the front of the aircraft unit faces and maintains that facing. Moving straight ahead only may be performed with aircraft that have an "ahead" maneuver setting and may be performed for portions of movement by any aircraft, regardless of their maneuver setting.

7.1.4 Turning Maneuvers: All "turns" consist of moving an aircraft straight forward a number of hexes and then changing its facing 60 degrees to the right (for a right turn) or left (for a left turn). Turning maneuvers are simulated using the following rules:

7.1.4.1 Turning Ability: Turns may not be performed by aircraft with an "ahead" maneuver setting. Turns in either direction may be made by aircraft whose maneuver setting is "right" or "left," but the first turn made by such an aircraft must be in the direction indicated by the aircraft's maneuver matrix. For example, an aircraft with a "level left" maneuver setting must perform during moving after making a right turn. At least one turn (in the appropriate direction) must be performed during movement by an aircraft whose maneuver setting is not "ahead." An aircraft's turning ability is determined by using the TURN MODE CHART on the Aircraft Status Card, as follows:

7.1.4.1.1: Crossgrid the aircraft's turn type letter with its speed level number (see 1.2.1.2).

7.1.4.1.2: The result found is the aircraft's "turn mode," a number which is used in performing turning maneuvers. For example, a MiG 17C is an "a" turn type. Flying at a speed of "7", it has a turn mode of "2." The turn mode shows the number of hexes that an aircraft must be moved laterally in a straight line since the start of the Turn's movement (hexes moved during the previous Turn do not apply) or since the last maneuver was performed before making a single new hexside turn. The turns themselves expend no speed.

7.1.4.2 Varying Turn Tightness: The actual number of hexes that must be entered by an aircraft before turning can be varied by choice or circumstance, as follows:

7.1.4.2.1 Normal Turns: An aircraft performs a "normal turn" when it is moved in a straight line for exactly the number of hexes equal to its turn mode number before turning.

7.1.4.2.2 Wide Turns: For a "wide turn," an aircraft is moved in a straight line for any number of hexes in excess of its turn mode number before turning. For example, if an aircraft's turn mode is "3" and the aircraft is moved four or more hexes in a straight line before turning, the aircraft is performing a wide turn.

7.1.4.2.3 Tight Turns: An aircraft is allowed to turn after moving its turn mode number minus one when performing a "tight turn." For example, a turn mode "4" aircraft may perform a tight turn by turning after being moved into only three hexes in a straight line.

7.1.4.2.4 Example of Turning: The aircraft in the diagram has a turn mode of "2" and a speed of "6." It performs three separate left turns while entering six new hexes. The first turn is "wide" and is made after entering three hexes, the second turn is "normal" and is made after entering two more hexes and the third turn is "tight" and is made after entering only one more hex.

7.1.4.3 End of Action Step Speed Loss Due to Turns: The tighter a turn the greater the speed loss from the turn. An aircraft's speed loss depends on the tightest turn or turns made by the aircraft during its Action Step.

7.1.4.3.1 No Speed Loss: An aircraft making only a wide turn or turns in any throttle setting has no speed loss. An aircraft making a normal turn or turns with its throttle setting in "AB" has no speed loss.

7.1.4.3.2 One Speed Loss: There is a speed loss of "−1" for an aircraft making a normal turn or turns with its throttle setting in "IDLE" or "MIL."

7.1.4.3.3 Two Speed Losses: There is a speed loss of "−2" for an aircraft making a tight turn or turns with any throttle setting.

7.1.4.3.4 Recording Speed Loss: These speed losses are not cumulative. Only the largest speed loss applies. These speed losses do not effect the number of hexes that the aircraft enters during the current Action Step but are recorded after all of the aircraft's movement and combats are completed by adjusting the aircraft's current speed unit on its speed track to show the speed reduction. For example, an aircraft at "8" speed and "MIL" throttle that performs one normal turn ("−1"—as this is the largest speed loss, it is the only one that applies) during its Action Step movement has its current speed unit moved from the "8" to the "6" box on its speed track.

7.1.4.3.5 Excessive Speed Loss Resolution: Should a speed loss reduce the speed level to less than "3" (the minimum speed at which controlled flight is possible), the die is rolled to determine the aircraft's fate, as follows:

7.1.4.3.5.1 Die Roll of "1—4": If the die roll is "1" through "4," the aircraft has gone out of control and is eliminated.

7.1.4.3.5.2 Die Roll of "5+": If the die roll is "5" or more, excess speed loss is converted into lost altitude on a one-to-one basis until the aircraft's current speed unit can be adjusted to the "3" box of the speed track. For example, if an aircraft's speed is reduced to "2", a "1" altitude level loss is required to return the aircraft's current speed unit to the "3" box on the speed track. The required altitude and speed changes are recorded on the altitude and speed tracks. If the aircraft's altitude level after this adjustment is less than the terrain altitude in its final hex (always "0" altitude levels in the Basic Game), the aircraft is automatically eliminated.

7.1.5 Basic Game Exiting the Mapboard

To exit the mapboard an aircraft must be in or exit an edge hex and face off the mapboard. One further hex of movement in that direction exits the aircraft—it is out of the game, although it is not considered to be eliminated. Normally, aircraft exit only from their own side's mapboard edge (see 2.4 and 8.0).

7.1.6 Using Bogey Units to Trace Movement

During aircraft movement, players may wish to "test" some moves on the hex grid before committing themselves to a particular series of maneuvers. It is also useful to know how much speed is expended for combat (see 7.2.1.3) and to see what types of turns were made. Bogey units may be placed on the mapboard while moving an aircraft as reference to mark the aircraft's starting hex, turn hexes, etc. Remove when an aircraft's movement is completed.

7.2 Basic Game Combat

During its Action Step, an aircraft is moved and its ordnance may be "shot" at opposing aircraft during the movement.

7.2.1 General Rules of Combat: The controlling player for the moving aircraft may decide to shoot ordnance at any time(s) during the aircraft's Action Step, subject to the following rules which apply to all types of combat:

7.2.1.1 Combat Definitions: An aircraft expending its ordnance is called the "shooter" and the opposing aircraft at which it fires is called the "target." "Firing" an aircraft's guns once or firing one missile is called a "shot."

7.2.1.2 Basic Game Number of Shots: No more than one shot (gun or missile) may be made per hex of movement. If the ordnance is available, an aircraft can shoot once each from every hex it enters. A shot from a hex where a turning maneuver can be performed either before or after the turn, at the shooter's choice. A shooter must enter at least one new hex during an Action Step before any shooting may be done (i.e., no shooting may be done from the hex where the aircraft started the Action Step), unless the aircraft's entire speed is expended in changing altitude (see 7.1.1.2) in its starting hex—in this case, where an aircraft stays in the same hex during its Action Step, a shot may be used to shoot (once) from that hex.

7.2.1.3 Suspending Movement: Movement is suspended while a shot is resolved, then continued after resolution.

7.2.1.4 Ammunition Expenditure: As ordnance is shot, the ammunition expenditure must be immediately recorded by adjusting the shooter's appropriate ammunition track unit downward on its ammunition track. When an ammunition unit is moved into the "0" box, the shooter has expended the last of that type of ordnance.

7.2.1.5 Specifying a Target: If there are several possible targets for a shooter, the shooter's controlling player must specify which opposing aircraft is the target before shooting.

7.2.1.6 Target in Forward Quadrant: In order to shoot any ordnance, a target must be in a shooter's "forward quadrant" on the mapboard's hex grid (see 4.9). Each type of ordnance has prerequisites which must be met in order for shooting to occur, as covered below:

7.2.2 Firing Guns: The major information for firing an aircraft's guns is given in the GUNNERY COMBAT section of the Aircrew Aid Card, explained in more detail here.

7.2.2.1 Firing Guns Prerequisites: The shooter must be in (or, in a same shot, have entered from) a hex located in the target's rear hemisphere (see 4.9). There must be no more than one altitude level difference between the shooter and target for a same-altitude shot. The shooter must be in the "tail," one of the "aft" hexes or in the same hex (machinegun armed shooters must be in the same hex to fire), with regard to the target's facing, as shown on the Gunnery Diagram.

7.2.2.2 Firing Guns Procedure: The Gunnery Combat Chart is used to find the basic gunnery PK number, which may be modified, and the die is rolled to find the results of the gunnery combat.

7.2.2.2.1 The Firing Hex: With reference to the Gunnery Diagram, find the hex containing the shooter on the Gunnery-Combat Chart.

7.2.2.2.1.1: "Tail" or "Same Hex" means that the shooter is in one of those hexes with regard to the target.

7.2.2.2.1.2: All of the "aft" descriptions mean that the shooter is in one of the "aft" hexes; the rest of these descriptions refer to the target's facing, "no turn" means that the target has an "ahead" maneuver setting, "inside" means that the shooter is in the aft hex on the same side as the target's indicated turn direction and "outside" means that the shooter is in the aft hex on the target's opposite turn direction.

7.2.2.2.2 Relative Altitudes: Now find the column that describes the shooter's altitude in relation to the target's. If the shooter is one altitude level higher, "lookdown" is the column used; if one altitude level lower than the target and in "co-altitude" the shooter and target are at the same altitude.

7.2.2.2.3 Finding the Basic Gunnery PK Number: Crossgrid the firing hex line with the relative altitude column to find the gunnery PK number. For example, a lookdown shot from the tail gives "PK6." Note that co-altitude shots have both cannon ("CN") and machineguns ("MG") give different PK numbers.

7.2.2.2.4 Basic Game Gunnery PK Modifiers: These modifiers apply to Basic Game gunnery PK numbers (other listed modifiers in the GUNNERY COMBAT RESULTS TABLE are not used in the Basic Game) as follows:

7.2.2.2.4.1: A "−1" modifier applies if the shooter's guns are cannon.

7.2.2.2.4.2: A "+1" modifier applies if the shooter and target are at exactly the same speed.

7.2.2.2.5 Basic Game Firing Guns Combat Resolution: If the modified PK number or less is rolled, the target is eliminated.

7.2.3 Firing HN and HW Missiles: For the Basic Game, only Narrow Aspect ("HN") and Wide Aspect ("HW") Heat Seeking missiles are used. Both sides should use the same type in a particular game (see 2.3.4). The major information for firing an aircraft's HN and HW missiles is given in the HEAT SEEKING (INFRARED) MISSILE COMBAT section on the Aircrew Aid Card, which is explained in more detail here.

7.2.3.1 Firing HN and HW Missile Prerequisites: The shooter must be in a hex located in the target's rear hemisphere (see 4.9) and in a hex shown in the appropriate diagram (see 7.2.3.2.1). Altitude differences do not effect ranges. The shooter must be at the same altitude as the target or up to two altitude levels below the shooter and may also be one altitude level above the target if the target's maneuver setting indicates that it is diving.

7.2.3.2 Firing Heat Seeking Missiles Procedure: The various diagrams are used to find the basic missile PK number, which may be modified, and the die is rolled to determine the results of heat seeking missile combat.

7.2.3.2.1 The Firing Hex—Finding the Basic HN or HW Missile PK Number: The HN and HW Diagrams show the only hexes in relation to a target from which these missiles may be shot. For each diagram hex, the diagram contains a basic missile PK number for a missile fired from a corresponding mapboard hex. For example, when firing HN missiles from one hex directly behind a target, the basic PK number is "6." NOTE: The "R" and "L" hexes on the HW Diagram are ignored on the Basic Game.

7.2.3.2.2 Basic Game Heat Seeking Missile PK Modifiers: These modifiers apply to Basic Game missile PK numbers for all heat seeking missiles (the other listed modifiers are not used in the Basic Game) as follows:

7.2.3.2.2.1: A "−2" modifier applies if the target's throttle setting is "MIL".

7.2.3.2.2.2: A "−4" modifier applies if the target's throttle setting is "IDLE".

7.2.3.2.2.3: A "−3" modifier applies if the shooter's speed is higher than the target's speed.

7.2.3.2.3 Firing Heat Seeking Missiles Combat Resolution: If the modified PK number or less is rolled, the target is eliminated.

8.0 Basic Game Victory Determination Phase

A side gets two victory points for each opposing aircraft eliminated and one victory point for each opposing aircraft that exits the mapboard on its edge (with its remaining fuel unit in the "6" or higher box on its fuel track or exits from any edge other than its own edge. The side with the most victory points when the last aircraft exits the mapboard wins. If victory points are equal the game is a "draw."

THE PILOT'S MANUAL

THE ADVANCED GAME RULES

Designer's Notes—Introduction to the Advanced Game

FLIGHT LEADER was designed for fighter pilots and would-be fighter pilots. It is for the individual who has burnt out too many brain cells to be a genius, yet is too smart to be happy in a menial job. It satisfies the person who can balance a combatant nature with cool calculating precision and always projects a cocky self-confidence. The game cannot simulate the howl of scalded air as it shrieks by your canopy or the heavy, labored paralysis of "G" loading on your heart, lungs, neck and arms as your body becomes many times heavier and your G-suit vainly tries to push the blood up from your feet and legs into your brain. It cannot make your heart pound with fear as you realize that you can be attacked literally from anywhere as you ride encased in plexiglass, aluminum and steel along with thousands of pounds of volatile jet fuel and explosive weapons. Nor can it show the serene, peaceful ground and sky as they twirl around you. What FLIGHT LEADER, in its Advanced Game format, can do is to serve as a paper laboratory for air-to-air combat tactics. It can be used to recreate air battles from the Korean War to the present and beyond, anywhere in the world. Each player is in control of one or more jet fighters engaging in simulated air combat. The players are the pilots and they maneuver individual aircraft and employ ordnance in sequence during a game's Turns. Aircraft and weapons will perform in a similar manner to their real world counterparts, and the possible combinations of aircraft, weapons, crews, scenarios and environments are almost limitless. The game pits you against an opponent or opponents, with all players concentrating on turning the other side into exploding masses of fuel and metal, while trying to avoid a similar fate.

Technology is important, but men fly and fight the aircraft and can make up for technological disadvantages. Air combat formations are employed to efficiently place maximum combat power in one part of the sky. Formations provide mutual support, aid in maneuvering groups of aircraft and provide cohesion for command and control. An excellent pilot in a mediocre machine can be deadlier than a mediocre pilot in an excellent machine. On the other hand, it is hard to beat an excellent pilot in an excellent machine! No one acquires fighter expertise immediately—all air forces must provide flying time to train new aircrews as well as maintain proficiency for experienced flyers. Thus, the inexperienced wingman becomes the leader/instructor if he survives. Inexperienced aircrew tend to make errors of judgement if forced to break out of formation and operate autonomously. Even with perfect vision, they may lack the scan discipline necessary to spot aircraft at long ranges. They also tend not to use the vertical for maneuvering, preferring to fly in level circles unless prompted to do otherwise. Players who have mastered the Basic Game have now completed "basic training" and are ready to advance to the more detailed depiction of air combat found in the Advanced Game.

The game does not concentrate on, nor is it intended to show, minor details of aircraft performance or pilot routines. The game uses streamlined game mechanics and concepts to accurately depict the key elements of tactical air-to-air combat between jet fighters in a conceptual three-dimensional environment. Many generalizations and abstractions have been made in the name of simplicity and security, yet this does not cause the game to suffer from any lack of appropriate realism. A player who disregards sound tactical principles will most likely be defeated by an opponent who uses them to his advantage.

The Advanced Game adds additional weapons, terrain altitude, the concept of acquisition (you have to "see" something before you can shoot at it), off-mapboard controllers (who can aid attempts to find and "see" the opposition), combat formations, advanced maneuvers and aircrew quality. These new concepts and procedures, absent in the Basic Game, give a more complex and detailed game that is much easier to understand if the Basic Game Rules are already well understood and mastered. The Advanced Game, in most cases, simply adds to the Basic Game or supplements certain sections. The expanded ADVANCED GAME SEQUENCE OF PLAY for using Advanced Game Rules is printed on the Aircrew Aid Card, and should be checked to spot the changes from the Basic Game. ALL BASIC GAME RULES STILL APPLY UNLESS OTHERWISE STATED.

9.0 Advanced Game Setup and Preparation for Play

This replaces Basic Game rule 2.0.

9.1 Scenario Information

The Advanced Game uses a number of different "scenarios" which are, in effect, different games that can be played using this same set of rules.

9.1.1 Mapboard Setup: The mapboard panels are laid out on a smooth surface exactly as in the Basic Game (see 2.1). The scenario selected will include additional information about the mapboard regarding entry and exit edges, boundaries, terrain heights, etc.

9.1.2 Scenario Selection: Look over the scenarios included in the Scenario section (23.0—26.0) of this MANUAL. The scenario to use for a specific game must be decided before anything else, and can be done by mutual agreement or competitive die rolls. The Scenario section provides all information needed to start a game that is not covered here.

9.2 Advanced Game Aircraft Information

Information not found on the aircraft units regarding aircrafts' maximum speeds and altitudes, missile loads, etc. is found in the scenarios. Additional information to use in designing new scenarios is found in the Force Composition sections (21.0 and 22.0) and section 26.0 of this MANUAL.

9.3 Advanced Game Aircraft Status Card Setup

The Aircraft Status Cards must be setup for all aircraft in a game, even those that will enter the mapboard on later Turns as their setup establishes their initial altitudes, speeds, etc. As in the Basic Game, either side may be the alpha or bravo forces and sets of status units are assigned to aircraft based on the aircrafts' identity numbers (see 1.2.2 and 9.3.10) when scenarios are designed and are given in the game's scenarios. Scenario information may further modify these normal setup instructions (which otherwise should be followed), given below:

9.3.1 Altitude: Current altitude units may be placed in any desired box or boxes on the altitude track as long as no box selected is less than the terrain altitude in its setup hex or more than "9."

9.3.2 Altitude Change: Place all of the altitude change units in the "0" box of the altitude change track.

9.3.3 Fuel: All fuel units are placed in the "25" box of the fuel track.

9.3.4 Ammunition: All guns units are placed in the "6" box on the ammunition track if the aircraft have guns (they always do, unless the scenario says otherwise). The number of missiles of various types carried by an aircraft is recorded by placing their ammunition units (all types carried by an aircraft—unneeded ammunition units can be set aside) in the appropriate boxes on the ammunition track.

9.3.5 Maneuver: Place all of the maneuver setting units with their "normal" sides face up in the "level ahead" box of the maneuver matrix.

9.3.6 Speed: Current speed units may be placed in any desired sub-sonic box or boxes on the speed track, as long as the speed is at least "3" and no box selected is more than the aircraft's maximum speed (given in the scenarios plus see 10.3 for loaded fighter-bombers).

9.3.7 Throttle: Place all throttle setting units in the "IDLE" box of the throttle track.

9.3.8 Initiative: Place all initiative units in a convenient location near the mapboard for later use (see 11.2).

9.3.9 Acquisition: Place all acquisition units in a convenient location near their Aircraft Status Card. Acquisition ("tally" side up) units should be placed as needed on the visuals track of the acquisition section of the Aircrew Status Cards to conform to the required visuals of the aircrafts' standard formations (see 10.2).

9.3.10 Aircrew and Aircraft Scheduling: The pilot and (for two-seater aircraft) second crewman units are placed in the appropriate boxes of the aircrew section of the Aircraft Status Cards to record their aircrew quality (also see 10.5). The scenarios give the aircraft to use and their aircrew quality. "Scheduling" is the task of assigning varying quality aircrew to aircraft. The available aircrew in a scenario may be assigned to the aircraft in any desired manner within the following restrictions:

9.3.10.1 Flight Leader: Every four aircraft of the same type (if there are that many) on a side require a "flight leader." The flight leader's aircraft should always have an identity number ending in "1" (if the flight has four aircraft) or "1" or "3" (if the flight has only two aircraft).

9.3.10.1.1: The flight leader pilot must be of average or experienced quality and also is the leader for one of the elements (pairs of aircraft) in the flight. No other pilot in the flight may be of better quality than the flight leader pilot.

9.3.10.1.2: The flight with the lowest aircraft identity numbers is the "first flight," the flight with the next highest identity numbers is the "second flight," etc. The first flight aircraft should get the side's "A" status units and the second flight aircraft should get the side's "B" status units. If a side has three flights, either the "A" or the "B" status units will have to be divided between two flights, as determined by which flights contain only two aircraft. This flight identification must be made known to the opposing side as it is needed for their recording of tallies and lockons.

9.3.10.2 Element Leader: The pilot leader for the second element in a flight (if present—all flights with four aircraft must be divided into two pairs or elements) should be, if possible, of at least average quality and should be of experienced quality if at all possible. The second element leader's aircraft should always have an identity number ending in "3."

9.3.10.3 Wingmen: Wingmen pilots may be of any quality (whatever is left after the flight leader and second element leader are selected). The wingman aircraft for the flight leader should always have an identity number ending in "2" (if the flight leader is a "1") or "4" (if the flight leader is a "3") and the wingman aircraft for the second element leader should always have an identity number ending in "4."

9.3.10.4 Second Crewmen: Second crewmen aircrew on two-seater aircraft may be of different quality than their pilots, and may be assigned in any desired manner.

9.3.11 Turns: For some scenarios it is necessary to know how many Turns have been played. Place the Turn unit in any altitude track (which in this case also doubles as a "Turn track") in the "0" box (for use in 14.0).

9.4 Advanced Game Aircraft Setup—Mission Profiles

Mission profiles establish what both sides are trying to accomplish in a game and determine their setup and initial movement restrictions. There are three basic mission profiles and they determine how the aircraft are setup to start a game and how the aircraft can be moved early in the game. "Penetration" and "sweep" missions are offensive in nature while a "combat air patrol" (CAP) mission is defensive.

9.4.1 General Mission Profile Rules: These rules apply to all mission profiles.

9.4.1.1 Flying Planned Routes: Aircraft required by their mission profile (ie., all aircraft without a controller) to be moved in "planned routes" must follow those routes until after one or more of the aircraft on that side makes a successful tally or lockon or until attacked by enemy ordnance. After that, all aircraft on that side may be maneuvered normally. Planned routes can be handled by one of two methods (both sides must use the same method in a game), depending on how much writing the players are willing to do, as follows:

9.4.1.1.1 Non-Written Planned Routes: This method saves much writing, although it is less realistic. The routes are not planned, but the following planned route restrictions apply to simulate many of the parameters that would apply if the routes were actually plotted on paper.

9.4.1.1.1.1: Fighter-bombers and reconnaissance aircraft may never be faced more than one hexside away from a direction pointing to an edge hex from which they may exit (see 9.4.2 and 9.4.3).

9.4.1.1.1.2: Escort and sweep aircraft, except while turning around within ten hexes of the opposite mapboard edge, must always face in a direction pointing to an edge hex toward which the aircraft should be moving.

9.4.1.1.1.3: CAP aircraft starting on the game may never be moved more than eight hexes from their start hex.

9.4.1.1.1.4: No aircraft may change more than one altitude level per Turn.

9.4.1.1.1.5: No aircraft may perform advanced maneuvers (see 13.2.2).

9.4.1.1.1.6: Aircraft must remain in standard formations (see 10.2).

9.4.1.1.2 Written Planned Routes: Many of the restrictions on movement and facing covered in 9.4.1.1.1 do not apply if this written method is used. With this written method, the routes that the aircraft are to fly are actually secretly written down in advance and these plotted routes must be followed exactly.

9.4.1.1.2.1: Only the routes of element leaders need be plotted. Wingmen may follow their leaders in any manner as long as they stay in a standard formation. Rules 9.4.1.1.1.3 through 9.4.1.1.1.6 still apply to all aircraft.

9.4.1.1.2.2: The easiest method to plot written routes is to use the mapboard's compass rose and plot routes as so many hexes in one direction, then so many hexes in another direction, etc. Altitude changes do not have to be pre-plotted. For example, the notations, "5N, 7NE, 10SE" indicate an aircraft plotted to be moved five hexes to the north, then seven hexes to the northeast followed by 10 hexes to the southeast, etc. Care must be taken with plotted aircraft movement to be sure that they can turn when necessary while following these routes.

9.4.1.2 Written Records: Even if planned routes are not written, some mission profiles may require some written record-keeping. If any aircraft are to enter the mapboard some planned number of Turns after the first Turn, the exact Turns and at which they will enter the mapboard plus the direction in which they will be entered (use the mapboard compass rose for reference) must be secretly recorded before the game starts (other information about these later-arriving aircraft—starting speed, altitude, etc. is already recorded on the aircrafts' Aircraft Status Cards during the game setup and is the information used when the aircraft enter). If these aircraft fly written planned routes, these must also be plotted (see 9.4.1.1.2) before the game starts.

9.4.1.3 Supersonic Restrictions: Aircraft on a mission without a controller must remain at subsonic speeds until after one or more of the aircraft on the side makes a successful tally or lockon (see 12.0) or until attacked by enemy ordnance. Aircraft with a controller may go to supersonic speed at any time after entering or being placed on the mapboard.

9.4.1.4 Dividing Forces Restrictions: If a force is divided for entry position, time and/or start hex placement, this division must be in terms of two-aircraft elements (see 10.2.1), not individual aircraft.

9.4.1.5 Order of Aircraft Setup: At the start of a game, a side with a CAP mission always sets its aircraft on the mapboard first. A side with a Sweep mission always sets up its aircraft last. If missions are the same, a competitive die roll should determine which side places its aircraft on the mapboard first (low roll places first).

9.4.1.6 Formation Restrictions: As all aircraft are placed on and/or enter the mapboard, they must conform to the rules for a formation (see 10.2). If they lack a controller, some formation must be maintained until after one or more of the aircraft on that side makes a successful tally or lockon or until attacked by enemy ordnance. The scenario will restrict the formations that a side may use.

9.4.1.7 Aircraft Entering the Mapboard: Aircraft that enter the mapboard are placed in any hex or hexes no more than four hexes from their entry mapboard edge (see 23.2.8). Entering aircraft are always placed on the mapboard during the Entry Phase of the Turn they are due to enter (Turn "1" for aircraft that enter at the start of a game). Use a competitive die roll to determine which side places its aircraft first (low roll first) if both sides enter on the same Turn. All aircraft, regardless of mission, must be entered before Turn 7 of any game.

9.4.2 Penetration Missions

Penetration missions may contain two separate forces, the "escort" (or "penetration mission") or reconnaissance aircraft (if a "reconnaissance" penetration mission). Providing "air cover" for the other aircraft en route to a target is the job of an escort. Aircraft defending are usually a combat air patrol, but may be an enemy sweep and two penetration missions may blunder into each other. Penetration missions without a controller must follow planned routes to their exit edge of the mapboard. The fighter-bombers or reconnaissance aircraft follow planned routes to their exit edge of the mapboard. The escorts follow planned routes that take them to within ten hexes or less of the mapboard opposite their entry edge, followed by turning around and returning to exit from their enter/exit edge of the mapboard. The side with a penetration mission always enters off from one or any combination of the following options:

9.4.2.1 Fighter-Bombers/Reconnaissance: All fighter-bombers or reconnaissance aircraft of a side always enter the mapboard on the same Turn.

9.4.2.2 Escorts Fly Ahead: The escort or some portion of it may enter some planned number of Turns before the fighter-bomber or reconnaissance aircraft.

9.4.2.3 Escort Outriggers: The escort or some portion of it may enter some planned number of Turns after the fighter-bomber or reconnaissance aircraft.

9.4.2.4 Close Escort: The escort or some portion of it may enter the mapboard at the same time as the fighter-bomber or reconnaissance aircraft.

9.4.2.5 Penetration Mission Note: Some portion of a penetration mission force must enter the mapboard at the start of the game, but the entry times of the other aircraft may be varied in any desired manner, within the rule and/or scenario restrictions.

9.4.3 Sweep Missions

Sweeps are missions designed to seek out and destroy enemy aircraft in a certain area (ie., the mapboard). Usually they will be opposed by an enemy sweep or CAP, but may run into an enemy penetration mission. Sweep aircraft without a controller facing an enemy sweep or penetration mission must follow planned routes that take them to within ten hexes or less of the opposite mapboard edge, followed by turning around and returning to exit from their entry edge of the mapboard. EXCEPTION: Sweep mission aircraft without a controller with different enter/exit mapboard edges must follow a planned route to their exit edge hexes.

9.4.3.2: A side with a sweep mission may enter all aircraft at the start of the game, may enter all aircraft on later planned Turns or may enter some aircraft at the start of the game and have some aircraft enter on later planned Turns.

9.4.4 Combat Air Patrol (CAP) Missions

CAPs are usually in some type of intended enemy aircraft. Typical CAP "orbits" (a closed route that repeats itself) follow a racetrack (oval) or triangular and serve as a barrier (BARCAP) or point protection (POINT-CAP) near some valuable asset like an airfield. CAP fighters are placed between an area to be protected and the expected threat direction. Aircraft with a CAP mission, if without a controller, will follow a planned orbit. CAPs will usually be opposed by sweep or strike missions. The side with a CAP mission always starts at least part of the CAP near a "start hex," using one or any combination of the following options:

9.4.4.1 One CAP: Some CAP aircraft must start on the mapboard within eight hexes range (ignore altitude) of a given start hex. If two start hexes are given in the scenario, the player may select which start hex to use.

9.4.4.2 Two CAP: If two start hexes are given, the CAP may be split so that some aircraft start within eight hexes range (ignore altitude) of one start hex and some within eight hexes range (ignore altitude) of the other start hex.

9.4.4.3 Relief CAP: The CAP may be split so that some (part of the CAP force must always begin the game near a start hex) aircraft are kept off the mapboard to enter the mapboard from their entry edge at least four Turns after the game starts. Relief CAP aircraft may only be used by a side with a controller.

9.5 Aircrew Aid Cards

Each side should take an Aircrew Aid Card for reference during the game. Play is ready to begin when all setup and preparation is completed.

10.0 General Advanced Game Rules

These rules, as with those in 4.0, all play a part in more than one phase or step during a Turn.

10.1 Advanced Game Altitudes and Speeds

10.1.1 Terrain Altitudes: Unlike the Basic Game, the height of the ground terrain can vary in the Advanced Game, as is defined in the individual scenarios where the majority color in a hex determines its altitude level.

10.1.1.1: This terrain altitude can effect the altitude to which an aircraft can adjusted during its Flight Decision Phase (see 6.5) and during excessive speed loss resolution (see 7.1.4.3.5.2).

10.1.1.2: The terrain altitude can also effect the hexes that an aircraft may enter during its Action Step. Any aircraft entering a hex containing higher altitude terrain than the aircraft's altitude at any point in a Turn is immediately eliminated.

10.1.2 Aircraft Altitudes and Speeds: Each type of aircraft has an individual maximum altitude and maximum speed (given in the scenarios and in 21.0). However, for the Advanced Game, no supersonic aircraft may ever exceed a speed of "15" (for exceptions to this, option 17.3 must be used) and aircraft with a maximum speed of less than "15" may never exceed their maximum speed.

10.2 Air Combat Formations

Several standard formations are available to players, all normally employing two aircraft. Aircraft not conforming to all the rules for a formation at the start of a phase or step are not considered to be in formation for that phase or step. All aircraft must be organized into elements (see 9.3.10), placed in formation and are all considered to already have their required visual contacts when placed on or entering the mapboard. During a game, new formations may be organized using aircraft that were not originally together as long as the aircraft are of the same type. Aircraft of different types may never be considered to be in the same formation. EXCEPTION: Aircraft of different marks of the same basic aircraft may be together in the same formation. For example, an F-105D and F-105F could be in the same formation. Aircraft in a formation may be changed to another formation while moving as long as all rules for the new formation are met. The formations that are legal for a side are given in the scenarios. In some cases, formation rules may overlap (ie., planes may be positioned identically while in an echelon formation as when in a trail formation), and the requirements for at least one or the other (controlling player's choice, if more than one applies) must be met for the aircraft to be considered to be in formation. All formations are summarized and samples are diagramed in the FORMATION CHART on the Aircrew Aid Card and are discussed in more detail below:

10.2.1 Element and Flight Definition and Movement: The ideal fighting organization is the "element" of two combat aircraft, a "leader" and a "wingman," in a standard combat formation.

10.2.1.1: In all cases, a leader must be considered the "senior" pilot and a wingman must be considered the "junior" pilot, as determined by the aircraft identity numbers. An element leader must always have an aircraft identity number ending in "1" or "3" and wingmen may have any lower identity number (if odd) or any even identity number. If ending identity numbers are equal, the aircraft with the lowest full identity number is the element's leader (the senior pilot) and the higher numbered aircraft is the wingman (junior pilot).

10.2.1.2: Two or more elements may be together in a "flight," but two-plane elements are normally the true tactical units of air combat (see 10.2.7 for exceptions).

10.2.1.3: In the game, aircraft elements in formation are considered to be handled during the same phases or steps (the controlling player actually handles the formation's individual aircraft in any desired or convenient order) while aircraft not in formation must be handled individually.

10.2.2 Fingertip Formation: "Fingertip" formation is seldom seen in air combat and is usually for training proficiency or to allow an element to penetrate cloud cover while maintaining visual contact. Fingertip places both of the element's aircraft in the same hex, co-altitude and facing the same direction. A wingman pilot may not attempt or maintain tallies or lockons (a wingman back-seater may do so) while in fingertip. The leader may, but is not required to, have a visual on the wingman. A wingman can and must have a visual on the leader.

10.2.3 Route Formation: "Route" formation is an expanded fingertip, useful at night or in haze when visibility is reduced. Route places the wingman in an adjacent hex, slightly back from the leader, co-altitude, facing in the same direction and with the aircraft mutually in each other's beam quadrants. A wingman pilot may not attempt or maintain tallies or lockons (a wingman back-seater may do so) while in route. Wingman and leader can and must have mutual visuals on each other.

10.2.4 Trail Formation: "Trail" formation is the easiest to maneuver and is an offensive formation. Since the leader often does not have visual contact on a wingman, he cannot provide mutual support if the formation is attacked. Trail places a wingman in the row of hexes directly behind the leader, co-altitude or one altitude level above or below the leader, no more than four hexes away (laterally—ignore altitude differences for this range) from the leader and with the leader in the wingman's front hemisphere (they do not necessarily face in the same direction). A wingman pilot may attempt or maintain tallies only in the forward quadrant (a wingman back-seater may be used to spot in this or other quadrants) while in trail. Lockons are handled normally. The wingman must have a visual on the leader. The leader may, but is not required to, have a visual on a wingman.

10.2.5 Echelon Formation: "Echelon," one of the most widely used formations in the world, is a compromise between offense and defense and is fairly easy to fly. Echelon places a wingman anywhere in the leader's aft quadrant (see 10.8), co-altitude or one altitude level above or below the leader, no more than four hexes away (laterally—ignore altitude differences for this distance) from the leader and with the leader in the wingman's forward quadrant (they do not necessarily face in the same direction). Tallies and lockons are handled normally. A wingman must have a visual on the leader. The leader may, but is not required to, have a visual on a wingman.

10.2.6 Line Abreast (Tactical) Formation: Line abreast or "tactical" formation is a favorite with better-trained flyers since it provides maximum mutual support. Tactical places a wingman and leader in each other's beam quadrants (they do not necessarily face in the same direction), co-altitude or one to two altitude levels above or below each other and no more than three hexes away (laterally—ignore altitude differences for this range) from the leader. Tallies and lockons are handled normally. A wingman and leader must have mutual visuals on each other.

10.2.7 Larger Formations: Larger formations than two-aircraft elements may be used in emergencies (ie., to provide a formation for some odd aircraft) or for greater control with inexperienced aircrew. The following larger variations on the two-aircraft-elements formations may be used:

10.2.7.1 Three Aircraft Elements: These look great at air shows but are normally used in combat only to give some odd aircraft support. A second wingman is added to any formation. All normal formation rules still apply for a given formation, with only the addition of the extra wingman.

10.2.7.2 Flight (Multiple Element) Formations: This is actually two separate elements (of two or three aircraft each) operating together. Both separate elements must meet their own formation rules and the leader of the junior element (see 10.2.1.1 to determine senior and junior) must also meet the requirements of a wingman to the senior element leader.

10.2.8 Forming New Formations: Aircraft of the same type (and/or different marks of the same type) may be organized into new formations with other aircraft during the course of the game. Use seniority (see 10.2.1.1) to determine the leaders and wingmen of these newly-created formations.

10.2.9 Formation Advantages: During initiative precedence listing (see 11.2.1), a player with aircraft in a standard formation in the formation to use for determining initiative. Also, the aircraft in a formation may be able to help each other "autospot" (see 13.3).

10.3 Rules for Loaded Aircraft

Some scenarios specify that aircraft are loaded fighter-bombers. This indicates that they are heavily loaded with bombs and/or air-to-ground rockets and/or other heavy stores which degrades their performance as follows:

10.3.1 Loaded Aircraft Altitudes: The maximum altitude for loaded aircraft is half (round any fractions up) of the aircraft's normal maximum altitude.

10.3.2 Loaded Aircraft Speeds: The maximum speed for loaded aircraft is its maximum sub-sonic speed. Loaded aircraft may never be moved at supersonic speeds (use the rule 6.6.4.2 procedure if the current speed unit is adjusted into a too-high box on the speed track).

10.3.3 Loaded Aircraft Maneuvers: Loaded aircraft may not perform Barrel Roll or Immelmann advanced maneuvers (see 13.2.2). A loaded aircraft's turn type letter increases to the next turn type letter. For example, if an aircraft's turn type is "A", its turn type is considered to be "B" when loaded. EXCEPTION: If an aircraft's turn type is "F" it remains as "F" when loaded.

10.3.4 Loaded Aircraft Acceleration: When using the ACCELERATION CHART (see 6.6) with a loaded aircraft double any negative speed changes (ie., "−1" becomes "−2") and halve (round any fractions up) any positive speed changes.

10.3.5 Loaded Aircraft Altitude Changes: Loaded aircraft may not be used to climb or dive more than three altitude levels per Turn.

10.4 Controllers

When a scenario states that a side has a "controller" this indicates that the fighters on that side are being directed by a powerful off-mapboard radar control capable of directing the aircraft on that side to their opponents (see 13.3).

10.5 Aircrew Quality

The crewmen are rated for their abilities, and their effectiveness depends on their ratings.

10.5.1 Aircrew Quality Categories: Aircrew in the game fall into three categories—"experienced" (the best), "average" (competent) and "inexperienced" (right out of flight school and/or unseasoned or poorly trained).

10.5.2 Effects of Aircrew Quality: Aircrew quality determines their scheduling (see 9.3.10), the range at which aircrew may be used to spot other aircraft (see 12.2.1.1), their ability to make and maintain lockons (see 12.3.2.3.3 and 12.3.2.3.4), their ability to shoot when using gunnery (see 13.4.2.3 and 13.4.2.4), their ability to use shooting options (see 18.6 and 18.7.2) and (for inexperienced aircrew) their ability to maneuver (see 10.5.3).

10.5.3 Inexperienced Aircrew Maneuvering: The INEXPERIENCED AIRCREW TABLE on the Aircrew Aid Card must be consulted during an aircraft's Flight Decision Step for any aircraft that is not in formation and has all inexperienced aircrew or for any aircraft in a formation consisting of all inexperienced aircrew.

10.5.3.1: These die rolls are made in initiative order before anything else is done during the Flight Decision Steps.

10.5.3.2: The die is rolled once per aircraft (if alone) or formation and the instructions on the Table opposite the number rolled are followed in establishing what must be done with the aircraft. For example, if a "7-8" is rolled, the aircraft's throttle setting must be "MIL", no altitude change may be set on either the maneuver matrix or the altitude change track, and the the maneuver setting must be "level right." No advanced maneuvers or VIFF maneuvers can be performed.

10.5.3.3: For individual aircraft, the die is rolled once for each and for aircraft in a formation, the die is rolled once for the entire formation and applies to all of its aircraft.

10.6 Determining Ranges

Count the number of hexes from the shooter or spotter to the target or contact. The hex containing the shooter/spotter is not counted but the hex containing the target/contact is counted. Then subtract the altitude of the higher aircraft from the altitude of the lower aircraft and add this difference to the number of hexes counted. This is the "range," otherwise specified (altitude differences are often ignored and only the hex range considered, in many cases).

10.7 Damage

Unlike the Basic Game, where all combat hits eliminate the target, some cases in the Advanced Game result only in "damage" to the target. Rockets and genies never damage a target but always eliminate it.

10.7.1 Effects of Damage: Damage has no effect on an aircraft (EXCEPTION: see option 18.5, if used) except that two damages (caused by any combinations of ordnance) equal an elimination.

10.7.2 Gunnery Damage: If a hit is scored with a gunnery shot, the shooter immediately rolls the die again. For the second roll, if the die number equals the shot's modified PK number or less, the target is eliminated—otherwise, the target is damaged.

10.7.3 Heat Seeking Missile Damage: If a hit is scored with a heat seeking missile shot, the shooter immediately rolls the die again. For the second roll, if the "damage number" or more is rolled, the target is damaged—otherwise, the target is eliminated. The damage numbers are "8" for HN, "9" for HW and "10" for HA missiles.

10.7.4 Radar Homing Missile Damage: If a hit is scored with a radar homing missile shot, the shooter immediately rolls the die again. For the second roll, if the "damage number" or more is rolled, the target is damaged, otherwise, the target is eliminated. The damage numbers are "8" if the shooter fired from the target's front and "10" if the shooter fired from the target's rear hemisphere.

10.7.5 Recording Damage: To record that an aircraft has been damaged once, flip that aircraft's maneuver setting unit to its "damage" side.

10.8 Advanced Quadrant Rules

An aircraft's forward quadrant is also its "radar cone." The aircraft actually occupied by an aircraft is considered to be a separate quadrant, and not part of any of the others (see 12.2.2.2.7 and 12.2.2.3 for spotting in the same hex).

11.0 The Advanced Game Entry and Initiative Determination Phases

11.1 The Entry Phases

Entering aircraft are placed in their mapboard hexes (see 9.4.1.7).

11.2 The Advanced Game Initiative Determination Phases

This phase is similar to that in the Basic Game (5.0) except that all aircraft in the same formation perform their phases at the same time and there is an expanded precedence listing replacing that in 5.1. The order of both the Contact and Move Phases is determined during the Advanced Game Initiative Phase—for aircraft in formation going "at the same time" the controlling player may handle the aircraft in the same formation in any convenient and desired order.

11.2.1 Advanced Game Initiative Precedence Listing: For aircraft currently in a standard formation, the controlling player may decide which of the aircraft in the formation to use for determining initiative. Proceed down the precedence listing given below while considering the situation for each aircraft or formation. If aircraft are identical for the first precedence criteria, move to the second one, etc. until all ties have been broken. The Advanced Game precedence listing is as follows:

11.2.1.1: Add each aircraft's speed and altitude level numbers together. An aircraft with a higher speed number and altitude number sum goes first.

11.2.1.2: If 11.2.1.1 is identical, the aircraft currently in a formation go before an aircraft that is not in formation.

11.2.1.3: If 11.2.1.1 and 11.2.1.2 are identical, an aircraft that has a tally and/or lockon to an opposing aircraft goes before an aircraft that has no tally and/or lockon.

11.2.1.4: If all of the above are identical, use competitive die rolls to determine which goes first. The aircraft or formation with the high roll goes first.

11.2.2 Marking Initiative: For reference, arrange all aircrafts' initiative units (for both sides) in the order in which the aircraft are to perform their phases. For aircraft in formation, stack a wingman's initiative units under the leader units to show that they will be used together. Arrange in any convenient off-mapboard location.

12.0 The Contact Phases

The "acquisition" of aircraft comes in two forms: "spotting" (using the eyes) and "radar lockon" (using electronics). All acquisition (with the exception of Autospot—see 13.3) takes place during the Contact Phase of a Turn.

12.1 Acquisition Definitions

12.1.1 Tallies, Visuals and Lockons: A successfully spotted aircraft is called a "tally" if enemy and a "visual" if friendly. Any successful radar lockon is called a "lockon."

12.1.2 Attempts and Maintaining: A spotting or lockon "attempt" is made on a previously "unseen" (no tally, visual or lockon from the previous Turn) aircraft, while checking to make sure that the previous Turn's tallies, visuals or lockons continue is called "maintaining" that tally, visual or lockon.

12.1.3 Spotter, Contact and Breaklock: An aircraft used for a spotting attempt or to maintain an earlier tally, visual or lockon is called a "spotter" and the target of this effort is called the "contact" (for a visual or tally) or the "radar contact" (for a lockon). Failure in a spotting or lockon attempt is called "no contact," failure to maintain a spotting contact is called "losing contact" and failure to maintain a radar contact is called "breaklock."

12.2 Visual Spotting

Spotting is one of the most critical facets of air combat. Most combat aircraft are shot down by "unseen" enemy planes, and the first pilot to "see" an opponent has decided advantage over his adversary. The dynamics of optic scanning for an enemy jet no bigger than a gnat on the canopy are complex in a three-dimensional environment involve numerous variables. The major needed information is given in the VISUAL SPOTTING INFORMATION section on the Aircrew Aid Card, and is explained in more detail below:

12.2.1 Spotting Ranges: A spotter can attempt or maintain a tally or visual only if the contact is in range and no spotting prohibitions apply (see 12.2.2.2). Spotting ranges do include altitude differences (see 10.6). Ranges vary with the aircrew quality of the spotter (see 10.5) and the size (see 1.2.1.2) of the contact. A contact must be in range to attempt or to maintain a tally or visual.

12.2.1.1 Determining Spotting Ranges: Use the Spotting Range Chart to determine the spotting range, or the maximum range at which a spotting can occur. Crossgrid the line describing the aircrew quality (see 10.5—the lines also contain, in parenthesis, the name of the crewman making the spotting attempt) with the column describing the contact size. For example, if the crewman is average and the contact is small, the maximum spotting range is "4" hexes. When maintaining a tally or visual the "maximum" line is always used, regardless of the aircrew quality.

12.2.1.2 Spotting Range Modifiers: The line used on the SPOTTING RANGE CHART may be modified by other considerations. Any single modifier will shift the range up or down one line on the chart. For example, starting on the minimum line a "+1" modifier shifts to the normal line or a "−1" modifier starting on the distant line shifts to the normal line, etc. All modifiers are cumulative, but, regardless of the modifiers, the range is never shifted to less than the minimum line or to more than the maximum line. The Advanced Game modifiers (others are covered in optional rules) are:

12.2.1.2.1: If the spotter already has a maintained radar lockon (see 12.3) to the contact there is a "+1" modifier. The same crewman can maintain lockons while attempts are made.

12.2.1.2.2: If the contact is at an altitude level of "9" or above (contrails form readily at higher altitudes) there is a "+1" modifier.

12.2.1.2.3: If the contact has its maneuver setting in a "right" or "left" turn box there is a "+1" modifier.

12.2.2 Spotting Procedure

12.2.2.1 General Spotting Rules: Each aircrew may be individually used to attempt or maintain an unlimited number of tallies and/or visuals during a Turn, unless restricted by spotting prohibitions (see 12.2.2.2).

12.2.2.1.1: All tallies attempted and/or maintained using a single aircrew must be in the same quadrant (see 10.8), but that quadrant may be different from a quadrant containing any visuals. All of an individual crewman's visuals must be in one quadrant and all tallies must be in one quadrant (they may be the same or different quadrants).

12.2.2.1.2: Aircrew in two-seater aircraft may be individually used as spotters in the same or in different quadrants. Anything successfully spotted using one aircrew in a two-seater is automatically considered to also be spotted by the other aircrew on the same aircraft.

12.2.2.1.3: All spotting attempts and/or maintenance using one aircrew are resolved individually, on one contact at a time, in any convenient order.

12.2.2.2 Spotting Prohibitions: In some cases spotting attempts and/or maintenance are not possible, as given below:

12.2.2.2.1: No spotting is possible if the contact is at a lower altitude level and in the spotter's aft quadrant.

12.2.2.2.2: Beam quadrant contacts at equal or lower altitude levels cannot be spotted if the spotter has a turn indicated on its maneuver matrix and the contact is in the quadrant opposite from the direction of the turn. For example, a spotter with a left turn indicated cannot attempt or maintain contacts in its right beam quadrant.

12.2.2.2.3: Pilots may not be used for any aft quadrant spotting unless the aircraft has a bubble canopy (see 1.2.1.4 and see option 19.3 for an exception).

12.2.2.2.4: Aircrew used in attempting lockons may not be used for spotting attempts. An aircrewman used to attempt lockons may still maintain previous visuals and tallies.

12.2.2.2.5: Wingmen pilots in fingertip or route standard formations (see 10.2.2 and 10.2.3) may not attempt and/or maintain tallies. They may attempt and/or maintain visuals.

12.2.2.2.6: Wingmen pilots in trail standard formation (see 10.2.4) may attempt and/or maintain tallies and visuals only in their forward quadrant.

12.2.2.2.7: No spotting is possible if the contact is in the same hex and at a lower altitude than the spotter.

12.2.2.2.8: No spotting is possible if the contact is beyond spotting range (see 12.2.1).

12.2.2.3 Spotting Attempt PK and Resolution: The spotting attempt PK is "10," which applies if the contact is co-altitude in the spotter's front hemisphere or in the same hex. Other situations modify the PK number. Note that spotting in the same hex is a different quadrant from any of the others. If the modified spotting PK number or less is rolled the contact is spotted. The die is rolled once for each individual aircrew's spotting attempt on each individual contact.

12.2.2.4 Spotting PK Modifiers: The following modifiers apply to the spotting PK number.

12.2.2.4.1: A "−4" modifier applies if the contact is in the spotter's rear hemisphere and the spotter has a bubble canopy (see 1.2.1.4) and the spotter does not have a turn maneuver setting.

12.2.2.4.2: A "−2" modifier applies if the contact is in the spotter's rear hemisphere and the spotter has a bubble canopy (see 1.2.1.4) and the spotter does have a turn maneuver setting.

12.2.2.4.3: A "−8" modifier applies if the contact is in the spotter's rear hemisphere and the spotter does not have a bubble canopy (see 1.2.1.4) and the spotter does not have a turn maneuver setting.

12.2.2.4.4: A "−4" modifier applies if the contact is in the spotter's rear hemisphere and the spotter does not have a bubble canopy (see 1.2.1.4) and the spotter does have a turn maneuver setting.

12.2.2.4.5: A "−1" modifier applies for each altitude level difference between the spotter and contact.

12.2.2.5 Spotting Maintenance: Tallies and visuals are automatically maintained unless a spotting prohibition (see 12.2.2.2) applies during a Contact Phase, the contact is eliminated or exits the mapboard or the player wishes to drop (at any time) some or all of them. Unlike lockons (see 12.3.2.1.4), losing a spotting contact never has to occur during an Action Step.

12.2.2.6 Recording Successful Tallies and Visuals: These are recorded using an aircraft's acquisition units in the ACQUISITIONS section of its Aircraft Status Card.

12.2.2.6.1 Recording Visuals: A successful visual is recorded by placing one of the aircraft's acquisition units ("tally" side up) on the visuals track in the box containing the last digit of the identity number of the appropriate friendly aircraft.

12.2.2.6.2 Recording Tallies: A successful tally is recorded by placing one of the aircraft's acquisition units ("tally" side up) on the tallies and lockons track that indicates the enemy flight (first, second, or third—see 9.3.10.1.2 and the individual scenarios to determine the identification of opposing flights) in the box containing the last digit of the identity number of the appropriate enemy aircraft.

12.3 Radar Lockons

A radar lockon is an electronic method of "seeing" an enemy aircraft and is also an essential prerequisite to firing a radar homing missile. The RADAR LOCKON INFORMATION section on the Aircrew Aid Card gives the major information, which is explained in more detail here:

12.3.1 Lockon Range and Radar Cone: Maximum lockon range is anywhere on the mapboard within the spotter's "radar cone." The radar cone for an aircraft is exactly the same as its forward quadrant.

12.3.2 Lockon Procedure: Aircraft with a radar rating (see 1.2.1.3) of "0" do not have effective air-to-air radar and cannot be used for lockons. Aircraft with a radar rating of "1" or above may be used to attempt and/or maintain lockons.

12.3.2.1 General Lockon Rules: All lockon attempts and/or maintenance using an aircrew are resolved individually on one radar contact at a time, in any convenient order.

12.3.2.1.1 Radar Operator Restrictions: In single-seaters, the pilot operates the radar in addition to flying the aircraft. In a two-seater, the second crewman is always considered to be the aircrew operating the radar.

12.3.2.1.1.1: In a single-seater, the pilot may normally be used for spotting or lockon attempts, not both. In fingertip or route standard formation (see 10.2 and 10.3) a wingman pilot may not be used for lockon attempts and/or maintenance.

12.3.2.1.1.2: In a two-seater, the second crewman may be used for spotting or lockon attempts and the pilot may only be used for spotting.

12.3.2.1.2 Number of Lockons: Aircraft with a radar rating (see 1.2.1.3) of "5" or less may be attempted and/or maintain only one lockon per Turn. A maintained lockon would have to be dropped before attempting lockon to a different contact. Aircraft with a radar rating number of "6" or more may be used to attempt and/or maintain an unlimited number of lockons on aircraft within its radar cone.

12.3.2.1.3 Maintaining Tallies: Tally and visual contacts and/or earlier lockons (for aircraft with a radar rating of "6+") are automatically maintained by an aircrewman used to attempt a lockon(s), unless prohibitions apply (see 12.2.2.2 and 12.3.2.1.4).

12.3.2.1.4 Automatic Breaklock—Lockon Prohibitions and Limitations: Breaklock automatically occurs if at any point during an Action Step, as the result of the movement of either the spotter or the radar contact, the radar contact is no longer in the spotter's radar cone, if applicable modifiers would make a lockon impossible (ie., if negative modifiers equal or exceed the aircraft's radar rating number plus positive modifiers), the radar contact is eliminated or exits the mapboard, the aircraft's formation makes lockons impossible (see 13.2.1.1.1) or the player wishes to drop the lockon(s).

12.3.2.2 Lockon Attempt PK: The lockon PK is equal to an aircraft's radar rating. If the modified lockon PK number or less is rolled, a lockon attempt is successful.

12.3.2.3 Lockon Attempt PK Modifiers: If a lockon attempt PK is modified to less than "1," the lockon attempt is automatically a no contact. The following modifiers apply to the lockon PK number:

12.3.2.3.1: A "+1" modifier applies for each altitude level that the radar contact is above the spotter.

12.3.2.3.2: A "−1" modifier applies for each altitude level that the radar contact is below the spotter.

12.3.2.3.3: A "+2" modifier applies if the aircrewman used as the radar operator is experienced (see 10.5).

12.3.2.3.4: A "−1" modifier applies if the aircrewman used as the radar operator is inexperienced (see 10.5).

12.3.2.4 Lockon Maintenance: Lockon maintenance is automatic unless there is an automatic breaklock (see 12.3.2.1.4).

12.3.2.5 Recording Successful Lockons: These are recorded the same as an aircraft's tallies (see 12.2.2.6.2), except that the "lockon" side of an acquisition unit is shown face-up.

12.4 Recording Excess Contacts

The number of acquisition units included in the game is enough for normal needs, but, if an aircraft has more than five tallies, visuals, and/or lockons, any excess can be noted on scratch paper.

13.0 The Advanced Game Move Phases

All Basic Game rules for 6.0 and 7.0 still apply, with the following additions.

13.1 The Advanced Game Flight Decision Steps

There are two different methods that can be used for this step. Players must agree which to use before a game begins.

13.1.1 Initiative Order Flight Decision Steps: The Flight Decision Steps are handled in initiative order just before the aircraft perform their Action Steps, exactly as in the Basic Game (see 6.0). This system is recommended if one or both sides start with no aircraft carrying missiles and/or for smaller games (four or eight total aircraft), although it can be used for any game.

13.1.2 Simultaneous Flight Decision Steps: This is performed as in the Basic Game (see 6.0), except that instead of each aircraft having its Flight Decision Step performed in the order of its initiative, immediately followed by its Action Step, the Flight Decision Step is performed simultaneously for all aircraft. The Aircraft Status Cards should first be temporarily blocked from any opponent's view (use hand and arm or a sheet of card or paper—this is an exception to 4.8.2), then the Flight Decision Steps for all aircraft in the game are secretly and simultaneously performed by all players. The Aircraft Status Cards are again revealed only after all players have completed their Flight Decision Steps. This system is recommended if both sides start with aircraft carrying missiles and/or for larger games (eight or more total aircraft—this system speeds up the play of larger games).

13.2 Advanced Game Aircraft Movement

The following are additional maneuvers that can be performed by aircraft during an Advanced Game Action Step:

13.2.1 Vertical Turns: "Pitchback," "sliceback" and "pirouette" turns are all variations on turns that are made while an aircraft is changing altitude. The pilot is not only using radial "G" to turn the aircraft but is also rolling it in a climb or dive, and the aircraft can be turned in a smaller radius.

13.2.1.1: Subtract one from the turn mode number for each altitude level an aircraft climbs or dives during a Turn. The turn mode number may never be reduced to less than "1." For example, an aircraft with a turn mode of "4" climbs two altitude levels. Its turn mode is modified to "2."

13.2.1.2: Wide, normal and/or tight turns (see 7.1.4.2 and 7.1.4.3) are still possible using the modified turn mode as a reference.

13.2.2 Advanced Maneuvers: All of these "advanced maneuvers" may be started and performed without previously entering any specific number of hexes first (including at the very beginning of movement). Any hexes entered prior to making an advanced maneuver and/or expended while performing an advanced maneuver may not be counted as hexes entered for performing a turning maneuver. The number of hexes that must be entered to complete an advanced maneuver is not affected (as in 13.2.1) by the number of altitude levels changed. Shooting is possible on the completion of an advanced maneuver, but not during its performance. An aircraft may not be used to perform no more than one advanced maneuver per Action Step. These advanced maneuvers are covered in the ADVANCED MANEUVERS section of the Aircrew Aid Card and in more detail below:

13.2.2.1 Barrel Roll Maneuvers: A "barrel roll" can be used to laterally offset an aircraft's position while maintaining its facing. The requirement to make at least one turn during movement (see 7.1.4.1) may be ignored for an aircraft that makes a barrel roll.

13.2.2.1.1 Barrel Roll Prerequisites: A barrel roll maneuver may only be performed if all of the following apply:

13.2.2.1.1.1: The maneuver setting must be "level right" or "level left."

13.2.2.1.1.2: The aircraft must have at least five hexes of speed remaining when a barrel roll maneuver is performed.

13.2.2.1.1.3: No aircraft may be located in the hex between the one where the maneuver ends and the hex in which it begins if it is one altitude level above that of the maneuvering aircraft.

13.2.2.1.2 Barrel Roll Performance Procedure: The aircraft is moved diagonally forward two hexes to either the right or left (regardless of the maneuver setting), while maintaining its original facing (see the diagram on the Aircrew Aid Card).

13.2.2.1.3 Barrel Roll Speed Use and Speed Loss: A barrel roll maneuver expends five speed to perform. A speed loss of "−1" is recorded (see 13.2.2.4) for a barrel roll maneuver unless the aircraft's throttle setting is "AB" (in which case there is no speed loss).

13.2.2.2 Split "S" Maneuvers: A "split 's'" is a half-loop, beginning by rolling inverted and reversing direction in a dive. An aircraft emerges from a split "s" in a reciprocal heading at faster speed and lower altitude. It is used to rapidly reverse facing 180 degrees.

13.2.2.2.1 Split "S" Prerequisites: A split "s" maneuver may only be performed if all of the following apply:

13.2.2.2.1.1: The throttle setting must be "IDLE."

13.2.2.2.1.2: The maneuver setting must be dived at least four altitude levels if its speed (prior to ACCELERATION CHART adjustment during the Flight Decision Phase) is "7" or more and must be dived at least two altitude levels if its speed is less than "7."

13.2.2.2.1.3: The aircraft must have at least five hexes of speed remaining when a split "s" maneuver is performed.

13.2.2.2.2 Split "S" Performance Procedure: The aircraft's facing is rotated three hexsides (180 degrees) in the hex.

13.2.2.2.3 Split "S" Speed Use and Speed Gain: A split "s" maneuver expends five speed to perform. A speed gain of "+1" (if the "6" or less) or "+2" (if the speed is "7+") is recorded at the end of the aircraft's Action Step for a split "s" maneuver.

13.2.2.3 Immelmann Maneuvers: An "Immelmann" (named after Max Immelmann, a German WWI ace) is, like a split "s", also a half-loop, but in the opposite (climbing) direction. The aircraft pulls up until a reciprocal heading is achieved, then rolls wings level at a higher altitude and slower speed.

13.2.2.3.1 Immelmann Prerequisites: An Immelmann maneuver may only be performed if all of the following apply:

13.2.2.3.1.1: The throttle setting must be "AB," if the aircraft has an afterburner, and "MIL," if the aircraft does not have afterburner.

13.2.2.3.1.2: The maneuver setting must be "climb ahead." The aircraft must be climbed at least three altitude levels.

13.2.2.3.1.3: The aircraft must have at least seven hexes of speed remaining when an Immelmann maneuver is performed.

13.2.2.3.2 Immelmann Speed Use and Speed Loss: An Immelmann maneuver expends seven speed to perform. A speed loss of "−3" is recorded (see 13.2.2.4) for an Immelmann maneuver.

13.2.2.3.3 Immelmann Performance Procedure: The aircraft's facing is rotated three hexsides (180 degrees) in the hex.

13.2.2.4 Recording Advanced Maneuver Speed Loss and Gain: Speed losses and/or gains from advanced maneuvers (see 13.2.2.1.3, 13.2.2.2.3 and 13.2.2.3.3) are recorded after all of the aircraft's movements and combats are completed, the same as with turning maneuver speed losses (see 7.1.4.3.4), except that advanced maneuver speed losses are cumulative with any speed loss resulting from turning maneuvers. For example, if an aircraft lost "−2" speeds from performing a tight turn or turns and also lost "−1" speed from performing a barrel roll, its net speed loss is "−3." See 7.1.4.3.5 for handling any excessive speed losses that may result from this.

13.2.3 Mapboard Edges—Advanced Game Exiting

The players are supposed to be contesting the mapboard's airspace and, normally, aircraft should be kept within the mapboard's confines. However, to prevent unrealistic use of the mapboard's edges as "the end of the world" to restrict maneuver and firing opportunities, mapboard edges may be shifted when necessary as an emergency expedient to keep aircraft on the hex grid. After a shift, as soon as possible and as maneuvers allow, later shifts should be made to return border units (and all other on-board units) to their actual positions.

13.2.3.1 Border Units—Compensating Shifts: Take any four extra units and place one in each of the mapboard's corner hexes. These are now "border units" and are used to show the outline of the mapboard's edges when shifts occur.

13.2.3.1.1: Aircraft still exit the mapboard as in rule 7.1.5, although edge hexes may be defined by shifted border units rather than the actual mapboard edge. To exit an aircraft, the controlling player must both move the aircraft so as to exit and announce that the aircraft is exiting.

13.2.3.1.2: If an aircraft is moved to leave the mapboard's hex grid but the controlling player does not announce that it is exiting, all mapboard units (including the border units) are shifted in the same convenient direction and number of hexes to compensate and allow the aircraft to remain on the hex grid.

13.2.3.1.3: No shifts may be made that will place any aircraft in or facing an adjacent hex where terrain altitude exceeds the aircraft's altitude. If a mutually agreeable direction and distance cannot be determined, let competitive die rolls decide.

13.2.3.1.4: If no possible shift can keep all aircraft on the mapboard, no shift is made and the aircraft that did not wish to exit will have to do so.

13.2.4 New Mapboard Edges: A shift may force some border units off the maboard, but the others will remain to delineate the original mapboard edges.

13.3 Autospot

"Autospot" is a special type of visual spotting which is allowed and performed during an aircraft's Action Step movement. This consists of allowing an aircraft to make (with some help) an automatic tally while moving.

13.3.1 Autospot Prerequisites: An aircraft used to autospot must be moved at least one hex and have the following prerequisites apply: An aircraft used to autospot must have one of the following "helpers" in order to do so:

13.3.1.1.1: A controller (see 10.4—specified in the scenario).

13.3.1.1.2: Another aircraft of its formation that has both a visual on the autospotting aircraft and a tally and/or lockon to the contact.

13.3.1.1.3: Its own lockon to the contact.

13.3.1.2: The autospot aircraft must be co-altitude with or one altitude level below the contact.

13.3.1.3: The contact must remain in the target's forward quadrant during the entire movement prior to the autospot. There may be no applicable formation restrictions on the autospot aircraft regarding visual spotting (as in 10.2.2 and 10.2.3).

13.3.1.4: An aircraft may be used to autospot only one contact per Action Step. An aircraft of the same formation used as a "helper" (see 13.3.1.1.2) may not itself be used to autospot during the same Action Step.

13.3.2 Autospot Procedure: The controlling player announces that an autospot is in progress, the contact and the prerequisites being used. The autospot aircraft is then moved until within at least maximum spotting range of the contact at which point an automatic successful tally is gained (the spotter may also simultaneously lose contact on other tallies in another quadrant if 12.2.2.1.1 applies).

13.4 Advanced Game Combat

Advanced Game combat is handled much the same as Basic Game combat (see 7.2), with some modifications (see 13.4.1), and, for gunnery and HN and HW missiles, some additional prerequisites and modifiers (see 13.4.2 and 13.4.3) plus some new ordnance types. NOTE: The red and black dots on the tally/lockon sides of the acquisition units correspond to the same color on the ammunition units to show the type of acquisition normally (there are exceptions) required to shoot that type of ordnance.

13.4.1 Advanced Game Shots Allowed Per Aircraft: Although an aircraft can still shoot once per hex entered during an Action Step (see 7.2.1.2), in the Advanced Game, the maximum total number of shots that one aircraft can be used to make during one Action Step is limited by the best aircrewman on the aircraft, as follows:

13.4.1.1 Experienced Shooter: Three shots maximum total. These may be any type or combination of shots of shots.

13.4.1.2 Average Shooter: Two shots maximum total. These may be any type or combination of types of shots.

13.4.1.3 Inexperienced Shooter: One shot of any type maximum.

13.4.2 Advanced Game Gunnery: The Basic Game gunnery rules and prerequisites (see 7.2.2.1) all still apply, in addition, the shooter must have a tally or a lockon to the target in order to shoot. Gunnery may cause damage instead of elimination (see 10.7.2). In the Advanced Game, the following modifiers are added to the Basic Game gunnery PK modifiers list (see 7.2.2.2.4):

13.4.2.1: A "+2" modifier applies if the shooter has a lockon to the target. This modifier also cancels the "−1" modifier that applies for external guns (see 7.2.2.2.4.1).

13.4.2.2: A "−2" modifier applies if the target has a tally or lockon to the shooter. This modifier also applies if the target does not have a tally or lockon to the shooter, but another aircraft in the target's formation (having a visual on the target) does.

13.4.2.3: A "+2" modifier applies if the shooter's pilot is experienced.

13.4.2.4: A "−1" modifier applies if the shooter's pilot is inexperienced.

13.4.3 Advanced Game Heat Seeking Missiles

13.4.3.1 Advanced Game Heat Seeking Missile Prerequisites: All of the Basic Game heat-seeking missile rules and prerequisites (see 7.2.3.1—also see 13.4.4.1 for exceptions for HA missiles) still apply for HN and HW missiles. To use the "R" and "L" HW Diagram hexes, see option 18.8.1. In addition, in the Advanced Game, the following prerequisites must also be met:

13.4.3.1.1: The shooter must have a tally (tally or lockon for HA missiles) to the target in order to shoot.

13.4.3.1.2: The shooter's altitude difference from the target may not exceed its lateral (hex) range.

13.4.3.2 Heat Seeking Missile Hits: Heat seeking missile hits may cause damage instead of elimination (see 10.7.3).

13.4.3.3 The Advanced Game Heat Seeking Missile PK Modifiers: The Basic Game modifiers (see 7.2.3.2.2.2) apply to all Heat Seeking Missiles, including the HA (see 13.4.4). Two new Advanced Game modifiers are added:

13.4.3.3.1: A "−2" modifier applies if the target has a tally or lockon to the shooter. This modifier also applies if the target does not have a tally or lockon to the shooter, but another aircraft in the target's formation (which also has a visual on the target) does.

13.4.3.3.2: A "−2" modifier applies if the target is "2" or less altitude levels above the terrain altitude level in its hex.

13.4.4 Firing HA Missiles: The major information for shooting an aircraft's All Aspect Heat Seeking missiles ("HA") is given on the HEAT SEEKING (INFRA-RED) MISSILE COMBAT section on the Aircrew Aid Card, but is explained in more detail here.

13.4.4.1 Firing HA Missile Prerequisites: These are exactly the same as for HN and HW missiles (see 7.2.3.1) except that the shooter does not have to be in a hex located in the target's rear hemisphere. It is possible to shoot HA missiles from the target's front or rear hemispheres. Also, HA missiles can be shot if there is a tally or lockon to the target.

13.4.4.2 Firing HA Missile Procedure: The HA Diagram shows the only hexes in relation to a target from which these missiles may be shot. Note the "no fire zone" hexes on the diagram—HA missiles may not be shot from these hexes. Each area on the diagram contains the basic missile PK number for a missile shot from any of the hexes in that area. Combat resolution is the same as for HN and HW missiles—see 7.2.3.2.3.

13.4.5 Firing Radar Homing Missiles

Two types of radar homing missiles are used, Rear Hemisphere Radar Homing ("RR") and All Aspect Radar Homing ("RA") missiles. The major information for shooting an aircraft's RR and RA missiles is given on the RADAR HOMING (SEMI-ACTIVE) MISSILE COMBAT section on the Aircrew Aid Card, but is explained in more detail here.

13.4.5.1 Firing Radar Homing Missile Prerequisites: For both RA and RR missiles, the target must be in a hex located in the shooter's forward quadrant (=radar cone) and the shooter must have a lockon to the target and be able to maintain that lockon ("lockon maintenance") for a number of hexes of movement after a radar homing missile is shot (see 13.4.5.3). To shoot a RR missile, the shooter must be in the target's aft quadrant. RA missiles may be shot from any location except from the same hex as the target if the range is right. Range is figured from the hex where the missile is shot, not from the location after the additional hex or hexes of lockon maintenance movement.

13.4.5.2 Radar Homing Missile Ranges: Altitude differences are considered when counting ranges for radar homing missiles.

13.4.5.2.1: Both RA and RR missiles have minimum ranges depending on the target quadrant occupied by the shooter. No radar homing missile may be shot at a target that is not at least two hexes range in the target's aft quadrant, three hexes range in the target's beam quadrants or four hexes range in the target's forward quadrant.

13.4.5.2.2: RA missiles have a maximum range of "15" and RR missiles have a maximum range of "10," although these can vary depending on the shooter's quadrant location (see the Hit Points Chart—shots are not possible at ranges where no hit point numbers appear).

13.4.5.3 Lockon Maintenance After Shooting: When a radar homing missile is shot, when must then be immediately moved into a number of additional hexes to perform "lockon maintenance" to demonstrate that the lockon continues long enough to "guide" the missile to the target. EXCEPTION: If an aircraft expends all movement in changing altitude (see 7.1.1.2 and 7.2.1.2) a radar homing missile may be fired without the need for any lockon maintenance movement.

13.4.5.3.1: These additional hexes do not have to be in a straight line. This means that an aircraft must have at least the required number of hexes of movement remaining when shooting a radar homing missile. No other shots of any kind may be made while the shooter is moved into these lockon maintenance hexes.

13.4.5.3.2: The number of lockon maintenance hexes that the shooter must be moved after a radar homing missile is shot depends on the shooter's quadrant location in relation to the target and is three hexes from the forward quadrant, two hexes from a beam quadrant and one hex from the aft quadrant.

13.4.5.4 Firing Radar Homing Missiles Procedure: Finding a radar homing missile's PK is a three-step procedure; first, the hit point must be found, second the hit point must be modified, and third the modified hit point must be converted to a PK number.

13.4.5.4.1 Finding the Hit Point: On the Hit Points Chart find the line on the left showing the range from the shooter to the target. Crossgrid this line with the column showing the quadrant with reference to the target in which the missile is shot. The number found is the "hit point" number. For example, if the range is "6" and the shooter is in one of the target's beam quadrants (right or left—it makes no difference), the hit point is "2."

13.4.5.4.2 Hit Point Modifiers: The following modifiers apply to the hit point number. If more than one modifier applies, they are cumulative.

13.4.5.4.2.1: Add the shooter's radar rating number to the hit point number.

13.4.5.4.2.2: Comparing the shooter's and target's altitude levels, subtract the lower from the higher to find the difference. Add this altitude difference to the hit point number if the shooter is at a lower altitude than the target. Subtract this altitude difference to the hit point number if the shooter is at a higher altitude than the target.

13.4.5.4.2.3: Comparing the shooter's and target's speeds, subtract the slower from the faster to find the difference. Add this speed difference to the hit point number if the shooter is faster than the target. Subtract this speed difference from the hit point number if the shooter is slower than the target.

13.4.5.4.2.4: A "−6" modifier applies if the target maneuver matrix setting is anything except "level ahead."

13.4.5.4.2.5: A "−4" modifier applies if the target has a tally or lockon to the shooter. This modifier also applies if the target does not have a tally or lockon to the shooter, but another aircraft in the target's formation (which also has a visual on the target) does.

13.4.5.4.3 Finding the Radar Missile PK Number: The Radar Homing Missile PK Chart is used to find the PK number. Simply crossgrid the modified hit point number with the Missile PK column to find the PK number.

13.4.5.5 Radar Homing Missile Combat Resolution: If the PK number or less is rolled, the target is hit. See rule 10.7.4 to determine if the hit eliminates the target or damages it.

13.4.6 Firing Rockets: "Rockets" are unguided air-to-air rockets that were in use during the 1950s and early 1960s. They were small and numerous and were fired in volleys to compensate for their lack of accuracy. A "shot" with rockets actually represents a volley of 10—16 rockets.

13.4.6.1 Firing Rockets Prerequisites: The shooter must have a tally or lockon to the taget and be directly behind the target at a range of exactly two hexes (including altitude differences).

13.4.6.2 The Rocket PK, PK Modifier and Combat Resolution: When a rocket shot is fired the PK is "3". A rocket PK modifier of "−1" applies if the target is turning and/or changing altitude. A hit always eliminates the target (see 10.7).

13.4.7 Firing Genie: "Genie" is a large U.S.A.F. nuclear rocket first deployed in 1958. As far as can be determined, the weapon has been deployed only for air defense in North America by the United States and Canada. To get a "hit" only requires that the rocket explode within about 300 meters of the target. Non-nuclear practice versions with conventional warheads are also available.

13.4.7.1 Firing Genie Prerequisites: The shooter must have a tally or lockon to the target and be directly ahead or behind the target at a range of from five to eight hexes (including altitude differences).

13.4.7.2 The Genie PK and Combat Resolution: When a genie shot is fired the PK is always "8", with no modifiers. A hit always eliminates the target (see 10.7).

14.0 The Advanced Game Turn Record/Victory Determination Phase

Victory determination, as in the Basic Game, is performed only at the end of the Turn. However, if Turns are being recorded, advance the Turn unit (see 9.3.11) one box in its altitude track at the conclusion of every Turn. The victory points gained for opposing aircraft eliminated, damaged and/or for other reasons vary and are given in the individual scenarios (see 23.7 for additional explanations of these victory points). The side with the most victory points when the last aircraft leaves the mapboard wins. If victory points are equal the game is a "draw."

THE OPTIONAL RULES

Introduction to the Optional Rules

The Advanced Game Rules should be mastered before trying any of the Optional Rules. The Optional Rules are just that—optional—they can be added to the game in any combination to suit the player's tastes. Each Optional Rule adds greater scope and detail as well as additional complexity to the play of the game. Some Optional Rules are required to use certain units and are not necessary if those units are not used. Most Optional Rules simply add to the Basic and Advanced Game Rules, which all still apply unless otherwise stated.

15.0 Environmental Options

The environment of the sky effects air combat. The primary effect is on spotting, but factors such as the sun can influence tactics. Setup for all environments is included in the Scenario section of this MANUAL.

15.1 Line of Sight

A "line of sight" must be determined to use the sun and cloud environmental rules (also option 18.4). To determine the line of sight between two aircraft, run a straight edge (card ruler, stretched rubber band, etc.) through the centers of the two aircraft's hexes. If this line of sight passes through or can be extended to any part of an environment hex (including hexsides), the environment may have significant.

15.2 The Sun

Sun angle (its location in the sky) is one of the most important tactical considerations in air combat. See 23.6.1 for Sun setup.

15.2.1 Sun Terminology: Extend a line of sight between two aircraft to the mapboard edge containing the sun zone. When a line of sight runs into a sun zone hex, the aircraft closer to the sun zone is "upsun" and the aircraft farther away from the sun zone is "downsun." If the upsun aircraft is also higher than the down-sun aircraft, the following rules apply:

15.2.2 Sun Effects on Spotting: Any spotting attempt on an upsun aircraft is an automatic no contact. Any spotting maintenance on an upsun aircraft is an automatic lost contact.

15.2.3 Sun Effects on Heat Seeking Missiles: Any heat seeking missile will automatically miss an upsun aircraft.

15.3 Clouds

Clouds act as opaque layers through which aircraft can fly freely but which block vision. Clouds effect only spotting. Any hex and altitude level covered by cloud is defined to be a "cloud hex." See 23.6.2 for cloud setup.

15.3.1 Spotting in Clouds: Spotting is ignored for lockons but spotting attempts and/or maintenance by an aircraft in a cloud hex are confined to that hex, co-altitude. Targets in cloud hexes cannot be spotted or tallies or visuals with them maintained from other hexes.

15.3.2 Spotting Through Clouds: For two aircraft not in cloud hexes, if a line of sight between their hexes goes through a cloud hex and any altitude level or levels of that cloud hex lies between the altitude levels of the aircraft, the aircraft may not attempt to spot each other and they automatically lose contact if there were any previous tallies or visuals.

15.3.3 Contact Between Cloud and Spotter: If a line of sight shows that a contact is between a spotter and a cloud hex (the aircraft is easier to see outlined against a cloud), there is a "+1" modifier to the spotting range.

15.4 Haze Layer

Haze decreases spotting ranges. See 23.6.3 for haze layer setup. There is a "−1" modifier to spotting range for any spotter that is located in a haze layer.

15.5 Night

Night scenarios will obviously never include the sun (option 15.2) and haze (option 15.4) would have no additional effect but they may include clouds (option 15.3). It is suggested that players of night scenarios restrict the aircraft selections to those with radar rating numbers of "3" or above, and preferably larger, as they may never find each other. It also helps if one or both sides have a controller. Visibility is very restricted at night so lockons assume an increased importance.

15.5.1 Night Formations: Formations that can be used at night are restricted to fingertip, route or trail.

15.5.2 Night Spotting Range: Regardless of modifiers, night spotting range can never exceed minimum spotting range.

16.0 Limited Intelligence Options

As in most simulation games, the players generally know far more about their opponents than would be known by their real-life counterparts. The two rules below provide different methods to remedy this situation.

16.1 Bogeys

This is the easiest rule to implement and causes the least change in how the game is played. In scenarios where the players are free to select their own aircraft (see 26.0) or where there are two or more types of aircraft present on a side, the opponent does not necessarily know exactly what he is facing or where the main threat is at the start of a game.

16.1.1 Bogey Setup: Each player takes a set of one color of bogey units for use. The players secretly select the aircraft they plan to use (if unknown to the opponent) and, on a sheet of scrap paper, secretly write down which bogey units represent which of their aircraft units. If there are less than eight aircraft units on a side, the excess bogey units may be designated as "phony" on the paper. Phony bogey units may be used only if the other side does not have a controller. When the game starts the aircraft are kept out of sight and all the bogey units are placed on the mapboard. NOTE: When bogey units are used for this purpose, any other spare units may be used for the purposes of rule 7.1.6.

16.1.2 Bogey Use: The bogey units remain on the mapboard until they are successfully tallied by an enemy aircraft. As a bogey unit is tallied it is removed from the mapboard and replaced by the aircraft unit which it represented. Phony bogey units must be permanently removed as soon as a lockon or tally is achieved on them. NOTE: Because an aircraft's size is important in spotting, it is necessary to inform the opponent of the size (give any desired size for phony bogeys) of the aircraft represented by the bogeys, and, if F-4s or United States F-15s are used it may be necessary to inform an opponent when these are at "MIL" throttle (see option 19.1.2)).

16.2 The Umpired Game

This option requires the services of an extra person who plays for neither side, but serves as "umpire" to run the mapboard, determines the scenario, etc. If a new scenario is designed (see 26.0), the opposing players are not even aware of the size or quality of each other's forces.

16.2.1 Game Setup: The umpire sets up the mapboard, determines the scenario, etc. If a new scenario is designed (see 26.0), the opposing players are not even aware of the size or quality of each other's forces.

16.2.1.1: Separate the players so that they are out of sight of each other. Each player needs a copy of the game and the umpire needs another copy. All copies should be setup identically. This option works very well if all participants have a copy at home and the game is played by telephone. The umpire's copy of the game displays all information and units for both sides. The player's copies display only their own units plus any information about other units that the umpire supplies.

16.2.1.2: At the start of the game the locations of all enemy aircraft should not be known to the players, unless they have a controller. A side with a controller should be given the locations of the enemy aircraft as "bogeys."

16.2.1.3: If there are two or more players on a side, they do not have to be too well-coordinated. For example, telling a fighter-bomber commander that his escort is expected on the NW mapboard edge on Turn 3 or 4 is enough. Not informing the players who else is on their side keeps the players from discussing the game and forces communication through the umpire (see 16.2.4).

16.2.2 Umpired Sighting: The game is played normally, although all information must go through the umpire. For sides without a controller, all enemy aircraft positions are totally unknown unless tallied or a radar lockon is achieved. Information about enemy aircraft is reported to the appropriate players by the umpire. Only the umpire always knows where all aircraft of both sides are located. Acquisitions are handled normally, except that players without a controller may not even know what quadrant or quadrants they should be searching and the umpire handles all die rolls and reports back to the players only that something is "seen" or not. A player without a controller who gets back a report from the umpire that nothing was seen in a particular quadrant searched by the player can never be sure if there is nothing there or if the spotting or lockon attempt just failed. The umpire should give players information based on the following guidelines:

16.2.2.1: For enemy aircraft known only to a side's controller, for all successful lockons and/or for all tallies at distant or maximum spotting ranges the umpire should tell the tallying player that they are within visual or radar range and identify by aircraft type, if in a "bogey located in whatever hex, at whatever altitude and facing in whatever direction." In multi-player games, the players should be informed if the aircraft is "friend" or "foe." The players can place bogey units on their own mapboards to keep track of these contacts. As the information is updated the player should be able to get an idea of the bogey's speed, altitude changes and maneuvers.

16.2.2.2: For tallied enemy aircraft at minimum or normal spotting ranges, the umpire should tell the tallying player everything about the aircraft—type aircraft, if it is loaded, the position of its units on its Aircraft Status Card (EXCEPTION: never reveal the aircraft's fuel or ammunition track information or its aircrew quality), if it is damaged (see 16.2.3 for what to report), etc.

16.2.2.3: If option 18.3 is used, the umpire should let a side with a controller know the locations and altitudes multi-Turn range radar missile units. A side without a controller should just be told that "missiles are flying"—an aircraft with radar may "detect" a radar missile unit in its radar cone using the usual lockon procedure, modifiers and die roll (although this is not a lockon, only a detection of the radar missile unit's position, altitude and facing) and AL missiles (but not AM missiles) may be tallied the same as small aircraft.

16.2.2.4: For lockon attempts using aircraft whose radar rating is "5" or less (may attempt only one lockon) and which have no controller (unsure that anything lies in their radar cone), the umpire should make the die roll against the aircraft against which there is the best (considering all modifiers) chance of achieving a lockon (if the chances of a lockon are equally good against more than one aircraft, the umpire should pick the one that is laterally the closest or randomly use a die roll to decide).

16.2.3 Umpire Damage Reports: It is pretty obvious when an aircraft is eliminated, so the umpire should inform players when this occurs. Bailouts (see Option 20.6.2) should also be reported. Damage is often less obvious (even a hole in an aircraft doesn't necessarily mean anything especially vital was hit and even fires can be extinguished), so the umpire should keep the players guessing as to whether their shot caused serious damage or was a clean miss. If option 18.5 is used, the shooter can be informed that damage was caused, if at minimum range, but not the type of damage.

16.2.4 Communications: If the game is multi-player, the players on a side may communicate only through the umpire. Players may write messages during the Entry Phase of a Turn, give them to the umpire and the umpire delivers them during the Entry Phase of the next Turn. NOTE: This same system may also be used in multi-player games without an umpire by not allowing the players to talk among themselves and delivering the messages themselves.

16.2.5 Play by Mail Games System: Players who wish to play FLIGHT LEADER by mail should use an umpire, the umpired game rules and the following systems to speed up play (each Turn using this system requires only two exchanges of mail—the umpire should establish mailing dates for all returns):

16.2.5.1: The first exchange of mail per Turn should be the players simultaneously sending the umpire their acquisition attempts and maintenance, followed by the umpire determining their successes and sending the contact information back to all of the players.

16.2.5.2: Use options 18.2.1.2 and 18.2.2. In this way, the second exchange of mail per Turn has all players simultaneously sending in their moving and shooting instructions. The umpire resolves the combat and sends the results back to all players. For clarity, when players send in their information, they should also include each of their aircraft's final speeds and altitudes so that this can be checked and, if necessary, corrected by the umpire and the umpire's replies to each player should include pertinent information on the movements of contacts and bogeys, etc.

17.0 Aircraft Movement Options

17.1 VIFF Maneuvers

"VIFF" (vectoring in forward flight) is limited to the various versions of the Harrier (Hrrier—units 491-494) due to its capability to vector thrust with its moveable engine nozzles. The YAK 38 FORGER is unable to do this due to having fixed nozzles. The engine nozzles are rotated from an aft-pointing position to a downward-pointing position, which ceases forward thrust and initiates "lift" or upward thrust. The result is an almost instantaneous deceleration forward with a slight climb to "spit out" a pursuing fighter ahead of the Harrier into heat seeking missile parameters. A VIFF maneuver is simulated by allowing a Harrier to reduce speed by up to an extra four levels during its Flight Decision Step. It may not be in an "IDLE" throttle setting when this is done.

17.2 Jettisoning

An aircraft may jettison all or most of its "stores" (extra fuel tanks, missiles, rockets or genies, bombs, etc.) if the player announces that this is being done at the start of a Flight Decision Step (before anything else is done). Anything jettisoned may no longer be used.

17.2.1: External guns, countermeasures and/or reconnaissance pods are never (can't be) jettisoned. All or any of other stores can be jettisoned as desired.

17.2.2: Loaded fighter-bombers may jettison their bomb load. If they do jettison their bomb load, they are no longer considered to be loaded. If an undamaged fighter-bombers jettisons its bomb load, this gives the opposition the same victory points as if those same aircraft had penalty exited (see 23.7.3).

17.3 Achieving Maximum Speed

An aircraft may exceed a maximum speed of "15" only if the aircraft has a maximum speed in excess of "15" and is identified as being "clean" in the scenario, in the Aircraft Information Lists (21.0) or if the aircraft jettisons (see 17.2) all its stores to become "clean." An aircraft carrying external gun, countermeasure and/or reconnaissance pods may not jettison them and is never considered to be "clean."

17.4 Accumulated Movement

If players wish to keep a written note, the hexes moved straight forward by an aircraft at the end of one Action Step may be applied by the same aircraft to making turning maneuvers at the start of the next Action Step (at whatever the aircraft's turn mode is during the next Action Step).

17.5 The "Q" Factor—Low Altitude Speeds

An aircraft's "Q" factor, which is a measure of its tolerance of "g" loading and aerial friction in the denser air close to the ground, seriously limits the speeds of jet aircraft at lower altitudes. Aircraft maximum speeds actually vary at all altitudes, but this is most noticeable and has the greatest effect on the game when close to the ground. In the game, consider the "Q" factor to be operable to reduce aircraft maximum speeds at low altitudes. Low altitudes, for the purposes of this rule, are considered to be from "0" to "3" altitude levels.

17.5.1 Subsonic Low Altitude Speed Reductions: At low altitudes, for aircraft incapable of supersonic speeds (including loaded aircraft whose maximum speed—see 10.3.2—is reduced to subsonic), maximum speed is reduced by "−1" if the aircraft's primary use (see 21.1.10 and the Aircraft Lists—this information is not given in the scenarios) is "EW," "FB" or "MR" or by "−2" if the aircraft has any other primary use.

17.5.2 Supersonic Low Altitude Speed Reductions: For aircraft capable of supersonic speeds, maximum speeds at low altitudes are reduced as follows:

17.5.2.1: For "clean" (see 17.3) supersonic aircraft, the aircraft's maximum speed is reduced to half (round up) of its normal maximum speed or to a speed of "9," whichever is larger.

17.5.2.2: For supersonic aircraft that are not "clean," the aircraft's maximum speed is reduced to half (round up) of its normal maximum speed minus one or to a speed of "8," whichever is larger.

17.5.2.3: The maximum speed determined for 17.5.2.1 or 17.5.2.2 is reduced "−1" if the aircraft's primary use is anything but "EW," "FB" or "MR."

17.5.3 Exceeding Low Altitude Speed Restrictions: For each aircraft that exceeds its maximum speed at low altitude, the die is rolled once at the start of the aircraft's Action Step (prior to movement) to see what the "stress" does to the aircraft. If the modified die roll is "7" or more, the aircraft is eliminated—otherwise, the aircraft may be moved normally. A modifier of "+1" applies to this die roll per speed level by which the aircraft exceeds its low altitude maximum speed.

17.6 Impulse Movement

This option takes a considerable amount of extra time to use and is suggested only for smaller games. When used, an aircraft's movement is broken down into twenty fractional segments called "impulses." Use of this option changes a number of normal Move Phase (other phases are performed normally) rules and changes the manner in which other rules are implemented, as follows:

17.6.1 Impulse Movement Flight Decision Steps: This is performed for all aircraft simultaneously, as in 13.1.2, but only the throttle setting, fuel use and maneuver setting are recorded for each aircraft. All other Aircraft Status Card changes normally performed during a Flight Decision Step are performed during an Action Step.

17.6.2 Aircraft Speeds: All aircraft use the speeds currently recorded on their speed tracks for movement during an Action Step and this determines the aircraft's turn mode for an Action Step. All speed changes (including those found on the ACCELERATION CHART) are performed at the conclusion of an Action Step.

17.6.3 Altitude Changes: A player decides to make altitude changes for an aircraft during any impulse or impulses during the aircraft's movement.

17.6.3.1: An aircraft with a "dive" maneuver setting may only be dived and an aircraft with a "climb" maneuver setting may only be climb during an Action Step. An aircraft with a "level" setting may make no altitude changes during an Action Step.

17.6.3.2: An aircraft with a "climb" or "dive" setting must be used to make at least one appropriate altitude level change at some time during its movement.

17.6.3.3: No more than six altitude level (no more altitude level changes than speed levels available, if speed is less than six) changes may be made per aircraft per Turn.

17.6.3.4: As each altitude level change is made, it is immediately recorded on the aircraft's altitude track and altitude tracks.

17.6.4 Impulses: The IMPULSE CHART on the Aircrew Aid Card is used to determine exactly when during an Action Step an aircraft is moved. Look at the line containing the aircraft's speed on the chart. The impulse columns containing the letter "M" are the impulses when the aircraft is moved. For example, an aircraft at a speed of "5" is moved in impulses 4, 8, 12, 16 and 20. Written notes are useful for remembering how many hexes have been moved toward the completion of a maneuver, how many times an aircraft has shot, etc.

17.6.4.1 When to Move: Aircraft are moved only during the impulses determined by their speed. All aircraft to be moved during the same impulse are handled before any aircraft to be moved during the next impulse are moved, etc.

17.6.4.2 How to Move: During any one impulse, an aircraft moving during that impulse is either moved into one new hex or has its altitude changed by one altitude level. If an aircraft is moved the proper number of hexes and/or makes the proper total number of altitude changes to complete a maneuver (advanced maneuvers may also require particular maneuver and throttle settings—see 13.2.2), the maneuver (including any facing change) is made during the impulse that the requirements are completed. NOTE: For barrel roll maneuvers, the first hex is entered after three lateral movement speeds are expended and the second hex is entered after all five lateral movement speeds are expended.

17.6.4.3 Impulse Shooting: An aircraft may be used to shoot once each new hex is entered or as a new altitude level is reached, up to the limits in 13.4.1.

17.6.4.4 Order of Movement: Aircraft to be moved during the same impulse are moved in their initiative order.

17.6.4.5 Radar Missile Movement: If option 18.3 is used, radar missile units are moved the same as aircraft but using their own movement rules and the following changes:

17.6.4.5.1: On a launch Turn, a radar missile unit is moved every impulse up to the number of impulses left at the time of launch. AM missiles with a LOCK profile must be able to impact during the launch Turn or they are eliminated.

17.6.4.5.2: AM missiles with a PROGRAMMED profile that expend less than 20 speed during their launch Turn may "carry over" any speed that was not expended during their launch Turn, up to a maximum of "10" unused speed, for use during the radar missile unit's second Turn on the mapboard.

17.6.4.5.3: AL missiles may both enter a hex and change an altitude level during the same impulse.

17.6.5 Speed Loss/Gain at the End of an Action Step: After all aircraft have completed their Action Steps, all players simultaneously record their aircrafts' new speeds using the ACCELERATION CHART plus all speed losses/gains caused by maneuvers (figured normally).

17.7 Recording the Final Turn

After movement with an aircraft has been finished, if its last turn was in the opposite direction than shown on its maneuver matrix, adjust its maneuver setting unit to show the direction of that last turn. For example, if an aircraft's maneuver setting shows "dive left," but the aircraft's last turn was to the right, the maneuver setting unit should be moved to the "dive right" box.

17.8 Use of Plot Sheets

Copies or facsimiles of the Plot Sheet found on the back page of this MANUAL can be used as an alternative to using the Aircraft Status Cards to record flight information. If Plot Sheets are used, the only status units required for play are the initiative units. When Plot Sheets are used, the information is written (in pencil, to allow for erasing) on the sheets using the abbreviations shown, below, in the filled-in example below:

TYPE/ID: F-104G #291AIRCREW: Av
TURN/ACL: ClnCAN/RAD/CM: +44
SP/ALT: 15/17ARRIVAL: Turn 1, C10, NE
AMMO: Icn: 6, ll · Hw: 4DAMAGE: ...Engine — no AB
TALLIES: 853 884VISUALS:
TURNTHFLMVRADJMVRALTCHALTSPADJSP
SET UPID25A89
1ML24R6SE3+19109
2AB22A+41310—
3ML21LR−310119
4AB19R−191311
5ML18R09119

NOTES ON USING PLOT SHEETS: Each Plot Sheet copy has two forms to be filled-in and each form can be used to control one aircraft. Other material on the Plot Sheet concerns abbreviations to use and charts for reference to replace those on the Aircraft Status Cards.

17.8.1: Most of the information at the top of a form can be copied from the aircraft units and the aircraft lists. Other spaces (ie., "Arrival" and "Damage") are handy for recording information that previously had to go on scratch paper.

17.8.2: The "ADJMVR" ("Adjusted Maneuver") column is used only if option 17.7 is used and the aircraft's last turn is different from its "MVR" ("Maneuver"—the aircraft's maneuver setting) direction (EXCEPTION: see 17.8.5).

17.8.3: Visuals, tallies and lockons are noted in the appropriate spaces using the aircraft's actual identity numbers (instead of using their status units' identity numbers) and erased and re-written as they change.

17.8.4: All ordnance carried by aircraft should be written in the "AMMO" sections. As ordnance is used, marks are made to show use.

17.8.5: If written planned routes are required, these can be plotted in the "ADJMVR" column, as on the Turn 1 line of the example.

17.9 Optional Speed Changes

An aircraft at subsonic speed, "MIL" throttle and making no altitude change may, at the controlling player's option, increase speed by "+1" (as given on the ACCELERATION CHART) or a "0" speed change may be used. This same option is also possible with normal acceleration aircraft at supersonic speed in "AB" throttle and making no altitude change.

18.0 Combat Options

18.1 Electronic Warfare

18.1.1 Countermeasures: Many modern aircraft carry internal and/or external (pods) countermeasures equipment that can dispense "chaff" to confuse radar homing missiles and flares to confuse heat seeking missiles. This equipment is of variable quality and can be augmented by radar jamming equipment that can also degrade the accuracy of missiles fired using radar lockons. The effectiveness of these devices is reflected by an aircraft's countermeasures rating (see 1.2.1.3). This type of equipment, long used against ground defenses, has only become important in air-to-air combat since the mid 1970s. If this option is used, the following rules apply:

18.1.1.1 Countermeasures Procedure: Anytime a target aircraft that has a tally or lockon to the shooter (countermeasures cannot be used if the target does not have a tally and/or lockon to the shooter) is hit by a heat seeking or radar homing missile, the target's controlling player immediately rolls the die for "countermeasures."

18.1.1.2 Countermeasures Limitations: These restrictions apply to countermeasures use:

18.1.1.2.1: Countermeasures may not be used against heat seeking missiles if the target has an "AB" throttle setting.

18.1.1.2.2: Countermeasures may not be used against radar homing missiles if the shooter has a radar rating of "7" or above. EXCEPTION: Countermeasures may be used against AL or AM missiles in a PROGRAMMED or LOCK profile (see 18.3) regardless of the shooter's radar rating, but the target's countermeasures rating is reduced by "−1" in these cases.

18.1.1.2.3: A target's countermeasures rating is reduced by "−1" if the shooter is in a radar missile unit enters the target's hex from a front hemisphere hex.

18.1.1.3 Countermeasures Effects: Countermeasures effects depend on the die number rolled compared to the countermeasure rating number.

18.1.1.3.1: If the die roll exceeds the countermeasure rating number, the countermeasure effort failed and the missile hit has its usual effect.

18.1.1.3.2: If the die roll is less than the countermeasure rating number, the countermeasure effort succeeded and the missile "hit" is treated as a "miss."

18.1.1.3.3: If the die roll is exactly equal to the countermeasure rating number, the countermeasure effort was a partial success. If the missile hit would normally eliminate the target, its effect is reduced to one damage. If the missile hit would normally damage the target, it is now treated as a "miss."

18.1.1.4 Countermeasures Rule Substitution: If this option is used, do not use the heat seeking missile PK modifier covered in 13.4.3.3.1 or the radar homing missile hit point modifier covered in 13.4.5.4.2.5.

18.1.2 Electronic Warfare Aircraft ("Wild Weasels"): Aircraft designated in a scenario as "Wild Weasels" or in 21.0 as "EW" (primary mission) aircraft, have, as their major mission, the jamming, spoofing, and/or destruction of enemy radar and surface-to-air missile ("SAM") sites, all beyond the scope of this game. Their other ability, which can be used in this game, is their ability to identify and "jam" enemy controller's radar cone (forward quadrant).

18.1.2.1 Jamming Enemy Radar Prerequisites: The EW aircraft must have its radar cone facing all or part of the opposing controller's mapboard edge and may attempt or maintain no lockons during a Turn in which a jamming attempt is made.

18.1.2.2 Jamming Attempts Procedure: Jamming attempts take place at the very start of a Contact Phase, before any other acquisition attempts/maintenance are resolved, as follows:

18.1.2.2.1 Multiple "Wild Weasels": If more than one EW aircraft is involved, their jamming attempts take place in the usual initiative order (see 11.2.1).

18.1.2.2.2 Jamming Attempt PK Number: The PK number for a jamming attempt is equal to the EW aircraft's radar rating number.

18.1.2.2.3 Jamming Attempt Resolution and Effects: The controlling player announces the jamming attempt on the enemy controller and rolls the die. If the PK number is exceeded, the attempt fails. If the PK number or less is rolled, the enemy controller is "jammed" for that Turn and the side immediately loses its controller capabilities for the Turn (use 9.4.1.1.1 for the Action Steps, if necessary).

18.2 Optional Combat Resolution

Option 17.6 should not be used with these options.

18.2.1 Delayed Combat Resolution System: In reality, missiles takes some time to move from shooter to target and it is not always possible for the shooter to know the results of one shot before deciding on the target of the next shot. It is also possible for a doomed aircraft to get off some final shots before a missile hits. This option can be applied in one of two ways:

18.2.1.1 Delay to the End of an Action Step: An aircraft is moved normally and, as shots are taken, they are calculated normally but, instead of resolving them immediately, a note is made of the PK number for the shot and movement (and possible additional shots at the same or other targets) continues. All shots are resolved with die rolls only after the aircraft has completed all movement.

18.2.1.2 Delay to the End of All Action Steps: This is handled similarly to 18.2.1.1 except that all movement by all aircraft is completed before any shots are resolved with die rolls. Although these shots can be resolved in any convenient order, they are considered to be taking place simultaneously. Using this option, it is possible for two aircraft to shoot each other down during the same Turn.

18.2.2 Original Target Position System: Use any spare units to mark all aircraft positions and facings at the start of an Action Step. All shots are directed at a target at their original hex and facing instead of at a target's position at the time the shooter is moved. A target's current speed, altitude, throttle and maneuver settings, etc. at the time of a shot are still used. Option 18.2.1.2 must be used with this option.

18.3 Active (Lookdown/Shootdown) Missiles

Active radar lookdown/shootdown missiles are taking much of the challenge out of air combat. Here is the epitome of high technology, state-of-the-art electronic weaponry, in both the radars and the missiles. Active radar missiles fall into two general categories, based on current systems; the "AL" (long range) and the "AM" (medium range) types. If this option is used, some RA missiles are reclassified and new rules are required. The reverse of the rocket and genie units provide ammunition units for these missiles.

18.3.1 Types of Active Missiles

18.3.1.1 AL (Active Long Range) Radar Missiles: AL missiles include the Phoenix (AIM-54) and the Amos (AA-9). These are extremely long range missiles with their own onboard radars (making them "active" rather than "semi-active," as with the RR and RA missiles) that are designed primarily to intercept bombers and/or cruise missiles. They are very large, to give them their range, and are easy to see coming. If seen in time, they are easy to outmaneuver in an unloaded fighter aircraft. Currently, only the F-14 (Phoenix) and the MiG-31 (Amos) can carry and launch AL missiles. AL missiles may be carried on these aircraft in place of some or all of their normal load of RA missiles.

18.3.1.2 AM (Advanced Medium Range) Air-to-Air Missiles: AM missiles include the AMRAAM (AIM-120) and the Alamo (AA-10—also called the SUMRAAM—Soviet Union Advanced Medium Range Air-to-Air Missiles). These missiles are a compromise between the RA and AL missiles. AM missiles can work like a longer range RA missile or can be launched independently to guide the target using inertial steering and its tiny on-board radar, without an AL missile's extremely long range and large size. AM missiles will enter service in the late 1980s, with the Alamo to be carried on the Soviet Union's SU-27 and MiG-29 and the AM-RAAM to be carried on the United States' A-6F, F-14, F-15, F-16s, F/A-18 and F-20, West Germany's F-4F ICE and Great Britain's Tornado (ADV) and Sea Harrier FRS.2. AM missiles may be carried on these aircraft in place of some or all of their normal load of RA and/or HA missiles.

18.3.2 Active Missile Firing Prerequisites: AL or AM missiles require a radar lockon to a possible target by the shooting aircraft before they can be "launched" (a radar missile unit is placed on the mapboard). AL and/or AM missiles may be "ripple" fired (see 18.6) with, in this case, the same or a different target designated for each missile and the same or different profiles. AL or AM missiles may be fired from any aspect around the target (like RA missiles). AL or AM missiles may be fired in one of two "profiles," as follows:

18.3.2.1 Lock: "Guidance" is provided by the launching aircraft's lockon to a target. The "LOCK" profile normally requires the shooter to keep a radar lockon to a target until the missile "impacts" (combat is resolved) the target.

18.3.2.2 Programmed: "Guidance" is provided by the missile flying a preplanned course to a selected "switch-on hex," followed by the missile locking on to a target. The "PROGRAMMED" profile does not require the shooter to keep a lockon after launching as the missile's own radar will automatically guide the missile, allowing the shooter to maneuver freely immediately after shooting.

18.3.3 Active Missile Ranges and Speeds: Altitude differences are considered when counting ranges and speeds for AM missiles and are not considered when counting ranges and speeds for AL missiles.

18.3.3.1 Minimum Ranges: AL missiles have a minimum range of "10" (not including altitude differences)—no AL missile may be fired at a target that is not at least ten hexes lateral from the shooter. AM missiles have a minimum range of "5" (including altitude differences).

18.3.3.2 Maximum Ranges: AL missiles (LOCK or PROGRAMMED profiles) have an unlimited maximum range; they may be fired at any target on the mapboard, consistent with prerequisites and minimum range. AM missiles (PROGRAMMED profile) have a maximum range of 30 hexes/altitude levels. AM missiles (LOCK profile) have a maximum range of 20 hexes/altitude levels. Radar missile units representing AL missiles that expend their range without impacting are automatically eliminated.

18.3.3.3 AL Missile Speeds: An AL missile is always moved exactly 20 hexes per Turn (altitude changes do not reduce the number of hexes entered). Less than 20 hexes may be entered on the Turn that the missile impacts.

18.3.3.4 AM Missile Speeds: An AM missile has a speed of 20 on its launch Turn and 10 on the following Turn (each altitude change counts the same as a hex entered), but all speed must be expended. Less than the normal speed may be expended on the Turn that the missile impacts.

18.3.4 General Active Missile Launching and Movement Procedures: Due to their longer ranges and possibly mixed guidance (aircraft and/or radar) radars, AL and AM missiles may require more than one Turn to complete their movement. Procedures vary, depending on the missile profile (LOCK or PROGRAMMED), but the following apply to all:

18.3.4.1 Radar Missile Units: AL and AM missiles are represented on the mapboard by radar missile units which are moved separately. A radar missile unit is placed on the mapboard ("launched") with the shooting aircraft and starts movement from the same hex and altitude as the aircraft. If more radar missile units than those provided in the game are needed, substitute by using some unused radar units.

18.3.4.2 Written Missile Information: If the radar missile unit will be on the mapboard for more than the launch Turn (if just present for the launch Turn this can be verbal) the player making a launch must note the radar missile's identity number, the type of missile (AL or AM) it represents, the shooter's identity number and, for PROGRAMMED profiles, the "switch-on hex" and plotted route to it (see 18.3.5.1). A note must also be made of a radar missile unit's current altitude after each Turn's movement and, if there is one, the target's iden-tity number. A switch-on hex may be kept secret until it is reached.

18.3.4.3 Movement Rules and Limitations: Radar missile units are moved across the mapboard in a manner similar to aircraft movement.

18.3.4.3.1: Radar missile units may impact with terrain during movement if a hex is entered whose altitude is equal to or exceeds that of the radar missile unit's altitude when the hex is entered—eliminate the unit if this occurs.

18.3.4.3.2: Radar missile units may enter border zone hexes without the usual restrictions placed on aircraft (see 7.1.5).

18.3.4.3.3: Radar missile units together in the same hex/altitude will not collide.

18.3.4.3.4: Radar missile units may be climbed or dived a maximum of one altitude level per three mapboard hexes entered, regardless of profile or guidance, and may be climbed or dived less if the controlling player desires. An altitude level change does count the same as a mapboard hex entered against an AM missile's speed, but does not count against an AL missile's speed. Altitude changes are never plotted, but can be made during movement as the controlling player desires.

18.3.4.3.5: Radar missile units may be turned up one hexside per 10 speed expended (including altitude changes for AM missiles), regardless of profile or guidance. This turn rate is not changed by altitude changes.

18.3.4.4 Shooting at Radar Missile Units: No aircraft may shoot any weapon at a radar missile unit.

18.3.4.5 Radar Missile Unit Initiative: A radar missile unit has the same initiative every Turn it is on the mapboard as the aircraft that launched it. On the launch Turn, the radar missile unit is moved immediately when launched, before completing any remaining movement for the launching aircraft. On later Turns, when the time comes to move the launching aircraft, any radar missile units it had launched are moved before the aircraft (if more than one, the radar missile units are moved in any desired order). Should the launching aircraft be eliminated or exit the mapboard before their radar missile units all have the last initiative, after all aircraft and other radar missile units have been moved—these are moved in order determined by competitive dice rolls (low rolls go last).

18.3.5 Programmed Missile Procedures: These rules apply to PROGRAMMED profile AL or AM missiles (as represented by radar missile units). The shooter does not need to perform lockon maintenance (see 13.4.5.3) or keep a lockon to the target after launching.

18.3.5.1 Switch-On Hex: When a PROGRAMMED profile missile is launched, the shooter must note a "switch-on hex". The form of guidance used by the missile changes at the switch-on hex.

18.3.5.1.1: The switch-on hex is a hex to which the radar missile unit will use guidance (called "inertial guidance" and provided by the launching aircraft prior to launch) before activating the missile's own radar for "terminal guidance" (provided by the missile's own radar) to a target. A switch-on hex may located at any range from the launch hex that is multiple of "10" (10, 20, 30, etc.—remember, altitude differences do not count for range with AL missiles but do count for range with AM missiles).

18.3.5.1.2: A written route to a switch-on hex must also be plotted (see 18.3.4.2). A suggested method for plotting is found in 9.4.1.1.2.2. Be sure that the chosen switch-on hex can be reached with the radar missile unit's limited turning ability (see 18.3.4.3.5).

18.3.5.2 Inertial Guidance Movement: The radar missile unit follows the plotted route to the switch-on hex for however many hexes and/or Turns this takes. While using inertial guidance prior to reaching the switch-on hex, the missile is not "armed" and will not impact, even if it passes through the same hex/altitude as an aircraft.

18.3.5.3 Terminal Guidance Movement: Once the switch-on hex is reached, the missile has terminal guidance from its own radar (which has the same radar cone as an aircraft), is armed and can impact an aircraft.

18.3.5.3.1 Missile Lockon: In the switch-on hex, the radar missile unit automatically (no die roll is required) locks on to the aircraft in its radar cone that is at the altitude closest to the radar missile unit's altitude in the switch-on hex. If multiple aircraft are at the same altitude, the lockon is to the closest laterally. If multiple aircraft are at the same altitude and equally close, decide by random dice rolls which becomes the target. Note that it is possible for the missile to lockon to a friendly aircraft.

18.3.5.3.1.1: This same procedure is followed if, at any point in a radar missile unit's movement after reaching the switch-on hex, a previously determined target is no longer in the missile's radar cone (causing an automatic breaklock).

18.3.5.3.1.2: Once a target is determined, it remains a missile's target until there is a breaklock or target or missile exits or is eliminated.

18.3.5.3.2 Terminal Guidance Routes: The radar missile unit is then moved from the switch-on hex to the target's hex (if it can be reached that Turn) or as close to the target's hex as possible by the shortest possible route (fewest speed expended—controlling player may chose a variety of shortest possible routes are available), given the missiles' limited turning abilities.

18.3.5.3.3 "No Target" Procedures: If no aircraft appear within a radar missile unit's radar cone at any point in movement from the switch-on hex or later (either because there is nothing there or a previous target has left the radar missile unit's radar cone), the radar missile unit is moved straight ahead at maximum speed with no turns or altitude changes allowed until an aircraft appears in its radar cone (in which case, follow the procedures in 18.3.5.3.1 to find a target) or the radar missile unit expends its range (for AM missiles) or exits the mapboard at any point.

18.3.6 Lock Missile Procedures: These rules apply to LOCK profile AL or AM missiles (as represented by radar missile units). The shooter must perform lockon maintenance (see 13.4.5.3) if the impact occurs on the launch Turn (which it must do with LOCK profile AM missiles), or, if impact occurs on a later Turn (possible with AL missiles only), the shooter, must keep a continuous lockon to the target until the missile impacts or until the missile is switched to terminal guidance (the missile's own) guidance.

18.3.6.1 Initial Guidance Movement: The movement of the radar missile unit is determined and controlled from the launching aircraft so that there is no need for a plotted route or switch-on hex, as with PROGRAMMED profile missiles. The controlling player moves the radar missile unit as desired, within the movement limitations (see 18.3.4.3). During this movement the missile is not armed and will not impact, even if it passes through the same hex/altitude as an aircraft.

18.3.6.2 Terminal Guidance Movement: At any desired point after a LOCK profile radar missile unit's minimum range (see 18.3.3.1) or automatically if the launching aircraft is eliminated, exits the mapboard or has a breaklock to the target, the missile is switched to terminal guidance. The missile is now armed and can impact an aircraft. This is treated the same as the switch-on hex for PROGRAMMED profile missiles and all terminal guidance rules from 18.3.5.3 apply for further moves. The only difference is that, if the launching aircraft had a continuous lockon to it, the shooter may designate any target in the missile's radar cone the switch-on hex when the missile is switched to terminal guidance, instead of using the procedures in 18.3.5.3.1.

18.3.7 Active Missile Impact: When a terminally guided radar missile unit using either profile enters a hex containing an aircraft (even if that aircraft is not the target) and is at the same altitude as the aircraft it impacts and combat is resolved (see 18.3.8)—the radar missile unit is eliminated at this time. If there are multiple aircraft in the same hex/altitude as the designated target the designated target is the only one hit, or, if none of the aircraft is the designated target, decide by random dice rolls which one the missile impacts. If a radar missile unit enters an aircraft hex at an altitude different from the aircraft's, there is no impact and no combat is resolved.

18.3.8 Active Missile Impact Resolution: The major information for resolving an active missile's impact is given on the ACTIVE RADAR MISSILES COMBAT section on the Aircrew Aid Card. Crossgrid the missile type/profile with the column describing the target's maneuver setting ("nonmaneuvering" = "level ahead;" "maneuvering" = anything else) and the hemisphere from which the radar missile unit entered the target hex. This gives a PK number that is handled normally.

18.3.8.1: AM missiles eliminate or cause damage the same as other radar homing missiles (see 10.7.4). AL missiles, due to their size and explosive charge always eliminate a hit target.

18.3.8.2: Countermeasures (see 18.1.1.2.2) can be used against impacting active missiles.

18.3.9 Active Missile Alternate Use: Alternately, active missiles may be shot and treated exactly the same as normal RA missiles except that the normal PK number is increased by "+1" for AL missiles used in this manner.

18.4 Blocked Shots

If there are one or more aircraft located between a shooter and a target, they may prevent or "block" a possible heat seeking missile shot. A heat seeking missile shot may not be shot at a target if another aircraft (friendly or enemy) is closer to the shooter and meets the missile shooting prerequisites (see 7.2.3.1 and 13.4.3.1).

18.5 Types of Damage

Whenever an aircraft is damaged, the DAMAGE TABLE on the Aircrew Aid Card is consulted and the shooter rolls the die again to determine the effects of that damage. The type of damage and its effects is listed opposite the number rolled. Keep a written note for reference.

18.6 "Ripple" Firing

An experienced pilot may, when firing missiles, shoot two radar homing missiles (this cannot be done with heat seeking missiles) at the same time from the same hex at the same target (EXCEPTION: see option 18.3.2). Both shots are resolved normally after the decision to "ripple" fire has been taken. "Ripple" firing the two radar homing missiles counts as only one shot in reference to 13.4.1.

18.7 Gunnery Options

18.7.1 Improved Gunnery: Some aircraft have superior fire control systems than others and aircraft gunsights and cannon have been improved over the years. If the shooter aircraft unit has a white lower left corner it has a simpler fire control system and a "−1" modifier applies when it shoots to it.

18.7.2 Head-On Shots: Average or experienced pilots may shoot same hex, co-altitude gunnery shots when the hex is entered from a hex in the target's front hemisphere and both shooter and target aircraft are at subsonic speeds of "5" or less. These shots are always "PK1" with a tally and "PK2" with a lockon and no gunnery modifiers apply to these shots.

18.8 Optional HW Missile Rules

18.8.1 Expanded HW Missile Diagram: If the target is turning, a shooter using HW missiles may have additional hexes (marked "R" and "L" on the HW Diagram) available from which a shot can be made. The PK numbers in the "R" and "L" hexes of the diagram apply to HW missile shots from those hexes under these additional prerequisites:

18.8.1.1: HW missiles may be shot from the "R" hexes only if the target is turning to the right.

18.8.1.1: HW missiles may be shot from the "L" hexes only if the target is turning to the left.

18.8.2 HW Missile Lockon Shots: For combats occurring after 1980, HW missiles may be shot if there is a tally or lockon to the shooter from a shooter with a radar rating of "5" or more.

18.8.3 HW Missile Damage (1980+): For combats occurring after 1980, HW missiles cause damage only with a damage roll of "1" (rather than the "9+" in rule 10.7.3).

19.0 Spotting Options

These options introduce a bit of additional realism and complexity (more to remember).

19.1 Optional Spotting Range Modifiers

These are additional modifiers to the ones explained in 12.2.1.2.

19.1.1: If the spotter is co-altitude with the contact and is directly in front of or behind the contact and the contact's maneuver setting is "ahead," there is a "−1" modifier to the spotting range.

19.1.2: If the contact is an F-4 Phantom II or a United States F-15 (from the mid-80s on—engines have been "detuned" to last longer) with "MIL" throttle setting, there is a "+1" modifier to the spotting range because of the smoke they leave.

19.2 Optional Spotting PK Modifier

Ignore the "−1" spotting modifier per altitude difference (see 12.2.2.4.5) if the spotter is climbing and the contact is only one altitude level higher or if the spotter is diving and the contact is only one altitude level lower.

19.3 Optional Spotting Prohibition

Pilots in two-seaters may be used for aft quadrant spotting even without a bubble canopy (this is an exception to 12.2.2.2.3) if the pilot is in an aircraft with side-by-side seating (A-6, F-111 or Su-24).

19.4 Fighter Trainers

The fighter trainer ("FT") primary use aircraft included in the 21.0 lists are combat-capable two-seat versions of single-seat aircraft that are primarily used for training and familiarization with an emergency combat role. Although they have a second crewman, the back seat instrumentation is sparse and makes these aircraft less effective than a true two-seat fighter. Therefore, when these aircraft are used, the pilot continues to operate the radar and the second crewman may be used only for visual acquisition. Actually, most of these aircraft would be used in combat without the second crewman—if this is done, the aircraft's scenario point values are the same as for the standard single-seat version of the same aircraft (given on the line above the "FT" aircraft's line on the aircraft lists). NOTE: Fighter trainer versions of "FB" or "MR" aircraft are considered to be these types when using option 17.5.

20.0 "Campaign" Games

If players wish to continue using the same aircraft and aircrew from game to game, they can play a "campaign" of any agreed-upon number of types of scenarios in succession to represent a "combat tour." Below are some suggestions for a small game of this sort. Players should feel free to expand on these suggested forces and ideas, as desired.

20.1 Setting Up Campaign Games

Balance the opposing forces by scenario points (see 26.0) the same as if a very large scenario were being setup. Both sides should get an equal number of scenario points.

20.1.1: Each side should consist mainly of air superiority or multi-role types (which can be used as fighter-bombers), but each side should also include a flight or element of reconnaissance aircraft, possibly an element of EW aircraft and possibly a flight of fighter-bomber types (which can be used for air superiority, if necessary—do not modify their point values for being loaded fighter-bombers).

20.1.2: All aircraft should be selected in elements or flights so that they can be organized into proper formations. Each side should have a total of 16 to 24 aircraft assigned (more, for larger and longer games).

20.1.3: Decide on terrain altitudes, mapboard enter/exit edges and CAP starting hexes, boundaries (ie., CAP missions are normally over a side's own territory, sweep missions may have boundaries split between the two sides, penetration missions will usually be over enemy territory, etc.), how environment will be decided for each scenario, the types of missiles available to each side, etc. The length of the campaign in "days" should be determined (try a one "day" scenario first, to get a "feel" for how the system works).

20.2 Scheduling Missions

For purposes of illustration, assume that the "daily routine" divides a "day" into two segments and consists of three "morning" (a.m.) and three "afternoon" (p.m.) missions, which are considered to take place in different parts of the operational area.

20.2.1: No one mission may be scheduled with over eight aircraft organized into more than three flights per side. All aircraft on a side assigned to a mission must be in pairs (elements)—no individual aircraft may be assigned to fly without a wingman of the same aircraft type. Aircrew are assigned to one type of aircraft may not later be reassigned to another type of aircraft later in a campaign.

20.2.2: For the morning missions, the players secretly schedule aircraft and aircrews for up to three separate missions: a CAP, a penetration (reconnaissance— this mission must include some reconnaissance aircraft) and a sweep mission. For the afternoon missions, the players secretly schedule the surviving (from the morning missions) aircraft and aircrews for up to three separate missions: a CAP, a penetration (strike—let's go bomb what the reconnaissance aircraft spotted this morning—this mission must include some fighter-bombers and may include a strike escort) and a sweep mission. If desired, some missions can be ignored, but this can result in the opposition being "unopposed" (see 20.4.3). If more than 16 to 24 aircraft per side are involved in a campaign, more missions per segment may be used or the day may be divided into more segments. For example, the day could be divided into three segments, the morning and afternoon segments as above and a new "noon" segment added that is the same as the others except that the noon penetration mission may be either reconnaissance or strike. For a day with three segments, players may wish to limit individual aircrew and aircraft to participating in only two of the three segments, etc. The number of segments can be expanded as desired for a particular campaign game.

20.3 Resolving Missions

In each segment of a day, the missions are setup and played as three individual scenarios with one side's CAP mission against the other side's penetration mission for two of the scenarios and the third scenario consisting of sweep vs. sweep.

20.4 Mission Victory Points

The individual scenarios are played normally, except that their balance depends on what each side committed to their missions. The victory points for these scenarios should be equal to the scenario points of the aircraft/aircrews involved (see 26.0). An eliminated aircraft=its scenario point value, one-fourth of that if damaged and one-half of that for exiting (penalty or bonus), etc.

20.4.1: The side earning the most victory points for a scenario "wins" and is awarded two "campaign victory points."

20.4.2: A "draw" earns both sides one campaign victory point.

20.4.3: A side automatically earns three campaign victory points if it is unopposed on a mission (ie., one side assigned no aircraft for the scenario, but the other side did).

20.4.4: The side with the largest total number of campaign victory points at the end of a campaign's last mission wins the campaign.

20.5 Gaining Experience

Players wish to allow their aircrew to "improve" their quality with time, as a campaign progresses. Keep a written record on each aircrew (identify them with letters, numbers or even names). Inexperienced aircrew that survive two missions become average. Any aircrew that participate in two or more "kills" become experienced aircrew.

20.6 Losses, Ejecting and Rescue

20.6.1 Loss Categories

20.6.1.1 Permanent Losses: All eliminated aircrew and/or aircraft plus any aircrew that eject in a hex located in enemy territory and may take no further part in the campaign. Wounded aircrew are temporary losses only in terms of a campaign that lasts for months—for most (shorter) campaigns, they can also be considered permanent losses in game terms.

20.6.1.2 Temporary Losses: Aircrew that eject in a hex located in neutral territory or are rescued after ejecting over enemy territory with any damage (including wounded aircrew or no effect damage) may take no further part in a day's missions, and the aircrew keep their experience. Aircrew that eject in a hex located in friendly territory are available for the rest of the day's missions and keep their experience (see 20.5).

20.6.2 Ejecting: Players may attempt to "eject" the aircrew of an aircraft at any time during any Action Step (when the aircrew eject from an aircraft that is not yet eliminated, the aircraft becomes eliminated).

20.6.2.1: Aircrew may not eject from aircraft at supersonic speeds, except for those in a F-111 (which has an escape capsule).

20.6.2.2: In two-seaters, both aircrew must attempt to eject if either does.

20.6.2.3: Use the EJECTION TABLE on the Aircrew Aid Card, apply the listed modifiers where appropriate, and roll the die once per aircrew ejecting. EXCEPTION: In F-111s both aircrew are in one escape capsule—roll once for the fate of both.

20.6.2.4: Aircrew that eject successfully are considered to "land" in the hex last occupied by their aircraft.

20.6.3 Rescue: Some nationalities (the United States, in particular) make great efforts to send helicopters to rescue downed fliers in enemy territory. If desired, for a side with this capability and inclination, aircrew that eject over enemy territory may be "rescued" by the controlling player rolling the die once per aircrew—a roll of "1-3" determines that the crewman is rescued, otherwise he's a permanent loss.

20.7 Replacements

For permanent losses (see 20.6.1.1), both sides get "replacements" between "days" of a campaign.

20.7.1: All eliminated aircraft are replaced by identical aircraft.

20.7.2: Any number of needed replacement aircrew become available. All replacement aircrew are inexperienced unless this would leave a type of aircraft with no average or experienced aircrew to man them—in this case, one of the replacement aircrew for that aircraft type may be average.

FORCE COMPOSITIONS

21.0 Aircraft Information Lists

The following listings present all of the aircraft information not found on the aircraft units and information regarding "variants" of the aircraft for which there are units.

21.1 Aircraft Information Lists Format

The lists present the following aircraft information:

21.1.1 List Name: This gives the color of the aircraft units on the list as well as telling where these aircraft were originally designed and manufactured.

21.1.2 Unit Name: This is the aircraft type (see 1.2.1.7) printed on the aircraft unit needed to represent the aircraft and determines the side of aircraft unit to use. If an asterisk appears, the aircraft on the line is a "variant" and some information will differ from what is printed on the aircraft unit (see 21.1.9).

21.1.3 Full Name (Marks Represented): This gives more information about the aircraft type than is printed on the aircraft unit or identifies variants. This shows what marks are represented by the information on that line of the lists. NOTES: Red (Soviet and Chinese) aircraft are referred to by the mark letters of their NATO code name. For example, a "MiG-21 FISHBED C" is called a "MG-21C." United States Navy aircraft in service were redesignated in September, 1962. The older designations are kept for the older aircraft, which are better known by their original designations and the newer designations are used for the more recent aircraft.

21.1.4 Unit Numbers: These are the identity numbers (see 1.2.1.6) used to when representing the aircraft on that line of the lists. Because the units are printed on both sides, the unit color, aircraft type and identity numbers must be referenced to find the proper aircraft unit/side to use.

21.1.5 Date: This is the date that the earliest mark of the aircraft on the line entered operational service.

21.1.6 MS: This is the aircraft's maximum speed (also see 10.1.2, 10.3.2, and option 17.3).

21.1.7 MA: This is the aircraft's maximum altitude (also see 10.3.1).

21.1.8 MSLS: This gives the number of missiles normally carried by the aircraft. Take the numbers found in this column and consult 21.8.5 for the exact missiles carried. If armed with rockets, the number of rocket "volleys" and the letter "R" appear.

21.1.9 Unit Information Changes: This gives information printed on the aircraft units that changes for variant aircraft. Any information not given here is the same as that printed on the appropriate aircraft unit/side. The following abbreviations are used:

  • A: Acceleration/Afterburner (see 1.2.1.2). N=normal acceleration and has afterburner, H=high acceleration and has afterburner, SS=capable of supersonic speed.
  • C: Crew size (see 1.2.1.4).
  • EG: Has External Gun (see 1.2.1.5)—always cannon.
  • IG: Has Internal Gun (see 1.2.1.5). CN=cannon, MG=machinegun.
  • M: Number of Missile Rails (see 1.2.1.5).
  • R: Radar/Countermeasures ratings (see 1.2.1.3). Note that although countermeasures have been available since World War II, their use on any aircraft and especially their use in air-to-air combat has been prior to the 80s.
  • T: Turn Type/Size, using the usual letter codes (see 1.2.1.2).
  • X: The "−1" gunnery modifier for simpler fire control (see option 18.7.1) does not apply with this model.

21.1.10 PR US: This is the aircraft's "primary use." Although most aircraft are capable of performing many different missions, this gives an idea of the aircraft's normal role or roles in air combat situations, as follows:

  • AS: Air Superiority. The aircraft's primary use is in fighting and destroying enemy aircraft, although, if necessary, it can also be used as a fighter-bomber. As most air superiority fighters get older and are replaced by newer types, their primary use tends to change to fighter-bomber (see below). These aircraft usually appear as penetration mission escorts, on sweeps or as CAP.
  • EW: Electronic Warfare. These aircraft usually appear as penetration mission escorts, less often on sweeps and on CAP. They are not normally used as fighter-bombers. Many aircraft of this type are called "Wild Weasels."
  • FB: Fighter-Bomber. The aircraft's primary mission is attacking surface targets, but they are also capable of performing as air superiority aircraft (see above). These aircraft, when loaded, appear as penetration (strike) mission fighter-bombers.
  • FT: Fighter Trainer. Most countries require trainers for their standard fighters, but don't like the idea of the expense of aircraft that can be used only for training so many single-seat aircraft have a two-seat advanced trainer version that is fully combat capable and may be used on the same missions as the aircraft type of which they are a variant (see option 19.4 for special fighter trainer rules).
  • IN: Interceptor. The aircraft's primary role is the same as with air superiority types, but most interceptors are rarely, if ever, alternately used as fighter-bombers (primary use can change to fighter bomber for older interceptors).
  • MR: Multi-Role. The aircraft's primary role is equally capable of serving in an air superiority ("AS") or fighter-bomber ("FB") role.
  • RC: Reconnaissance. The aircraft's primary role is observing and photographing possible surface targets. These specialized aircraft are built and/or converted specifically for this role and they are used on penetration (reconnaissance) missions. They are not normally used in other roles. NOTE: Almost any aircraft in the game introduced from the late 50s on can be converted for a reconnaissance role by adding external reconnaissance pods (these cannot be jettisoned). When so configured, the number of missiles carried is reduced to the numbers and types the aircraft carries if used as a fighter-bomber (see 21.8, but it is not considered to be "loaded").

21.1.11 Scenario Points: This gives the aircraft's scenario point values with various "A" through "F" aircrew ratings for use in designing scenarios (see 26.2.3.2).

21.1.12 Notes: This always includes the numbers of aircraft built or production status plus may include letter notes (refer to 21.7) on information that does not fit the tabular format and, if unusual for the list, the service, country or countries that specified, designed and/or manufactured the aircraft, as follows: AL: Australia; BE: Brazil; CA: Canada; CH: China; FR: France; GB: Great Britain; GR: West Germany; IN: India; IS: Israel; IT: Italy; JN: Japan; RM: Romania; SW: Sweden; USAF: United States Air Force; USN: United States Navy (may also be used by Marines); USMC: United States Marine Corps (not also used by the Navy); and YS: Yugoslavia.

21.2 Light Blue Aircraft List (United States Navy/Marine Corps)

Unit NameFull Name (Marks Represented)Unit No.DateMSMAMSLSUnit Info ChangesPR USABCDEFNotes
A-4AA-4A/B/C/L/P/Q Skyhawk101-104569132-1—FB121198751345 a
A-4A*A-4E/F/G/H/J/K/PTM/S Skyhawk101-104619142-2R:1/0FB141211986734 a
A-4A*TA-4F/G/H/J/K/KU/PTM/S Skyhawk101-104639142-1C:2;R:1/0FT1513121086161
A-4MA-4M/N Skyhawk II101-104709142-2—FB1513121086c.300
RA5CRA-5C Vigilante191-1946418180—RC1412986—170 ej
RA5CA-5A Vigilante191-1946118190—FB1412986—59
A-6EA-6A/E Intruder111-114639130—FB12119875

21.7 Notes to the Lists: a. Originally carried guns only. b. "CF" or "CL" models built in Canada, "NF" models built in the Netherlands and "SF" and "SRF" models built in Spain. c. Can carry full missiles when loaded. d. May alternately carry 3 rockets (except for F-86K). e. Usually does not carry external gun. f. May also carry 2 rockets (all out of service by mid 1960s). g. Never carries external gun. h. May also carry two Genie rockets. i. Could carry an additional 2 rockets. j. Consider to be "clean" if not carrying external gun, countermeasures or reconnaissance "pods" (see option 17.3). k. Internal cannon carried after 1970—carries 2 less missiles when with cannon. l. "8-7" missiles carried after 1964—scenario points with "8-7" armament are "22-19-17-14-12-9." "8-2" missiles carried after 1969—scenario points with this armament are "24-21-18-15-13-10." F-4B used by U.S.N. and F-4C/D used by U.S.A.F. m. Side-by-side seating (see option 19.3). n. Can also be used as reconnaissance aircraft with no changes. o. May be designated as Su-21. p. "2-2" missiles carried by most users other than France—scenario points with "2-2" armament are "20-18-15-13-11-8." q. "J" versions are Chinese copies or variants (usually prefixed by "F" instead of "J" when exported). r. Some produced without the internal gun. s. Some may carry external gun. Rarely carries external gun. t. As originally deployed could only carry 4RR missiles. u. Previously identified as "Su-19." v. Some later production models have internal cannon. w. Identified as YaK-36MP prior to 1984. x. "J" models are primarily air superiority aircraft and "A" models are primarily fighter-bombers. y. Has internal countermeasures (always carried). z. Air-to-air missiles are due to be carried starting in the late 80s. aa. Carries only two missiles when external gun is carried—the gun plus the two missiles is the most common configuration. bb. "N" model has no internal gun—used by U.S.N. for fighter training. cc. Can carry AL missiles (see option 18.3). dd. Can carry AM missiles (see option 18.3). ee. "CF" and "NF" models have improved gunnery and option 18.7.1 does not apply.

21.3 Dark Blue Aircraft List (United States Air Force)

Unit NameFull Name (Marks Represented)Unit No.DateMSMAMSLSUnit Info ChangesPR USABCDEFNotes
F-5AF/CF/NF/SF-5A Freedom Fighter201-2046413152-2—FB1614121097c.2000 bee
F-5A*F/NF/SF-5B, CF-5D Freedom Fighter201-2046413142-2C:2FT15131197—c." bee
F-5ARF/SRF-5A Freedom Fighter201-2046514142-2—RC1614121097c." b
F-5EF-5E Tiger II201-2047315152-4—MR20181513118In prod.
F-5E*F-5F Tiger II201-2047315152-4C:2FT21191614119In prod.
F-5E*RF-5E Tigereye201-2047415142-4—RC20181513118In prod.
F-5E*F-5E (USAF Aggressor) Tiger II201-2047415152-4R:3/0AS191715

21.4 Green Aircraft List (NATO/Western Europe)

Unit NameFull Name (Marks Represented)Unit No.DateMSMAMSLSUnit Info ChangesPR USABCDEFNotes
BucnrBuccaneer S.2A/B/C/D441-444629141-2—FB1513121086146-GB
EtlVMEtendard IVM431-434629152-1—FB1211987576-FR
EtlVM*Super Etendard431-4347810132-4A:N-SS;R:2/4FB161412109771-FR
G91RG.91R/R.1/R.1A/R.4401-404589122-2—FB141211986519-GR/IT a
G91R*G.91R.3401-404589122-2IG(CN)FB14121198—" -GR/IT a
G91R*G.91Y401-404699132-4A:N;IG(CN)FB161412109775-IT a
HarrierAV-8A/C & GR.1/1A/3 Harrier491-494719152-3—FB15131210—

21.5 Gray Aircraft List (Miscellaneous Countries)

Unit NameFull Name (Marks Represented)Unit No.DateMSMAMSLSUnit Info ChangesPR USABCDEFNotes
AMXEmbraer AMX601-604879152-3—FB1614121097Prod.-BZ/IT c
DrknDraken (J-35B/D/F/XD/XS)611-6146117166-10—AS23201815129606-SW
Drkn*Draken SK-35C611-6146117166-10C:2;EGFT252219161310" -SW
KfrCKfir C1/C2/C7621-6247320173-3—MR252219161310In prod.-IS
KfrC*Kfir TC-2621-6247320173-3C:2FT2724211714—In prod.-IS
LansenLansen (A/J-32A/B)611-614559164-6—MR141211986410-SW ax
Lansen*Lansen S-32C611-614569160EG;M:0RC109876

21.6 Red Aircraft List (Soviet Union and China)

Unit NameFull Name (Marks Represented)Unit No.DateMSMAMSLSUnit Info ChangesPR USABCDEFNotes
MG15MiG-15/MiG-15bis/J-2 Fagot801-804489150—AS111097655000-8000 q
BLANK—811-814————————————Substitute
MG17C*MiG-17 Fresco A/B821-824529160M:0AS111097659000+
MG17CMiG-17/J-4 Fresco C821-824539162-1—FB131210976" +aq
MG17DMiG-17/J-5 Fresco D821-824549164-6—AS1513121086" +aqr
MG17EMiG-17 Fresco E831-834569162-2—AS1614121097" +a
MG19CMiG-19 Farmer A841-8445512142-1—AS1412119863000+ a

21.8 Missile Loads

This section uses the missile abbreviations given in the game. Many missile loads list alternate types (ie., HN/HW/HA) showing that the aircraft's weapons can be upgraded as newer types become available, although it may be years after a new weapon is introduced before poorer and less developed nations get their hands on them. Even in the most developed nations the newer weapons generally go to the newer active-duty fighters (especially the air superiority and interceptor types) first, with older aircraft, reserve units and aircraft without a primarily air-to-air combat role obtaining the newer missiles only gradually, if ever. Missiles are expensive and old stocks must be expended before being replaced. Many missile loads also give alternate loads with different types and/or numbers of missiles are carried. These loads are for various missions and depend on the other stores carried. In general, consider that aircraft carry their maximum number of missiles when used in an air superiority or interceptor role and their minimum number of missiles when used as fighter-bombers or for reconnaissance missions. Aircraft with only one missile load given will use these in an air superiority role, and not carry missiles when used as fighter bombers (exceptions are given in note c. in 21.7).

For reference in designing scenarios (see 26.0), the ordnance in the game was introduced as follows:

21.8.1 Rockets: Carried primarily by interceptors of the 50s and early 60s, most were about 2.75 inches in diameter. A number followed by the letter "R" indicates the number of rocket volleys the aircraft can carry.

21.8.2 Genies (AIR-2): Nuclear armed. Entered service in the late 1950s. See note h. in 21.7.

21.8.3 Heat Seeking Missiles: Note that many missiles are produced in both a heat seeking and radar homing version. Sidewinders used by a great number of nationalities under a wide variety of local names.

21.8.3.1 HN Missiles: Perfected and in large-scale use by the mid to late 50s. Still fairly rare (many aircraft still carried only guns) into the mid to late 60s. HN missiles represent weapons such as the Acrid (AA-6), Anab (AA-3), Ash (AA-5), Atoll (AA-2), Falcon (AIM-40), Firestreak, early Matra 530s and Red Tops and Sidewinder B—D types.

21.8.3.2 HW Missiles: Entered service in the late 60s—early 70s. HW missiles represent weapons such as the Aam 1, Advanced Anab (AA-3-2), Advanced Atoll (AA-2-2), Apex (AA-7), Aphid (AA-8), Matra Super 530, Matra Magic 550, later Red Tops, Shafrir MK.1/2 and Sidewinder E—J types.

21.8.3.3 HA Missiles: Entered service in the mid 70s. HA missiles are the latest type and represent weapons such as the Alamo (AA-10), Amos (AA-9), Matra Magic 2, Shafrir MK.3, and Sidewinder L—M types.

21.8.4 Radar Homing Missiles: Note that many missiles are produced in both a radar homing and excellent version. Radar homing missiles, since they require additional training and excellent air-to-air radar for use are less common than heat seeking missiles and are not used by many less developed nations.

21.8.4.1 RR Missiles: First deployed in the mid 50s. RR missiles represent weapons such as the Advanced Atoll (AA-2-2), Alkali (AA-1), Anab (AA-3), Ash (AA-5), Atoll (AA-2), and early Falcon, Matra and Sparrow missiles.

21.8.4.2 RA Missiles: First entered service in the mid to late 60s. RA missiles represent weapons like the Acrid (AA-6), Advanced Anab (AA-3-3), Amos (AA-9), AMRAAM (AIM-120), Alamo (AA-10), Apex (AA-7), Brazo, Matra 530, Phoenix (AIM-54A/C), Skyflash and Sparrow (AIM-7F/M) types. Also see option 18.3 for the Amos, AMRAAM, Alamo and Phoenix missiles.

21.8.5 Specific Missile Loads:

  • [1] 1-1: 1HN/HW; 1-2: 1HN/HW/HA.
  • [2] 2-1: 2HN/HW; 2-3: 2HA; 2-4: 2HN/HW/HA; 2-5:1RR/IRA+1HN/HW; 2-6: 2HW/HA; 2-7: 2RR/RA or 2HN/HW/HA; 2-8: 2RR.
  • [3] 3-1: 1RR+2HN or 2HN; 3-2: 3HN; 3-3: 1RR/RA+2HN/HW/HA or 2HN/HW/HA; 3-4: 3HN/HW/HA.
  • [4] 4-1: 4HN; 4-2: 4HW or 2HN/HW or 4RR+2HN/HW or 2HN/HW; 4-3: 4HW or 2RR/RA+2HN/HW; 4-4: 4HN or 2RR+2HW; 4-6: 4HN/HW; 4-7: 4HN/HW/HA or 2HN/HW/HA; 4-9: 4RR/HW or 4HN/HW or 2RR+2HW; 4-10: 2RA+2HA or 2HA; 4-11: 4HN or 4RR or 2RR+2HN; 4-12: 4HN/HW/HA or 2RR+2HN/HW/HA; 4-13: 4HW or 2HW or 2RR+2HW; 4-14: 1RA+1HN/HW/HA; 4-15: 2RR+2HN/HW/HA or 1RA+3HN/HW; 4-16: 2RR+2HN/HW; 4-17: 4HN/HW; 4-18: 2RA+2HN/HW or 2HW; 4-19: 4HW or 4-20: 4RA or 4-21: 4HW.
  • [5] 5-1: 3RA+2HW or 4-2; 5-2: 5HW or 4HW or 2HW.
  • [6] 6-1: 6RA or 2RA+2HA or 2HA; 6-3: 6HW/HA or 4HW/HA or 2HW/HA; 6-4: 2RA+4HA or 2RA+4HA; 6-6: 6HN or 2RR+4HN; 6-7: 4RA+2HA; 6-8: 6RA or 2HA; 6-9: 4RA+2HW/HA; 6-10: 2RR/RA+4HN/HW or 4HN/HW.
  • [8] 8-1: 4RR+4HN or 4RR or 2RR+2HN or 4HN; 8-2: 4RA+4HN/HW or 4RA or 4RA+2HA or 4RA+4HA or 3RA+2HW/HA or 5RA+2HW/HA; 8-3: 8HN/HW/HA or 4HN/HW/HA; 8-4: 4RA+4HW or 6RA+2HW or 4RA+4HA or 3RA+4HA; 8-6: 4RA+2HA or 6RA+4HA+4HA; 8-7: 4RA+4HN or 2RA+2HN or 4HN.

22.0 National Information Lists

The following listings present the nationalities using the aircraft types and variants included in the game.

22.1 National Information Lists Format

The information is presented in the following format:

22.1.1 List Designations: The countries are broken down into groups based on geographic locations and/or alliances. The information on their ability to project their airpower gives an idea of where their airpower are likely to enter hostilities.

22.1.2 Nation's Name: This is the nation's common name. Changes in name or significant changes in government since 1950 are noted in parenthesis.

22.1.3 Aircrew Rating: An aircrew rating letter (see 26.0) is used to show the average quality of the nations' airmen.

22.1.4 Aircraft Types: These are the aircraft included in the game used by that nationality. If no aircraft letter or number follows the aircraft name, the nation uses all marks of that aircraft found in the game. If a date with a "?" appears, the aircraft may be ordered, but this appears uncertain as the game goes to press. Further information on these aircraft can be found in 21.0.

22.2 Superpowers

Through use of overseas bases and naval aviation, both of these countries can project airpower almost anywhere in the world.

Soviet Union: ("E" to early 1980s, "D" in mid 80s) MiG-15, MiG-17, MiG-19, MiG-21, MiG-23 (all but E), MiG-25, MiG-27, MiG-29, MiG-31, Su-7, Su-9, Su-11, Su-15, Su-17/20, Su-24, Su-25, Su-27, Tu-28, YaK-25A, YaK-28, YaK-38.

United States: ("A" through mid 50s, "B" to "C" through mid 60s, "B" through mid 70s, "C" since mid 70s, except for F-4, F-14, F-15, F-16 and F-18 which are "B") A-4A/B/C/F/L/M/N, TA-4F/J, A-6, A-7A/B/C/D/E, AV-8A/B, FH-1, F-2H, F-3D, F-3H, F-4B/C/D/E/F/G/J/N/S, RF-4B/C/E, F-5A/B/E/F, RF-5A/E, F-6, F-7U, F-8A/B/C/D/E/F/G/H/J/K/L, RF-8A/G, F-9F, F-11, F-14 (except Iran variant), RF-14A/C, F-15A/C, F-15E (1987), F-16A/B/C/D/CM/D/N, F-18, F-80, F-84, F-86A/D/E/F/G/H/J/L, Kfir C.2 (called F-21A), F-94, F-100, F-101, F-102, F-104A/C, F-105, F-106, F-111, TF-102A, TF-104A, EF-111A, RF-101A/C.

22.3 NATO

The North Atlantic Treaty Organization, a primarily western alliance, faces the Warsaw Pact. Several of the countries, especially France and Great Britain, have the capability to project their airpower into many overseas areas.

BELGIUM: ("B" through the 70s, "C" in 80s) F-16A/B, F-84F, RF-84F, F-86K, F-104G, Hunter F.6, Meteor F.8, Mirage 5.

CANADA: ("C") F-2H-3, CF-5A/D (also called CF-116), CF-18A, F-86A/E/F/H, F-100D/F, CL-13 Sabre 2, CL-13A Sabre 5, CL-13B Sabre 6, F-101B/F, CF-104G, F-104G.

DENMARK: ("B" through the 70s, "C" in 80s) F-16A/B, RF-84F, F-86D, F-100D/F, F-104G, Hunter F.4, Draken J-35XD/SK-35C, Viggen RFXD-37.

FRANCE: (Associated with NATO) ("B") F-8E(FN), F-84F, RF-84F, F-86K, F-100D, Jaguar A, Etendard IVM, Super Etendard, Mirage IIIB/C/E/R, Mirage 5, Mirage F-1C/E (standard versions), Mirage 2000, Mirage 4000, Mystere IVA, Super Mystere B.2 (standard version), Vampire FB.5, Sea Venom-Aquilon 203.

WEST GERMANY: ("B" through the 70s, "C" in the 80s) F-4F ICE (1986), RF-4E, F-84F, RF-84F, F-86F/K, CL-13B Sabre 6, F-104G, RF-104G, G.91R.3/R.4, Seahawk FGA.6, Tornado IDS/ECR.

GREAT BRITAIN: ("C") A-7H, F-4E, RF-4E, F-5A/B, RF-5A, F-5E/F, F-16G (1987?), F-84F, RF-84F, F-86D, F-102A, TF-102A, F-104G, RF-104G, Mirage F.1C, Buccaneer, Hawk, Sea Harrier, Harrier GR.1/1A/3, Harrier II GR.5, F-101B/F, Hunter, Javelin, Jaguar GR.1, Lightning, Meteor, Tornado F.2/F.3/GR.1, Vampire F.1/F.3/NF.10, Venom, Sea Vampire, Venom F.1/F.4/NF.2/NF.3, Seahawk.

GREECE: ("C") A-7H, F-4E, RF-4E, F-5A/B, RF-5A, F-5E/F, F-16G (1987?), F-84F, RF-84F, F-86D, F-100D, TF-102A, F-104G, RF-104G, Mirage F.1C 2000C.1 (1987).

ITALY: ("C") F-84F, RF-84F, F-86F/K, G.91R/R.1/R.1A/R.4, AMX, G.91R/R.1/R.1A/Y, TDS, Sabre FB.5.

NETHERLANDS: ("C") NF-5A/B, F-16A/B, F-84F, F-86K, F-104G, Hunter F.8, Meteor F.8, Seahawk FGA.6.

NORWAY: ("B" through the 70s, "C" in the 80s—not enough pilots to crew all aircraft) NF-5A/B, F-16A/B, RF-84F, F-86F/K, F-104G, RF-104G, Vampire FB.5.

PORTUGAL: ("C") A-7P, F-84F/G, F-86F, G.91R.3/R.4.

SPAIN: (Constitutional Monarchy since 1975—associated with NATO) ("C") AV-8A, AV-8B (1987), F-4C/E/S, RF-4C/E, SF-5A/B, SRF-5A, F/A-18A (1986), RF-86F, F-104G, CF-104G, Mirage IIIE, Mirage F.1C.

TURKEY: ("C") F-4E, RF-4E, F-5A/B, RF-5A, F-16C/D (1986), F-84F, RF-84F, F-86D/E/K, F-100C/D/F, F-102A, TF-102A, F-104G/S, CF-104G.

22.4 Warsaw Pact

This Soviet-controlled and dominated eastern European alliance faces NATO. None of these countries has much ability to unilaterally project its air power to most points on the globe, although many pilots serve overseas as advisors and trainers for third world nations using Soviet equipment.

ALBANIA: (Withdrew from Warsaw Pact in 1968) ("E") MiG-15/J-2, MiG-17C/J-4, MiG-19B/J-6, J-7, J-7M.

BULGARIA: ("D") MiG-15, MiG-17C, MiG-19C, MiG-21F/H, MiG-23B, MiG-23C (two-seat).

CZECHOSLOVAKIA: ("D") MiG-15, MiG-19B/C/E, MiG-21C/D/H, MiG-23B, MiG-23C (two-seater), Su-7, Su-20.

EAST GERMANY: ("D") MiG-17, MiG-19, MiG-21C/D/H/K, MiG-23B, MiG-23C (two-seat), MiG-27D, Su-7, Su-22.

HUNGARY: ("D") MiG-17, MiG-19, MiG-21C/D/J, MiG-23B, MiG-23C (two-seat), Su-7, Su-22H (Recon. variant).

POLAND: ("D") MiG-15, MiG-17C, MiG-19C, MiG-21, Mig-23B, Su-7, Su-20.

ROMANIA: ("D") MiG-15, MiG-17C, MiG-19, MiG-21C/D/J, MiG-23B, MiG-23C (two-seat), Su-7, Orao.

22.5 Arab

Most of these Near East, Middle East and North African nations (not all of which are actually Arabs) have been united only in their opposition to Israel, which hasn't prevented them from also fighting each other. They have little ability to project their airpower outside of their immediate areas. A few aircraft from the more distant countries have been shifted to face Israel during the various Arab-Israeli wars.

ALGERIA: (Independent 1962) ("E") MiG-15, MiG-17C, MiG-19B, MiG-21C/K, MiG-23E/F, MiG-25A/B, Su-7, Su-20.

EGYPT: (Monarchy overthrown in 1952) ("E" through 1970, "D" since 1970 (Egyptian variants), F-16C/D (in 1986), Mirage IIIE, Mirage 5, Mirage F-1C, Mirage 2000C.1, Vampire FB.5, MiG-15, F-16C/D, MiG-19C/D, MiG-21C/D/F/H/J/K, J-7, MiG-23E, Su-7, Su-20.

IRAN: (Monarchy overthrown in 1979) ("D" through 1979, "E" since 1979) F-4D/E, RF-4E, F-5A/B, RF-5A, F-5E/F, F-14A (Iran variant), J-6.

IRAQ: (Monarchy overthrown in 1958) ("E") Hunter F.6/FGA.9, Mirage F.1C/E, Super Etendard, Vampire FB.5, MiG-15, MiG-17, MiG-19, J-7, MiG-21C, J-7, MiG-23E, Su-7, Su-20.

JORDAN: ("D") F-5A/B, F-5E/F, F-86F, F-104A, Hunter F.6/FGA.9, Mirage F.1C/E, Vampire FB.9.

KUWAIT: (Independent 1961) ("E") A-4K/M, TA-4KU, Hawk T.1, Hunter FGA.9, Lightning F.6, Mirage F.1C.

LEBANON: ("E" through 1975, "F" and virtually non-existent since constant civil war has raged 1975 on) Hunter F.6/FGA.9, Mirage IIIE/B, Vampire FB.5.

LIBYA: (Independent 1951, Monarchy overthrown in 1969) ("E") F-5A/B, Mirage IIIB/E/R, Mirage 5, Mirage F.1E (Libyan variant), MiG-21, MiG-23E/F, MiG-25A/B, Su-20/22.

MOROCCO: (Independent 1956) ("D") F-5A/B, RF-5A, F-5E/F, Mirage F.1C/E, MiG-15, MiG-17C/D.

OMAN: ("D") Hunter FGA.6, Jaguar S, Tornado F.2 (1987).

QATAR: (Responsible for own defense since 1971) ("D") Hunter F.6/FGA.9, Mirage F-1C.

SAUDI ARABIA: ("D" through 1980, "C" since 1980) F-5A/B, F-5E/F, RF-5E, F-15C, F-86F, Lightning F.2/F.6, Tornado F.3/GR.1.

SUDAN: (Independent 1956) ("F") F-5E/F, MiG-17C, J-4, J-5, J-6, MiG-21C/D.

SYRIA: ("E") MiG-15, MiG-17C, MiG-19, MiG-21C/D/J, MiG-23B/F/G, MiG-25A/B/E, Su-7, Su-20/22.

TUNISIA: (Independent 1956) ("E") F-5E/F, F-86F.

UNITED ARAB EMIRATES (Abu Dhabi, Ajman, Dubai, Fujaira, Ras al Khaimah, Sharjah, Umm al-Qaiwain—formerly merged in 1976): (All aircraft operated by Abu Dhabi prior to 1976) ("F") Hunter FGA.9, Mirage IIIC, Mirage 5, Mirage 2000C.1.

NORTH YEMEN: (Yeman Arab Republic—monarchy overthrown in 1962) ("E") F-5A/B, F-5E/F, MiG-15, MiG-17C, MiG-21C, Su-22.

SOUTH YEMEN: (People's Democratic Republic—known as Aden prior to independence—Independent 1967) ("E") MiG-15, MiG-17C, MiG-21C, Su-20/22.

22.6 Southern Africa

These countries are usually poor, in ferment and able to project their airpower only locally.

ANGOLA: (Independent 1975) ("E") MiG-17D, MiG-21J/K, MiG-23E, Su-22.

CONGO (PEOPLE'S REPUBLIC OF): (Independent 1960) ("F") MiG-15, MiG-17C.

ETHIOPIA: (Monarchy overthrown in 1976) ("D" through 1976, "E" since 1976) F-5A/B, F-5E, F-86F, MiG-17C, MiG-21J, MiG-23E, Su-7.

GABON: (Independent 1960) ("E") Mirage 5.

GUINEA (PEOPLE'S REVOLUTIONARY REPUBLIC OF): (Independent 1958) ("F") MiG-15, MiG-17C.

KENYA: (Independent 1963—Air Force disbanded in 1982) ("F") F-5E/F, Hunter F.6.

MADAGASCAR: (Independent 1960, coup in 1972, after which all aircraft were obtained) ("E") MiG-17C.

MALI: (Independent 1960) ("E") MiG-15, MiG-17C, MiG-15, MiG-17C.

MOZAMBIQUE: (Independent 1975) ("F") MiG-15, MiG-17C.

NIGERIA: (Independent 1960) ("F") Jaguar S, MiG-15, MiG-17C, MiG-21C/K.

SOMALIA: (Independent 1960, Marxist coup in 1967) ("E") Hunter FGA.9, MiG-15, MiG-17C, J-6, MiG-19C, MiG-21K.

SOUTH AFRICA: ("B") F-86F, CL-13A Sabre 5, Buccaneer S.2, Mirage IIIB/C/E/R, Mirage F.1C (South African variant).

TANZANIA: (Tanganyika independent 1961, Zanzibar independent 1963, union formed in 1964) ("E") MiG-15, J-4, J-6, J-7, MiG-21F.

UGANDA: (Independent 1962—Air Force virtually non-existent—no fighters—since the overthrow of Idi Amin in 1979) ("F") MiG-15, MiG-17C, MiG-21F.

ZAIRE (BELGIAN CONGO until 1960, REPUBLIC OF THE CONGO until 1971): (Independent 1960) ("E") Mirage 5.

ZAMBIA: (Independent 1964) Mirage 5, J-6, MiG-21D.

ZIMBABWE (RHODESIA until 1980): ("B" through 1980, "E" since 1980) Hawk T.1, Hunter FGA.9, Vampire FB.9, J-6, J-7.

22.7 Asia and Pacific

Like Southern Africa, these countries are only able to project their airpower locally, although Australia, China, India and Japan are more than just local powers and, if necessary and with the proper allies/bases, can or could project their airpower throughout large portions of the Far East and Pacific regions. Pakistan has sent a few planes and pilots to participate in wars against Israel.

AFGHANISTAN: (Monarchy overthrown in 1973) ("F") MiG-15, MiG-17C, MiG-19D, MiG-21C/K, Su-7, Su-17C.

AUSTRALIA: ("B") A-4E/G, TA-4G, F-86F, CA-27, F-4E, F/A-18A, F-111A/C, Mirage III-0/D, Sea Venom, Vampire FB.5.

BANGLADESH (EAST PAKISTAN until 1971): (Independent 1971) ("F") F-86F, J-6, MiG-19C, MiG-21D/J.

BURMA: ("E") F-86F.

CAMBODIA: (Independent 1954—Air Force status uncertain since 1975) ("F") MiG-15, MiG-17C.

CHINA: ("E") MiG-15/J-2, J-4, J-5, J-6, JZ-6, J-6bis, J-7, J-7M, J-8, Q-5, A-5C.

INDIA: ("D") Sea Harrier FRS.1, Hunter F.6, Jaguar GR.1, Mirage 2000H, Mystere IVA, Ouragan, Seahawk FGA.6, Vampire FB.5/NF.10, MiG-21C/D/F/J/K, MiG-21M/Type 88, MiG-23B/G/H, MiG-23C (two-seat), MiG-25B, MiG-27D/J, MiG-29 (1987), Su-7, Marut.

INDONESIA: ("E"—few red aircraft operational after mid 70s) A-4E, TA-4H, CA-27, F-5E/F, MiG-15, MiG-17C, MiG-19B, MiG-21C.

JAPAN: ("C") F-4EJ, RF-4EJ, F-15J, F-86D/F, F-104J, Mitsubishi F.1.

NORTH KOREA: ("E") MiG-15, MiG-17C, MiG-19B/C/D, MiG-21C, MiG-23E, Su-7.

SOUTH KOREA: ("C") F-4C/D/E/F/S, F-5A/B, F-5E/F, F-86D/E/F, Su-7.

LAOS: ("F") MiG-15, MiG-17C.

MALAYSIA: (Independent 1963) ("E") A-4PTM, TA-4PTM, CA-27, F-5A/B, F-5E/F.

MONGOLIA: ("E") MiG-15, MiG-17C.

NEW ZEALAND: ("C") A-4K, TA-4K, Vampire FB.5.

PAKISTAN: ("C") F-5A/B, F-16A/B (Pakistan variants), F-86F, CL-13B Sabre 6, F-104A, Mirage IIID/E, F-5E/F (single-seat), J-6, Q-5.

PHILIPPINES: ("E") F-5A, F-8P, F-86F/H.

SINGAPORE: (Part of Malaysia 1963-1965, independent 1965) ("C"—F-5 aircrew are "D") A-4K/S, TA-4S, F-5E/F, F-16A/B, Hunter FGA.9/FR.10.

SRI LANKA (CEYLON until 1972): ("F") Vampire FB.9, F-5A/B, MiG-17C.

TAIWAN: ("C") F-5A/B, F-5E/F, RF-84F, F-86D/F/L, F-100A/D, RF-101A/C, F-104A/G, RF-104G.

THAILAND: ("C") A-4B, F-5A/B, RF-5A, RF-5E, F-16A/G, F-16A/G.

VIETNAM (NORTH VIETNAM until 1975): ("D") F-5A/B, RF-5A, F-5E/F (all taken when South Vietnam fell in 1975—probably none in use, but all sold off to other countries) MiG-15, MiG-17C/D, J-6, MiG-21C/D/J/L, Su-7, Su-20/22.

SOUTH VIETNAM (Until 1975): ("D") F-5A/B, RF-5A, F-5E/F (few).

22.8 Latin America

Like Southern Africa, these countries are mainly very local powers, but, since the mid 70s, Cuba (with massive Soviet support) has had major forces operating in Africa.

ARGENTINA: ("C") A-4C/P/Q, F-86F, Mirage IIIB/C/E, Mirage 5 (single-seat), Super Etendard, Nesher.

BOLIVIA: ("E") F-86F.

BRAZIL: ("D") A-4F, F-5A/B, F-5E/F, AMX (1987), Mirage IIIB/D/E.

CHILE: ("D") A-4B, F-5E/F, Hunter FGA.9.

COLOMBIA: ("D") F-86F, CL-13A Sabre 5, Mirage IIIE, Mirage 5, Kfir C.2/TC-2.

CUBA: (Batista government replaced by Castro's in 1959) ("E") MiG-15, MiG-17C, MiG-19B/D, MiG-21C/D/L, MiG-23E.

DOMINICAN REPUBLIC: ("E") Vampire F.1/FB.5.

ECUADOR: ("D") F-5E, F-86F, Jaguar S, Mirage F.1C/E, Kfir C.2/TC-2.

EL SALVADOR: ("E") Ouragan, Super Mystere B.2 (standard version).

HONDURAS: ("D") F-86E/K, Mystere IVA, Super Mystere B.2 (variant).

MEXICO: ("E") F-5E/F, Vampire F.3.

PERU: ("E") F-5E/F, F-86F, Hunter F.4, Mirage IIIB/E, Mirage 5, Mirage 2000C.1, Su-22.

URUGUAY: ("F") F-80C.

VENEZUELA: ("D") CF-5A/D, F-5E/F, F-16A/B/D, F-86F/K, Mirage IIID/E, Mirage 5, Vampire FB.5.

22.9 Miscellaneous

All of these countries, with the exception of Israel, generally are considered to be "neutral" and maintain their air forces to enforce their neutrality. They all have little ability for the sustained projection of their airpower outside of their own areas.

AUSTRIA: ("C") Draken J-35F/SK-35C (1987), SAAB J/A-29F.

FINLAND: ("B") Vampire FB.5, F-86D, MiG-21C/H/K, Draken XS.

ISRAEL: ("A") A-4E/F/H/J/M/N, TA-4H/J, RF-4E, F-15A/C, F-16A/B, F-16C/D, Meteor F.8/F.9/NF.13, Mirage IIIB/C/R, Super Mystere B.2, Kfir, Nesher.

SWEDEN: ("B") Hunter F.4, Vampire FB.5, Venom F.4, Draken B/D/F, Lansen, Viggen.

SWITZERLAND: ("C") F-5E/F, Hunter F.6/FGA.9, Mirage III, Vampire FB.5, Venom F.1.

YUGOSLAVIA: ("D") F-84G, F-86D/E/L, CL-13 Sabre 4, MiG-21C/D/J, Orao.

THE SCENARIOS

The scenarios in this section provide representative types of air actions. Each scenario is, in effect, a separate game and provides the specific information needed to be setup and played. These scenarios are for use with the Advanced Game Rules and any desired Optional Rules. For larger scenarios, where a side has over four aircraft or where there is more than one type of aircraft per side, it is suggested that there be multiple players per side to control the aircraft.

23.0 Scenario Format

After a scenario is identified and introduced, the information is presented in the following format:

23.1 Mission Profiles: This gives the mission profiles for the scenario. The presence of controllers (locations are needed only if option 18.6 is used) are also noted.

23.2 Opposing Forces: The first force listed has the initiative for all of its aircraft (in any desired order) for the first Turn of the game. After the first Turn initiative is resolved normally. The forces are given in the following format:

NATION                START HEXES AND               SCENARIO
                      ENTER/EXIT INFORMATION         POINTS

India: Enter/Exit E. (18SP)
1st(1A-2A): 2 MiG-21C (851-852)—MS:18; MA:16.
0/1/7
AIRCREW  STATUS   AIRCRAFT       AIRCRAFT
QUALITY  UNITS    UNIT NOS.      INFORMATION
FLIGHT
NUMBER

23.2.1 Nation: This is the nationality of the force.

23.2.2 Flight Number: This is the identification of the flight to which the aircraft belong.

23.2.3 Status Units: These are the sets of status units to use with the aircraft. One side uses the alpha status units and the other side uses the bravo status units, as desired.

23.2.4 Aircraft Units: This is the aircraft type represented (printed on the unit). If an asterisk appears, it is representing another, "variant," aircraft (given in the scenario's introduction)

23.2.5 Aircraft Unit Numbers: For ease in finding the proper aircraft units to use, these are the identity numbers of the aircraft units to be used. A "B" appears if blank units are to be used as substitutes (see 1.2.1.8).

23.2.6 Aircraft Information: This gives the maximum speed ("MS") and maximum altitude ("MA") of the aircraft. (NOTE: In some cases the maximum altitudes may vary from the aircraft's normal maximum altitude due to scenario restrictions). If the aircraft is a variant (see 23.2.4) additional information may also be given. This is the information that is different from the information printed on the aircraft units and the abbreviations given in 21.1.9—all other information that is not given is the same as printed on the aircraft units.

23.2.7 Aircrew Quality: This gives the total number of aircrew available to crew that aircraft. These may be used as pilots or second crewmen (where present) as the controlling player desires, within the restrictions given in 9.3.7. These are listed in the order: Experienced/Average/Inexperienced. The numbers in each position give the number of aircrew of that quality. For example, "0/l/1" means "0" experienced, "1" average and "1" inexperienced aircrew.

23.2.8 Start Hexes and Entry/Exit Edges: A start hex or hexes is given for aircraft with a CAP mission. Aircraft may be placed on or within eight hexes of a start hex or hexes. The Entry/Exit compass notations indicate the force's entry and exit edges. These follow the mapboard's break and folds, as shown below:

NORTHWEST (NW)        NORTH (N)        NORTHEAST (NE)
                       A
WEST (W)                                    EAST (E)
                       SOUTH (S)
SOUTHWEST (SW)                        SOUTHEAST (SE)

NOTE: Any hex split by a break or fold is considered to be part of both edges that it defines.

23.2.9 Scenario Points: This is the total number of scenario points used for a side after all point modifications are made and considered (see 26.2.3.2.1—26.2.3.2.4). This information is needed only with 26.0 for use in designing scenarios.

23.3 Terrain Altitude

The terrain altitude levels of the various colored hexes on the mapboard are established. The abbreviations used are LG=light green hexes, DG=dark green hexes, T=tan hexes and B=brown hexes.

23.4 Territory Boundaries

This establishes which side controls the mapboard or what portion of the mapboard. If only one side is listed, that side controls the entire mapboard. No side controls "neutral" areas of the mapboard.

23.5 Rules of Engagement

These are rules particular to a specific scenario. The standard formations that can be used and missile armaments are always given, plus any other necessary unusual information.

23.6 Options

The players may always mutually decide what (if any) Optional Rules to use in the game. The information that is given is needed if certain Optional Rules are used. Below are guidelines if option 15.0 is not used, simply ignore the given information and this section. Environmental elements are setup as follows:

23.6.1 Sun Setup: The scenario may give exact sun positions or may just state "p.m." or "a.m." If the scenario says "any," decide by mutual agreement or competitive die roll whether the time of day is "p.m." or "a.m." Then consult the SUN SETUP CHART on the Aircrew Aid Card and play may roll the die to determine the sun's location. Find the result on the die roll line in the correct ("a.m." or "p.m.") section of the chart. The letters and numbers found are the two identifications where the three sun location units are to be placed to represent the "sun zone."

23.6.2 Cloud Setup and Altitudes: If the scenario says "any," decide by mutual agreement or competitive die roll whether clouds will be used (if at all) and/or placed.

23.6.2.1 Types of Clouds: Clouds are of two types and only one type should be on the mapboard for any scenario.

23.6.2.1.1 Cloud Units: One or both of the two cloud units (which must be cut out of the Cloud Card) may be setup to represent light and scattered clouds. If the scenario specifies a cloud setup using a hex identification and direction is given next to a cloud unit's identity letter. To orient a multi-hex cloud unit on the mapboard correctly, place the cloud unit's hex containing its letter identity in the listed hex and point the arrow in the listed direction (with reference to the mapboard's compass rose). When this cloud unit hex is correctly aligned, the entire unit is correctly positioned.

23.6.2.1.2 Cloud Decks: A cloud deck covers the entire mapboard (unless low enough for some high ground to poke through the top). There may be one (high or low) or two (one high, one low) cloud decks on the mapboard.

23.6.2.2 Cloud Altitudes: Once the cloud units are placed or once the effects of clouds is established, unless the altitude levels are given in the scenario, die rolls are used to determine the altitude levels they cover.

23.6.2.2.1 Determining Cloud Unit Altitudes: For each cloud unit, roll the die twice, adding the numbers rolled together to let the total equal the cloud unit's maximum altitude level and then roll the die once to let the number rolled equal that at that altitude level. It is possible for both to be equal, in which case the cloud unit is only located at that altitude level. Otherwise, the cloud unit is considered to be located at its maximum and minimum altitude levels and all altitude levels in between.

23.6.2.2.2 Determining Cloud Deck Altitudes: For a low cloud deck, roll the die twice (once for each altitude level), allowing the numbers rolled to equal the low cloud deck's maximum and minimum altitude levels. For a high cloud deck, roll the die twice, then roll it twice again (one set of rolls for each altitude level), allowing the two totals to equal the high cloud deck's maximum and minimum altitude levels (the one to use for each depending on which total is lower). In either case, it is possible for both rolls to be equal, in which case the cloud deck is located at that one altitude level. Otherwise, a cloud deck is considered to be at its maximum and minimum altitude levels and all altitude levels in between. If, when two cloud decks are present, their altitude levels match or overlap, this represents one thick cloud deck with a minimum altitude equal to the lower cloud deck's minimum altitude and a maximum altitude equal to the higher cloud deck's maximum altitude.

23.6.2.2.3 Recording Cloud Altitudes: Place the appropriate cloud altitude units in the correct boxes on the altitude track of any Aircraft Status Card in use to record these altitudes. Match letters to cloud unit identity letters if units are used and, for cloud decks, the "A" units for a high cloud deck and the "B" units for a low cloud deck.

23.6.3 Haze Layer Setup: If a haze layer is part of a scenario, its maximum altitude level is given. If the scenario says "any," the players may decide by mutual agreement or incorporate haze into the game and any player rolls the die once. The number rolled equals the maximum altitude level to which the haze layer reaches, extending continuously up from the ground. Record this altitude level by placing the haze altitude unit in the appropriate box of an altitude track of any Aircraft Status Card in use.

23.6.4 Night Setup: Night conditions prevail if specified by the scenario or decided by player mutual agreement. No special setup is required once the condition is set.

23.7 Victory Points

These are given in the individual Historical and Hypothetical scenarios (24.0 and 25.0). Not all of the methods of obtaining victory points are used in every scenario.

23.7.1 Aircraft Victory Points: A side gets the number of victory points given in the scenario for each eliminated or damaged opposing aircraft.

23.7.2 Exit Victory Points: The manner in which victory point aircraft exit the mapboard may result in victory points to one side or the other.

23.7.2.1 Bonus Exit Victory Points: For still loaded fighter-bombers and reconnaissance aircraft, their controlling side gains victory points if they are undamaged and leave the mapboard from their exit edge.

23.7.2.2 Penalty Exit Victory Points: A side gains victory points for each of the other side's undamaged aircraft that leave the mapboard from any edge but their exit edge, or, except for loaded fighter-bombers and reconnaissance aircraft (these "bonus exit"), which leave the mapboard from their exit edge and still have "6" or more fuel remaining.

23.7.3 "Special" Victory Points: Other, "special" methods of obtaining victory points may be available (ie., see 25.3). The most common of these concerns loaded fighter-bombers—a side gains victory points for each of the other side's undamaged loaded fighter-bombers that jettison (see option 17.2) its bomb load.

24.0 Historical Scenarios

These scenarios are based on actual historical combats.

24.1 First Jet-to-Jet Air Combat

Korea, November 8, 1950. North Korean (Note: Chinese, East European and Soviet pilots, as well as North Koreans, flew the MiG-15s during the Korean War), MiGs had been harassing U.S. (Note: United Nations forces during the Korean War) bombers outside of the Yalu River sanctuary line. The U.S.A.F. 16th Fighter Squadron's Lieutenant Russel J. Brown scored one "kill" as the MiGs headed for home.

24.1.1 Mission Profiles: Sweep vs. Sweep. No controllers.

24.1.2 Opposing Forces:

United States: Enter/Exit W. (28SP) 1st(1A-4A): 4 F80C (241-244)—MS:7; MA:10. 1/2/1.

North Korea: All Enter E/Exit W. (40SP) 1st(1A-4A): 4 MG15 (801-804)—MS:9; MA:10. 0/1/3. 2nd(1B-4B): 4 MG15 (B811-B814)—MS:9; MA:10. 0/1/3.

24.1.3 Terrain Altitude: LG=0, DG=1, T=1, B=2.

24.1.4 Boundaries: North Korean territory.

24.1.5 Rules of Engagement: The MiGs start with only 20 fuel. The MiGs had seen earlier action and had expended some ammunition. Roll the die once per MiG for their starting guns ammunition: die roll equals numbers of shots, except the "7-10"=five shots starting ammunition. Aircraft of both sides must start the game at altitude levels of "5" or less. The United States aircraft may use any formations and the North Korean aircraft may use any formations but line abreast (tactical).

24.1.6 Options: Environment: Sun in A34, A35, B34, haze through altitude level "3" and cloud unit B (hex J21, N).

24.1.7 Victory Points:

United States: 12 per eliminated, 3 per damaged and 6 per exited MiG-15.

North Korean: 16 per eliminated, 4 per damaged and 8 per exited F-80.

24.2 First U.S. Navy Jet Kill

Korea, November 9, 1950. A flight of F-9Fs was winding up an escort mission for propeller-driven bombers (which had already left the area) when suddenly attacked by MiG-15s. Lt. Commander Thomas Amen, the commanding officer of VF-111 flying from the U.S.S. Philippine Sea, shot down one MiG-15 in the action for the first U.S. Navy jet-to-jet "kill."

24.2.1 Mission Profiles: Sweep vs. Sweep. No controllers.

24.2.2 Opposing Forces:

United States: Enter W/Exit E. (32SP) 1st(1A-4A): 4 F9F2 (171-174)—MS:9; MA:12. 0/4/0.

North Korea: Enter Any/ Exit W. (18SP) 1st(1A-2A): 2 MG15 (801-802)—MS:9; MA:12. 0/2/0.

24.2.3 Terrain Altitude: LG=1, DG=1, T=1, B=2.

24.2.4 Boundaries: North Korean territory.

24.2.5 Rules of Engagement: All United States aircraft must enter on the first Turn and must start the game at an altitude level of "6" or less. The MiG-15s may enter on any Turn after the second (up through Turn 6) from any mapboard edge. The United States aircraft may use any formations and the North Korean aircraft may use any formations but line abreast (tactical).

24.2.6 Options: Environment: Sun in N34, O35, P34, haze to altitude level "3" and cloud units A (hex II24, N) and B (hex R21, NW).

24.2.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per exited MiG-15.

North Korea: 4 per eliminated, 1 per damaged and 2 per exited F-9.

24.3 First Swept-Wing Battle

Korea, December 17, 1950. This was the first meeting between the classic antagonists of the Korean War, the MiG-15 and the F-86. Colonel Bruce H. Hinton (the experienced United States pilot) of the 4th Fighter Interceptor Wing shot down one MiG-15 during the action for no loss to the U.S.A.F.

24.3.1 Mission Profiles: Sweep vs. Sweep. No controllers.

24.3.2 Opposing Forces:

United States: Enter/Exit SE. (32SP) 1st(1A-4A): 4 F86A (251-254)—MS:9; MA:11. 1/2/1.

North Korea: Enter/Exit NW. (24SP) 1st(1A-4A): 4 MG15 (801-804)—MS:9; MA:11. 0/2/2.

24.3.3 Terrain Altitude: LG=0, T=1, B=1.

24.3.4 Boundaries: North Korean territory.

24.3.5 Rules of Engagement: The United States aircraft may use any formations and the North Korean aircraft may use any formations but line abreast (tactical).

24.3.6 Options: Environment: Sun in RR34, SS35 and TT34 and cloud unit A (hex L23, SW).

24.3.7 Victory Points:

United States: 16 per eliminated, 4 per damaged and 8 per exited MiG-15.

North Korea: 20 per eliminated, 5 per damaged and 10 per exited F-86.

24.4 Jabara's First Jet Kill

Korea, April 3, 1951. James Jabara (the experienced United States pilot), a World War II ace, sees his first action in the Korean War. This was his first of 15 jet victories.

24.4.1 Mission Profiles: Sweep vs. Sweep. Israeli controller (N).

24.4.2 Opposing Forces:

United States: Enter/Exit SE. (20SP) 1st(1A-2A): 2 F86A (251-252)—MS:9; MA:14. 1/1/0.

North Korea: Enter N/Exit W. (22SP) 1st(1A-2A): 2 MG15 (801-802)—MS:9; MA:14. 1/2/0.

24.4.3 Terrain Altitude: LG=0, DG=1, T=1, B=2.

24.4.4 Boundaries: North Korean territory.

24.4.5 Rules of Engagement: The United States aircraft may use any formations and the North Korean aircraft may use any formations but line abreast (tactical).

24.4.6 Options: Environment: Sun in A34, B34 and cloud unit A (hex DD18, NE).

24.4.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per exited MiG-15.

North Korea: 4 per eliminated, 1 per damaged and 2 per exited F-86.

24.5 Guns Over the Yalu

Korea, February 10, 1952. This was the last battle for ace Major George Davis (the experienced United States pilot) and earned him a posthumous Medal of Honor. The F-86As are actually F-86Es (identical in game terms).

24.5.1 Mission Profiles: Sweep vs. Sweep. North Korean controller (N).

24.5.2 Opposing Forces:

United States: Enter/Exit SE. (20SP) 1st(1A-2A): 2 F86A (261-262)—MS:9; MA:11. 1/1/0.

North Korea: Enter/Exit NW. (22SP) 1st(1A-2A): 2 MG15 (801-802)—MS:9; MA:10. 1/0/1.

24.5.3 Terrain Altitude: LG=0, DG=1, T=1, B=2.

24.5.4 Boundaries: North Korean territory.

24.5.5 Rules of Engagement: Both sides carry only guns. Both sides may use any formations.

24.5.6 Options: Environment: Sun in F34, G35, H34, haze through altitude level "2" and one high cloud deck at altitude levels "10" through "16."

24.5.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per exited MiG-15.

North Korea: 4 per eliminated, 1 per damaged and 2 per exited F-86.

24.6 The Road to Suez

Egypt (Sinai Peninsula), October 31, 1956. One day before their ground forces overran the key Egyptian position at El Arish, patrolling Israeli Mystere IVAs fought one of the few dogfights of the war against a remnant of the Egyptian air force. One MiG was destroyed with Israeli loss.

24.6.1 Mission Profile: Sweep vs. Sweep. Israeli controller (NE).

24.6.2 Opposing Forces:

Israel: Enter S, Exit N. (24SP) 1st(1A-2A): 2 Mystr (431-432)—MS:12; MA:12. 1/1/0.

Egypt: Enter SE, Exit W. (20SP) 1st(1A-2A): 2 MG17C (821-824)—MS:9; MA:12. 0/1/3.

24.6.3 Terrain Altitudes: All "0."

24.6.4 Boundaries: Egyptian territory.

24.6.5 Rules of Engagement: Both sides carry only guns. The Egyptian may enter only from the portion of the SE mapboard edge that is not also part of the S mapboard edge and the Israeli aircraft may enter only from the portion of the S mapboard edge that is not also part of the SE mapboard edge. For initial setup, both sides must write their starting hexes and directions and then place the aircraft on the mapboard simultaneously. Both sides may use any formations but line abreast (tactical).

24.6.6 Options: Environment: Sun in GGG25, GGG26, GGG27.

24.6.7 Victory Points:

Israel: 8 per eliminated, 2 per damaged and 4 per exited MiG-17.

Egypt: 20 per eliminated, 5 per damaged and 10 per exited Mystere.

24.7 Genesis of the Missile Era

Formosa Straits, September 24, 1958. During a flareup between the two Chinas, the MiGs were approaching the Taiwanese island of Matsu when intercepted. This was one of the earliest uses of heat seeking missiles.

24.7.1 Mission Profiles: Sweep vs. Sweep. Taiwan controller (E).

24.7.2 Opposing Forces:

Taiwan: Enter/Exit E. (44SP) 1st(1A-4A): 4 F86F (261-264)—MS:9; MA:14. 0/4/0.

China: All Enter/Exit W. (48SP) 1st(1A-4A): 4 MG17C (B811-B814)—MS:9; MA:16. 0/2/2. 2nd(1B-4B): 4 MG17C (821-824)—MS:9; MA:16. 0/2/2.

24.7.3 Terrain Altitude: "0" altitude levels in all hexes.

24.7.4 Boundaries: Entire mapboard is neutral (over water).

24.7.5 Rules of Engagement: Aircraft on both sides must start the game at altitude levels of "6" or less. The MiG-17s and two of the F-86s carry only guns, and the remaining two F-86s carry two HN missiles each (the controlling player decides which aircraft carry the missiles). No gunnery shots may be taken by either side until after a missile has been fired or until Turn 6, whichever comes first. Both sides may use any formations but line abreast (tactical).

24.7.6 Options: Environment: Sun in V34, W35, X34 and cloud units A (hex O17, NE) and B (hex GG12, SW).

24.7.7 Victory Points:

Taiwan: 4 per eliminated, 1 per damaged and 2 per exited MiG-17.

China: 8 per eliminated, 2 per damaged and 4 per exited F-86.

24.8 The Dragon's Jaw

North Vietnam, April 4, 1965. "Anyone who is not completely terrified doesn't understand the problem."—Thud Ridge. These were the first air-to-air losses suffered by the United States in the Vietnam War. Two F-105s on their way to bomb the massive Thanh Hoa Bridge (known to the Vietnamese losses. Although repeatedly bombed and heavily damaged by both the U.S.A.F. and the U.S.N., the "Dragon's Jaw" would not finally fall until hit by "smart bombs" on May 13, 1972. Alternate opposing forces and victory points are provided for a "variant" scenario where F-100 escorts (which were historically out of position to participate) are available.

24.8.1 Mission Profiles: North Vietnamese CAP vs. United States Penetration (Strike). North Vietnamese controller (NW).

24.8.2 Opposing Forces:

24.8.2.1 Historical Forces:

North Vietnam: Start Hex BB17, Enter/Exit NW. (36SP) 1st(1A-4A): 4 MG17C (831-834)—MS:9; MA:16. 0/2/2.

United States: Enter SW, Exit NE. (28SP) 1st(1A-4A): 4 F105D (231-234)—MS:18; MA:16. 1/2/1.

24.8.2.2 Variant Forces:

North Vietnam: Start Hex BB17, Enter/Exit NW. (64SP) 1st(1A-4A): 4 MG17C (B811-B814)—MS:9; MA:16. 0/2/2. 2nd(1B-4B): 4 MG17C (831-834)—MS:9; MA:16. 0/2/2.

United States: 1st flight Enter SW, Exit NE. 2nd flight Enter/Exit S. (68SP) 1st(1A-4A): 4 F105D (231-234)—MS:18; MA:16. 1/2/1. 2nd(1B-4B): 4 F100D (271-274)—MS:12; MA:13. 1/2/1.

24.8.3 Terrain Altitude: LG=0, DG=0, T=1, B=1.

24.8.4 Boundaries: North Vietnamese territory.

24.8.5 Rules of Engagement: All F-105s are loaded fighter-bombers. If the F-100s are used, they are the strike escort. The MiGs and F-105s carry no missiles. The F-100s carry 4 HN missiles each. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations but line abreast (tactical).

24.8.6 Options: Environment: Sun in RR34, SS35, TT34 and haze at altitude level "0." No countermeasures are carried.

24.8.7 Victory Points:

24.8.7.1 Historical Forces: United States: 16 per eliminated, 4 per damaged and 8 per penalty exited F-105. SPECIAL: 8 per undamaged F-105 that jettisons its bomb load.

North Vietnam: 20 per eliminated, 5 per damaged and 10 per penalty exited MiG-17. 8 per bonus exited F-105.

24.8.7.2 Variant Forces: United States: 36 per eliminated, 9 per damaged and 18 per penalty exited American aircraft. SPECIAL: 18 per undamaged F-105 that jettisons its bomb load.

North Vietnam: 36 per eliminated, 8 per damaged and 16 per penalty exited MiG-17. 18 per bonus exited F-105.

24.9 First Blood

North Vietnam, June 17 and July 10, 1965. The U.S.N. and U.S.A.F., respectively, scored their first air-to-air "kills" of the Vietnam War. The F-4Bs are for the U.S.A.F. represent F-4Cs, which are identical in game terms. In both cases, the F-4s (U.S.N. from VF-21 of U.S.S. Midway, U.S.A.F. from 45th Tactical Fighter Squadron) were flying cover for other bombers when bounced by the MiG-17s and both destroyed both enemy aircraft to no U.S. losses. Except where differences are noted, the situations and opposing forces were identical and either scenario can be played.

24.9.1 Mission Profiles: Sweep vs. Sweep. North Vietnamese controller (N vs. U.S.A.F., W vs. U.S.N.).

24.9.2 Opposing Forces:

North Vietnam: Enter/Exit N (vs. U.S.A.F.) or Enter/Exit W (vs. U.S.N.). (16SP) 1st(1A-2A): 2 MG17C (831-832)—MS:9; MA:16. 0/1/1.

United States: Enter/Exit S (U.S.A.F.) or Enter/Exit E (U.S.N.). (18SP) 1st(1A-2A): 2 F-4B (241-142)—MS:20; MA:18. 0/3/1.

24.9.3 Terrain Altitude: LG=0, DG=0, T=1, B=1 (U.S.A.F.). All "0" for U.S.N.

24.9.4 Boundaries: North Vietnamese territory.

24.9.5 Rules of Engagement: The MiG-17s carry only guns. The F-4s carry 4 RR and 4 HN missiles each, but carry no external guns. The F-4s must have both a lockon and a tally to shoot a radar homing missile. The U.S.A.F. F-4s have only 14 fuel at the start. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations but line abreast (tactical).

24.9.6 Options: Environment: Sun in A34, A35, B34. No countermeasures are carried.

24.9.7 Victory Points:

North Vietnam: 4 per eliminated, 1 per damaged and 2 per exited F-4.

United States: 4 per eliminated, 1 per damaged and 2 per exited MiG-17.

24.10 The One-Mission Ace

Kashmir (Pakistan), September 7, 1965. Pakistan's Squadron Leader Mohammed Allam (the experienced Pakistani pilot in the scenario) set the jet record when he shot down five (some accounts say only four—either way it is a record for jet combat). Indian Hunter F.6s in one engagement during the undeclared war fought between India and Pakistan in late 1965.

24.10.1 Mission Profiles: Sweep vs. Sweep. Pakistan controller (W).

24.10.2 Opposing Forces:

Pakistan: Enter/Exit W. (32SP) 1st(1A-2A): 2 F86F (261-262)—MS:9; MA:14. 1/1/0.

India: All Enter/Exit E. (30SP) 1st(1A-4A): 4 Hntr (451-454)—MS:9; MA:14. 0/2/2. 2nd(1B-2B): 2 Hntr (B461-B462)—MS:9; MA:14. 0/1/1.

24.10.3 Terrain Altitude: LG=4, DG=4, T=5, B=7.

24.10.4 Boundaries: Indian territory.

24.10.5 Rules of Engagement: The Hunters carry only guns. The F-86s carry 2 HN missiles each. The Pakistani aircraft may use any formations and the Indian aircraft may use any formations but line abreast (tactical).

24.10.6 Options: Environment: Sun in A25, A26, A27 and haze through altitude level "4."

24.10.7 Victory Points:

Pakistan: 4 per eliminated, 1 per damaged and 2 per penalty exited Hunter.

India: 12 per eliminated, 3 per damaged and 6 per exited F-86.

24.11 The First U.S. MiG-21s

The MiG-21 was the "hottest" aircraft in the Vietnamese arsenal and extraordinary efforts were made to bring them down.

24.11.1 First for the U.S.A.F.: North Vietnam, April 26, 1966. This mission saw a MiG-21 shot down by a 480th Tactical Fighter Squadron F-4C (represented by F-4Bs in the scenario) flown by Major Paul J. Gilmore and First Lieutenant William T. Smith.

24.11.1.1 Mission Profiles: United States Sweep vs. North Vietnamese CAP. Both sides have controllers (United States SE, North Vietnam NW).

24.11.1.2 Opposing Forces:

United States: Enter/Exit SE. (32SP) 1st(1A-2A): 2 F-4B (141-142)—MS:20; MA:18. 2/2/0.

North Vietnam: Start Hex DD15, Enter/Exit NW. (36SP) 1st(1A-4A): 4 MG21C (851-852)—MS:18; MA:16. 0/2/2.

24.11.1.3 Terrain Altitude: DG=0, LG=0, T=1, B=2.

24.11.1.4 Boundaries: North Vietnamese territory.

24.11.1.5 Rules of Engagement: The F-4s are carrying 4 RA and 4 HN missiles each, but carry no external guns. The MiG-21s carry 2 HN missiles each. The F-4s must have both a lockon and a tally to shoot a radar homing missile. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations but line abreast (tactical).

24.11.1.6 Options: Environment: Sun in N34, O35, P34. No countermeasures are carried.

24.11.1.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per exited MiG-21.

North Vietnam: 8 per eliminated, 2 per damaged and 4 per exited F-4.

24.11.2 Operation Bolo: North Vietnam, January 2, 1967. Operation Bolo, was intended to lure the North Vietnamese into an unfavorable battle situation. The attacking United States forces, all equipped for air-to-air combat, were deployed and routed to give the appearance of a F-105 fighter-bomber mission. Colonel Robin Olds, the commander of the 8th Tactical Fighter Wing (the experienced aircrewman in the first U.S. flight in the scenario), led the mission and participated in the portion of the combats depicted in the scenario. Seven MiGs (including one by Olds) were lost to no U.S.A.F. losses in the operation.

24.11.2.1 Mission Profiles: Sweep vs. Sweep. Both sides have controllers (United States SW, North Vietnam NE).

24.11.2.2 Opposing Forces:

United States: Enter/Exit SW. (96SP) 1st(1A-4A): 4 F-4B (141-144)—MS:20; MA:18. 1/6/1. 2nd(1B-4B): 4 F-4B (B461-464)—MS:20; MA:18. 1/5/2.

North Vietnam: Enter NE, and/or SE/Exit NE. (88SP) 1st(1A-4A): 4 MG21C (B811-814)—MS:18; MA:16. 0/3/1. 2nd(1B-4B): 4 MG21C (851-852)—MS:18; MA:16. 0/3/1.

24.11.2.3 Terrain Altitude: All "0."

24.11.2.4 Boundaries: North Vietnamese territory.

24.11.2.5 Rules of Engagement: The F-4s carrying 4 HN and 4 RA missiles each, but carry no external guns. The MiG-21s are carrying 2 HN missiles each. The F-4s must have both a lockon and a tally to a target to shoot a radar homing missile after the mapboard. While only the first flight is on the mapboard, a radar homing missile may be fired using only a lockon. Both sides' first flights must enter on Turn one and both sides' second flights enter after Turn four. All aircraft must start at altitude level "4" or less. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations but line abreast (tactical).

24.11.2.6 Options: Environment: Sun in RR34, SS35, TT34, one low cloud deck at altitude levels "1" and "2" and haze at altitude level "0." No countermeasures are carried.

24.11.2.7 Victory Points:

United States: 32 per eliminated, 8 per damaged and 16 per penalty exited MiG-21. SPECIAL: Since the North Vietnamese think the F-4s are loaded F-105s, the North Vietnamese do not get penalty exit points for any F-4s that exit from the east mapboard edge if those exiting F-4s have exceed a speed of "8," never exceed an altitude of "4," remain in formation and are not tallied. Instead, F-4s that exit in this manner give the U.S. side 9 victory points per F-4.

North Vietnam: 36 per eliminated, 9 per damaged and 18 per penalty exited MiG-17. 18 per bonus exited F-105.

24.11.3 First for the U.S.N.: North Vietnam, August 10, 1967. This mission finally saw the first MiG-21s shot down by U.S.N. forces. The aircraft piloted by Lieutenant Commanders Robert Davis and Guy Freeborn each got one "kill."

24.11.3.1 Mission Profiles: Sweep vs. Sweep. Both sides have controllers (United States SE, North Vietnam NW).

24.11.3.2 Opposing Forces:

United States: Enter/Exit SE. (26SP) 1st(1A-2A): 2 F-4B (141-142)—MS:20; MA:18. 1/3/0.

North Vietnam: Enter SE/Exit NW. (22SP) 1st(1A-2A): 2 MG21C (851-852)—MS:18; MA:16. 0/2/0.

24.11.3.3 Terrain Altitude: All "0."

24.11.3.4 Boundaries: North Vietnamese territory.

24.11.3.5 Rules of Engagement: The F-4s are carrying 4 HN and 4 RA missiles each, but carry no external guns. The MiG-21s are carrying no missiles. The F-4s must have both a lockon and a tally to shoot a radar homing missile. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations but line abreast (tactical).

24.11.3.6 Options: Environment: Sun in V34, W35, X34, haze through altitude level "2" and one high cloud deck from altitude levels "7" through "14." No countermeasures are carried.

24.11.3.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per exited MiG-21.

North Vietnam: 4 per eliminated, 1 per damaged and 2 per exited F-4.

24.12 First Kill with Matra 530

Sinai, November 29, 1966. During an escalating series of "incidents" that led up to the Six-Day War the following year, the Israelis made first combat use of the new French Matra 530 radar homing missile (an RA) in destroying an Egyptian MiG-19.

24.12.1 Mission Profiles: Sweep vs. Sweep. No controllers.

24.12.2 Opposing Forces:

Israel: Enter/Exit NE. (34SP) 1st(1A-2A): 2 MrIIIC (411-412)—MS:19; MA:17. 1/0/1.

Egypt: Enter/Exit SW. (32SP) 1st(1A-4A): 4 MG19C (841-844)—MS:12; MA:16. 0/2/2.

24.12.3 Terrain Altitude: All "0."

24.12.4 Boundaries: Egyptian territory, except for hexes up to five hexes from the NE mapboard edge, which are Israeli territory.

24.12.5 Rules of Engagement: The Mirages carry 1 RA and 2 HN each. The MiG-19s carry 2 HN each. The Israeli aircraft may use any formations and the Egyptian aircraft may use any formations except line abreast (tactical).

24.12.6 Options: Environment: Sun in GGG34, GGG35, FFF34 and one low cloud deck at altitude levels "5" through "7." No countermeasures are carried.

24.12.7 Victory Points:

Israel: 4 per eliminated, 1 per damaged and 2 per penalty exited MiG-19.

Egypt: 8 per eliminated, 2 per damaged and 4 per exited Mirage.

24.13 Last Stand of the Egyptian Air Force

Egypt, June 6, 1967. A few aircraft left after the devastating first Israeli airstrike on Egyptian airfields managed to get into the air to face a second strike near Abu Suweir.

24.13.1 Mission Profiles: Egyptian CAP vs. Israeli Penetration (Strike). Egyptian controller (SW).

24.13.2 Opposing Forces:

Egypt: All- Start Hex K27, Enter/Exit SW. (64SP) 1st(1A-2A): 2 MG19C (841-842)—MS:12; MA:16. 0/1/1. 2nd(1B-2B): 2 MG21C (851-854)—MS:18; MA:16. 0/2/2.

Israel: Mirages Enter/Exit NE, Mystere Enter NE, Exit SW. (70SP) 1st(1A-2A): 2 MrIIIC (411-412)—MS:19; MA:17. 1/1/0. 2nd(1B-2B): 2 Mystr (431-434)—MS:19; MA:13. 0/4/0.

24.13.3 Terrain Altitude: All "0."

24.13.4 Boundaries: Egyptian territory.

24.13.5 Rules of Engagement: Mystres are loaded fighter-bombers and carry no missiles. Mirages are strike escort and carry 1 RA + 2 HN each. The Mirage strike escort may not enter the mapboard until at least three Turns after the Mysteres enter the mapboard. The Israeli aircraft and the Egyptian aircraft may use any formations but line abreast (tactical).

24.13.6 Options: Environment: Sun in GGG34, GGG35, FFF34. No countermeasures are carried.

24.13.7 Victory Points:

Egypt: 28 per eliminated, 7 per damaged and 14 per penalty exited Israeli aircraft. SPECIAL: 14 per undamaged Mystere that jettisons its bomb load.

Israel: 24 per eliminated, 6 per damaged and 12 per exited Egyptian aircraft. 14 per bonus exited Mystere.

24.14 Iron Hand Over Thud Ridge

North Vietnam, December 19, 1967. Captain Drew and Major Wheeler scored the last MiG "kill" of 1967 and the last to be credited to an F-105 during this mission. The F-105s in this scenario are two-seater F-105F "Wild Weasel" conversions (officially called "Iron Hands" flights at the time.

"Wild Weasel, Wild Weasel, they call me by name. I fly up on Thud Ridge and play the big game. I fly o'er the valleys and hide 'hind the hills. I dodge all the missiles, then go for the kills." —The Wild Weasel Song

24.14.1 Mission Profile: Sweep vs. Sweep. Both sides have controllers (United States SW, North Vietnam NE).

24.14.2 Opposing Forces:

United States: Enter/Exit SW. (28SP) 1st(1A-2A): 2 F105D* (231-232)—MS:18; MA:16. C:2; R3/4. 1/3/0.

North Vietnam: Enter/Exit NE. (28SP) 1st(1A-4A): 4 MG17C (821-824)—MS:9; MA:16. 0/3/1.

24.14.3 Terrain Altitude: DG=0, LG=0, T=1, B=2.

24.14.4 Boundaries: North Vietnamese territory.

24.14.5 Rules of Engagement: Neither side carries missiles. The F-105s have only "18" fuel. The United States aircraft may use any formations but line abreast (tactical) and the North Vietnamese aircraft may use any formations.

24.14.6 Options: Environment: Sun in RR34, SS35, TT34, haze through altitude level "2" and one low cloud band B (hex NN21, N). No countermeasures are carried.

24.14.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per penalty exited MiG-17.

North Vietnam: 8 per eliminated, 2 per damaged and 4 per penalty exited F-105.

24.15 Red Star, Blue Star

Egypt, July 30, 1970. During the "War of Attrition" following the "Six-Day War" from 1967 to 1970, Soviet fighters and aircrew were sent to Egypt to protect Soviet-manned surface-to-air missile sites. At first, these aircraft patrolled only far in the Egyptian interior, but on July 25, 1970, they attacked and damaged an Israeli A-4. Five days later, the Israelis sent in some A-4s as "decoys" to lure the interceptors into an ambush south of the city of Suez (beyond effective controller range). Four MiG-21s were shot down to no Israeli losses in the encounter.

24.15.1 Mission Profiles: Soviet Sweep vs. Israeli CAP. No controllers.

24.15.2 Opposing Forces:

Soviet Union: Enter/Exit W. (88SP) 1st (1A-4A): 4 MG21J (B811-B814)—MS:18; MA:18. 0/3/1. 2nd (1B-4B): 4 MG21J (851-854)—MS:18; MA:18. 0/2/2.

Israel: Start Hexes DD24 and DD11, Exit E. (134SP) 1st (1A-2A): 2 F-4E (141-142)—MS:20; MA:19. 1/3/0. 2nd (1B-2B): 2 MrIIIC (411-414)—MS:19; MA:17. 2/2/0.

24.15.3 Terrain Altitude: All "0."

24.15.4 Boundaries: Egyptian territory.

24.15.5 Rules of Engagement: The Mig-2 all carry 4 HN missiles each and do not have their external guns. The Mirages all carry 1 RA and 2 HN each and the F-4s both carry 2 RA and 4 HN missiles each. The MiG-21s must all enter on Turn 1 and must start at altitudes from "3" to "5." The Israeli aircraft must all start on Turn at altitudes from "6" to "4" and the F-4s must start at altitudes from "0" to "4." The Israeli aircraft may use any formations and the Soviet aircraft may use any formations except line abreast (tactical).

24.15.6 Options: Environment: Sun in ZZ34, AAA35, BBB34. No countermeasures are carried.

24.15.7 Victory Points:

Soviet Union: 8 per eliminated, 2 per damaged and 4 per exited Israeli aircraft.

Israel: 4 per eliminated, 1 per damaged and 2 per penalty exited MiG-21.

24.16 MiG vs. MiG

Bangladesh (East Pakistan), December 16, 1971. This was the second round of the undeclared war between India and Pakistan (this time over a revolt in East Pakistan, which became independent as Bangladesh as a result of the war) that found some units on both sides flying MiGs (actually, the Pakistani aircraft were J-6s, Chinese copies of the MiG-19).

24.16.1 Mission Profiles: Sweep vs. Sweep. No controllers.

24.16.2 Opposing Forces:

Pakistan: Enter/Exit W. (26SP) 1st(1A-2A): 2 MG19B (841-842)—MS:12; MA:14. 0/2/0.

India: Enter/Exit E. (18SP) 1st(1A-2A): 2 MG21C (851-852)—MS:18; MA:16. 0/1/1.

24.16.3 Terrain Altitude: All "0."

24.16.4 Boundaries: Indian territory.

24.16.5 Rules of Engagement: All aircraft on both sides carry 2 HN missiles each. Both sides may use any formations except line abreast (tactical).

24.16.6 Options: Environment: Sun in A34, A35, B34 and haze through altitude level "4."

24.16.7 Victory Points:

Pakistan: 8 per eliminated, 2 per damaged and 4 per penalty exited MiG-21.

India: 12 per eliminated, 3 per damaged and 6 per penalty exited MiG-19.

24.17 Navy Aces Over Hanoi

North Vietnam, May 10, 1972. "The Rolling Thunder" air offensive against North Vietnam had ended in 1968 when negotiations started. In April, 1972, North Vietnam launched the "Easter Invasion" of South Vietnam and negotiations were accomplishing nothing. Limited air strikes in the north resumed in April and on May 5, 1972, United States President Nixon ordered a major new air offensive against North Vietnam that started on May 8 with the mining of Haiphong harbor. The new bombing offensive proper, called "Linebacker," was initiated on May 10, 1972 with the busiest day for air-to-air combat of the entire Vietnam War. A flight of F-4J (an F-4E variant) Phantoms from VF-96 off the U.S.S. Constellation, including the dynamic duo of Randy Cunningham and Willie Driscoll, who had teamed for two previous kills, was met by a mixture of MiGs (including the MiG-17 flown by Colonel Toon (sometimes translated as "Tomb"), who was the top-ranking ace of the Vietnam War with 13 "kills" (the experienced MiG-17 pilot in the scenario). The F-4s had earlier covered the bombing of Hai Duong railroad yard east of Hanoi by engaging in flak suppression, but still had plenty of fuel and were looking for trouble, as were the MiGs which had just missed a chance to catch them while loaded. Cunningham and Driscoll (the experienced F-4 aircrew in the scenario) had a very busy day and shot down three MiGs, including Toon's, to become the first United States "aces" of the Vietnam War. This scenario has three parts, each separate scenario detailing a portion of the far-flung air battle.

24.17.1 Part One: The Melee:

24.17.1.1 Mission Profiles: North Vietnamese CAP vs. United States Sweep. Both sides have controllers (United States SE, North Vietnam NW).

24.17.1.2 Opposing Forces:

United States: Enter/Exit SE. (64SP) 1st(1A-4A): 4 F-4E* (141-144)—MS:20; MA:19; EG. 2/6/0.

North Vietnam: All—Start Hexes K16 and LL8, Enter NW or W/Exit NW. (76SP) 1st(1A-4A): 4 MG17C (821-824)—MS:9; MA:16. 1/2/1. 2nd(1B-2B): 2 MG19B (841-842)—MS:12; MA:14. 0/2/0. 3rd(3B-4B): 2 MG21C (851-852)—MS:18; MA:16. 0/1/1.

24.17.1.3 Terrain Altitude: All "0."

24.17.1.4 Boundaries: North Vietnamese territory.

24.17.1.5 Rules of Engagement: The MiG-21s are relief CAP and may not enter the mapboard on Turn 6. All MiG-17s and MiG-19s are carrying 2 HN missiles each and the MiG-19s and MiG-21s all carry no missiles. The F-4s carry 2 RA and 4 HW missiles each, but no guns. The F-4s must have both a lockon and a tally to shoot a radar homing missile. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations except line abreast (tactical).

24.17.1.6 Options: Environment: Sun in V34, W35, X34 and one high cloud deck at altitude levels "14" through "17." No countermeasures are carried.

24.17.1.7 Victory Points:

United States: 20 per eliminated, 5 per damaged and 10 per penalty exited North Vietnamese aircraft.

North Vietnam: 32 per eliminated, 8 per damaged and 16 per penalty exited F-4.

24.17.2 Part Two: The Duel: Separated in the melee, Cunningham's and Driscoll's F-4 was matched up in a one-on-one confrontation with Toon's MiG-17, who Cunningham later stated to be, ". . . the best pilot I ever encountered . . ."

24.17.2.1 Mission Profiles: Sweep vs. Sweep. Both sides have controllers (United States SE, North Vietnamese NW).

24.17.2.2 Opposing Forces:

North Vietnam: Enter Exit NW. (10SP) 1st(1A): 1 MG17C (821)—MS:9; MA:16. 1/0/0.

United States: Exit SE. (19SP) 1st(1A): 1 F-4E* (141)—MS:20; MA:19. 1/0/0.

24.17.2.3 Terrain Altitudes: All "0."

24.17.2.4 Boundaries: North Vietnamese territory.

24.17.2.5 Rules of Engagement: The F-4 has 2 RA and 2 HW missiles, but no guns and "20" fuel left. The MiG-17 carries no missiles and has "13" fuel left. The F-4 must have both a lockon and a tally to shoot a radar homing missile. The F-4 must start the game in hex AA-15, facing SE and at altitude level "3." The MiG-17 must start the game in hex HH-18, facing NW and at altitude level "3."

24.17.2.6 Options: Same as 24.17.1.6.

24.17.2.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per penalty exited MiG-17.

North Vietnam: 8 per eliminated, 2 per damaged and 4 per penalty exited F-4.

24.17.3 Part Three: Still More MiGs: After shooting down Colonel Toon, Cunningham and Driscoll chased another MiG-17, were "bounced" by four more, which, in turn, were "bounced" by another F-4, and, finally, with no further shooting, headed for home. The day was not over, however, as they were downed by a SAM at the mouth of the Red River, bailed out and were rescued by a helicopter. A busy day, indeed!

24.17.3.1 Mission Profiles: Sweep vs. Sweep. Both sides have controllers (United States SE, North Vietnam NW).

24.17.3.2 Opposing Forces:

United States: Enter NW/Exit SE. (33SP) 1st(1A-2A): 1 F-4E* (141)—MS:20; MA:19; EG. 2/0/0. 2nd(3B): 1 F-4E* (143)—MS:20; MA:19; EG. 0/2/0.

North Vietnam: Enter SE or Any/Exit NW. (40SP) 1st(1A): 1 MG17C (B811)—MS:9; MA:16. 0/1/0. 2nd(1B-4B): 4 MG17C (821-824)—MS:9; MA:16. 0/4/0.

24.17.3.3 Terrain Altitude: All "0."

24.17.3.4 Boundaries: North Vietnamese territory.

24.17.3.5 Rules of Engagement: The first flight F-4 has 2 RA and 4 HW missiles and no guns. The second flight F-4 has 2 RA and 4 HW missiles and no guns. The MiG-17s all carry only guns. The F-4s must have both a lockon and a tally to shoot a radar homing missile. All aircraft must start at altitude level "5" or below. The first flights for both sides must enter on Turn one from their given Enter edges. The North Vietnamese second flight must enter on Turns four, five and/or six. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations except line abreast (tactical).

24.17.3.6 Options: Same as 24.17.1.6.

24.17.3.7 Victory Points:

United States: 8 per eliminated, 2 per damaged and 4 per penalty exited MiG-17.

North Vietnam: 20 per eliminated, 5 per damaged and 10 per penalty exited F-4.

24.18 MIGCAP

North Vietnam, May 10, 1972. The Navy pilots were flying over Hanoi, the U.S.A.F.'s 555 ("Triple Nickel") Tactical Fighter Squadron was facing very stiff opposition while flying "MIGCAP" northeast of Hanoi (patrolling between strike forces and North Vietnamese air bases). While the Navy used offshore ships to provide controllers for their attacks, it would be August before the Air Force got effective controllers for missions to the far north. This scenario covers "Oyster Flight," which included Major Robert Lodge and second crewman Captain Roger C. Locher, who already had two "kills" and Captain Richard S. "Steve" Ritchie and second crewman Captain Charles B. "Chuck" Debellevue. Ritchie and Debellevue would, in August, become the first U.S.A.F. aces of the war and Debellevue would end the war with six "kills"—the top United States ace of the Vietnam War. Oyster Flight shot down three MiGs for the loss of Lodge (KIA) and Locher (ejected and rescued) whose F-4 was shot down by Senior Lieutenant Le Thanh Dao (the experienced MiG-19 pilot). The MiG-19s are actually Chinese-built J-6s and the F-4Bs are actually F-4Ds.

24.18.1 Mission Profiles: Sweep vs. Sweep. North Vietnamese controller (NE).

24.18.2 Opposing Forces:

North Vietnam: Enter N and/or E, Exit NE. (108SP) 1st Flight (1A-4A): 4 MG19B (841-844)—MS:12; MA:14. 1/2/1.

2nd Flight (1B-4B): 4 MG21C (851-854)—MS:18; MA:16. 0/2/2.

United States: Enter NW/Exit SW. (66SP) 1st Flight (1A-4A): 4 F-4B (141-144)—MS:20; MA:19. 2/2/0.

24.18.3 Terrain Altitudes: LG=0, DG=0, T=0, B=1.

24.18.4 Boundaries: North Vietnamese territory.

24.18.5 Rules of Engagement: The F-4s carry 4 RA missiles each and no guns. The MiGs carry 2 HN missiles each. All F-4s and MiG-21s must enter on Turn one. The MiG-19s may enter on Turns three through six, and desired and planned. Four of the experienced American aircrew must be placed together in two of the F-4s (1A-141 and 3A-143) to represent Lodge-Locher and Ritchie-Debellevue. The radar on one of the F-4s (4A-144) must be malfunctioned and this aircraft has a radar rating of "0" (which amounts to the aircraft being unarmed with guns or missiles—this is reflected in the scenario points). The F-4s must have both a lockon and a radar homing missile. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations except line abreast (tactical).

24.18.6 Options: Environment: Sun in V34, W35, X34. No countermeasures are carried.

24.18.7 Victory Points:

North Vietnam: 32 per eliminated, 8 per damaged and 16 per penalty exited F-4.

United States: 28 per eliminated, 7 per damaged and 14 per penalty exited MiG.

24.19 Bomb Alley

San Carlos Water, South Atlantic, May 21, 1982. The Argentine Air Force pressed home its attacks on the British fleet as troops were landed off the Falklands, producing the busiest day of air-to-air combat in that conflict. The A-4s in the scenarios are actually A-4Ps. The Harriers represent Sea Harrier FRS.1s.

24.19.1 Part One: Early Afternoon Battle: Lt. Commander Mike Blisset and Lt. Commander Neil Thomas caught four loaded Argentinian A-4s and got one each.

24.19.1.1 Mission Profiles: British CAP vs. Argentine Penetration (Strike). No controllers.

24.19.1.2 Opposing Forces:

Great Britain: Start Hexes K11, K24, Exit E. (30SP) 1st(1A-2A): 2 Hrrier* (491-492)—MS:9; MA:15; M:4; R:4/4. 0/2/0.

Argentina: Enter W/Exit E. (101-104)—MS:9; MA:13. 1/2/1. 1st(1A-4A): 4 A-4A (101-103)—MS:9; MA:13. 1/2/1.

24.19.1.3 Terrain Altitude: All "0."

24.19.1.4 Boundaries: British territory (although fought over water, the Argentine bases are very distant and British bases are close.

24.19.1.5 Rules of Engagement: The Harriers carry 2 HA missiles each. The A-4s are loaded fighter bombers and carry their internal guns only. The A-4s start with only "20" fuel. All aircraft must start at altitude level "0." The Harriers may use any formations and the A-4s may use any formations but line abreast (tactical).

24.19.1.6 Options: Environment: Sun in N34, O35, P34 and cloud unit A (hex LL18, NE). No countermeasures are carried.

24.19.1.7 Victory Points:

Great Britain: 4 per eliminated, 1 per damaged and 2 per penalty exited A-4. SPECIAL: 2 points per undamaged A-4 that jettisons its bomb load.

Argentina: 12 per eliminated, 3 per damaged and 6 per exited Harrier. 2 points per bonus exited A-4.

24.19.2 Part Two: Late Afternoon Battle: Lt. Clive Morell and Flight Lt. John Leeming caught three Argentinian A-4s that had completed their bomb runs and were returning home. Morell got two "kills" and Leeming got one, all with missiles.

24.19.2.1 Mission Profiles: British CAP vs. Argentine Sweep. No controllers.

24.19.2.2 Opposing Forces:

Great Britain: Start Hexes DD11, DD24, Exit E. (30SP) 1st(1A-2A): 2 Hrrier* (491-492)—MS:9; MA:15; M:4; R:4/4. 0/2/0.

Argentina: Enter E/Exit W. (21SP) 1st(1A-3A): 3 A-4A (101-103)—MS:9; MA:13. 1/1/1.

24.19.2.3 Terrain Altitude: All "0."

24.19.2.4 Boundaries: British territory (although fought over water, the Argentine bases are very distant and British bases are close.

24.19.2.5 Rules of Engagement: The Harriers carry their internal guns only. The A-4s start with only "15" fuel. All aircraft must start on Turn one and are in one three-aircraft formation. The A-4s must start at altitude level "0" and the Harriers must start at altitude level "3." The Harriers may use any formations and the Argentine aircraft may use any formations but line abreast (tactical).

24.19.2.6 Options: Environment: Sun in A34, A35, B34 and haze through altitude level "2." No countermeasures are carried.

24.19.2.7 Victory Points:

Great Britain: 4 per eliminated, 1 per damaged and 2 per penalty exited A-4.

Argentina: 8 per eliminated, 2 per damaged and 4 per exited Harrier.

25.0 Hypothetical Scenarios

These scenarios are based on general situations or historical situations that were modified to provide more interesting games.

25.1 Reconnaissance Mission

North Vietnam, 1968. This scenario demonstrates a typical mission of this type. The F-8E variants in the game represent RF-8G reconnaissance aircraft.

25.1.1 Mission Profiles: North Vietnamese CAP vs. United States Penetration (Reconnaissance). Both sides have controllers (United States SE, North Vietnam NW).

25.1.2 Opposing Forces:

United States: 1st flight Enter SE and Exit SE. 2nd flight Enter/Exit SE. (46SP) 1st(1A-2A): 2 F-8E* (161-162)—MS:15; MA:17; EG. 2/2/0. 2nd(3B-4B): 2 F-8E (163-164)—MS:15; MA:17. 1/1/0.

North Vietnam: Start Hex CC18, Enter NW, or W or SW/Exit NW. (44SP) 1st(1A-4A): 4 MG21C (851-854)—MS:18; MA:16. 0/3/1.

25.1.3 Terrain Altitude: All "0."

25.1.4 Boundaries: North Vietnamese territory.

25.1.5 Rules of Engagement: The aircraft in the United States 1st flight carry no guns or missiles, and the aircraft in the 2nd flight carry the flight carry 4 HN missiles each. The MiG-21s carry 2 HN missiles each. The United States aircraft may use any formations and the North Vietnamese aircraft may use any formations but line abreast (tactical).

25.1.6 Options: Any.

25.1.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per bonus exited MiG-21. 2 per bonus exited RF-8G.

North Vietnam: 4 per eliminated, 1 per damaged and 2 per penalty exited F-8.

25.2 Golan Heights

Israel, November, 1973. The high losses caused by the Egyptian SAM sites along the Suez Canal, prompted the Israelis to temporarily shift most of their air assets to the Syrian front. The A-4As in the scenario represent A-4Hs and the MiG-21Cs represent MiG-21Ds. Air activity was at a very high level, leading to large and confused air combats as the ground battle raged below.

25.2.1 Mission Profiles: Penetration (Strike) vs. Penetration (Strike). No controllers.

25.2.2 Opposing Forces:

Israel: A-4s Enter W/Exit E. Mirages Enter/Exit W. (74SP) 1st(1A-4A): 4 A-4A* (101-104)—MS:9; MA:14. R:1/0. 0/4/0. 2nd(1B-2B): 2 MrIIIC (411-412)—MS:19; MA:17. 1/1/0.

Syria: Su-7s Enter E/Exit W. MiG-21s Enter/Exit E. (60SP) 1st(1A-4A): 4 MG21C* (851-854)—MS:18; MA:17. EG; R:3/0. 0/2/2. 2nd(1B-4B): 4 Su7 (881-884)—MS:14; MA:15. 0/2/2.

25.2.3 Terrain Altitude: LG=0, DG=0, T=0, B=1.

25.2.4 Boundaries: Everything west of the DD hex row is Israeli territory and everything east of and including the DD hex row is Syrian territory.

25.2.5 Rules of Engagement: The A-4s and Su-7s are loaded fighter bombers and carry only internal guns, no missiles. The Mirages are strike escorts and carry 1 RA and 2 HW each. The MiG-21s are also strike escorts and carry 2 HW and no external guns. Both sides must start all aircraft at an altitude of "7" or below. The Israeli aircraft may use any formations and the Syrian aircraft may use any formations but line abreast (tactical).

25.2.6 Options: Any. No countermeasures are carried.

25.2.7 Victory Points:

Israel: 12 per eliminated, 3 per damaged and 6 per penalty exited Syrian aircraft. 10 per bonus exited A-4. SPECIAL: 6 per undamaged Su-7 that jettisons its bomb load.

Syria: 20 per eliminated, 5 per damaged and 10 per penalty exited Israeli aircraft. 6 per bonus exited Su-7. SPECIAL: 10 per undamaged A-4 that jettisons its bomb load.

25.3 Belenko Delivers

Sea of Japan, 1976. Defecting Soviet pilot Belenko is flying his MiG-25 to Japan. Things could get out of hand and turn this into a "shooting" situation. The unarmed MiG-25A is being followed by the Japanese as Belenko and the two Soviet MiGs are in pursuit to attempt to shoot Belenko down. The F-4Es represent F-4EJs.

25.3.1 Mission Profiles: Soviet Sweep vs. Japanese CAP+Penetration (Defecting MiG).The Soviets have a controller for their MiG-25s (NW).

25.3.2 Opposing Forces:

Japan: 1st flight Start Hex RR19, Exit E. 2nd flight W/Exit E. (54SP) 1st(1A-2A): 2 F-4E (141-142)—MS:20; MA:19. 0/4/0. 2nd(3B): 1 MG25A (Belenko) (803)—MS:20; MA:24. 0/1/0.

Soviet Union: Enter/Exit NW. (30SP) 1st(1A-2A): 2 MG25A (801-802)—MS:20; MA:24. 0/2/0.

25.3.3 Terrain Altitude: All "0."

25.3.4 Boundaries: Entire mapboard is neutral (over water).

25.3.5 Rules of Engagement: Belenko's MiG is totally unarmed (no guns or missiles) and has only "12" fuel. The Soviet MiGs and the F-4s carry 2 RA and 2 HW each and none of the MiGs are carrying external guns. The Soviet MiGs only have "18" fuel. All aircraft must start the game at an altitude level of "4" or less. The Soviet MiGs shoot at them first, but may shoot at Belenko's MiG at any time. The Japanese F-4s may use any formations and the Soviet aircraft may use any formations but line abreast (tactical).

25.3.6 Options: Any. Belenko's MiG is considered to be "clean." The F-4s carry no countermeasures, but all the MiGs (including Belenko's) carry their countermeasures (which are internal).

25.3.7 Victory Points:

Japan: 8 per eliminated Soviet MiG-25. 10 for bonus exiting Belenko's MiG. SPECIAL: 10 bonus points for shooting down the MiG that does not bonus exit during the game.

Soviet Union: 20 per eliminated F-4. 20 for eliminating and 10 for penalty exiting Belenko's MiG. SPECIAL: 10 bonus if the F-4s do shoot at any time during the game.

25.4 Towering Inferno

Nellis A.F.B., Nevada, 1977. This scenario depicts missions from the AIMVAL/ACEVAL tests flown to validate the impact of new fighters and missiles on air tactics. Nicknamed the "towering inferno," the mission ended with all eight participants (simulated) being shot down. The F-5Es in the scenario represent the variant of the aircraft used by U.S.A.F. "aggressor" units. The results of these controversial tests have led some observers to state that they show the cheaper F-5 is a match for newer and more expensive aircraft. Opponents of this view say that the rules of engagement (requiring visual contacts) and weather (perfect) favored the F-5s and did not allow the F-15s to display their full capabilities.

25.4.1 Mission Profiles: Sweep vs. Sweep. Both sides have controllers (U.S.A.F. NE, Aggressors SW).

25.4.2 Opposing Forces:

U.S.A.F.: Enter/Exit NE. (88SP) 1st(1A-4A): 4 F15A (221-224)—MS:20; MA:19. 2/2/0.

Aggressors: Enter/Exit SW. (60SP) 1st(1A-4A): 4 F-5E* (201-204)—MS:15; MA:15; R:3/0. 1/3/0.

25.4.3 Terrain Altitude: LG=1, DG=2, T=2.

25.4.4 Boundaries: Entire mapboard is neutral.

25.4.5 Rules of Engagement: The F-5s carry 4 RA and 2 HA missiles each. Both sides may be fired only with a tally, not with a lockon and the F-15s require a lockon and a tally to shoot RA missiles. (If desired, since this is a training exercise, whoever a shot is taken, instead of rolling the die for a hit, make a note of the PK number of the shot. An aircraft is eliminated only when the total PK of shots taken at the aircraft total "10" or more.)

25.4.6 Options: Any (should have few if any clouds, no haze). No countermeasures are carried. It is suggested that option 18.2.2 be used with this scenario.

25.4.7 Victory Points:

U.S.A.F.: 8 per eliminated, 2 per damaged and 4 per exited F-5.

Aggressors: 12 per eliminated, 3 per damaged and 6 per exited F-15.

25.5 The Bitburg Eagles

West Germany, 1979. During peacetime a flight of Soviet MiG-23Bs test the USAFE/4ATAF air defense network, especially the then new Bitburg-based F-15A Eagles, by penetrating almost into NATO airspace. Something goes terribly wrong during this typical peacetime "scramble," the MiG-23s cross the border and the shooting starts.

25.5.1 Mission Profiles: Sweep vs. Sweep. No controllers (they would have to be asleep to let this happen).

25.5.2 Opposing Forces:

United States: All Enter/Exit SW. (100SP) 1st(1A-4A): 2 F-4E (141-142)—MS:20; MA:19. 1/3/0. 2nd(1B-2B): 2 F15A (221-224)—MS:20; MA:19. 0/2/0.

Soviet Union: All Enter/Exit NE. (76SP) 1st(1A-4A): 4 MG23B (861-864)—MS:20; MA:18. 1/3/0.

25.5.3 Terrain Altitude: LG=0, DG=0, T=0, B=1.

25.5.4 Boundaries: United States territory.

25.5.5 Rules of Engagement: The F-4s and F-15s carry 4 RA and 4 HA missiles each. The MiG-23 carries 2 RA and 2 HW missiles. The United States aircraft may use any formations and the Soviet aircraft may use any formations but line abreast (tactical).

25.5.6 Options: Any. Countermeasures are carried.

25.5.7 Victory Points:

United States: 16 per eliminated, 4 per damaged and 8 per penalty exited MiG-23.

Soviet Union: 20 per eliminated, 5 per damaged and 10 per penalty exited F-4 or F-15.

25.6 Oil War

Iran, 1980. The F-14s used by the Iranians and presented in this scenario, suffer from a lack of maintenance and spare parts and are less potent than the standard version. The MiG-23s in this scenario represent the less potent "export" version, the MiG-23E.

25.6.1 Mission Profile: Sweep vs. Sweep. Iranian controller (E).

25.6.2 Opposing Forces:

Iran: All Enter/Exit E. (84SP) 1st(1A-2A): 2 F-4E (141-142)—MS:20; MA:19. 0/2/0. 2nd(1B-2B): 2 F14A* (181-182)—MS:20; MA:17. R:5/4. 0/3/1.

Iraq: All Enter/Exit W. (76SP) 1st(1A-4A): 4 MG21C (851-854)—MS:18; MA:16. 0/2/2. 2nd(1B-2B): 2 MG23B* (861-864)—MS:20; MA:18. A:N; M:4; R:2/4. 0/2/2.

25.6.3 Terrain Altitude: Iranian territory.

25.6.4 Boundaries: Iranian territory.

25.6.5 Rules of Engagement: The F-14s carry 4 HW missiles each. The F-14s carry 2RA and 2 HA missiles. The MiG-23s carry 4 HW missiles each. Both sides may use all formations but line abreast (tactical).

25.6.6 Options: Any. Countermeasures are carried, although the F-14s are not carrying any AL missiles, although replacing their RA missiles with AL missiles can provide an interesting scenario variant.

25.6.7 Victory Points:

Iran: 16 per eliminated, 4 per damaged and 8 per penalty exited MiG-23.

Iraq: 6 per eliminated, 9 per damaged and 18 per penalty exited Iranian aircraft.

25.7 U.S.N. 2, Libya 0

Gulf of Sidra, August 17, 1981. The historical incident is spiced by adding additional aircraft. The F-14s flown by Commander Henry Kleeman (with Lieutenant David Venlet in back) and Lieutenant Larry Muscynski (with Lieutenant James Anderson in back) were part of VF-41 from the U.S.S. Nimitz. The Su-17s are actually Su-22s and the MiG-23Es represent MiG-23Es.

25.7.1 Mission Profiles: United States CAP vs. Libyan Sweep. Both sides have controllers (United States NW, Libya SE).

25.7.2 Opposing Forces:

United States: Start Hex G9, Enter/Exit NW. (72SP) 1st(1A-2A): 2 F14A (181-182)—MS:20; MA:17. 2/2/0.

Libya: Su-17 starts in any hexes in the "DD" hex row/Exit SE. All MiGs Enter/Exit SE. (56SP) 1st(1A-2A): 2 MG25A (801-802)—MS:20; MA:24. 0/1/1. 2nd(3A-4A): 2 MG23B* (861-862)—MS:20; MA:18. A:N; M:4; R:2/3. 0/1/1. 3rd(1B-2B): 2 Su17 (881-882)—MS:19; MA:17. 0/1/1.

25.7.3 Terrain Altitude: Entire mapboard is neutral (over water).

25.7.4 Rules of Engagement: Each F-14 carries 4 RA and 4 HA missiles each. The Libyan aircraft all carry 4 HW missiles each. The Su-17s must enter on the mapboard on the first Turn, but none of the MiGs enter the mapboard until the Turn after the F-14s have taken at least one shot (they must enter on the next Turn if this occurs) or automatically on Turn six if the F-14s have not yet fired. The F-14s may not shoot at the Su-17s until after the Su-17s have taken at least one shot or, if this does not occur during the first five Turns, until Turn six. The F-14s may use any formations and the Libyan aircraft may use any formations but line abreast (tactical).

25.7.6 Options: Any. Countermeasures are used. The F-14s may be carrying Phoenix (AL) missiles in place of any or all of their RA missiles—see option 18.3).

25.7.7 Victory Points:

United States: 4 per eliminated, 1 per damaged and 2 per penalty exited Libyan aircraft.

Libya: 16 per eliminated, 4 per damaged and 8 per penalty exited F-14.

25.8 "85—1"

Bekaa Valley, Lebanon, 1982. During their campaign in southern Lebanon, the Israeli Air Force won an unprecedented series of one-sided victories over the Syrian Air Force (some sources claim that at least three Israeli aircraft were lost and up to a dozen others damaged). F-16s were credited with 44 "kills" and F-15s with 40 "kills" during this period (the remaining "kill" was credited to a F-4E).

25.8.1 Mission Profiles: Sweep vs. Sweep. Both sides have controllers (Israel SW, Syria NE).

25.8.2 Opposing Forces:

Israel: All Enter/Exit SW. (124SP/148SP for variant) 1st(1A-2A): 2 F15A (221-222)—MS:20; MA:19. 1/1/0. 2nd(1B-2B): 2 F16A (231-232)—MS:17; MA:15. 1/1/0.

Syria: All Enter/Exit NE. (84SP) 1st(1A-4A): 4 MG25A (801-805)—MS:20; MA:24. 0/2/2. 2nd(1B-4B): 4 MG21C (851-854)—MS:18; MA:16. 0/2/2.

25.8.3 Terrain Altitude: All "0."

25.8.4 Boundaries: Each side controls only the hexes within five hexes of that mapboard edge. The remainder of the mapboard is neutral.

25.8.5 Rules of Engagement: The F-16s carry 4 HA missiles each. The F-15s may be identically armed or may carry 4 RA and 4 HA missiles each. The MiG-21s carry 2 RA and 2 HW missiles each. The MiG-23s carry 4 HW missiles and no external gun. The Israeli aircraft may use any formations and the Syrian aircraft may use any formations but line abreast (tactical).

25.8.6 Options: Any. All Israeli aircraft and the MiG-25s have countermeasures. The MiG-21s do not carry their countermeasures.

25.8.7 Victory Points:

25.8.7.1 Normal Victory Points: Israel: 4 per eliminated, 1 per damaged and 2 per exited Syrian aircraft. Syria: 12 per eliminated, 3 per damaged and 6 per exited Israeli aircraft.

25.8.7.2 Variant Victory Points: According to some accounts, a major factor in the successful Israeli air operations was the "jamming" of the Syrian controllers. These victory points are for use if this jamming is considered successful and the game is played with only an Israeli controller.

Israel: 8 per eliminated, 2 per damaged and 4 per penalty exited Syrian aircraft.

Syria: 28 points per eliminated, 7 per damaged and 14 per penalty exited Israeli aircraft.

25.9 Border Clash

North Africa, 1984. Egypt and Libya have almost gone to war on a number of occasions and some of the "incidents" have led to serious fighting (most notably in the clash around Salum in July, 1977). The F-16A (Egyptian variant), MiG-23B (actually a MiG-23E) and Mirage F-1 (actually an F-1E—Libyan variant) aircraft in this scenario are all less capable than the standard types. The Mirage IIIC is actually a IIIE (identical in the game).

25.9.1 Mission Profiles: Sweep vs. Sweep. Both sides have controllers (Egypt E, Libya E).

25.9.2 Opposing Forces:

Egypt: All Enter/Exit E. (94SP) 1st(1A-2A): 2 F16A* (231-232)—MS:17; MA:15. R:5/4. 0/2/0. 2nd(3A-4A): 2 MrIIIC (413-414)—MS:19; MA:17. 0/1/1. 3rd(1B-2B): 2 MG21J (851-852)—MS:18; MA:18. 0/1/1.

Libya: All Enter/Exit W. (56SP) 1st(1A-2A): 2 MrF-1* (421-422)—MS:19; MA:19. 0/1/1. 2nd(1B-2B): 2 MG25A (801-802)—MS:20; MA:24. 0/1/1. 3rd(3B-4B): 2 MG23B* (863-864)—MS:20; MA:18. A:N; M:4; R:2/3. 0/1/1.

25.9.3 Terrain Altitude: All "0."

25.9.4 Boundaries: Libyan territory.

25.9.5 Rules of Engagement: The F-16s carry 4 HA missiles each. The Mirages carry 2 HW missiles each. All the MiGs carry 4 HW missiles each. Both sides may use any formations but line abreast (tactical).

25.9.6 Options: Any. All aircraft have their countermeasures.

25.9.7 Victory Points:

Egypt: 12 per eliminated, 3 per damaged and 6 per penalty exited Libyan aircraft.

Libya: 20 per eliminated, 5 per damaged and 10 per penalty exited Egyptian aircraft.

26.0 Doing Your Own Scenarios

The information in this section can be used as guidelines and suggestions for players to use in designing their own scenarios using any of the aircraft types included in the game. The easiest way to do this is to use the existing scenarios in 24.0 and 25.0 to design alternate scenarios by substituting different aircraft (with equal numbers of scenario points—see 23.2.9) for the opposing forces. If the number of aircraft used changes, the victory points of the existing scenario may also have to be changed (see 26.5). Entirely new scenarios may also be designed using the guidelines in this section. In all cases, if two or more players are working together on a new scenario design, all decisions that must be made should be settled by mutual agreement or competitive die rolls. If a scenario is completely designed by only one player or side, the other player or side should have the choice of which side to control when the game is played.

26.1 Determining Mission Profiles

Select one combination of mission profiles from the following: (1) Sweep vs. Sweep; (2) Sweep vs. CAP; (3) Penetration (Strike or Reconnaissance) vs. Sweep; (4) Penetration (Strike or Reconnaissance) vs. Penetration (Strike or Reconnaissance)—both sides definitely have escorts for this last combination. The presence and locations (determine as for any other mapboard edges in 26.2) of controllers on one or both sides should also be established. Controllers (generally ground or ship based) have always been common for CAP, but have also (often either overseas or using an airborne relay) become common for other missions since the mid 60s to mid 70s.

26.2 Selecting Opposing Forces

The following guidelines should be considered in selecting the opposing forces:

26.2.1 First Turn Initiative: Resolve by mutual agreement or competitive die rolls after the opposing forces are selected.

26.2.2 Nationality/Date

Select a date for the scenario and nationalities for the opposing forces.

26.2.2.1: A date for a scenario establishes parameters for aircraft and weapon selections.

26.2.2.2: Preferably, opposing nationalities should be two that realistically could have or have had an altercation of some sort and are capable of fighting an air war with each other, but any desired combinations may be used. Use the historical and hypothetical scenarios and consult an atlas for ideas. The National Information Lists in 22.0 provide the aircraft available for various countries and their aircrew ratings.

26.2.2.3: For interesting games, use common sense—in most cases, avoid sides where hopelessly out-of-date aircraft face the latest aircraft, armed only with guns whose maximum altitudes can prevent one side from even shooting at the other (lower the altitude in the scenario) or games where slow air-capable aircraft are required to attempt to prevent the penetration of much faster reconnaissance aircraft.

26.2.3 Aircraft Selection

A point system is used in selecting aircraft for a game.

26.2.3.1 Total Scenario Points Per Side: Start by assigning a total number of "scenario points" to both sides.

26.2.3.1.1: The total number of scenario points assigned (not necessarily equal for both sides—see 26.5.1 to balance) to a side should depend on the scenario date and the size scenario desired. As a very rough rule of thumb, aircraft off the early to mid 50s average about 6 to 10 scenario points each, aircraft introduced in the late 50s to mid 60s average about 10 to 15 scenario points each, those first flying in the late 60s to the early 70s average about 16 to 20 scenario points each, and modern first-class air combat aircraft that came off the drawing board from the early 70s on average 20 or more scenario points each. All of this can vary widely depending on the types of aircraft (less for cheaper fighter-bombers, more for two-seaters, etc.), but provides a starting point. For example, if a scenario with about four aircraft per side fought in the late 60s (16 to 20 scenario points per aircraft) is desired, the sides should be allowed about 64 to 80 total scenario points each.

26.2.3.1.2: Although the number of scenario points on the two sides are not necessarily equal, a game becomes progressively less balanced the more one side's scenario points exceeds the other's. In general, unless historical situations are being modelled (actual battles are rarely perfectly balanced and are often very unbalanced—see some scenarios in 24.0 and 25.0—the challenge there is to overcome overwhelming odds), try to avoid games where one side has more than a 50 percent advantage in total scenario points.

26.2.3.2 Scenario Points Per Aircraft: Each side then checks the Aircraft Information Lists (21.0). These give any aircraft's individual scenario point values for six different aircrew rating letters ("A" through "F"). The letter or letters to be used depend on the nationalities of the aircraft (see 22.0) or any other desired criteria, and the aircrew quality letters determine the aircraft's scenario point value. For example, a F-16A with an "A" aircrew rating is worth 26 scenario points but only 20 scenario points with a "C" aircrew rating. The listed scenario points may vary under certain circumstances, as follows (make any point reductions from 26.2.3.2.1 through 26.2.3.2.5 before performing any multiplications from 26.2.3.2.5 through 26.2.3.2.7—any fractions from multiplication are rounded up after all computations are made):

26.2.3.2.1 No Missiles or Guns: Except for scenarios where no missiles are used by either side (and all aircraft could carry them) or for scenarios featuring only aircraft that cannot carry missiles, an aircraft's scenario point value is reduced if it can carry missiles but is not carrying any or any that it can use (see the F-4 with radar malfunction in scenario 24.18.1) missiles in this scenario. This reduction is "−3" for "A" or "B", "−2" for "C" or "D" and "−1" for "E" or "F" aircrew rating letter. These same point reductions apply if an aircraft can gun carrying aircraft is not carrying its external guns. Both values are deducted if the aircraft carries no missiles or guns.

26.2.3.2.2 No Countermeasures: An aircraft that has countermeasures rating number of more than "0" has its scenario point value reduced by "−1" for countermeasures ratings of "5" or less) or by "−2" (for countermeasures option 18.1.1) is not used, would be of no use (ie., no enemy aircraft carries missiles) or an aircraft's countermeasures are not used in the scenario.

26.2.3.2.3 Radar Malfunction: An aircraft for an aircraft with a radar malfunction (see scenario 24.18.1) is reduced by half (rounded up).

26.2.3.2.4 Engagement Restrictions: U.S. aircraft in Vietnam were required to both lockon and tally for positive identification before firing radar homing missiles. Any aircraft operating with any restrictions of this sort that impede the use of its full capabilities should have their scenario point value reduced by "−2."

26.2.3.2.5 Loaded Fighter-Bombers: If an aircraft is to be used as a loaded fighter-bomber in a scenario, the aircraft's normal scenario point value times ".7."

26.2.3.2.6 Controllers: If only one side has a controller, that side's aircraft's normal scenario point values are multiplied times "1.2."

26.2.3.2.7 New Missiles: If only one side has aircraft carrying HA, AL and/or AM (see option 18.3) missiles, those side's aircraft's normal scenario point values are multiplied by 1.2.

26.2.3.2.8 Example: F-16As with "C" average aircrew value (20 scenario points) are selected for use as fighter-bombers by a side that alone has a controller (both sides have aircraft carrying HA missiles). These aircraft are worth "20" times ".7" (loaded fighter-bombers) times "1.2" (controller) = "16.80," rounds up to "17" scenario points each.

26.2.3.3 Aircraft Selection Procedure: Aircraft are selected by expending a side's total scenario points for individual aircraft. Any of the available aircraft can be selected with the following restrictions:

26.2.3.3.1 Pairs: All aircraft should be selected in pairs so all can be organized into elements of the same types of aircraft.

26.2.3.3.2 Game Component Restraints: The number of aircraft of one side cannot exceed eight aircraft of no more than three different types organized into no more than three flights.

26.2.3.3.3 Mission Considerations: If a side's mission profile is Penetration, at least one element must consist of loaded fighter-bombers (if Strike) or reconnaissance aircraft (if Reconnaissance).

26.2.3.3.4 Maximums: The total number of scenario points of the aircraft selected for a side may not exceed the total number of scenario points allotted to the side for the scenario.

26.2.3.3.5 Example: A player has India in 1971 for a Sweep vs. Sweep mission. India has "D" (see 22.0) average aircrew quality and 60 total scenario points allowed for the Indian side. The player decides to select 4 MiG-21Ms=15 scenario points each for "D" average aircrew quality. 4 times 15=60 total scenario points for the side.

26.4 Additional Aircraft Information

Check the Aircraft Information Lists (21.0) to find the aircraft's maximum speeds, maximum altitudes and missile loads and the proper aircraft units to use (variants may have information that differs from that printed on the aircraft units). If the aircraft has external guns, reconnaissance pods and/or countermeasures pods, the controlling player must decide if these are to be carried by the aircraft for the scenario.

26.5 Aircrew Quality/Status Units/Organization

The AIRCREW QUALITY CHART on the Aircrew Aid Card gives the combinations of aircrew quality available for the aircrew rating letters used in selecting the aircraft. For example, if a four aircraft flight of "C" aircrew rating single seat aircraft is selected, "2/0/2," "1/2/1" or "0/4/0" can be selected for the aircraft. The aircraft should be organized into flights and elements, the aircrew should be scheduled for the aircraft (see 9.3.10), and the appropriate status units selected (see 1.2.2).

26.2.6 Start Hexes and Exit/Entry Mapboard Edges: Starting hexes for CAP missions may be placed anywhere on the mapboard, but normally should be closer to the CAP side's entry mapboard edge or near the center of the mapboard. The entry/exit mapboard edges should normally be opposite each other and reflect the warring nation's geographical positions with regard to each other. Bonus exit mapboard edges should always be opposite from an aircraft's entry edge—always try to have these in east-west, northeast-southwest or northwest-southeast combinations or the distance to be covered may be too short for a good game. The opposing sides' entry mapboard edges should normally be opposite each other, but not necessarily so (see scenario 24.6 and 24.18 for examples).

26.3 Terrain Altitude/Boundaries

Consult a good atlas, remembering that each altitude level represents one kilometer (=1000 meters=c.3280 feet), to find the terrain altitude levels of the combat area. Then assign altitudes to the various colored hexes. Decide where boundary lines are located or over whose territory the action will occur.

26.4 Engagement and Optional Rules

Use any rules that reflect the situation. As examples:

26.4.1: Formation limitations should be set to reflect nationalities—most blue and green and some gray (miscellaneous and/or neutral) nations will use any formations in combat. Most red and some gray nations and most nations that buy all their aircraft from other countries will rarely use line abreast (tactical) formation in combat.

26.4.2: Distances and types of missions flown may influence what ordnance an aircraft carries. Long-range missions mean extra fuel must be carried, which may mean no external gun and/or countermeasures pods and/or a lesser missile load. Long ranges may also mean less starting fuel. Many aircraft with external guns carry fewer missiles when a gun pod is carried. A bomb load can also reduce other stores carried.

26.4.3: Doctrine can be an influence. After some bad experiences with "friendly fire" drew press and public criticism, United States F-4s in the Vietnam War were required to both tally and lockon to a target before firing a radar homing missile. Many countries with less well-trained aircrew ("E" or "F") will avoid flying in poor or very cloudy weather, which will constrain the environments used.

26.4.4: Environment will depend on the time of day and typical climate in the war area.

26.5 Scenario Victory Points

Follow the rules in 23.7. To determine the specific number of victory points for a particular scenario (NOTE: to avoid fractional victory points in the historical and hypothetical scenarios, many victory point values were multiplied by a common number to yield the lowest possible whole victory point numbers), do the following:

26.5.1 Eliminated Aircraft Victory Points: Normally, an individual aircraft's victory point value is equal to the number of victory points earned by the other side. This is the number of victory points earned by the other side if the aircraft is eliminated, but is varied if the scenario victory point value is not always used, but is varied if the scenario points on the two sides are unequal. If the total number of scenario points actually used on the two sides is unequal, divide the larger total number of scenario points (this is the "superior side") by the smaller total number of scenario points (this is the "inferior side") and multiply times the superior side's normal aircraft victory point value. Round ".5" and above up. This gives the aircraft victory point value for the superior side. For example, force alpha has 6 aircraft that cost 75 scenario points (it is the superior side) while force bravo has 4 aircraft that cost 56 scenario points (it is the inferior side). Normally, force alpha's aircraft would be worth 4 victory points each and force bravo's aircraft would be worth 6 victory points each. However, this may vary because of the ratio of total scenario points on the sides. Divide "75" by "56" and multiply by "4" (force alpha's normal aircraft victory points)="5.36", which rounds to "5" victory points per eliminated force alpha aircraft (to "6" victory points per eliminated force bravo aircraft). Consult 24.0 and 25.0 for examples of this system in use.

26.5.2 Aircraft Damage Victory Points: The number of victory points earned by the other side if an aircraft is damaged is equal to one-fourth of the victory points if the same aircraft is eliminated.

26.5.3 Other Victory Points: The victory points earned by exited (penalty or bonus) aircraft are equal to one-half of the victory points if the same aircraft is eliminated. These same victory points apply to undamaged loaded fighter-bombers that jettison their bombs.

Additional Information

27.0 Tactical Notes and Hints

"The Fighter pilots have to rove in the area allotted to them in any way they like, and when they spot an enemy they attack and shoot him down; anything else is rubbish."—Baron Von Richthofen ("The Red Baron").

Tactics are intended to maximize friendly capabilities and exploit enemy weaknesses. Tactics demand flexibility and unpredictability to be effective. Flexibility means successfully adapting to the situation at hand and is the "key to tactical airpower." A good tactic is one appropriate to the given situation. Many principles for air combat were discovered during the first air conflicts of World War I and are equally valid today. Other principles are generated as newer technology and the need for new tactics and equipment.

27.1 Energy Management

Fighters are designed for speed and maneuverability. ENERGY is required to turn quickly or to climb or dive. Too much energy increases turn radius and too little prevents the pilot from putting the aircraft where it needs to be. Energy can be kinetic (speed) or potential (altitude that can be traded for kinetic energy by pointing the jet toward the ground to gain speed). Potential energy can be traded for kinetic energy by pointing the jet toward the sky and gaining altitude. Climbing in FLIGHT LEADER does not simulate sustained climb rates, but rather the exchange of energy for altitude ("zoom climbs"). Hard, tight turns deplete energy but change angular position. Energy management is the art of using speed, altitude and to be in the right place at the right time. Many maneu-vering air combats, or "furballs," begin at high altitude at high speed and wind up low and slow. Good energy management will maintain a high energy state throughout the fight to insure victory and/or survival.

27.2 Fuel Awareness

Speed is provided by jet engines which consume massive quantities of fuel in a very short time. When fighting, fuel awareness is a must. The pilot must exit the fight with enough fuel to get to a friendly base or the jet will flame out and become a "fuel kill" for the enemy, just as though it were shot down. Before a combat starts it is a good idea to establish a "joker" fuel level (generally a fuel track box for about "10" to "15"). When the "joker" is reached, it is time to start maneuvering to exit the mapboard before "bingo" threatens. Don't be forced to try to cross front of a hostile mapboard at "IDLE" in order to exit.

27.3 Tactical Psychology: Be Offensive!

Intimidate your opponent and force him on the defensive. Shoot first. Go for the quick, easy kill. Don't wait for the perfect shot . . . you may never get it. Keep the pressure on. Maintain energy and maneuver to achieve local superiority if outnumbered. If using option 16.2, reverse turn periodically and do a "belly check." Don't lose tally contacts—as often as not, the one you don't see is the one that gets you. Know when to stay together and when to separate. Mutual support means synergism—the whole is greater than the parts because the parts are working together toward a common goal—not that the parts must always stay together (although maintaining formation is almost an absolute necessity with poor quality aircrew). Don't get trapped, use the sun and clouds to your advantage and take advantage of your aircraft's advantages. Use the vertical, especially if your adversary has poorer acceleration. Don't keep turning in close with a tighter turning aircraft or, if the aircraft's advantage is in turning, try to stay close to an adversary in both distance and altitude. Always turn toward the enemy, deny him turning room and maneuver toward his aft quadrant. Don't hit the ground. "Roll your socks down, light your hair on fire and fly the speed of heat!"

28.0 Designer Profile

Gary C. Morgan is an Air Force Captain with eleven years of active service dating back to 1974. His fighter experience includes 1000 hours in the F-4D/E/G as a Weapon Systems Officer and Electronic Warfare Officer. He is currently assigned to the 480th Tactical Fighter Squadron in the 52nd Tactical Fighter Wing at Spangdahlem AFB, Germany. His previous assignments included: 57th Fighter Weapons Wing, Nellis AFB, Nevada as an Electronic Warfare Test Project Manager; 31st Tactical Training Wing, Homestead AFB, Florida as an Academic and Flying Instructor; and line flying service with the 512th Tactical Fighter Squadron in the 86th Tactical Fighter Group, Ramstein AFB, Germany.

A long-time wargamer, Captain Morgan currently owns over 200 game titles and is also an avid student of military history. When Captain Morgan and several other officers convinced the Air Force that wargames helped teach tactical decision-making and concepts of airpower under the professional development program, PROJECT WARRIOR, two of his games (this game, originally titled CHECK SIX!, is a commercial development of one of these) were selected for publication and distribution throughout the Air Force. Articles written by Captain Morgan on wargaming and military history have appeared in MOVES and NAVIGATOR magazines.

Credits

ORIGINAL DESIGN AND RESEARCH: Gary C. Morgan. DEVELOPMENT: S. Craig Taylor, Jr. PRODUCTION COORDINATION: Thomas N. Shaw. PREP DEPARTMENT COORDINATOR: Elaine Adkins. TYPESETTING: Colonial Composition. BOX ART: Joe De Marco. MAPBOARD ART/GRAPHICS/PASTEUP: Charles Kibler. PLAYTESTERS: Mark Andrews, Chris Belfield, Dan Bethards, William Burch, Robert Coggins, Gerald Corrick, Mike Craighead, Vince Fratteli, David Furguson, Craig Good, Josh Gottesman, Chris Heizer, Earl Henderson, James Henson, Lt. Steve Jantscher, Bruce Kohrn, Lt. Thomas Lang, Thomas Lee, Rex Martin, Mike Montemarano, Greg Morey, Thomas Murphy, Mark Pella, George Petronis, Ray Pfiefer, Edward Safley, Neal Schlaffer, Dale Schaeffer, Bruce Shelley, Mark Thibodeau, Tony Tuten, Mick Uhl, Ken Whitesel, Jay Wissman. SPECIAL THANKS TO: Captain Matt Caffrey and the Nellis Wargames Club, HQ AF/XOXID (PROJECT WARRIOR), HQ Pacific Air Forces, 31 TTW/Intelligence, 57 FWW/AT (Aggressors), Red Flag Staff, and VF-84 (U.S.S. Nimitz), the 1st Minnesota Wargaming Club and HERO (Historical Evaluation Research Organization).

482A,E in prod. m
A-6E*A-6F Intruder111-114909134-20M:4;R:7/4FB18161412107Testing mdd
A-7E*A-7A/B Corsair II111-114669144-1R:1/0FB13119875199A,196B
A-7EA-7C/D/E/P Corsair II111-114699144-2—FB1513121086c.1100
A-7E*A-7H Corsair II111-114729144-2R:3/4FB161412109760
A-7E*A-7K Corsair II111-114819144-2C:2FT1614121097c.100-USAF
A-7E*A-7 Strikefighter Corsair III111-1148811154-2A:N-SSFB1715131197Update proposal
FH-1FH-1 Phantom121-124456120—AS98765460
F2H2F-2H-1/2 Banshee121-124497130—AS1098764420
F2H2*F-2H-2N Banshee121-124537130R:2/0;XIN1110976514
F2H2*F-2H-2P Banshee121-124507130EGRC87655458 g
F2H2*F-2H-3/4 Banshee121-124527134-21R:3/0;XAS12119875400
F-3DF-3D-1/2 Skynight131-134518120—IN131210976265
F-3HF3H-1/2 Demon131-134568130—AS87654—276
F-3H*F-3H-2M/2N Demon131-134578134-21M:4AS1098764220
F-4BF-4B/C/D Phantom II141-1446120188-1—MR21191614119c.2100 l
F-4B*RF-4B/C Phantom II141-1446120182-4M:2RC20181513—8c.600+
F-4EF-4E/EJ Phantom II141-1446720198-2M:2;EGMR252219161310738-USAF
F-4E*RF-4E/EJ Phantom II141-1446720192-4M:2;EGRC21191714129" -USAF
F-4EF-4F Phantom II141-1446820198-3—MR22191714129175-GR
F-4E*F-4F ICE Phantom II141-1448620198-2A:H;R:7/4; T:BMR282521181511(update)-GR dd
F-4E*F-4G Wild Weasel Phantom II141-1447120188-2EG;R:6/7EW282521181511c.80-USAF y
F-4E*F-4J Phantom II141-1446720198-2EGMR252219161310c.500
F-4E*F-4K/M Phantom II141-1446818198-2EGMR252219161310120M,52K
F-4E*F-4N/S Phantom II141-1447920198-2EG;R:6/4AS262320171410178N,260S
F-6F-6A Skyray151-154569160—MR109864—420
F-7UF-7U-3/3M Cutlass151-154519124-1—AS131210976278
F-8AF-8A Crusader161-1645715162-1—AS141211986318
F-8A*RF-8A Crusader161-1645815160EG;M:0RC11109765144
F-8A*F-8B Crusader161-1645815162-1R:2/0AS1513121086130
F-8EF-8C/E/K Crusader161-1646015174-1R:3/0AS1614121096187C,286E,87K
F-8E*F-8D/H/P Crusader161-1646315174-1R:5/4AS21191614119152D,89H,25P
F-8E*(FN)F-8E(FN) Crusader161-1646515174-3R:5/4AS2119171411942
F-8E*RF-8G Crusader161-1646515170EG;M:0;R:3/0RC13121097673 (update)
F-8E*F-8J Crusader161-1646515174-4R:5/4AS21191614119136 (update)
F-8E*F-8L Crusader161-1646515174-6R:2/4AS161412109761 (update)
F9F2F-9F-2/4/5 Panther171-174497130—AS10987641328
F9F8*F-9F-6 Cougar171-174528142-1—AS11109765706
F9FBF-9F-7/8 Cougar171-174539154-1—AS12119876168F-7,601F-8
F-11F-11A Tiger181-1845711134-5—AS141211986199
F-14AF-14A Tomcat181-1847320178-4—IN302623191612270 ccdd
F-14A*F-14A Tomcat (Iran)181-1847620178-4R:5/4IN28252118151177 cc
F-14A*RF-14A Tomcat181-1847820178-4M:4RC28252118151130
F-14C*F-14C Tomcat181-1848720178-4R:9/6IN312724201612in prod. ccdd
F18AF/A-18A, CF-18A Hornet191-1948417156-4—MR272421171411in prod. bydd
F18A*TF-18A Hornet191-1948417156-4C:2FT292219151512in prod. ydd
12
10
8
c.80 used
F15AF-15A/J Eagle221-2247420198-5—AS252219171410In prod.
F15A*F-15C Eagle221-2247920198-5R:8/6MR272421171411In prod. dd
F15A*F-15E Strike Eagle221-2248920188-5C:2;R:7/6FB282521181511In prod. dd
F16AF-16A/G/N Fighting Falcon231-2347617165-2—AS262320171410c.In prod. ybb
F16A*F-16B Fighting Falcon231-2347617165-2C:2FT282521171410c.In prod. y
F16A*F-16A (Egypt, Pakistan) Fighting Falcon231-2348317166-3R:5/4AS23201815129c.50
F16A*F16B (Egypt, Pakistan) Fighting Falcon231-2348317166-3C:2;R:5/4FT252219161310c."
F16A*F-16C Fighting Falcon231-2348518166-2R:7/6MR282521181511In prod. ydd
F16A*F-16D Fighting Falcon231-2348518166-2C:2;R:7/6FT302623191612In prod. ydd
F-20F-20 Tigershark211-214—17166-1—AS262320171410Proposal ydd
F80CF-80A/B/C/F Shooting Star241-244457130—AS9876541715
F80C*RF-80A/C Shooting Star241-244497130EGRC876554" g
F84GF-84D/E/G Thunderjet221-224508120—FB11109765154D,843E,3025G
F84G*F-84F Thunderstreak221-224529140R:1/0;XFB1211985—2700+
F84G*RF-84F Thunderflash221-224539130—RC1211985—715
F86AF-86A/E Sabre, CL-13 Sabre 2/4251-254499140—AS10987641678 b
F86A*FJ-2/3/4 Fury251-254549144-1IG(CN);M:4IN1211986—2504 f
F86DF-86D/G Sabre251-254519152-1—IN1412119863864 ab
F86FF-86F Sabre, CL-13A/F Sabre 5/6261-264529142-1—AS1312109753864 ab
F86F*CA-27 Sabre261-264549162-1IG(CN)AS13121097—111-AL a
F86F*F-86H Sabre261-264539162-1IG(CN)FB131210976473 a
F86D*F-86K/L Sabre251-254549152-1IG(CN)IN141211986341K,981L f
F89HF-89A/B/C Scorpion211-214508121RM:1;R:2/0IN13121097618A,30B,89C
F89H*F-89D Scorpion211-214518134RM:4IN141211986682 g
F89HF-89H Scorpion211-214568143-1—IN171513118—156 fg
F89H*F-89J Scorpion211-214578144-1M:4;R:4/0IN1513121086350 gh
F94CF-94A/B Starfire241-244497150M:0;R:2/0;IG(MG)IN131210976110A,375B
F94C*F-94C Starfire241-244539152R—IN1513121086387 gl
F100D*F-100A Super Sabre271-2745413154-1R:0/0AS13121087—203
F100DF-100C/D Super Sabre271-2745612154-6—MR1513121086476C,1274D
F100D*F-100F Wild Weasel Super Sabre271-2745812130C:2;M:0;R:2/4EW1715131097300
F101B*F-101A/C Voodoo271-2745618163-2R:1;M:3;R:1/0FB1211987—79A,47C f
F101B*RF-101A/C Voodoo271-2745916140EG;C:1;M:0;R:1/3RC111097——201 gj
F101BF-101B/F Voodoo271-2745915166-5—IN18161412107480B/F fh
F101B*RF-101G/H Voodoo271-2746015150EG;C:1;M:0;R:1/3RC111097—6159 gj
F102F-102A Delta Dagger281-2845513166-6—IN19171512108875 fh
F102*TF-102A Delta Dagger281-2845613166-6C:2FT2119161411—111 h
F104AF-104A/C Starfighter291-2945820172-2—AS1513121086153A,77C
F104G*CF-104G Starfighter291-2946120174-6R:2/4MR1614121086200-CA
F104GF-104G/J Super Starfighter291-2946020174-7—MR181614121072018G+J-GR/IT/JN
F104G*RF-104G Super Starfighter291-2946120170EG;M:0;R:4/0RC131210976" G+J-GR/IT ej
F104S*F-104S Super Starfighter291-2946820174-8R:5/4MR2219171412—223-IT
F105D*F-105B Thunderchief231-2345818150M:0;R:1/0FB1110976575
F105DF-105D Thunderchief231-2346118161-1—FB131210876600 ac
F105D*F-105F/G Wild Weasel Thunderchief231-2346618160C:2;M:0;R:3/4EW171513119—143F,48G y
F106AF-106A Delta Dart281-2845920164-9—IN21191614119257 k
F106A*F-106B Delta Dart281-2846020164-9C:2FT2320181512963 k
F111AF-111A/C/D/E Aardvark261-2646819152-4—FB1715131197355 cmyz
F111A*F-111F Aardvark261-2647420152-6R:1/6FB18161412107106 cmyz
F111A*EF-111A Raven261-2648319150EG;M:0;R:8/7EW242118151310In prod. myz
—
c.216-GB/USMC
Harrier*Sea Harrier FRS.1491-494789154-2M:4;R:4/4MR171513119—c.61-FR aa
Harrier*Sea Harrier FRS.2491-494899154-10M:4;R:7/4;T:aMR242118151310Update-GB aadd
Harrier*AV-8B & GR.5 Harrier II491-494859152-3T:aFB161412109—In prod.-GB/USMC
Hawk*Hawk 200441-444859122-6C:l;IG(CN):R:1/4FB1614121097In prod.-GB
HawkHawk T.1441-444769132-6—FT161412109—175-GB
BLANK—461-464————————————Substitute
HunterHunter F.1/F.2/F.4/F.5/F.6451-454549160—AS111097651857-GB a
Hunter*Hunter FGA.9451-454599162-1R:1/0FB1211987—c.200-GB a
Hunter*Hunter FR.10451-454599160M:0;R:1/0RC1098764c." -GB
JaguarJaguar A/S/GR.1471-4747214154-2—FB18161412107300 +-GB/FR n
JavelinJavelin FAW.1/4/5/6471-474569150M:0;R:0/0AS98765—187-GB
JavelinJavelin FAW.7/8/9471-474579154-1—FB12119875189-GB a
LghtgLightning F.1/F.1A/F.2A/F.2451-4546020182-2IG(CN);R:2/0IN171513119—c.90-GB
LghtgLightning F.3/F.6451-4546420182-7—AS2119161411—100+-GB
MeteorMeteor F.4/8461-464488130—AS9876542255-GB
MeteorMeteor FR.9461-464508120—RC9876——" -GB
MeteorMeteor NF.11/12/13/14461-464508110C:2;R:3/0;XAS131210976575-GB
MrIIICMirage IIIC/E/-0/S411-4146219173-3—AS2421181513101400+-FR
MrIIIC*Mirage IIIB/D411-4146219163-3C:2FT2623201714—77-FR
MrIIIC*Mirage IIIR411-4146319172-4M:2RC2119161411—500+-FR c
MrIIIC*Mirage 5 (single-seat)411-4146819172-4M:2;R:2/0FB18161412107500+-FR c
MrIIIC*Mirage 5 (two-seat)411-4146818162-4C:2;M:2;R:2/0FT19171512108" +-FR c
MrF-1Mirage F-1C/E421-4247319205-1—MR23201815129In prod.-FR p
MrF-1*Mirage F-1C/E (S.Africa,Libya)421-4247419205-2R:2/0FB161412109—In prod.-FR
M2000Mirage 2000C.1/H411-4148420184-10—AS242118151310In prod.-FR y
M2000*Mirage 2000N411-4148820152-3C:2;R:2/4;M:2FB21191614129In prod.-FR cy
M2000*Mirage4000411-4147920204-10R:8/4;T:BAS252219161310Testing-FR
MystrMystere IVA431-434539130—FB1098764421-FR
Mystr*Super Mystere B.2431-4345710162-2A:N-SS;M:2FB1513121086c.190-FR
Mystr*Super Mystere B.2 (variant)431-4347510162-2M:2;R:1/4FB1513121086c.15-IS conversion
OurgnOuragan (MD.450)421-424529130—FB987654466 built-FR
S'hawkSeahawkF.1/F.2/FB.3/FGA.4/FGA.6491-494539130—MR1098764468-GB
TrndoTornado F.2/F.3 (ADV)401-4048420176-7—MR292622191512Prod.-GB/GR/IT dd
Trndo*Tornado GR.1 (IDS)401-4047920156-8R:1/4FB22191714129Prod.-GB/GR/IT
Trndo*Tornado ECR401-4048820174-20M:4;R:6/7EW2724211711—c.40-GR
VmprVampire F.1/F.3481-484467140—AS9876544000+-GB
VmprVampire FB.5/9, Sea Vampire481-484497130—FB987654" +-GB
Vmpr*Vampire NF.10481-484497130C:2;R:2/0;XAS1211987595-GB
VenomVenom FB.1/FB.4481-484528110—FB1098764c.350-GB
Venom*Venom NF.2/3481-484537120C:2;R:3/0AS13121097—189-GB
Venom*Sea Venom, Aquilon 203481-484537142-1C:2;M:2;R:1/0AS141211986260+-GB a
4
" -SW
MarutMarut (HF-24 MK.I)631-634649120—FB11109765c.100-IN
NesherNesher ("Eagle")621-6247119183-4—MR1816141210—MrIIIC conv-IS
MtsF1Mitsubishi F.1631-6347714142-6—FB1816141210—69-JN c
OraoOrao (IAR-93A)601-6047714162-6—FB19171512108In prod.-RM,YS
Orao*Orao (IAR-93B)601-6047714162-6C:2FT2018151311—In prod.-RM,YS
J/A29F*SAAB J-29A/A-29B641-644518142-1A:nMR12119875661-SW ax
J/A29FSAAB J/A-29B641-644549152-2—MR141211986" -SW ax
VggnViggen (JA-37)641-6447417184-18—AS242118151310In prod.-SW
Vggn*Viggen (SK-37)641-6447517174-2C:2FT2320181512—In prod.-SW
Vggn*Viggen (AJ-37)641-6447717184-2EG;R:3/4FB2018151311—In prod.-SW
Vggn*Viggen (SH/SF/RFXD-37)641-6447817182-6M:2;R:3/4RC20181513118In prod.-SW
MG19BMiG-19/J-6 Farmer B841-8445812142-4—AS171513119—" +afq
MG19B*JZ-6841-8446312140EG;M:0;R:0/0RC11109765" +-CH e
MG19B*J-6 bis Fantan A841-8447311144-17M:4;R:4/3FB1312119——c.500-CH
MG19B*A-5C/Q-5 Fantan B841-8448410124-17R:1/3FB1513121086In prod.-CH
MG19CMiG-19 Farmer C841-8446012164-11—AS1513121086c.2000
MG19C*MiG-19 Farmer D/E841-8446113164-11EG;M:4;R:2/0AS18161412107c.2000 v
MG21CMiG-21/J-7 Fishbed C851-8545918162-2—AS17151311974000+ q
MG21C*MiG-21/J-7M Fishbed D/F851-8546318162-2EG;R:3/0AS18161412107" +q
MG21C*MiG-21 Fishbed H851-8546418170EG;M:0;R:2/3RC1513121086" +gl
MG21C*J-8 Finback851-8548520183-0R:3/0;T:BAS171513119—In prod.-CH q
MG21JMiG-21 Fishbed J/K851-8547018184-12—MR22191714129c.2000 v
MG21J*MiG-21 Fishbed bis/L/N851-8547118164-7R:1/3FB19171512108" v
MG21J*MiG-21/Type 88 Fishbed M851-8547618164-12IG(CN);R:4/3AS23201815129" -IN
MG23BMiG-23 Flogger B/G861-8647220186-9—AS221917141292000 y
MG23B*MiG-23 Flogger C (two-seat)861-8647219176-9C:2;EGFT242118151310" y
MG23B*MiG-23 Flogger C Wild Weasel861-8647419176-9C:2;EG;R:5/6EW282521181511" y
MG23B*MiG-23 Flogger E/F/H861-8647419174-4M:4;R:2/6FB19171512108" y
MG25AMiG-25 Foxbat A801-8046820244-4—IN1816141087c.400+ sy
MG25A*MiG-25 Foxbat B/D801-8047020240M:0;R:3/2RC12119875c." +eljy
MG25A*MiG-25 Foxbat E801-8047620244-4R:6/3IN19171512108c." +esy
MG27MiG-27 Flogger D/J861-8647320134-19—FB1513121086700+
MG29MiG-29 Fulcrum861-8648420196-4—AS282521181511In prod. dd
MG31MiG-31 Foxhound B811-8148420198-6—IN2623201714103000+ c
Su7Su-7 Fitter A881-8846014152-2—FB1211986—3000+
Su11*Su-9 Fishpot B891-8945918164-11M:4;R:2/0IN141211986c.200 at
Su11Su-11 Fishpot C891-8946717172-5—IN1715131197c.300 e
Su15ASu-15 Flagon A/D891-8946719202-5—IN1715131197c.600+ e
Su15A*Su-15 Flagon E/F891-8947119204-14M:4;R:5/0;T:DIN19171512108c.600+ ee
Su17Su-17/20/22 Fitter B/C/D/F/H/J/K881-8847019180—FB13121086—c.2000
Su17*Su-17 Fitter H/K (Recon. var.)881-8847819170M:0;R:0/0RC1110976—c." aj
Su24Su-24 Fencer A/B/C901-9047420162-6—FB1513129——650+ cmuy
Su27Su-27 Flanker901-9048420206-4—AS262320171410In prod. dd
Tu28B*Tu-28 Fiddler A871-8746214182-8—IN1513121086c.300
Tu28BTu-28B/Tu-128 Fiddler B871-8746714182-8M:2;4:2/6IN19171512108c."
YK25YaK-25 Flashlight831-834559144R—IN12119875c.150
YK28YaK-28 Firebar911-9146217184-15—IN1816141086c.300
YK28*YaK-28 Firebar A911-9146217170IG(CN);M:0;R:1/0RC13121097—c."
YK28*YaK-28 Brewer D911-9146517170IG(CN);M:0;R:1/3RC1211986—c.200
YK28*YaK-28 Brewer E911-9147016160R:5/4EW242118151310c.40
YK38YaK-38 Forger A911-914768124-16—FB12119875c.50 w