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Flying Circus: Tactical Aerial Combat, 1915-1918 thumbnail

Flying Circus: Tactical Aerial Combat, 1915-1918

Flying Circus: Tactical Aerial Combat, 1915-1918 Rulebook

Table of Contents

Table of Contents

  • General Course of Play
  • Standard Game
    • Game-Map
    • Game Scale
  • Preparing the Aircraft Charts for Use
  • Necessary Equipment Not Supplied with the Game
  • Playing Pieces and Aircraft Charts
  • How to Set-up and Read the Aircraft Charts
  • Sequence of Play
    • First Player's Movement Phase
    • Joint Combat Phase
    • Second Player's Movement Phase
    • Joint Combat Phase
  • Movement
    • "Trial" Markers
    • Turn Mode Summary Chart
  • Combat
    • Field of Fire Diagrams
    • How to Resolve Combat
  • Sighting
    • Target Acquisition
  • Examples of Play
    • Turning Maneuver
    • Straight Movement
    • Climbing
    • Combat
    • Altitude Effect Upon Combat
    • (J) The Effect of Turning Maneuvers Upon Sighting
  • Ammunition and Reloading
  • Anti-aircraft Fire
    • A Note on Altitude
  • Aircraft Available Chart (by year)
  • Aircraft Capability Summary Chart
  • Scenarios
    • Air Superiority Scenarios
    • Photographic Reconnaissance Scenarios
    • Trench Strafing Scenarios
    • Artillery Strafing
  • Introductory Game
    • Game Map
    • Playing Pieces
    • Other Equipment
    • General Course of Play
    • Sequence of Play
    • Movement
    • Combat
    • Combat Results Table: Introductory Game
    • Facing
    • How to Set-up and Win the Game

General Course of Play

Flying Circus is basically a two player game, although it is relatively easy for more than one person to play each side in the game. The rules will, however, assume that only two players are involved. Each Player manipulates and maneuvers his units (henceforth referred to as aircraft or planes) in an attempt to place himself in such a position where he may shoot ("attack") at the opposing Player's aircraft, and they may not shoot at his own. Combat is resolved by reference to a particular aircraft's Combat Results Table (as given on the Aircraft Chart) and the number of hexes through which the unit is firing ("firing range"). A die is rolled and the die result is cross-indexed with the appropriate firing range column. The resulting Damage Points are applied to the target aircraft.

Standard Game

Game-Map

There is relatively little terrain shown on the map, as befits an air game. However, there are certain areas which must be distinguished. These are:

  • Trenches: there are two types of trenches: Allied and German. If any portion of a hex is German or Allied trenches, then the whole hex is considered to be that type of terrain. Thus, no hexes are both Allied and German trench hexes.
  • Artillery Positions: these are labelled hexes on the mapsheet; their function will be described in the scenarios, as well as by the function of lettered hexes (A through H) on the map. Note: Terrain never affects movement.

Game Scale

Each hex on the map represents approximately 60 metres in width. Each set of turns represents 10 seconds of real time, so don't worry about fuel. Each step of speed on the aircraft charts is approximately 20 kilometers per hour.

Preparing the Aircraft Charts for Use

Lay the Aircraft Chart-Sheets on a table and using a sharp scissors or a razor knife and straight edge, carefully cut out the charts along the dotted lines. This should result in twelve German charts and twenty-four Allied charts. It is advisable to keep the Aircraft Charts in order by type and nationality.

Necessary Equipment Not Supplied with the Game

Players will need a single die for use with the Combat Results Tables. Dice can be purchased at almost any "variety" store or they can be scavenged from an old game . . . of if you're desperate to play and you don't have any dice on hand and you're in an isolated area (Greenland?), simply write the numbers "1" through "6" on separate pieces of paper and pull numbers out of a hat instead of rolling a die.

Playing Pieces and Aircraft Charts

Six differently colored sets of die-cut counters are supplied with the game. Each colored set of counters represents single aircraft. It is strongly recommended that the Players sort out their units by type and color, and keep them segregated by storing them in separate labelled envelopes. This greatly facilitates setting up the game. The playing pieces are distinguished by their functional use on the Aircraft Charts, as represented by the symbols printed on the counters.

All of these counters are placed on the Aircraft Charts to record various facts concerning the individual aircraft (speed, altitude, etc.). Each type of aircraft in the game has two individualized Aircraft Charts supplied. These charts may only be used to keep track of the appropriate aircraft.

How to Set-up and Read the Aircraft Charts

There are basically two types of information shown on the Aircraft Charts. The first type indicates current information on the aircraft; these are the Current Horizontal Speed (attained during the aircraft's last Movement Phase), the amount of Ammunition remaining in the plane (and in some cases whether the guns are loaded), the cumulative progress of the plane (Climb Progress Scale) in climbing to a higher altitude, and the current Altitude Level (this is denoted by the absence of the marker on the chart, since that marker is being used to represent the aircraft on the mapsheet).

The second type of information printed onto the chart refers to the performance capabilities and characteristics of the individual aircraft. Each of the various tracks and the numbers contained in them provides information concerning the aircraft. The limits of the various tracks represent maximum and minimum abilities of the aircraft. For example, an aircraft may not climb to an Altitude Level greater than is allowed for on the Aircraft Chart, i.e., the last number on the Altitude track represents the aircraft's maximum altitude.

Thus the chart details the following capabilities: maximum altitude, the number of Friendly Movement Phases required to gain one Altitude Level (Climb Progress Scale), the beginning Ammunition Supply (for each gun) and method of reloading, the Combat Results Table used by the aircraft (there are four), the Turn Mode (ability to turn), beginning Maximum Horizontal and Dive Maximum Speeds (these may change with damage) and the Stall Speed (at which the aircraft falls out of the air).

Each aircraft is supplied with the following types and numbers of markers. These are placed on the Aircraft Charts, as described. Where the placement of these markers is described, their function is also explained. Other information is printed directly onto the Aircraft Charts.

[Figure: an Altitude Level marker bearing the number 6.]

Altitude Level markers (a maximum of 22) indicate the Altitude Level (height in thousands of feet). The aircraft is represented on the mapsheet by the marker of the altitude that the aircraft is flying at. Place all the counters in the appropriate Altitude Level boxes, and then place one of the markers to represent the aircraft at the appropriate place on the mapsheet, as dictated by the scenario.

IMPORTANT SPECIAL NOTE: It is particularly vital that Players grasp the concept that the Altitude Level marker in play on the map, represents the aircraft as well as the altitude. The marker is the aircraft, and its positioning and movement is the positioning and movement of the aircraft. The Altitude markers not in play, should be kept in strict order on the Aircraft Chart (which incidentally can be thought of as the cockpit of the aircraft).

[Figure: two Ammunition markers, labelled AMMO (Front) and AMMO (Rear).]

Ammunition Supply Record marker (one for each gun) is placed at the highest point of the scale; for each Combat Phase that a gun is fired, the marker is moved downward. On the track, there are sometimes dots separating the ammunition boxes. This indicates that the aircraft must take two Combat Phases to reload its guns before firing again. As the marker is moved across this dot, it is turned face-down. At the end of the second consecutive Combat Phase of not firing, the upside down Ammunition marker is placed face up to indicate that the gun is reloaded. Note that some aircraft never need reload (belt-fed ammunition), that some need to reload each time that they fire (single drum ammunition), and some need to be reloaded every other time they fire (double drum ammunition).

[Figure: a box labelled "Climb Progress".]

Climb Progress Scale marker represents the accumulated number of Movement Phases that an aircraft has been climbing. The number of grades in this track indicates the number of Movement Phases of climb that it takes the

aircraft to gain one Altitude Level (for example, from 8 to 9). This marker should be placed at "0" at the beginning of the game.

Turn Mode dictates the ability of the aircraft to turn within a single hex. This ability remains the same all during the game. See Movement, Case B for more details.

Combat Results Table (one for each type of gun) dictates which of the four Combat Results Tables the aircraft uses when attacking Enemy aircraft.

[Figure: two speed markers, labelled "MAX. Horiz. Speed" and "Current Horiz. Speed".]

Speed Tracks are used to hold three types of speed markers. The Maximum Horizontal Speed marker indicates the maximum speed (in Movement Points) that an aircraft may reach with their Current Horizontal Speed. Start this marker at the highest setting on the upper speed track.

The Dive Maximum Speed represents the maximum speed at which an aircraft may move while diving (see Movement, Case E). Place this marker at the highest setting on the lower speed track. The Stall Speed is the speed at or below which the aircraft may not travel. If the Maximum Horizontal Speed, due to damage sustained by the aircraft (see Combat Results Table explanations), should fall to the level of the Stall Speed, the aircraft is destroyed ("shot down"). There are two tracks for the speed markers: the upper contains Current Horizontal Speed and Maximum Horizontal Speed markers, while the lower is used for the Dive Maximum Speed. Note that the Dive Maximum Speed never falls to the Stall Speed, regardless of the damage incurred.

[Figure: a box labelled "Dive Max. Speed".]

Note that the Dive Maximum Speed indicator is not an indicator of the speed at which an aircraft is travelling, rather, it is a speed limit indication of the maximum possible speed at which an aircraft may be travelling in a Movement Phase in which it executes a dive.

Aircraft type references the Player to the historical name of the aircraft. Note the Aircraft Capability Summary Chart, which shows the complete description of all the aircraft.

Each step of the speed tracks is equivalent to approximately 20 kilometres per hour (kph), and Players may think, if they wish, in terms of real speed, i.e., aircraft at a Current Horizontal Speed of 10 are going at 200 kph.

Sequence of Play

Flying Circus is played in turns called Phases. Unlike most of our other games, there is no such thing as a "complete Game Turn." Rather, there is simply a continuous series of Phases occurring in the following order: First Player Movement Phase; Joint Combat Phase; Second Player Movement Phase; Joint Combat Phase; First Player Movement Phase; Joint Combat Phase; Second Player Movement Phase; Joint Combat Phase; etc., etc.

As can be seen, a Joint Combat Phase (one in which both Players actively participate) occurs between each Movement Phase and the next. The determination of which Player is the "First Player" is given in the specific Scenario being played. During each Phase there are specific operations and decisions which must be made by the Players. The following detailed outline indicates the sequence in which these decisions occur.

First Player's Movement Phase

A. Altitude Decision Segment: The Player must decide, and announce, whether he will climb, dive or remain in level flight during his Movement Phase. If a given aircraft is to dive, it must be specified how many levels (thousands of feet) that aircraft will dive.

B. Speed Decision Segment: The Player must decide, and announce for each of his aircraft, at what speed they will be flying in his Movement Phase. The current Horizontal speed of a given aircraft may never be increased more than one step (20 kph) or be decreased by more than two steps (40 kph) in a given Movement Phase. The single exception to this limitation is the case in which a given aircraft starts the Movement Phase with its Current Horizontal Speed at a setting higher than its Dive Maximum Speed and the Player has announced that that aircraft will be diving during his Movement Phase. In such a case, the Player should reduce his Current Horizontal Speed to equal his Dive Maximum Speed. Then from that adjusted setting, he may further decrease his speed by a maximum of two steps (40 kph).

The speed setting of an aircraft indicates the number of Movement Points that the aircraft MUST expend during that Movement Phase. Once a Player has made his Altitude decision and his speed decision, he may not change those decisions during that Movement Phase.

C. Movement Execution Segment: The Player now actually moves his aircraft, within the speed and altitude limitations he has placed upon himself by his decisions in Segments A and B. If a Player has decided to dive he may execute the dive at any point during his Movement Phase. That is, he may move horizontally, then dive, then continue moving horizontally at his new altitude; or dive and move horizontally at his new altitude; or move horizontally at his current altitude and then dive. The same holds true for climbing. The climb may be executed at any point in the course of the Movement Phase. Note that an aircraft may not climb and dive in the same Movement Phase.

During its Movement Phase an aircraft must expend all the Movement Points allotted to it by its Current Horizontal Speed setting.

Joint Combat Phase

Each Player is permitted to fire the guns of each of his aircraft in any given Combat Phase, assuming that the firing aircraft meet certain requirements. For a given aircraft to be able to fire in a given Combat Phase it must: (a) not have fired in the immediately preceding Combat Phase, (b) have its guns loaded with ammunition, (c) meet the Field of Fire and Sighting requirements and be within range (eight hexes) of a target aircraft.

Fire is considered to be simultaneous, that is, all fire takes place before any results of that fire are taken into account. (Exception: see Combat, Case F). Damage is recorded and losses extracted at the end of the Combat Phase.

Second Player's Movement Phase

The Second Player now makes altitude and speed decisions concerning his aircraft (following the same procedure as outlined for the First Player). The Second Player moves his aircraft. The First Player may not move any of his aircraft during the Second Player's Movement Phase.

Joint Combat Phase

Players participate in another Joint Combat Phase.

Continue the above sequence of Phases until one Player or the other achieves a victory as outlined in the conditions of victory of the Scenario being played. There is no fixed limit on the number of Phases in a given game.

Movement

General Rule: during each Movement Phase, after a Player has made his Speed decision, all of the aircraft's Movement Points must be expended. No aircraft may remain stationary during an owning Player's Movement Phase. See Sequence of Play.

Procedure: Move each aircraft individually, tracing the path of its movement through the hexes. Finish the movement of one aircraft before moving the next.

Cases:

  • (A) Movement is calculated in terms of hexes. Basically each aircraft expends one Movement Point for each hex it enters. Every hex of horizontal, straight motion expends one Movement Point. Movement Points are also expended in changing facing within a hex (Turning).
  • (B) Turning and Momentum: An aircraft may not perform a turning maneuver in the hex in which it begins its Movement Phase. Before any turning can take place, it must first move forward, in the direction the counter is pointing, at least one hex. An aircraft may not perform a turning maneuver in any hex in which it is diving. Aircraft perform turns by moving forward at least one hex and then changing direction in that hex within the limits of their turning ability (i.e., their Turn Mode). There are four basic Turn Modes as outlined on the Turn Mode Chart. Each type of aircraft is assigned one of these Modes. The Mode dictates how many hexsides an aircraft may turn to within a given hex and the Movement Point expenditure for each hex side turned to.
  • (C) Speed Limitations: Once a Player has announced his Speed and Altitude decisions for a given Movement Phase, he is bound by that decision (see Sequence of Play). In conjunction with and in addition to the limitations imposed upon an aircraft's speed by these decisions the following limitations apply:
    1. a Player may never deliberately set his Current Horizontal Speed at Stall Speed.
    2. a given aircraft may never fly faster than its Maximum Horizontal Speed (note that the Maximum Horizontal Speed is reduced as an aircraft suffers damage).
    3. a Player may never change speed in the middle of a Movement Phase.
    4. when climbing, the Current Horizontal Speed must be at least one step (20 kph) below the Maximum Horizontal Speed. For example, if an aircraft had a Max Horizontal Speed of "9" it could climb at a speed of "8" of less.
    5. when diving, the Current Horizontal Speed must be equal to or less than the Dive Maximum Speed.
    6. in the Speed Decision Segment of a given Movement Phase, the Current Horizontal Speed of an aircraft may not be increased by more than one step (20 kph) nor decreased by more than two steps (40 kph). See Case E for a modification of this rule.

Notice that on each of the Aircraft Charts there is a Climb Progress Scale. The number of steps (grades) in this scale represent the number of Friendly Movement Phases which must be spent in climbing in order to change from one Altitude Level to the next highest Altitude Level (that is, to climb 1,000 ft.). In each Movement Phase that the Player announces a particular plane to be climbing, he moves the Climb Progress indicator up one grade on the scale. When the top of the scale is reached, return the indicator to the "0" position and exchange the Altitude/aircraft marker on the map for the next highest one on the Aircraft Chart. This actual change of altitude may be performed at any time during the Movement Phase in which the Climb Progress indicator has reached the top of the scale.

Note that as long as a given Altitude marker is on the map (representing the aircraft) the aircraft is considered to be at that altitude no matter what its position on the Climb Progress Scale. Even if the aircraft is near the top of the Climb Progress Scale, it is for all purposes still considered to be at that altitude printed on the counter in play. This rule is of course an abstraction of reality for the sake of the game mechanics and simplicity of play.

  • (E) Diving: Aircraft may decrease their altitude by diving. Players announce their intention to dive in the beginning of their Movement Phase (see Sequence of Play). They must specify exactly how many Altitude Levels they intend to dive in that Movement Phase. When diving, the Current Horizontal Speed must be equal to, or less than, the Dive Maximum speed. If, at the very beginning of a Movement Phase in which a dive is to be performed, the Current Horizontal Speed is greater than the Dive Maximum Speed, it is automatically reduced to the Dive Maximum (and can be further reduced by two more steps [40 kph] if the Player so desires).

    The dive may be performed at any point in the Movement Phase. The first 1,000 ft. of dive (one Altitude Level) expends no Movement Points. Continuing to dive another 1,000 ft. expends five Movement Points as does the next 1,000 ft. of dive. Actually, there is only one plane (the Nieuport 29) which can possibly dive three altitude levels in a single Phase. About half of the other planes can dive two Levels per Phase and the remainder have Dive Maximums low enough to prevent them from diving any more than the one initial Level (which does not cost any Movement Points).

    The aircraft's Climb Progress status has no effect on its diving ability; diving is calculated in whole Altitude Levels. When an aircraft has dived to a new altitude it may adjust its Climb Progress indicator to any point on the scale. Place the proper Altitude/aircraft marker on the map immediately, as the dive is performed. Aircraft may not execute turning maneuvers in the hex in which they are diving. The entire dive takes place within a single hex; diving does not contribute towards horizontal motion (although planes may move horizontally before and/or after they dive, assuming they have the requisite Movement Points).

  • (F) Aircraft may not end their Movement Phase in the same hex as other aircraft at the same altitude (whether Enemy or Friendly). Aircraft may fly through hexes occupied by other aircraft at the same altitude. Any number of aircraft (Enemy and Friendly) may occupy the same hex as long as they are all at different altitudes. Aircraft cannot "ram" into one another accidentally or deliberately.

  • (G) Facing: As can be seen, the direction in which an aircraft is pointed (facing) has a tremendous bearing upon play. Aircraft must always be unambiguously pointed at a single hex side.

"Trial" Markers

The counters with the large aircraft top-views on them and no altitude number are trial-run markers which may be used by the Players to test out a move before actually committing themselves to it. This allows one to leave the actual aircraft/altitude marker in its Phase-start position and thereby not lose track of one's original position when figuring out a maneuver. When the final maneuver is decided upon leave the Trail marker in the hex of destination and move the aircraft marker to it. The non-moving Player may call upon the moving Player to commit himself to moving a given aircraft after making three trials.

[Figure: a counter labelled "TRIAL" showing a large aircraft top-view.]

Turn Mode Summary Chart

Turn ModeMax Turn (in hexsides)Movement Point cost: First SideSecond SideThird Side
A3111
B3211
C211prohibited
D221prohibited

Note that the Turn Mode of each aircraft type is given on its individual aircraft chart. Special Note: the Sopwith Camel and the Sopwith Snipe have a double Turn Mode: one Mode is used when turning to the right, and a different Mode is used to turn to the left. All other types have only a single Turn Mode which is used regardless of which direction the turn is made.

Combat

General Rule: Combat occurs during the Joint Combat Phase. Opposing aircraft fire their machineguns at each other in an attempt to inflict damage upon the Enemy's aircraft.

Procedure: To fire at a target aircraft, determine whether that plane is in Field of Fire of the attacking aircraft, calculate the range to the target, and determine whether Sighting requirements have been met.

Cases:

  • (A) Both Players may fire their guns during the Joint Combat Phase.
  • (B) Fire is always voluntary; it is never required.
  • (C) If a given aircraft has fired its gun in the immediately preceding Joint Combat Phase, it may NOT fire the same gun in the current Joint Combat Phase. In other words, the greatest frequency with which a particular gun may be fired is once every other Joint Combat Phase. Aircraft which have two gun-mounts may consider each gun as a separate, independent case.
  • (D) A given aircraft may only fire at a given target if the Sighting requirements have been met. See Sighting rules.
  • (E) Fields of Fire and Gun Types: There are three types of machineguns with which the aircraft in Flying Circus are equipped. Each of these types of guns has a distinctive pattern of hexes into which they may direct their fire. Such a pattern is called the Field of Fire of the gun. All three types of gun have a maximum range of eight hexes. The types of guns are as follows:
  1. Forward-firing, Fixed machinegun: This gun may only fire directly ahead of the aircraft through the single row of hexes to the front.
  2. Swivel-mounted, Rear machinegun: This gun may only direct its fire to any point found within a 120-degree arc to the rear of the plane (see diagram). They may not fire into their "blind spot" which is the two hexes directly to the rear of the aircraft.
  3. Ring-mounted, Rear machinegun: This gun may direct its fire into any hex within an eight-hex radius, except for that row of hexes directly to the front of the plane and the two-hex blind spot directly to the rear of the aircraft.

[The original numbers the last two gun types "2" and "2"; the numbering is transcribed as printed.]

All forward firing guns are the fixed variety outlined above. All rear guns are of the swivel type (with one exception). The German Roland C II is the only aircraft in the game which has a ring-mounted gun.

The Field of Fire of any type of gun only extends horizontally. That is to say, aircraft may only fire at Enemy aircraft which are at the same Altitude Level (regardless of any differences in Climb Progress Grade). Aircraft which are at different altitudes during the Joint Combat Phase may under no circumstances fire at one another during that Combat Phase.

Field of Fire Diagrams

Shown are the three Fields of Fire of the three types of guns which are found in the game. The small numbers in the hexagons are indicators of the range-to-target when shooting into that particular row of hexes. Assuming that Sighting requirements have been met, an aircraft may shoot at a target located anywhere within its Field of Fire.

[Figures: "Fixed Forward Gun" (a single column of eight hexes numbered 1 to 8 ahead of the aircraft); "Rear, Swivel-mounted gun" (a 120-degree fan of hexes to the rear, with a blind spot); "Rear, Ring-mounted Gun" (an eight-hex radius to the rear, with the front row and blind spot excluded).]

  • (F) Except for one special situation, fire is simultaneous. That is to say, damage is recorded and losses are extracted at the end of a Combat Phase, after all firing has been executed by both Players. The one instance in which fire is not simultaneous is when an attacking aircraft enters the Field of Fire of a rear-firing gun by climbing from a lower altitude. In the Combat Phase immediately following such a maneuver, the climbing aircraft may fire first at the target and have the resultant damage take effect BEFORE the rear-firing gun of the target has an opportunity to return the fire. This provision is an attempt to simulate the vulnerability of rear-gun aircraft to a climbing attack. It is the only exception to the strict rule of simultaneity of fire.
  • (G) Although more than one aircraft may be in the Field of Fire of a gun, only one target per gun may be shot at. Those planes which have two guns (one forward and one in the rear) may fire at separate targets with each gun during the same Combat Phase.
  • (H) Aircraft may not combine the effects of fire into a single attack against the same target. Each aircraft attacks individually, even if they happen to be shooting at the same target in the same Combat Phase.

How to Resolve Combat

There are four Combat Results Tables which are used to determine the effects of fire by various aircraft at various ranges. Note that different aircraft (and sometimes different guns on the same aircraft) are assigned different Combat Results Tables. This assignment will be found on the individual aircraft charts next to the ammunition tracks and also on the Aircraft Summary Chart. The Combat Results Table to be used by a specific aircraft never changes.

Within a given Combat Results Table, the sole determinant of how effective an attacker's gunfire will be is the range-to-target. There are no "Combat odds" to calculate as in most other games. All the different types of guns which may use a given Combat Results Table have the same firepower.

To resolve combat, simply count the range (in hexes) to the target aircraft, find the appropriate Result column on the correct Table and roll the die once to determine the outcome (cross-indexing the die-number rolled with the proper Result column to find the answer). Results are given in terms of Damage Points inflicted upon the target. Each Damage Point reduces the Maximum Horizontal Speed and the Dive Maximum Speed of a plane by one step (20 kph). Once a plane's Maximum Horizontal Speed has been reduced to "Stall" or below, the aircraft is considered to be shot down.

Note that the raw ability to fire is never affected by sustaining Damage. Nor is it possible to "kill the pilot" with a single burst and thereby bring down an Enemy plane. This chance event has been "factored in" on the Combat Results Tables and one may assume that runs of extreme luck on one or two attacks which result in an aircraft being shot down represent pilot-death or some other such freak shot to a vital part of the aircraft itself.

  • (J) Aircraft may fire through other aircraft (Enemy or Friendly) in order to hit a target beyond the intervening planes. Firing through hexes has no effect upon the planes in those hexes. Friendly or Enemy aircraft which are behind other Enemy aircraft being subjected to fire are not affected by that fire in any way. Fire only affects the target aircraft.
  • (K) Calculating Range: Simply count the shortest distance from the firing aircraft to the target aircraft. All guns have a maximum range of eight hexes. Differences in Climb Progress have no effect upon range.

Sighting

General Rule: In order to fire at a target aircraft, the target must be sighted by the firing aircraft. That is to say, the target must have been continuously in the firing aircraft's Field of Fire for at least the last half of the total Movement Point expenditure during the immediately preceding Movement Phase. This represents the amount of time necessary to "line up the shot" (approximately five seconds).

Cases:

  • (A) If the immediately preceding Movement Phase was that of the target aircraft, then the target aircraft must have spent the last half of its Movement Allowance within the Field of Fire of the firing aircraft.

  • (B) If the immediately preceding Movement Phase was that of the firing aircraft, then the firing aircraft must have expended the last half of its Movement Allowance with the target aircraft in its Field of Fire.

  • (C) Even if the target aircraft was in the Field of Fire of the firing aircraft for half or more than half of the last Movement Phase, it may not be fired at if it was not in the Field of Fire continuously during the last half of the Movement Phase. For instance, a target aircraft moving at a speed of 7 (140 kph) flys within the Field of Fire of an Enemy aircraft during its first six Movement Points of the Movement Phase and then moves out of the Field of Fire as it expends its last Movement Point. Such a target could not be fired upon.

  • (D) There will be instances in which a given plane will be considered to be sighted by an Enemy plane, and yet not be considered to have sighted that Enemy plane. It is also possible that two opposing aircraft will be in each others Field of Fire and will have mutually sighted each other (and assuming neither had fired in the previous Combat Phase) both could fire at each other, simultaneously.

  • (E) Be careful to take Altitude Level into account when determining whether an aircraft is in a Field of Fire and whether it is sighted. The Movement Point sighting requirements must be fulfilled by aircraft flying at the same altitude. Case F covers the special case of diving on a target. Case G accounts for climbing up to a target.

  • (F) In a given Movement Phase, the first level which a plane dives expends no Movement Points, and therefore need not be considered when calculating time-spent-in-Field-of-Fire. The second level to which aircraft dives expend Movement Points (5) and count as time-spent-in-Field-of-Fire. The five Movement Point expenditure is considered to take place at the lower altitude. Therefore, a plane performing a dive being made at a speed of "7" (140 kph) starting at 12,000 ft. and finishing at 10,000 ft. (expending five Movement Points when going from Level 11 to Level 10) and then moving two hexes horizontally, would be considered to have expended all its Movement Points at Level 10, and could fulfill the sighting requirements, assuming the target aircraft at 10,000 ft. was in the Field of Fire of the diving aircraft as it dove from 11,000 to 10,000 and also that the target was kept in sight during the last two Movement Points expended. If the non-diving aircraft in this example had the diving aircraft in Field of Fire, then the diving aircraft would also be considered to be sighted.

Target Acquisition

[Figure: a target-acquisition symbol (a circle with crosshairs).]

  • (I) Target Acquisition: Players should keep careful track of aircraft movement during the Movement Phase so that in the ensuing Joint Combat Phase all potential targets are already known (and it is not left to memory). The simplest way to do this is to note when an aircraft is at the halfway point in its movement; from that point onward both Players should pay careful attention to the Fields of Fire of the moving aircraft and any nearby Enemy aircraft. When that plane has completed its movement, place under it the "Target Acquired" marker of the same color as any Enemy aircraft which it has Sighted as a result of that movement. The Enemy Player should at the same time place "Target Acquired" markers of the same color as the moving aircraft under any of his aircraft which have had the moving aircraft in their Fields of Fire during the last half of its movement. In this way, Players will have a visual record to refer to during the Joint Combat Phase of who can possibly fire at whom. It is the Player's responsibility to place the Target Acquisition markers under his own aircraft. Except in cases where mutual Acquisition is demonstrable by logic, the Target Acquisition markers will be considered the sole proof of Sighting during the Combat Phase. The Target Acquisition markers should be removed at the end of the Combat Phase. When moving aircraft, Players should call out the Movement Points as they are expended.

Examples of Play

The following examples illustrate how most of the basic game-actions are executed. Anything which can be logically inferred from these examples is tantamount to a rule unless it is specifically prohibited by the written rules. The small numbers printed in the hexagons are the Movement Points expended by the aircraft in that hex.

[Diagrams accompany each example in the original; they are described in the text below.]

Turning Maneuver

The aircraft illustrated has a "B" Turn Mode. It is moving at a speed of "8" (160 kph). Notice that although the aircraft does expend all eight Movement Points (as it must), it only travels a distance of three hexes.

[Figure: a Phase-Start to Phase-End path in which the aircraft "turns two hexsides" in the first hex and "turns one hexside" in the second hex, with the Movement Points expended in each hex printed on the hexes.]

Straight Movement

The aircraft shown is travelling at a speed of "8" (160 kph).

[Figure: a straight row of eight hexes from Phase-Start to Phase-End, each hex showing 1 Movement Point.]

Climbing

The aircraft illustrated has a Maximum Horizontal Speed of "9" (180 kph) and is considered to have begun its Movement Phase with its Current Horizontal Speed set at "9" (before the Speed/Altitude Decision Segment). The speed must be reduced to at least "8" in order to climb; the Player decides to make the maximum reduction (to "7"). At any point in the movement the Player may execute the climb (even in the hex in which a turn is extended). As he executes the climb he moves the Climb Progress indicator up one grade on the Climb Progress Scale. Note that if the indicator is thereby brought to the top of the scale, the Player would change the Altitude/aircraft marker to the next highest number (and then move the Climb Progress indicator back to the Zero setting). Note that the act of climbing expends no Movement Points in and of itself.

[Figure: a curved climbing path from Phase-Start to Phase-End, with the point at which the climb is executed marked "Climb Executed".]

Combat

The aircraft in the example is moving at a speed of "8" and has a "B" Turn Move. It has a Fixed, Forward firing machinegun. At the end of its Movement Phase, it is calculated that it has had the target in its Field of Fire during the expenditure of its last four Movement Points and therefore has fulfilled the Sighting requirements and may shoot at the target (at a range of two hexes). Note that if it had been moving at a speed of "5" and had ended its movement in hex marked "A", it would NOT have fulfilled the Sighting requirements and would not have been able to shoot at the target even though the target was within range and in the Field of Fire.

If one assumes that the target plane has a Rear, Swivel-mount gun it could have fired at the moving aircraft, whether it was moving at a speed of "8" or "5".

Altitude Effect Upon Combat

Note that the two opposing aircraft shown cannot shoot at each other simply because they are at different altitudes.

[Figure: two aircraft counters at different altitude markers, several hexes apart in a straight row.]

(J) The Effect of Turning Maneuvers Upon Sighting

In the case of the non-moving aircraft firing at the moving aircraft, the act of turning in a hex does not present any unusual problem insofar as calculating Sighting: the Movement Points expended in turning are counted along with other Movement Point expenditures, the only consideration being whether the turn is being executed in the Field of Fire of the non-moving aircraft. When calculating the Sighting of a moving aircraft firing at the non-moving aircraft, however, turning maneuvers present a somewhat special case. The rule is this: Movement Points expended to turn to a hexside which places the target in the Field of Fire of the moving aircraft do count towards the fulfillment of Sighting requirements.

Example 1: If an aircraft is moving at a speed of "4" and has a "B" Turn Mode and expends the last two Movement Points of its movement in turning one hex side, and that turn brings a target into its Field of Fire, then those two Movement Points constitute a fulfillment of the Sighting requirements.

Example 2: If an aircraft were travelling at a speed of "4", and had a "B" Turn Mode and moved in the following manner... one hex forward (target not in Field of Fire); turn one hexside expending two Movement Points (target still not in Field of Fire); turns one more hexside expending one Movement Point (target now in Field of Fire)...then sighting requirements would not be fulfilled.

Ammunition and Reloading

General Rule: There are three types of ammunition-feeds: (a) Belt-fed, (b) Single-drum Clip-fed, (c) Double-drum, Clip-fed. Each gun on a given type of aircraft is represented by an Ammunition Supply Track on the Aircraft Chart. The number of boxes in the track represent the number of times that that particular gun may be fired in a given game.

Procedure: Each time a gun is fired, move the Ammunition Supply marker one step on the track to indicate the expenditure of ammunition.

Cases:

  • (A) When a gun has used up all its ammunition (that is the marker is on "Empty"), it may no longer fire for the remainder of the game.

  • (B) Reloading: Clip-fed ammunition must be loaded into the machinegun while in flight. Guns which depend on single-drum ammunition must be reloaded after every firing. Guns which depend on double-drum ammunition must be reloaded after every two firings. Belt-fed guns need never be reloaded.

    To reload, the gun must spend two Combat Phases out of use. On the third Combat Phase, the gun is then considered to be reloaded and ready to fire. Players will find a heavy dot on the dividing lines of the gun's Ammunition Supply Track which are the signal to the Player that the gun needs to be reloaded. As a memory device, the Player may place the Ammunition Record marker upside down on the Dot during the first Combat Phase spent in reloading and then move it (still face down) fully into the box to the right of the dot during the second Combat Phase of reloading. On the beginning of the third Combat Phase, turn the marker face-up to indicate that the gun may fire.

Anti-aircraft Fire

General Rule: there are two things which are capable of firing at aircraft, (other than other aircraft). These are Trenches and Artillery positions.

Procedure: if an Enemy aircraft ends its Movement Phase over a Trench hex or Artillery Position, it may be fired at by those areas.

Cases:

  • (A) Trenches may only fire at aircraft flying at an Altitude Level of 1 (1000 feet). They roll a die for each aircraft fired at: a roll of "one" indicates that the target aircraft incurs one Damage Point (see Combat Results Table explanation). If any other number is rolled, there is no effect.
  • (B) Artillery Positions (as marked on the map) may only fire at aircraft flying at an Altitude Level of 1 (1000 feet). A die is rolled for each aircraft being fired at: if a "one" is rolled, the target aircraft receives one Damage Point; if a "two" is rolled, the target aircraft receives two Damage Points; any other number has no effect.
  • (C) There is no limit on the firing of anti-aircraft as to reloading or sighting, etc. Each Artillery Position or single Trench hex may only fire at a single Enemy aircraft per Combat Phase.

A Note on Altitude

Although many of the aircraft in Flying Circus are shown as having maximum ceilings of more than 15,000 feet, it was rare that any combat flying was done above that altitude. In fact, most of the action took place at, or well below, 10,000 feet. The main reasons for this are simple: aircraft performance on most of the planes began to decline sharply beyond 10,000 feet, and pilot performance begins to deteriorate above 15,000 feet without the use of oxygen equipment. Oxygen equipment was used only experimentally in WW I on a few high altitude observation planes. If Players wish to reflect this limitation in the game, they can simply prohibit flying above 15,000 feet or, alternatively, prohibit flying above 15,000 feet for more than 24 continuous Friendly Movement Phases. This of course is a pain to keep track of, which is why it's not included as a regular rule. Players will seldom have to face the issue in any case, since due to the characteristics of the fighting, they will most often find themselves spiraling downward at one another, ending the games at lower altitudes than that at which they began.

Aircraft Available Chart (by year)

  • German-1915 — Fighter: Fokker E III
  • German-1916 — Fighter: Albatros D III. Observation: Roland C II
  • German-1917 — Fighter: Albatros D III; Pfalz D III; Fokker Dr. I. Observation: Roland C II
  • German-1918-1919 — Fighter: Albatros D III; Pfalz D III; Fokker Dr. I; Fokker D VII. Observation: Roland C II
  • Allied-1915 — Fighters: Nieuport 11; DH2. Observation: Nieuport 12
  • Allied-1916 — Fighters: Nieuport 17a; Spad 7; DH2. Observation: Nieuport 12; Sopwith 1½ Strutter
  • Allied-1917 — Fighters: Nieuport 17b; Spad 7; Spad 13; Sopwith Triplane; Sopwith Camel; SE 5a. Observation: Nieuport 12; Sopwith 1½ Strutter; F2B
  • Allied-1918 — Fighters: Spad 13; SE 5a; Sopwith Camel. Observation: Nieuport 12, Sopwith 1½ Strutter; F2B
  • Allied-1919 — Fighters: Nieuport 29; Sopwith Snipe; plus all the 1918 aircraft

Aircraft Capability Summary Chart

Type of AircraftMax Horiz SpeedDive Max SpeedStall SpeedCombat Results Table: Front GunCombat Results Table: Rear GunAmmunition Supply (C): Front GunAmmunition Supply (C): Rear GunClimb Prog (D)Turn ModeMax Alt
French Aircraft
Nieuport 118434—5b

The chart's group labels (French, British, German) and the bracketed "B Left / A Right" Turn Mode of the Sopwith Camel and Snipe are transcribed as printed; the bracket in the original spans both rows.

  • (A) These two aircraft are identical except for their Combat Results Tables. Thus they use the same Aircraft Charts, where this discrepancy is noted.
  • (B) The Sopwith Snipe uses the same Aircraft Charts as the Sopwith Camel; the only difference between these two aircraft is that the Climb Time for the Snipe is 5, rather than 4.
  • (C) The small letters following the number of Game-turns of fire available (Ammunition Supply) refer to the aircraft's ammunition type, as described in "How to Set Up the Chart." It defines how often the aircraft must reload its guns.
    • b = belt-fed ammunition; aircraft is always free to fire, i.e., never need reload.
    • sd = single drum ammunition; the aircraft must reload after each time it fires.
    • dd = double drum ammunition; the aircraft must reload after every two times it fires.
  • (D) The length of this track dictates how many Friendly Movement Phases it takes for an aircraft to climb one Altitude Level.

Scenarios

The scenarios are arranged in topical order by four different types. Within each type, they are arranged chronologically and by difficulty.

Allied aircraft always enter from the west edge of the map, while German aircraft always enter from the east edge of the map.

Game-Length. There is no real Game length. Rather play continues until one Player's aircraft are all shot down, or they have all exited from the map. To exit from the map, aircraft must simply fly off the hexagonal grid. However, they may only exit at the same map edge that they moved onto the map. If they leave by any other edge of the map, they are considered to be shot down.

How to win. Each of the scenarios has listed in its preamble the conditions of victory; these are either based on shooting down more aircraft than your opponent, or on achieving your mission and gaining Victory Points.

Starting. Each Scenario indicates a method of determining which aircraft to use, who moves first and the beginning altitude. All aircraft must start at the same altitude. Frequent reference to choosing aircraft appropriate to a particular year will be made. Players should see the Aircraft Available Chart (by year) to determine this, and also to indicate which aircraft are observation aircraft.

Air Superiority Scenarios

Air Superiority consists of pitting opposing fighters against one another. The winner is always determined by losses in aircraft. The Player who shoots more Enemy aircraft down is the victor; if losses are even, it is considered a draw.

1915 Air Superiority. Start at 5000 feet. Allies move first.

  • a. Fokker E III vs. DH 2
  • b. two Fokker E III vs. one DH 2 and one Nieuport 11

1916 Air Superiority. Start at 10,000 feet. Allies move first.

  • a. Albatros D III vs. Nieuport 17a
  • b. Albatros D III vs. Spad 7
  • c. two Albatros D III vs. two Nieuport 17a and one Spad 7

1917 Air Superiority. Start at 15,000 feet. Allies move first.

  • a. Fokker Dr. I vs. Sopwith Triplane
  • b. Albatros D III and Fokker Dr. I vs. Nieuport 17b and Sopwith Camel
  • c. Albatros D III and Pfalz D III vs. two Sopwith Triplanes
  • d. Two Pfalz D III vs. Spad 7 and Spad 13
  • e. Each Player chooses three aircraft from the appropriate year, no two of which are the same.

1918 Air Superiority. Start at 15,000 feet. Germans move first.

  • a. Fokker D VII vs. SE 5a
  • b. Fokker Dr. I vs. SE 5a
  • c. Fokker Dr. I and Pfalz D III vs. Sopwith Camel and SE 5a
  • d. One Player chooses three aircraft from the appropriate year for each nationality, no more than two of each type. The other Player then chooses which side he wishes to be.

1919 Air Superiority. Start at 15,000 feet. Germans move first.

  • a. Fokker D VII vs. Nieuport 29
  • b. One Player chooses three aircraft from the appropriate year for each side, no more than two per type. The other Player chooses which side he wishes to be.

Photographic Reconnaissance Scenarios

These scenarios deal with attempts of the Allies or the Germans to take photographs of a certain area behind his opponent's Trench line. Each Player has four letters (A through D or E through H) on his side of the Trench Line; to photograph any one of these, an Observation aircraft must end its movement on that hex at an Altitude Level of 3 or 4. The reconnaissance Player writes down secretly which of the hexes on the opponent's side of the Trenches that he wishes to photograph, and then moves first. His opponent, who is in effect defending his side of the trenches against reconnaissance, must try to shoot down the observation aircraft, without knowing its objective, before the aircraft takes the photo and moves off its Friendly map edge.

These scenarios are won by Victory Points. The reconnaissance Player receives 15 Victory Points for each photograph successfully taken and flown off the proper map edge (only one per aircraft), and three Victory Points for each of the defender's aircraft shot down. The Player defending against the reconnaissance receives 10 Victory Points for each Enemy Observation aircraft and 5 Victory Points for each Enemy fighter shot down. The Player with more Victory Points is the winner of the scenario. The reconnaissance Player always chooses the height that all aircraft enter the map at, and moves first. The aircraft marked with an asterisk (*), are the observation planes.

1915 Photo Recon.

  • Allied Recon: one Nieuport 12*, one Nieuport 11 and one DH2 vs. two Fokker E III.

1916 Photo. Recon.

  • Allied Recon, a: one Sopwith 1½ Strutter* and one Spad 7 vs. two Albatros D III
  • Allied Recon, b: one Nieuport 12*, one Nieuport 17a and one Spad 7 vs. two Albatros D III
  • Allied Recon, c: Allied Player chooses any three aircraft vs. two Albatros D III
  • German Recon, a: two Roland C II* vs. two Spad 7 and one Nieuport 17a
  • German Recon, b: one Roland C II* and one Albatros D III vs. two Spad 7 and one DH 2

1917 Photo. Recon.

  • Allied Recon, a: one Sopwith 1½ Strutter* and one Nieuport 17b vs. two Pfalz D III
  • Allied Recon, b: one F2B* and one SE 5a vs. two Fokker Dr. I
  • Allied Recon, c: one Sopwith 1½ Strutter*, one Sopwith Triplane and one Sopwith Camel vs. two Fokker Dr. I and one Pfalz D III
  • Allied Recon, d: one Player chooses three aircraft for each side from the appropriate year, with no more than two of any type. The other Player chooses whom he wishes to be.
  • German Recon, a: one Roland C II* and one Pfalz D III vs. one Spad 13 and one Sopwith Camel
  • German Recon, b: one Roland C II* and one Fokker Dr. I vs. one Sopwith Camel and SE 5a
  • German Recon, c: one Roland C II*, one Fokker Dr. I and one Pfalz D III vs. two Sopwith Camels and one Sopwith Triplane
  • German Recon, d: one Player chooses three aircraft for each side from the appropriate year, with no more than two per type, and the other Player chooses whom he wishes to be.

1918 Photo Recon.

  • Allied Recon, a: one F2B* and one SE 5a vs. one Fokker Dr. I and one Fokker D VII
  • Allied Recon, b: one F2b* and two Sopwith Camel vs. two Fokker Dr. I and one Fokker D VII
  • Allied Recon, c: one Player chooses three aircraft for each side from the appropriate year, with no more than two of each type. The other Player chooses whom he wishes to be.
  • German Recon, a: one Roland C II* and one Fokker D VII vs. two Sopwith Camels
  • German Recon, b: one Player chooses three aircraft for each side from the appropriate year, with no more than two per type. The other Player then chooses whom he wishes to be.

Trench Strafing Scenarios

Trench Strafing was meant to disorganize Enemy troops in the opposing trenches. To strafe an Enemy trench, the attacking aircraft must end its Movement Phase over an Enemy trench hex, and fire its guns; while strafing, the aircraft expends two Ammunition Points (as opposed to the usual one). The aircraft may only fire one of its guns (if it is equipped with two) in the strafing. Strafing may only be done at an Altitude Level of 1 (1000 feet).

These scenarios are won by one Player accumulating more Victory Points than his opponent. The designated strafing Player receives three Victory Points for each successful strafing, and three Victory Points for each Enemy aircraft shot down. The Player defending against the strafer receives five Victory Points for each strafing aircraft shot down. The Player with more Victory Points is the victor. If the same number, the game is a draw. The Strafing Player chooses the starting altitude and moves first. The nationality of the Strafing Player is indicated by the title of the given Scenario.

1915 Trench Strafing

  • Allied: one Nieuport 11 and DH2 vs. two Fokker E III
  • German: one Fokker E III vs. one DH 2

1916 Trench Strafing

  • Allied a: two Spad 7 vs. two Albatros D III
  • Allied b: one Nieuport 17a and one DH2 vs. two Albatros D III
  • German a: two Albatros D III vs. one Spad 7 and one DH2

1917 Trench Strafing

  • Allied a: one Spad 13 vs. one Pfalz D III
  • Allied b: one Sopwith Camel and one SE 5a vs. one Albatros D III and one Fokker Dr. I
  • Allied c: two Sopwith Triplane and one Sopwith Camel vs. two Pfalz D III and one Fokker Dr. I
  • German a: two Pfalz D III vs. one Spad 7 and one Spad 13
  • German b: two Fokker Dr. I vs. two Sopwith Camels
  • German c: two Fokker Dr. I and one Pfalz D III vs. two Spad 13 and one SE 5a
  • German d: One Player chooses three aircraft for each side from the appropriate year, with no more than two of a type. The other Player then chooses which side he wishes to be.

1918 Trench Strafing

  • Allied a: two SE 5a vs. one Fokker Dr. I and one Fokker D VII
  • Allied b: two Sopwith Camel and one Spad 13 vs. one Fokker D VII and two Pfalz D III
  • Allied c: one Player chooses three aircraft for each side from the appropriate year, with no more than two of a type. The other Player then chooses whom he wishes to be.
  • German a: two Fokker D VII and one Fokker Dr. I vs. one Sopwith Camel and two SE 5a
  • German b: one Fokker D VII and two Pfalz D III vs. two Spad 13 and one SE 5a
  • German c: one Player chooses three aircraft for each side from the appropriate year, with no more than two per type. The other Player then chooses which side he wishes to be.

Artillery Strafing

These scenarios are quite similar to the Trench Strafing. The same aircraft scenarios are used as are given in the Trench Strafing scenarios. The strafing aircraft strafe in the same manner as strafing trenches, except they must end their movement on an Artillery Position hex. The Victory Points are also the same as in Trench Strafing, except that a Player receives points for the artillery rather than the trench hex being strafed.

Introductory Game

The Introductory Game is printed as a bordered box in the original, between the aircraft-chart instructions and the Standard Game procedures; it is set out here after the Standard Game chart instructions so that the chart text reads continuously.

Game Map

The Game Map represents the "air-space" over a typical area of the Western Front, 1915-1918. In the Introductory Game, the terrain on the "ground" has no bearing upon the course of play. The hexagonal pattern superimposed on the sheet serves to regulate the placement and movement of the playing pieces (in a fashion similar to the squares on a checkerboard).

Playing Pieces

Each player uses one of the sets of differently colored pieces. All that is required in the Introductory Game, is one set of counters numbered "1" through "10", for each Player. Each Player should arrange his ten counters in order, off the map. Each Player starts the game using his number "10" counter to represent his airplane.

[Figure: the ten counters, numbered 1 through 10, in the Introductory Game set.]

Other Equipment

The only other components used in the Introductory Game are the Introductory Combat Results Table and a die (which the Players must supply themselves; dice are easily obtainable in any "variety" store or can be scavenged from an old game). The Aircraft Charts (the colored sheets with all the scales and tracks on them) are NOT used in the Introductory Game.

Note: Players are cautioned that the way in which the counters are used in the Introductory Game (and what the numbers represent) is somewhat different than their use in the Standard Game. The rules to each game-version are written as separate and independent entities. When Players go on to play the Standard Game, they should NOT make any direct carry-over of rules from the Introductory Game.

General Course of Play

In the Introductory Game, there is no altitude, no ammunition, and no speed considerations to be kept track of. Basically, each unit has a Movement Allowance represented by the number on the aircraft in play. (Note: this is not what this number represents in the Standard Game.) This Movement Allowance dictates the number of Movement Points which must be expended in moving forward and turning the aircraft (see Movement). As each aircraft absorbs damage from the opposing aircraft firing its guns, this Movement Allowance is reduced by substituting lower numbered aircraft markers.

Flying Circus is a two-Player game, with each Player handling a single aircraft. Each Player maneuvers his aircraft in an attempt to end his movement in a position so that he may fire his guns at the opposing aircraft. Combat is resolved by reference to the distance of the target from the firing unit and the Combat Results Table (Introductory Game). A die is rolled and the die-result is cross-referenced with the appropriate firing range column. The resulting Damage Points are applied to the target aircraft (see the Combat Results Table).

Sequence of Play

Flying Circus is played in turns. Each Player, in turn, moves his aircraft and fires his weapons.

  1. First Player Turn: (Players should decide by a roll of the die who shall move first.)
    • A. First Player's Movement Phase: First Player moves and turns his aircraft, in accordance with the rules of movement.
    • B. Combat Phase: First Player may fire his guns at the opposing aircraft, if he is within range and in the Line of Fire (see Combat, Cases D and F). The Second Player may not fire during the First Player's Combat Phase.
  2. Second Player-Turn: Second Player repeats same procedure (Steps A and B), using his own aircraft.

These procedures are repeated until one Player has shot the other's aircraft down.

Movement

General Rule: during each Player's Movement Phase all of the aircraft's Movement Points must be expended. No aircraft may remain stationary during an owning Player's Movement Phase.

Procedure: move each aircraft individually, tracing the path of its movement through the hexes.

Cases:

  • (A) Movement is calculated in terms of hexes. Basically each aircraft expends one Movement Point for each hex it enter. Every hex of straight motion expends only one Movement Point. Movement Points are also expended in turning, i.e., changing facing within a hex.
  • (B) Turning: Aircraft may only proceed in a forward direction (i.e., in the direction they are facing). When they enter the adjacent hex, they maintain that same facing. The aircraft may not change direction, except by "turning." To turn, aircraft remain in the same hex, and change their facing with relation to the hex-side. Each hexside is turned through sequentially. Thus with relation to the original facing, an aircraft would first turn to a new, different facing of 60 degrees, then to 120 degrees, and finally to 180 degrees. No aircraft may turn through more than three hexsides (180 degrees) while in a given hex. Each turning through one hex side (60 degrees) absorbs one Movement Point of the aircraft's Movement Allowance.

Example: aircraft with a Movement Allowance of 10 begins in a hex. It first turns three hexsides, moves one hex, turns two more hexsides, moves another hex, and turns another three hexsides. It has expended all ten of its Movement Points, while only moving two hexes.

(C) Aircraft may not end their Movement Phase in the same hex as another aircraft, although they may move through other occupied hexes.

(D) An aircraft's Movement Allowance is set by the marker in play at the beginning of the Friendly Movement Phase. This may vary from ten to one due to Combat. All of these Movement Points must be expended, as described in Cases A and B.

(E) No Enemy movement is permitted during a Friendly Movement Phase.

(F) No movement is permitted during any Combat Phase.

Combat

General Rule: Combat occurs by opposing Players' aircraft firing their guns at one another. To fire, an aircraft must be able to trace a straight line through hexes to the target aircraft, as shown in the diagram.

Procedure: trace the straight line through the hexes to the target; the number of hexes is the firing range. Roll the die and cross-index the die result and the firing range column to the resulting Damage Points (if any).

For each Damage Point inflicted, reduce the Movement Allowance of the aircraft by one Movement Point (substituting the appropriate, lower-numbered aircraft counter).

[Figure: a straight line of hexes with a dashed line of fire running from one aircraft counter to a target aircraft counter at the far end.]

Cases:

  • (A) Combat occurs only after the Movement Phase, during the Combat Phase.
  • (B) Combat is always voluntary; it is never required.
  • (C) A Player's aircraft may only fire in its own Combat Phase, never in the Enemy Combat Phase.
  • (D) All aircraft have the same firing pattern. They may fire when the row of hexes directly to their face is occupied at some point by an Enemy aircraft. If an aircraft ends its Movement Phase pointing in the direction of an Enemy aircraft, it may fire at it. This row of hexes is termed the "Line of Fire."
  • (E) Aircraft may only fire once per Combat Phase.
  • (F) Aircraft may fire up to eight hexes distance. At any given distance, there is a greater or lesser probability of inflicting damage. Under no circumstances may a unit fire more than eight hexes distance.

Combat Results Table: Introductory Game

  • 0 = No effect; no damage is inflicted on target aircraft.
  • 1, 2, ... 6 = represents the number of Damage Points inflicted upon the Enemy aircraft. For each Damage Point, reduce the aircraft's Movement Allowance by one. Thus an aircraft with a Movement Allowance of 10 that receives six Damage Points would be replaced with a marker showing a four Movement Allowance. This damage is cumulative. When an aircraft is reduced below a "one" in Movement Allowance, it is removed from the map and immediately considered shot down.
Die12345678
165322221
254221111
34321

Column headings across the top are firing range (in hexes), 1 through 8; the row headings are the die result.

Facing

General Rule: each aircraft (as represented on the map by the Altitude Level marker) has a face. This face must be unequivocally oriented towards one of the hexsides. This facing will determine an aircraft's pattern of firing, and in what direction it will move. Each Altitude Level marker shows in what direction the aircraft is moving.

How to Set-up and Win the Game

Each Player rolls the die; the high roller becomes the "First Player." The Players sit at opposite ends of the map. The First Player moves onto the map from his edge. Then the other Player does the same, and play begins. The First Player to shoot down the opposing Player's aircraft is the winner.

Players may wish to play a slightly more difficult Introductory Game. The Players could try having two aircraft each, or even three each. The complexities involved in multi-plane battles are more than one would expect.

  • (D) Climbing: Aircraft may increase their altitude by climbing. Players announce their intention to climb in the beginning of their Movement Phase (see Sequence of Play). The act of climbing expends no Movement Points. In order to be able to climb, the Player must set the Current Horizontal Speed of his aircraft at least one step (20 kph) below the Maximum Horizontal Speed. Notice that because of this limitation, a plane will not be able to climb when, due to damage suffered, its Maximum Horizontal Speed is only one step away from Stall Speed.
  • [Figure: an aircraft counter in a hex with an arrow labelled "DIRECTION OF FLIGHT".]

    During the course of Movement this is especially important since it affects sighting, turning and momentum. The front of an aircraft counter is indicated by the small abstract plane silhouette above the altitude reading. If the counter is found to be ambiguously faced, then the Enemy Player has the option to adjust it, facing it towards one of the two possible hex sides.

    does
    does
    its
  • (G) In a given Movement Point, if an aircraft climbs from one Altitude Level to the next highest one, it may only count those Movement Points expended at the new Altitude level towards fulfilling Sighting requirements.

    Example: If an aircraft travelling at a speed of 7 (140 kph) moves horizontally for a distance of five hexes at 11,000 ft. and then changes altitude to 12,000 ft., and expends the remaining two Movement Points having an Enemy aircraft in its Field of Fire then the sighting requirements have NOT been met and neither aircraft could possibly fire at the other.

    The climbing aircraft in the above example would have had to make the altitude change before it expended its last three Movement Points (expending them at the new Altitude Level) and also have kept in its Field of Fire as those three Movement Points were expended.

  • (H) When calculating "half" of an odd-numbered expenditure of Movement Points, round-off the number downwards. For example, an aircraft travelling at a speed of "7" (140 kph) would have to expend its last three Movement Points with its target in its Field of Fire in order to fulfill the Sighting requirements.

  • —
    10
    B
    18
    Nieuport 12843425b5dd14C15
    Nieuport 17a (A)9434—5b—5B17
    Nieuport 17b (A)9433—5b—5B17
    Spad 710833—9b—6C18
    Spad 1311931—9b—5C22
    Nieuport 29121131—9b—4B22
    British Aircraft
    DH 27323—6dd—12B14
    Sopwith 1½ Strutter853326b6dd9C22
    Sopwith Triplane10823—9b—5A20
    SE 5A11932—9b—6C22
    Sopwith Camel10831—9b—4B Left / A Right22
    Sopwith Snipe (B)10831—9b—5B Left / A Right22
    F2B973339b6dd6C20
    German Aircraft
    Fokker E III7433—10b—9D12
    Roland C II8433310b10sd10D13
    Albatros D III9731—10b—6C18
    Pfalz D III8431—10b—8C17
    Fokker Dr I9421—10b—3A20
    Fokker D VII10811—10b—4B21
    1
    1
    0
    0
    441111000
    511000000
    600000000