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Interceptor Ace: Volume 2 – Last Days of the Luftwaffe, 1944-45

Interceptor Ace: Volume 2 – Last Days of the Luftwaffe, 1944-45 Rulebook

Table of Contents

Table of Contents

  • [1.0] Introduction
  • [2.0] How to Play the Game
    • Object of the Game
    • General Overview
    • Conducting Sorties
    • Return to Base
    • End Game
  • [3.0] Game Equipment
    • [3.1] Aircraft Display Mats
    • [3.2] Bomber and Fighter Target Charts
    • [3.3] Pilot and Crew Status Chart
    • [3.4] The Playing Pieces
      • [3.4.1] How to Read the Markers
      • [3.4.2] Game Markers
      • [3.4.3] Game Cards
    • [3.5] Charts and Tables
    • [3.6] The Sortie Log Sheet
    • [3.7] Game Scale
    • [3.8] Parts Inventory
  • [4.0] Game Setup
    • General Rule
    • [4.1] Base Assignment
    • [4.2] Start Date
    • [4.3] Prepare Sortie Log Sheet
    • [4.4] Aircraft Display Mat Setup
    • [4.5] Ammunition
    • [4.6] Basing
      • Starting Units and Bases Chart [R1]
      • Available Aircraft Family and Type Chart [R2]
      • Range of American Escort Fighters (map legend)
      • Available Aircraft Sub-Type Chart [R3]
      • [4.6.1] Changing Bases
  • [5.0] How to Win the Game
    • General Rule
    • [5.1] Ending the Game
    • [5.2] Determining Victory
  • [6.0] Sequence of Play
    • General Rule
    • [6.1] Game Play Outline
  • [7.0] Combat
    • [7.1] General Procedures
      • [7.1.1] General
      • [7.1.2] Interception
      • [7.1.3] Start Combat
      • [7.1.4] Bombs
      • [7.1.5] Flak
      • [7.1.6] Combat Passes
      • [7.1.7] Range Effects on Bomber Combat
      • [7.1.8] Gunner Damage Effects on Bomber Combat
      • [7.1.9] Breaking Off
      • [7.1.10] Combat Against the Escort
      • Escape Chart [R4]
  • [8.0] Prestige Level & Prestige
    • [8.1] Prestige Points
    • [8.2] Prestige Level
  • [9.0] Reassignment to a Newer Aircraft
    • [9.1] Aircraft Series
    • [9.2] Upgrading
    • [9.3] Switching Between Aircraft Families
    • [9.4] Switching Due to Injury
    • [9.5] Switching Due to Aircraft Loss
    • [9.6] New Crew Members
    • [9.7] Prestige Point Waiver
  • [10.0] Optional Rules
    • [10.1] Multiplayer
    • [10.2] Cooperative Play
    • [10.3] Competitive Play
    • [10.4] Historical Jet Aces
      • Major Heinrich "Pritzl" Bär
      • Major Georg-Peter "Schorsch" Eder
      • Major Erich Rudorffer
      • Leutnant Karl "Quax" Schnörrer
      • Major Theodor Weissenberger
      • General Adolf "Dolfo" Galland
      • Oberst Johannes "Macky" Steinhoff
      • Major Wolfgang Späte
  • [11.0] Aircraft of Interceptor Ace 1944-45
    • [11.1] Bf 109
      • [11.1.1] Bf 109G-6
      • [11.1.2] Bf 109G-6/R2
      • [11.1.3] Bf 109G-6/R6
      • [11.1.4] Bf 109G-6/U2
      • [11.1.5] Bf 109G-6/U4
      • [11.1.6] Bf 109G-6/AS
      • [11.1.7] Bf 109G-6/U3
      • [11.1.8] Bf 109G-6 (late)
      • [11.1.9] Bf 109G-14
      • [11.1.10] Bf 109G-10
      • [11.1.11] Bf 109K-4
  • Interceptor Ace: Daylight Air Defense Over Germany, 1943-44 – Official Errata and Clarifications

[1.0] Introduction

Interceptor Ace, Volume 2: Last Days of the Luftwaffe, 1944-45 is a solitaire, tactical level game placing you in command of a German interceptor aircraft during the last year of the Second World War. Your mission is to destroy as many enemy bombers and fighter aircraft as possible, while advancing your crew quality and increasing your personal rank and awards—all while remembering you have to make it home amidst diminishing odds of survival as the war advances. As time progresses and players rack up kills, they may use the experience gained to improve their odds of success by purchasing skills. As their prestige increases, they may request transfer to other bases in an attempt to get "closer to the action", request a newer type of interceptor or even to be transferred to a jet or rocket fighter unit and become one of the few elite pilots who flew them. Awards and ace status help to narrate the player's ultimate goal - to survive the war and become one of the top bomber-killer aces of the war.

Players will find it extremely challenging to survive an entire tour from March 1944 to May 1945, at which time the game ends. You may choose to start this game in March 1944 and play it until May 1945, starting with one of the aircraft available to the Luftwaffe at the start of the game or, if you own Interceptor Ace: Daylight Air Defense Over Germany, 1943-44, you can combine both games and continue your career from where Interceptor Ace 1943-44 ends until the end of the war. In either case, will you survive the war and become an Interceptor Ace?

The rules are numbered and presented in sets of major sections, each section divided into numerous major and secondary cases. The rules cross-reference other rules using (parentheses), so for example you will see, "you normally cannot avoid combat with the escorts (exception: 7.1.10)" meaning case 7.1.10 is related to this rule. The rules of this game have been arranged both for ease of comprehension on first reading and for ease of reference later.

IF YOU ARE NEW TO OR UNFAMILIAR WITH HISTORICAL GAMES, DON'T PANIC! First look at any of the Aircraft Display Mats, the Combat Mat, and the playing pieces, then give the rules a quick read through. Please don't try to memorize them. Follow the setup instructions for play and then read Section 2.0 that describes the general course of play. Section 4.0 provides the framework to help you get started. As questions arise simply refer back to the rules. After a few minutes of play, you will find yourself becoming familiar with the game mechanics.

General customer service and game parts support are provided by Compass Games (see 3.8).

Throughout the rules you will see numerous indented sections such as this one. These sections are filled with examples, clarifications, play hints, design notes and other assorted wisdom in order to help ease you along.

[2.0] How to Play the Game

Object of the Game

The object of the game is to conduct combat sorties as the pilot of an interceptor aircraft and to shoot down as many enemy bombers and fighters as possible. The success of each sortie is reflected by the total number of aircraft downed or any special mission completed, which can result in promotion and advancement—culminating in receiving the highly coveted Knight's Cross. You will face relentless risks as each sortie becomes more hazardous due to the passage of time and the new, and more advanced enemy aircraft you will be engaging. The ultimate success you achieve rests considerably on the decisions you make while conducting combat sorties during the course of your career.

Overall victory level is determined at the end of the game based on total points achieved by downing bombers and fighters (which can also be determined posthumously if you are killed in action).

The key game components used to facilitate play are the various Aircraft Display Mats to track the status of your aircraft with tracks for your sorties based on where you are stationed, the Bomber Target Mat, the Fighter Target Mat to resolve fighter or escort encounters, and the Sortie Log Sheet to track the activity and success of each. The various Player Aid Cards are used to resolve game functions.

General Overview

In general, play revolves around conducting numerous sortie assignments, resolve any combat encounters, and safely return to base. Upon completion of each sortie, you assess the success achieved by consulting your Sortie Log Sheet, which may result in a promotion/award for yourself. Between sorties you may check to see if you have become eligible to fly a more advanced type of aircraft. You may also need time to recuperate from any personal injury before being able to conduct your next sortie or may have to sit out a sortie while your aircraft is repaired.

Conducting Sorties

Your Aircraft Display Mat shows the overall status of your aircraft as you fly combat sorties. When conducting sorties, your aircraft progresses through Endurance boxes on the mission track, checking for possible encounters each time, including the possibility of a random event. Typically, encounters involve intercepting an enemy raid composed of bombers and their fighter escort, or fighter encounters. For each encounter you decide to engage in combat or attempt to avoid it. You will also record all aircraft you engage during combat on the Sortie Log Sheet, noting whether you damaged or destroyed them.

As you conduct combat, you will inflict and receive damage. At the end of a combat, you must decide whether to continue on your sortie or head back to base.

Damage of any kind is serious when you consider the fragile nature of your aircraft, and should influence your decision on when it is time to abort your sortie.

Return to Base

Once you complete your sortie by returning to base, you will possibly receive awards or decorations, and check to see if a more advanced type of aircraft is available. Convalescence due to wounds received may delay your next flight. Time needed to repair your aircraft may delay your next mission, if enough damage was done, or it may even be scrapped, and you will receive a new aircraft.

End Game

Once all sortie assignments have been carried out through May 1945, the game ends. Also, should you be killed in action the game immediately ends. Whether you survive until your final sortie or not (at the end of May 1945) tally your total number of points and the total number of aerial victories against fighters and bombers to determine your level of victory achieved. Typically, to record an entire career, you will want to note all aircraft shot down, your final rank, and any awards achieved. Of course, if you have been killed, any accolades and results are recognized posthumously.

[3.0] Game Equipment

[3.1] Aircraft Display Mats

The 20 Aircraft Display Mats (40 different aircraft) provided correspond to each aircraft type available to the player. This mat helps track the status of your aircraft and systems, including available weapons and ammunition at your disposal. Select the appropriate Aircraft Display Mat corresponding to the aircraft type you have selected for play. This mat is the centerpiece when conducting game play and carrying out sorties. The use of this mat is explained in the appropriate rules section.

[3.2] Bomber and Fighter Target Charts

The Bomber Target Mat [B10] and enemy Fighter Target Mat [B11] are used to resolve combat against enemy aircraft and are typically set beside your Aircraft Display Mat during play. The use of these mats is explained in the appropriate rules section.

[3.3] Pilot and Crew Status Chart

The Pilot and Crew Status Chart [A2] is used to track points, victories, skills, awards, fatigue, and your pilot's current Prestige Level, which is used to determine which aircraft you can upgrade to.

[3.4] The Playing Pieces

There are 342 playing pieces on one and a half die-cut sheets included with Interceptor Ace. These playing pieces are referred to as markers (or counters) and are placed on either the Aircraft Display Mat to track status of your plane and crew or on one of the Target Mats. Markers are provided for individual aircraft, crew members, ammo rounds, random events, and the status of crew and systems.

[3.4.1] How to Read the Markers

Interceptor Ace counter mix provides markers to track the status of your aircraft and for resolving engagements. These markers may include information, such as die-roll modifiers, to facilitate play. An explanation of each marker type is explained below.

[3.4.2] Game Markers

Aircraft: The various aircraft markers correspond to the type you have selected and is placed on the Aircraft Display Mat to track progress of your assigned sortie. Each of the aircraft markers lists its corresponding type and start date. (A yellow band indicates aircraft available at the start of the game. Markers are shown as Friendly or Enemy.)

Officer Rank: Eight Officer Rank markers (four pairs, left and right) are provided to track your promotion level as a pilot if you have chosen to be an officer.

Non-commissioned Officer Rank: Eight NCO Rank markers (four pairs, left and right) are provided to track your promotion level as a pilot if you have chosen to be an NCO.

Medals & Awards: Many various awards may be bestowed on you based on your career success. Although mainly for historical interest, the major game impact is that most of them raise your Prestige Level, an important game mechanic that allows you to fly more advanced aircraft as they become available. Some provide minor game advantages as well.

Crew and Wingman Skills: As you gain experience, another key game mechanic is the improvement of your pilot, wingman, and crew (if you have one of the aircraft equipped with a rear gunner) by the purchase of skills. These skills have a direct impact on your combat capabilities and survival. If you combine Interceptor Ace 1943-44 with Interceptor Ace 1944-45 you may choose to start the game in March 1943 with 1 Experience Point, granted for having graduated from Flight School. If you choose to start a standard game of Interceptor Ace 1944-45, you begin the game in March 1944, and your pilot begins with 0 Experience Points, due to the lesser number of flying hours at Flight School in late 1943-1944 (unless you choose to begin the game with the optional rule 10.11 – Transferred from the Eastern Front). Different skills have different costs to purchase.

At this time of the war, the German Luftwaffe was caught in a vicious cycle. The increased ferocity of the air war meant more losses as well as a basic need for more aircraft and pilots. More losses meant more pilots needed. This, in turn, meant more hastily-trained pilots who could not handle their aircraft and, consequently, heavier pilot losses.

Random Events: While most Random Events are resolved immediately, some can be used later during play and these markers should be placed on the Aircraft Display Mat until used.

Armaments: Ammo markers represent typically cannon ammunition carried in your weapons, and are two-sided showing either "1" or "2" ammo points.

Damage: Damage markers are provided to track damage to wings, the tail, the airframe and any possible damage to engines and other systems. These markers are only placed on your Aircraft Display Mat when damage occurs. They have an "INOP" side for systems that are knocked out (specifically, engines and weapons.)

Crew Status: Crew status markers are provided to track severity of injury or KIA results.

Map Markers: Markers are provided for the Operations Map (if used) to represent your currently assigned base zone, your specific airfield, and your assigned unit.

[3.4.3] Game Cards

3.4.3.1 The Combat Card Deck. There are 60 combat cards in the game. The deck is used for offensive fire, defensive fire, wingman support, combat maneuvering, etc. This deck should be shuffled at the start of every month, or as needed. (Card elements: damage by firepower; defensive action or wingman action; bomber/rear gunner defensive fire.)

[3.5] Charts and Tables

Seven 2-sided and one 1-sided Player Aid Cards are provided to facilitate game play and resolve game functions. The use of these charts and displays are explained in the appropriate rules section. Specific charts and tables are referenced by their ID in [square brackets].

When a die roll is required, each table specifies the die roll combination necessary, which in some cases may include each die representing a different place value. In such instances, use a colored die to distinguish place values. For example, on the Fighter Damage Chart [B6] for a roll of "1d6+1d6," the first d6 represents the tens' place value and the second d6 the ones' place value. This means the result of a roll of 3+4 is a "34" and not a "7."

[3.6] The Sortie Log Sheet

The 2-page Sortie Log Sheet is used to record information for each game session and damaged or downed aircraft. Feel free to photocopy or print these sheets as needed. You can combine the Log Sheets of both games (Interceptor Ace 1943-44 and Interceptor Ace 1944-45) to complete your career from March 1943 to May 1945.

[3.7] Game Scale

Each sortie is conducted in a day, with (typically) 8 sorties flown per month. Markers represent individual aircraft, specific crew members, and ammunition.

[3.8] Parts Inventory

A complete game of Interceptor Ace Volume 2: Last Days of the Luftwaffe, 1944-45 includes the following components:

  • 1.5 Countersheets of 9/16" unit-counters (342 counters)
  • 1 Rulebook
  • 7 2-sided Player Aid Cards
  • 1 1-sided Player Aid Card
  • 1 Air Operations Display Mat 11" x 17"
  • 40 Aircraft Display Mats (double-sided, 20 total)
  • 60 Combat Cards
  • 1 Sortie logsheet
  • 1 twenty-sided, 2 ten-sided, and 2 six-sided dice

Note on game terminology: There are 3 types of aircraft commonly referred to as "fighters" in the game. However, in the game, slightly different terms are used to specify the side, and role, these fighters play. A German fighter is called an "Interceptor." An Allied fighter defending bombers is an "Escort" while fighters on sweeps are simply "Fighters." Finally, the term "Fighter Combat" refers to Interceptors having combat with either Fighters or Escorts.

[4.0] Game Setup

General Rule

Game setup consists of selecting your starting unit, rolling for aircraft type if applicable, preparing your Sortie Log Sheet, and placing the corresponding Aircraft Display Mat in front of you for initial marker placement prior to conducting your first sortie. You should also have the Bomber Target Mat [B10] set nearby, as it will be referenced when resolving engagements against enemy bombers. Nearby should also be the Fighter Target Mat [B11] as enemy fighters or escorts may also be engaged. The Operations Map should be placed with the Combat Card Deck shuffled on it.

[4.1] Base Assignment

Play begins by rolling 1d20 on the Starting Units and Bases Chart [R1]. If more than one unit is available for the result, randomly determine your starting unit. Then roll 1d6 to select one of the aircraft types currently available for your unit, if applicable. Alternately, you may choose the unit, location and starting date if you desire. Game play consists of being the pilot of a single aircraft (and controlling a wingman later in the game). Control of larger formations is simulated abstractly by the use of certain abilities (see 7.9.1 and 7.9.2).

[4.2] Start Date

[4.2.1] When playing Interceptor Ace 1944-45 your first sortie will be in March 1944. If you choose to combine Interceptor Ace 1944-45 with Interceptor Ace 1943-44, your first sortie will be in March 1943 and your pilot career will continue on in March 1944 when you finish Interceptor Ace 1943-44 at the end of February 1944. Alternately, you can choose to start at any time. Refer to the Starting Units and Bases Chart [R1].

[4.2.2] You may choose a newer type of aircraft to fly when it becomes available, but only if you have a sufficient Prestige Level that allows you to fly it. A player's Prestige Level increases with awards and promotions. Some starting rolls will require you to waive this requirement for your first aircraft, for example, if you start with the Bf 109G-6/AS (which requires a Prestige Level of 2).

[4.3] Prepare Sortie Log Sheet

[4.3.1] Prepare a narrative of your flying career by recording the following information in the header of the Sortie Log Sheet:

Aircraft: this is the aircraft model you have chosen to fly. You may name your aircraft after your loved one.

Name: this is the name you choose for your pilot, or an actual pilot's name if using an optional Historical Jet Ace.

Note: the pilot's name has no impact on game play other than building a narrative around your career to enhance your game session or after-action reports. Optional: see Historical Jet Aces.

[4.3.2] The Sortie Log Sheet is used to capture information about each sortie, including which aircraft you have encountered and/or downed, any wounds received, and experience gained.

[4.3.3] Each month on the Sortie Log Sheet normally consists of 8 sorties. From January 1945 to May 1945, only 4 missions are flown each month due to fuel shortages.

Historical Note: From the second half of 1944 until the end of the war, the bombing effort of the 8th Air Force focused mainly (although not exclusively) on German oil refineries. This proved to be a very successful strategy, and by 1945, despite an increased fighter production output, fuel shortages prevented significant Luftwaffe operations, with many fighters grounded because of lack of fuel.

[4.4] Aircraft Display Mat Setup

[4.4.1] Place in front of you the Aircraft Display Mat that corresponds to the type of aircraft you have selected (see example). You will be referencing this display continuously while conducting sorties to record the status of your plane.

[4.4.2] Place the following markers on your Aircraft Display Mat:

  1. Place the Aircraft marker for your type of aircraft in the Hangar box. This marker is moved along the Endurance track to show your current location.
  2. Place the Wingman marker in the "Present" box.
  3. Place the appropriate base zone, base marker, and unit markers on your Aircraft Display Mat.
  4. Place the appropriate Ammunition markers in the armaments section of your Display Mat [4.5]. If your aircraft, for example, has 6 ammo listed, that would be 3 markers on the "2" side, not 6 markers.
  5. As opposed to Interceptor Ace 1943-44, in Interceptor Ace 1944-45 your pilot starts the game with 0 Experience points if an officer, or 1 Experience point if an NCO (exception: 10.11 Transferred from the Eastern Front). If your pilot is an NCO, you may spend your experience point. Place the purchased skill on either the Aircraft Display Mat or on the Pilot and Crew Status Chart [A2] as appropriate.

Example of a FW 190A-8 Aircraft Display Mat with markers placed for the start of the game. In this example, the player has rolled a "2" to start the game. This means he will be flying for JG 2. As there are three units available, he decides that a roll of 1-2 will put him in I/JG 2, a roll of 3-4 in II/JG 2, and a roll of 5-6 in III/JG 2. He rolls a "1", so he joins I/JG 2. Now he rolls for his starting aircraft. He rolls a "6", and he receives a Focke-Wulf FW 190A-8 as his starting aircraft. This placed him in Beaumont-le-Roger, in the French Base Zone. He has placed his ammunition and wingman counters on the unit mat, and his aircraft in the hangar box. He is now ready to start his first interception. His mission will use the "French Bases" track.

[4.5] Ammunition

Commentary: World War 2 aircraft normally had a fairly limited ammunition load for cannons (weapons larger than roughly 14mm) but typically carried a very large load for machine guns (sometimes as much as 1,000 rounds). Accordingly, the basic game does not track machine gun ammo, just cannon ammo. This is why some weapons have the "unlimited" notation, meaning during the course of a single sortie, they would probably not ever fire all of it, and so in game terms, it is unlimited (exception: 10.10 Optional Interceptor MG Ammo).

Procedure:

  1. Consult the initial Ammunition Load information next to each weapon on your aircraft.
  2. Select a total number of ammunition markers that adds up to the ammunition points carried. For example, if this number is "4" then it means 2 markers will be placed on the "2" ammo side. Place these markers next to the appropriate weapon(s).

[4.6] Basing

Players will be based at one of 36 bases throughout the game.

Historical Note: There were many more airfields used than are listed, and some Gruppen had their Staffeln distributed to other fields than the listed one. The fields listed also represent these other, unlisted fields in the area. The main thing that matters (for fuel consumption) is what zone you are flying from.

Starting Units and Bases Chart [R1]

Roll 1d20 for the unit, then 1d6 for the aircraft available (if more than one). The Badge column is omitted (unit insignia pictures). Initial Base shows base (zone) and date; Transfer shows the base (zone) and date to which the unit moves, with any aircraft change.

Roll 1d20UnitAircraft Available (Roll 1d6)Initial Base (Zone) / DateTransferNotes
1I/JG 1 "Oesau"1-4: FW 190A-6; 5-6: FW 190A-7Wiesbaden (Frankfurt) 3/44Husum (Bremen) 8/44, FW 190A-8/R2Parchim (Berlin) 2/45, He 162A-2
1II/JG 1 "Oesau"FW 190A-8Rheine (Münster) 3/44Parchim (Berlin) 4/45, He 162A-2
1III/JG 1 "Oesau"Bf 109G-6Volkel (Dutch) 3/44Rheine (Münster) 8/44, Bf 109G-14Bf 109G-10 in 10/44; Bf 109K-4 in 1/45
2I/JG 2 "Richthofen"1-4: FW 190A-6; 5-6: FW 190A-7

(Chart R1 continued)

Roll 1d20UnitAircraft AvailableInitial Base (Zone) / DateTransferNotes
15I/ZG 1 ²Ju 88C-6aSt. Trond (France) 3/44Salzwedel (Bremen) 7/44FW 190A-8/R2 in 8/44; Redesignated II/JG 4
16I/ZG 26 ² "Horst Wessel"Me 410A-1/U2Fassberg (Bremen) 3/44Königsberg (Frankfurt) 5/44FW 190A-8/R2 in 8/44; Redesignated I/JG 6
16II/ZG 26 ² "Horst Wessel"Me 410A-1/U2Wunstorf (Bremen) 3/44Königsberg (Frankfurt) 5/44FW 190A-8/R2 in 8/44; Redesignated II/JG 6
16III/ZG 26 ² "Horst Wessel"Me 410A-1/U2

¹ The special high-altitude Staffeln 11.(Höhen)/ JG 2 and 11.(Höhen)/ JG 26 were formed in 1942 with pressurized Bf 109G-1s equipped with GM-1 boost. 11.(H)/ JG 2 was attached to I/JG 2 and in 9/43 it was redesignated 4./JG 2. 11.(H)/ JG 26 was attached to III/JG 26 and in 10/43 it officially became part of III/JG 26. They are left in the game to denote their high-altitude special duty.

² Heavy-fighter units (Bf 110, Me 410, Ju 88) were either disbanded or converted to single-engine fighter units by Autumn 1944. You may choose to convert to a single-engine fighter as directed by the Starting Units and Bases Chart [R1] (you don't need to spend Prestige Points) or you can retain your heavy-fighter if you wish (and dare).

³ If you are assigned to II/ZG 76, you can fly the Bf 110G-2/R3 w. Wf.Gr.21 at Neubiberg (Munich bases) or, as an optional start, fly the Me 410A-1/U2 at Hildesheim (Bremen bases).

⁴ Kommando Nowotny was formed from Erprobungskommando (EKdo) 262 (the test unit of the Me 262A), and III/ZG 26. Led by 258-kill ace Maj. Walter Nowotny, the unit had to establish the tactics of the new jet fighter and to overcome the initial teething problems of the Me 262. When Maj. Nowotny died in November 1944, the unit was renamed III/JG 7. Although JG 7 began receiving their Me 262s in November-December 1944, the game lets you use the Me 262 from July 1944, assuming your unit is still part of EKdo 262 and later Kommando Nowotny, and is operating the jet fighter in very limited numbers. You may fly only four missions per month from July 1944 to September 1944. You may fly eight missions per month normally from October 1944 (see 11.7).

⁵ After being dismissed as General der Jagdflieger for criticizing Herman Göring and Luftwaffe policies, Gen. Adolf Galland was allowed to form a new fighter unit equipped with Me 262s. Experten from all units among the Luftwaffe joined Jagdverband 44 (JV 44), which soon was known as the Squadron of Experts. Reassignment to JV 44 requires being a Knight's Cross holder.

⁶ Erprobungsgruppe (EGR) 335 was the test unit of the Do 335. It performed test flights of Do 335A-0 prototypes from September 1944. Although the standard A-1 version was introduced in January 1945, if you are assigned to EGR 335 you may fly the Do 335 from 9/44. Assume you are in an A-0 prototype. You may fly only four missions per month due to the small number of prototypes (see 11.6).

⁷ If you transfer to EGR 229, due to the very limited number of Go 229 prototypes, if you your Go 229A-0 is lost it is substituted with a He 162A-2. You may upgrade to the Go 229A-0 again if desired by spending Prestige Points (see 11.9).

Available Aircraft Family and Type Chart [R2]

A check mark (✓) means the type is available with no die roll needed; a range (e.g. 1-3) is the die-roll range on which the type is available that month; "-" means not available.

FamilyType3/444/445/446/447/448/449/4410/4411/4412/441/452/453/454/45
Bf 109Bf 109G-6✓✓✓✓1-51-31-2111---

Range of American Escort Fighters (map legend)

A map of Germany and the surrounding area shows range arcs from England for each escort fighter and drop-tank configuration; the legend reads:

P-47 Thunderbolt

  • A1: Initial range - May 1943
  • A2: Max range on internal fuel - Jun. 1943
  • A3: 1x75Gal. belly tank - Jul. 1943
  • A4: 1x108Gal. belly tank - Aug. 1943
  • A5: 1x150Gal. belly tank - Feb. 1944
  • A6: 2x108Gal. wing tanks - Feb. 1944

P-38 Ligthning

  • B1: 2x75Gal. Tanks - Nov. 1943
  • B2: 2x108Gal. Tanks - Feb. 1944

P-51 Mustang

  • C1: Max range on internal fuel - Dec. 1943
  • C2: 2x75Gal. wing tanks - Mar. 1944
  • C3: 2x108Gal. wing tanks - Mar. 1944

Available Aircraft Sub-Type Chart [R3]

A check mark (✓) means the sub-type is available without a die roll; a range is the die-roll range; "-" means not available. (Row names are as printed, including "Bf 109G-/U3/R6".)

Family Type3/444/445/446/447/448/449/4410/4411/4412/441/452/453/454/45+
Bf 109G-6✓✓✓✓✓---------
Bf 109G-6/R2

[4.6.1] Changing Bases

You may change your unit assignment by spending 2 Prestige Points and losing one sortie in time. Place an "R" for "reassignment" instead of a target city on the Sortie Log Sheet. If you spend the 2 Prestige Points to change units, a "free" aircraft upgrade is included if you have to change to a different aircraft family. The upgrade aircraft must be available at the time of the change. This costs two additional lost sorties as you familiarize yourself with the new aircraft.

The Starting Units and Bases Chart [R1] has information about unit transfers and aircraft upgrades. If the Starting Units and Bases Chart directs you to change to another base at a certain date, this base change is free (it doesn't cost you any Prestige Points), although you still lose one sortie for the transfer. In some cases, chart R1 also has information about aircraft upgrades. In this case you may choose to retain your current aircraft or upgrade to the type depicted on chart R1 for free (it doesn't cost you any Prestige Points). You still lose two sorties if you change to another aircraft family.

You need to be a Knight's Cross holder if you want to change to JV 44.

[4.6.2] Base Zones

In order to streamline play, all bases are clustered into geographical groups (Zones). They are included by name for historical purposes, however, for game purposes, any base in the same group is considered identical. These Base groups allow for the proper amount of endurance to be burned off when intercepting incoming raids, as shown on the Aircraft Display Mats. The unit assignments are also included for historical purposes, but have no real impact on game play other than for narrative purposes.

Base Zones:

  • DUTCH BASES – Schiphol, Venlo, Volkel, Woensdrecht.
  • BREMEN BASES – Fassberg, Hildesheim, Husum, Jever, Salzwedel, Schwerin-Gorries, Stade, Wunstorf, Oldenburg.
  • FRENCH BASES – Beaumont-le-Roger, Poix-Nord, St. Trond, Tille, Vannes.
  • RUHR BASES – Bonn, Krefeld, Kirchhellen, Mönchen-Gladbach.
  • MUNICH BASES – Ingolstadt, Lechfeld, Neubiberg.
  • MÜNSTER BASES – Handorf, Rheine.
  • FRANKFURT BASES – Ansbach, Frankfurt, Königsberg, Wiesbaden.
  • BERLIN BASES – Brandenburg-Briest, Brandis, Oranienburg, Parchim.

[4.6.3] Target Zones

Just as the interceptor bases are clustered geographically to streamline play, so are the bombing targets. The Raid Chart [A1] lists the actual target name, followed by the geographical target zone to which it belongs in parentheses. What matters for game purposes is knowing what target zone that the target is part of. That will determine how much endurance the interceptor has when it attempts to intercept the raid, or if it can even intercept the raid at all.

Historical Note: some targets are not very close geographically in real life to their target zone; but for game purposes they are "close enough" to get the proper fuel consumption. One example is Leipzig, which is considered part of the Berlin target zone. It's not all that close to Berlin in real life, but for game purposes, it gives the correct fuel result.

Example: A player rolls for an incoming raid in March 1944. He rolls a "11" on the Raid Chart [A1], which indicates the target city is Brunswick, in the Ruhr target zone. On his Aircraft Display Mat, after takeoff, he would move his plane along the Endurance Track until reaching the "Ruhr" endurance box, where ever that might be, depending on what base he takes off from since Brunswick is part of the Ruhr target zone.

It is possible, when flying some aircraft (like the Bf 109, for example), that the target zone is "greyed out." This means it is beyond your fuel consumption range and that raid cannot be intercepted. If that happens, simply move ahead in the game to the next sortie.

Example: You are flying a Bf 109G-6. Your Base is Poix-Nord, in the French Zone. It is the first mission of June 1944. The target for today is the Böhlen Oil plant in Berlin. This target is too far away for you to intercept. Although the bombers bomb their target, you do not get a "sortie" credit (for experience purposes). You move ahead in the game to the second mission of June 1944.

Note: Fuel tracking is "painless" insomuch that it occurs as a function of where you start versus where the raid is headed, as shown on the Aircraft Display Mats.

Note: Due to space limitations on the Aircraft Display Mats, some aircraft show the French Bases endurance track, while others show the Berlin Bases endurance track. Each Aircraft Display Mat shows the bases where that particular aircraft typically operated from. For example, the Bf 109G-6 Aircraft Display Mat shows the French Bases endurance track, while the Bf 109K-4 shows the Berlin Bases endurance track instead, as the French bases were no longer available for the Luftwaffe when the K-4 entered service. Nevertheless, there may be cases where you may fly an aircraft for a long period of time and change your base to a Base Zone not represented in your Aircraft Display Mat. In those cases, use the Fuel Endurance Track Chart [F1] to track fuel.

Design Note: Due to new calculations with regards to aircraft fuel consumption and distance from bases to objectives, some Fuel Track boxes in the Aircraft Display Mats have changed with respect to Interceptor Ace 1943-44. When combining Interceptor Ace 1943-44 and Interceptor Ace 1944-45, use the Fuel Endurance Track Chart [F1] to track fuel for aircraft included in Interceptor Ace 1943-44.

[4.6.4] Changing Aircraft

You may change your aircraft at the end of each sortie to a newer type or sub-type if one is available. Consult the Available Aircraft Family and Type Chart [R2] and the Available Aircraft Sub-type Chart [R3] at the end of each turn. You are not required to upgrade aircraft.

The process for changing aircraft differs from the one followed in Interceptor Ace 1943-44. For veteran players of Interceptor Ace, please read the following rules carefully.

There are ten main families of aircraft:

  • Bf 109
  • FW 190
  • Bf 110
  • Me 410
  • Ju 88
  • Do 335
  • Me 163
  • Me 262
  • He 162
  • Go 229

Each family may have several main types, and each type may have in turn several sub-types.

Example: In the Bf 109 family, there are four types: Bf 109G-6, Bf 109G-14, Bf 109G-10 and Bf 109K-4. The Bf 109G-14 type has five sub-types: base Bf 109G-14, Bf 109G-14/R2, Bf 109G-14/R6, Bf 109G-14/AS, and Bf 109G-14/U4. In the Bf 109K-4 type, only the base Bf 109K-4 sub-type is available.

In some months, only one aircraft type is available, while in other months several aircraft types inside a family are available.

Example: In March 1944, only the Bf 109G-6 type is available for the Bf 109 family. In August 1944, two types are available for the Bf 109 family: The Bf 109G-6, and the Bf 109G-14.

When changing aircraft, follow these steps:

  1. On the Available Aircraft Family and Type Chart [R2] choose which aircraft type you want to fly. Roll 1d6. If the result is inside the range listed, you receive the aircraft type. If your pretended aircraft type has a "check" symbol (✓), you receive the type automatically. If you want to upgrade to a new sub-type of the aircraft type you are currently flying, you don't need to roll on the Available Aircraft Family and Type Chart [R2]. Go directly to the next step.
  2. On the Available Aircraft Sub-type Chart [R3], choose which aircraft sub-type you want to fly. Roll 1d6. If your roll is in the range listed, you receive the aircraft sub-type.

If you want to upgrade to a new sub-type of the aircraft type you are currently flying and you fail to upgrade, or if you fail to receive a new aircraft type, you retain your current aircraft.

If you have successfully changed your aircraft to a new type, but you fail to receive the pretended sub-type, you automatically receive the base aircraft of the new type. The base aircraft is the one with the check symbol (✓) on the Available Aircraft Sub-type Chart [R3].

Example: It is September 1944. You are currently flying a FW 190A-8/R2. You want to upgrade to the FW 190A-8/R8. You roll 1d6 directly on the Available Aircraft Sub-type Chart [R3]. You roll a 5 and you fail. You retain your FW 190A-8/R2.

Example: It is July 1944. You are flying a Bf 109G-6/R6. You want to upgrade to the Bf 109G-14/R6. You first roll 1d6 on the Available Aircraft Family and Type Chart [R2] to check if you receive the Bf 109G-14 type of the Bf 109 family. You roll a 2 and you successfully upgrade to the Bf 109G-14 type. To check if you receive the Bf 109G-14/R6 sub-type, now you roll 1d6 on the Available Aircraft Sub-type Chart [R3]. You roll a 3 and you fail, so you receive the base Bf 109G-14.

Example: It is August 1944. You are flying a Bf 110G-2/R3. You want to upgrade to the Me 262A-1 type. You roll 1d6 on the Available Aircraft Family and Type Chart [R2] to check if you receive the Me 262A-1 type of the Me 262 family. You roll a 6 and you fail. You retain your Bf 110G-2/R3.

In some cases, you can automatically change your aircraft upon reaching certain dates.

Example: It is July 1944. You are flying a base Bf 109G-6. In August 1944 you may change your base Bf 109G-6 to a Bf 109G-6 (late), as the Bf 109G-6 (late) has a "check" (✓) symbol present. You don't need to roll on the Available Aircraft Sub-type Chart [R3], this upgrade is automatic.

It costs you 1 Prestige Point to upgrade to a different aircraft in the same general family (FW 190, Bf 109, Bf 110, etc.), and 2 Prestige Points to upgrade to an aircraft in a different general family. Note that you pay the required Prestige Points for upgrading whether you receive your pretended aircraft or not.

Remember that you may upgrade your aircraft only if you have the required Prestige Level.

[5.0] How to Win the Game

General Rule

A full game consists of completing numerous combat sorties up to and through May 1945. The game may end early if you are killed in action. While the results of each sortie may result in promotion and awards, overall victory level is determined at the end of play based on the number of points achieved.

[5.1] Ending the Game

[5.1.1] The game ends upon completion of your final sortie in May 1945—no sorties are conducted after May 1945 (exception: Knight's Cross Holders Tour of Duty, 10.15.2).

[5.1.2] If it is determined after calculating missed sorties due to injuries that your next sortie would commence after May 1945, the game ends.

[5.1.3] The game immediately ends, regardless of date, should you be killed in action or captured.

[5.1.4] Once the game has ended, you can determine victory.

[5.2] Determining Victory

[5.2.1] I would assume most players will merely enjoy topping their previous performances when playing the game. However, for those who wish a general historical "yardstick" for their efforts, I offer these victory conditions.

By 1943 it was widely recognized in the Luftwaffe that victories on the Western Front were harder to achieve than on the Eastern Front, and that after destroying a four-engined bomber in formation was extremely difficult, so early in 1944 the Luftwaffe point system for fighter decorations was introduced, and Adolf Galland, the Inspector of Fighters of the Luftwaffe, set it up at Göring's order. It made bombers in formation count more than bombers out of formation or fighters.

The Germans set a great store by the ability of a fighter pilot to separate individual Allied four-engined bombers from the box formations in which they flew. Thus, a Luftwaffe pilot could not win points for damaging an Allied bomber unless he separated it from the box. The system recognized the fact that achieving a "Herrausschuss" (separation) of a bomber was a more difficult task than the "Entgültige Vernichtung" (final destruction) of a damaged straggler.

The point system had nothing to do with the total number of victories (and claims), only with awarding decorations and promotions through proven ability and worth. Many people think the Luftwaffe awarded multiple kills for multi-engined aircraft and even for damaging them. This is totally false!

Kills are still used for Ace determination.

Target typeDestructionSeparationFinal Destruction (Straggler)
Fighter1 pointN/AN/A
Four-engined bomber3 points2 points1 point

[5.2.2] Fighter Destruction. A fighter destruction result is achieved any time you achieve a fighter kill in any circumstance. A fighter destruction is worth 1 point.

[5.2.3] Bomber Destruction. A bomber destruction is achieved by an in-formation bomber kill. A bomber destruction is worth 3 points. You may achieve an "out of formation" result just before downing a bomber (for example, by a hit using R4M or Wfr.Gr.21 rockets, by damaging 4 engines of a bomber, etc.) In this case, you still achieve a bomber destruction result (3 points).

[5.2.4] Separation. You achieve a separation if you achieve any of the following results on a bomber:

  • 2 or more engines destroyed, or...
  • 1 engine destroyed and two others damaged, or...
  • 4 engines damaged (or worse).

When one of the above results is achieved, the bomber is considered to be out of formation for subsequent passes. If the bomber is not destroyed, the player gains 2 points for achieving a "separation" for victory purposes. If the bomber is destroyed (either in the same pass or in a subsequent pass), the player gains 3 points for the bomber destruction. Note that an "out of formation" result due to a rocket hit is not considered a separation (see 7.1.14 and 7.1.15).

[5.2.5] Final Destruction. You achieve a final destruction if you achieve a bomber kill on a straggler. You encounter a straggler by rolling an 11 on the Interception Chart [B1] and then an additional 1 on 1d6, or with the Old Dog ability (7.9.2). Apply 4 random engine hits to the straggler before starting the combat.

[5.2.6] Victory conditions are determined by the final score achieved by your pilot.

  • DEFEAT: 0-18 points. You are a disgrace to the Luftwaffe, your family, and yourself. You have contributed to the final defeat of Germany.
  • DRAW: 19-35 points. You have fulfilled your obligations to the nation, and you are an ace. Book and movie offers after the war are probably not in the cards, however.
  • MARGINAL VICTORY: 36-70 points. You have enjoyed success as a fighter pilot. You are one of the aces of the Luftwaffe, and you have gained the respect of your fellow pilots. You are very popular in the Geschwader annual meetings after the war.
  • SUBSTANTIAL VICTORY: 71-105 points. You are one of the Luftwaffe's top aces, and have gained the respect of your peers, your unit, your commanders, and your enemies. You are often mentioned in books and documentaries. Your contribution to the German war effort is fully recognized.
  • DECISIVE VICTORY: 106+ points. You are the scourge of the skies and the pride of the entire Luftwaffe. Your legendary exploits place you at the top of the Luftwaffe elite and you are mentioned prominently in history books as the "Black Death" of the Western Front. Your peers are amazed at your steel nerves and flying skill. You write your memories and become one of the founders of the newly created Bundesluftwaffe after the war.

[5.2.7] Pilot Death. Should you be killed in action you still (posthumously) determine your victory level.

[6.0] Sequence of Play

General Rule

Interceptor Ace adheres to a discrete sequence of play for conducting combat sorties. At its most abstract level, the sequence revolves around conducting sorties and returning to base. While there are no discretely numbered "game turns" as with other turn-based systems, game play is broken down into monthly increments of time, as reflected by the Sortie Log Sheet. Each month has a number of raids which occur and can be intercepted. Normally this is eight, however from January 1945, only four sorties are flown each month due to fuel shortages.

The following game play outline begins once an aircraft has been selected and the corresponding Aircraft Display Mat has all markers placed (4.0, Game Setup).

[6.1] Game Play Outline

Game play is conducted per the below sequence and is repeated until the game ends (5.1, Ending the Game), at which time victory can be determined (5.2, Determining Victory). The precise activities performed as outlined below are covered in the appropriate rules sections.

  1. Obtain incoming raid information by checking on the Raid Chart [A1] - the month/year versus 2d6 roll. Write this on the Sortie Log Sheet and place the Raid Target marker on the corresponding Endurance Box (this will be your Raid Target Endurance Box). Roll for weather (Weather Chart [B9]). Apply a +1 drm (die roll modifier) on the Weather Chart [B9] in November 1944 and January 1945, and a +2 drm in December 1944.
  2. Move from the Hangar Box to the Takeoff Endurance Box and roll on the Aircraft Target and Allied Fighter Attack Chart [A3] to check if your base is attacked by strafing Allied fighter-bombers. If the result is F/B Attack, fighter combat begins, and you start the combat Disadvantaged. Apply a -1 drm to the F/B Attack roll if the current raid target is A/F (Airfields). Check the type of Allied Fighter on the Aircraft Target and Allied Fighter Attack Chart [A3]. You may attempt to end combat by rolling on the Escape Chart [R4] as per 7.1.10, applying a +1 drm.

    Note: If the 8th Air Force is targeting airfields, the probability of your base being attacked by fighter-bombers increases, that's the reason of the -1 drm to the F/B Attack roll. The +1 drm to the end combat roll is due to being caught low on speed and altitude after taking off.

  3. Move from the Takeoff Endurance Box to the next Endurance Box and roll on the Aircraft Target and Allied Fighter Attack Chart [A3] to check if your flight has been bounced by Allied fighters in a fighter sweep. Repeat for every Endurance Box entered until you reach the Raid Target Endurance Box. If the result is Encounter, fighter combat begins, and you start the combat Head on. Check the type of Allied Fighter on the Aircraft Target and Allied Fighter Attack Chart [A3]. Apply a +1 drm when checking the Fighter Sweep Encounter if flying a jet fighter. You may attempt to end combat for this endurance box by rolling on the Escape Chart [R4] as per 7.1.10.

    Note: Jet and rocket fighters were much faster than the Allied piston-engined fighters. It was very difficult for them to catch the German jet interceptors enroute to the bomber formation.

  4. In the Raid Target Endurance box, and each remaining Endurance Box thereafter (except for the "greyed-out" endurance boxes, if any), roll to intercept on the Interception Chart [B1]. Conduct combat if interception occurs. Repeat until the aircraft has gone through all endurance boxes or has finally intercepted the raid, or wishes to return to base. Since it is day, you will probably (but not necessarily) intercept a raid right away. It is possible you will encounter an Allied fighter sweep instead or might roll a random event and not make contact immediately. Due to aircraft damage, wounds, or any other reason, you may abort at any time and immediately land. You are NOT required to travel through each Endurance Box until landing. Additionally, "greyed-out" endurance boxes (for some aircraft types) are beyond your limits of fuel endurance and are not entered or used, other than to inform you if a raid target is beyond your range and cannot be intercepted.

If you are flying a combined career of Interceptor Ace 1943-44 and Interceptor Ace 1944-45, use the Sequence of Play of Interceptor Ace 1943-44 until the end of February 1944 and the Sequence of Play of Interceptor Ace 1944-45 from March 1944 on.

[7.0] Combat

[7.1] General Procedures

[7.1.1] General

Combat is resolved for each Endurance box in which a fighter-bomber attack, a fighter sweep, or an interception occurs, either against the raid itself, or against escorts, and the player decides not to avoid combat. Each combat may be composed of several "Passes" and each Pass of several rounds. A pilot does not have to chase a damaged bomber, for example.

[7.1.2] Interception

After taking off, move through each Endurance box, checking if you are attacked either by marauding fighter-bombers or by sweeping fighters until reaching the Raid Target Endurance box on the Endurance track. Roll for type of Allied fighters on the Aircraft Target and Allied Fighter Attack Chart [A3] if an encounter occurs. When reaching the Raid Target Endurance box roll for interception. If there is no interception rolled for a particular endurance box on the Interception Chart [B1], then nothing occurs. A result of "US Fighter Encounter" or "Spitfire Encounter" may also occur, which means you engage a group of Spitfires or US fighters. Roll for type of US fighter on the Aircraft Target and Allied Fighter Attack Chart [A3]. If that occurs, conduct combat against them, and if still flying afterwards, move your interceptor one endurance box ahead on the track and roll again on the Interception Chart [B1]. If an interception occurs, roll on the Aircraft Target and Allied Fighter Attack Chart [A3] to determine the type of bomber. Write the type of target on the next open space on the Sortie Log Sheet (B-17, B24.) There may be also a roll for type of escorts, if more than one is possible. There are five different orientations between the interceptor, bomber, and escorts.

Orientations for combat: Head On, Advantaged, Disadvantaged, Tailing, Tailed (each shown as a diagram of the friendly aircraft relative to the enemy aircraft).

HEAD ON No special effects against bombers. Escorts will start with that orientation if the interceptor begins with fighter combat instead of going after the bombers first, and enemy fighters on a fighter encounter will usually start with this orientation.

In the basic bomber combat, head on is a general term used to denote there is no special advantage when fighting a bomber. It does not necessarily mean the attack is head on, as in fighter combat. It could mean a head on, a flank or rear attack.

ADVANTAGED If advantaged against a bomber, the player shoots first on the long range round of the pass and apply any results obtained, then the bomber returns fire. If advantaged against the escort, that will be the orientation the interceptor begins with against the escort if the player begins with fighter combat.

DISADVANTAGED If disadvantaged, that is the orientation the player will be in relation to the escorts once fighter combat begins. Disadvantaged has no effect in relation to bomber combat – it only matters if escorts are present. If there are escorts and the player rolls "disadvantaged" on the interception chart, he may NOT attack the bombers. He must go directly to fighter combat and start disadvantaged. If there are no escorts, "disadvantaged" has no real meaning. The player simply attacks the bombers if he chooses as if he had rolled "head on". Disadvantaged is also the orientation the interceptor starts at when fighting escorts if the player chooses to attack the bombers first. This is very important: if there are escorts, and the player goes after bombers first, he will start disadvantaged against escorts when fighter combat begins, even if the interception roll initially was "head on", "advantaged", or "out of the sun".

TAILED This is not a starting orientation, however, it occurs during fighter combat. The enemy is facing your tail. The key disadvantage to being tailed is that the firing aircraft automatically inflicts one bonus "Tail" hit if any hits are scored at all.

TAILING This is not a starting orientation, however, it occurs during fighter combat. You are facing the enemy aircraft's tail. The key advantage to tailing is that your aircraft automatically inflicts one bonus "Tail" hit if any hits are scored at all.

OUT OF THE SUN When this occurs, you may start at medium range against a bomber and it does not return fire the first round. If you choose to engage escorts first (if present) you will start advantaged, fire, and they do not get to flip a defensive card the first round. Essentially this is a "free shot" with no opportunity for reaction prior to the initiative phase (7.2.2.7).

When using your wingman against bombers (only) from Out of the Sun at medium range, ignore any damage result on your wingman when rolling on the Wingman Attack on Bomber Chart [W1].

[7.1.3] Start Combat

To begin combat, the player must first decide if he is attacking the bombers or any escorts (if present). If starting disadvantaged and there are escorts present, he may not choose to intercept the bombers – he must conduct fighter combat (exception: Gruppe Leader ability [7.9.1]). In the basic game, a player must fire all unjammed forward weapons together if he uses them; he cannot use just some of his forward guns or cannons (exception: optional interceptor weapon selection [10.10.1]). The player must also choose a point of aim if engaging a bomber: Port Wing, Starboard Wing, or Airframe. This is done even if the player does not have the aim skill – it is used to determine damage if a "GP" (Group Damage) result occurs on the combat card. Fighters, escorts, and interceptors are considered to always use the Airframe as the point of aim during fighter combat. A player may change his aim point in between rounds of a pass; for example, he can start with the port wing at long range, but decide to switch to the airframe at medium range, etc.

[7.1.4] Bombs

If a bomber is attacked in the 1st or 2nd Endurance box, not counting the Takeoff box, it is considered to still be loaded with bombs as noted by the small bomb symbol on the Endurance tracks of the Aircraft Display Mats. These may detonate with a bomb bay hit; check the Aircraft Damage Listings Chart [B4]. If they detonate when the interceptor is at close range, he may take damage. On a 2d6 "2" or "12" the interceptor takes 1d6 random airframe damage hits in that case.

[7.1.5] Flak

If a bomber is attacked in the 3rd (or later) Endurance box, not counting the Takeoff box, it is considered to have already dropped its bombs. Although you now cannot destroy the bomber by detonating its bombs, it may possibly have taken flak damage from the target area. Roll 1d6 for each bomber you attack in the 3rd or later endurance box and subtract 3. This will be the number of random hits the bomber will have taken from flak (from zero to 3, maximum.) Roll these hits as random Airframe hits on the Bomber and Group Damage Chart [B3] and apply them before beginning your attack. Notice the Aircraft Display Mats only show the flak "icon" in the 3rd Endurance box, but the possible flak damage is rolled then or in any later box if you intercept a bomber in a later box. Only bombers take flak damage – it does not affect fighters, escorts, or interceptors.

Historical Note: This is somewhat of an abstraction, as fighters, interceptors, and escorts did and could take flak damage.

Due to coordination between the flak and friendly aircraft, it was uncommon enough (especially against interceptors) in game terms to not bother with it and keep game play simpler.

[7.1.6] Combat Passes

Each sequence of bomber combat is called a "Pass." Each "Pass" is made up of up to 3 rounds (possibly 4 if an interceptor is equipped with Wfr.Gr. 21 or R4M rockets). Flip a card from the deck. This is the interceptor's attack card for the first round. Follow the instructions on the card as far as damage inflicted. Use the column that corresponds to your current firepower (FP on the cards). Firepower (FP) is determined by adding all firing weapons' BOLD numbers together. Excess firepower does not count – so an aircraft that has 9 FP total would use the "8" column. The left most column, "6-" means "6 or less." Aircraft with 1 to 6 FP would use that column.

The Attack Deck Results Chart [B2] explains the results derived from your FP on the combat card. These range from a number of random hits, a "Group Damage" result, and possible outright aircraft destruction with a "DE" result. The appropriate amount of random hits are then rolled on Chart [B3] against bombers and on Chart [B6] against interceptors, fighters, and escorts.

Weapons may jam as part of firing – the card text will indicate if this has happened. If this occurs, you should determine which weapon has jammed (if firing more than one, this is determined randomly) and subtract that weapons FP (firepower) number from your total firepower. The adjusted firepower number will then be used to determine the number of hits you inflict. If your aircraft has an "MG FF" weapon system and it has been selected to jam, treat the jam as "no effect."

Historical Note: Bench tests were conducted with many thousands of rounds fired with the MG FF without a single stoppage. The ballistics were slightly inferior to the MG 151 20mm, but there was certainly nothing wrong with its reliability.

Flip a second card - this is the defensive fire card from the bomber. The only information that matters on the bomber's card is the "DEFENSIVE FIRE: X" (where X is an integer of random hits to your interceptor.) As the interceptor is faster than the bomber, the range decreases by one each round of combat (long range becomes medium range, medium becomes close). The player may choose to break off and end the pass at any time, but after firing once at close range, the interceptor must break off after firing and is automatically engaged by the escort, if present. Exception: you are not engaged by the escorts if you successfully avoid combat using the Escape Chart [R4] (see 7.1.10) or using the Gruppe Leader ability (see 7.9.1). If there are no escorts, you may wheel around and try to make a second pass against the same or a different bomber, or may end the combat. All combat is simultaneous, unless the player was advantaged against the bomber or attacked "out of the sun". In those cases, you fire first during the first round of the first pass. In addition, a player with the "Reflexes" skill may use that skill once per sortie to fire first in a round. It can be any round, not just the first round.

[7.1.7] Range Effects on Bomber Combat

At long range, interceptors, B-24s and B-17s out of formation generate one less random hit (-1 hit). At medium range, there are no changes. At close range, they produce one extra random hit (+1). B-17s in formation produce no changes at long range, an extra hit (+1) at medium range, and two extra hits (+2) at close range. The following chart summarizes range effects on bomber combat, as shown on the Bomber Target Chart [B10].

RangeInterceptor / Escort / Fighter and B-24 / B-17 Out of FormationB-17 In Formation
Close+1 Hit+2 Hits
MediumNo change+1 Hit
Long-1 HitNo change

B-17 bombers are always considered to be in formation (the "combat box" of the B-17, which provided mutual defensive fire, was considered especially deadly) unless they have been attacked by Wfr.Gr.21 or R4M rockets, which would break up the formations and allowed for easier attacks by the interceptors.

Historical Note: The B-24 Liberator was a more modern design than the B-17 Flying Fortress, featuring highly efficient long-chord wings that allowed the Liberator a longer range, higher top speed and heavier bomb load than the B-17. Nevertheless, the B-24 was more vulnerable, a tougher aircraft to fly than the Fortress, had poor low-speed characteristics and was difficult to fly in formation. These reasons made the B-24's combat boxes to be far less effective defensively than the combat boxes of B-17s.

In addition, if a B-17 has two or more engines destroyed, or 1 destroyed and two others damaged, or 4 engines damaged (or worse), it is considered to be out of formation for subsequent passes. If not destroyed, the player gains 2 points for achieving a "separation" for victory purposes (see 5.2.4).

Note: There are no range effects on interceptor vs. fighter and interceptor vs. escort combat. All models of Bf109, Me 163, and He 162, due to their (relatively) small size, and to a degree, their agility, receive an additional -1 random hit from Bomber defensive fire at long range only as noted on Chart [B10].

[7.1.8] Gunner Damage Effects on Bomber Combat

Unlike the rear gunner of some of the interceptors (Bf 110, Me 410, Ju 88) where severity of the wound is rolled, random hits on bomber gunners create an abstracted result. Each gunner hit on a bomber is tracked with a numerical marker (1, 2, 3, etc.) which is placed on the Bomber Target Mat [B10]. For each gunner hit, defensive fire is reduced by one random hit. It is possible, although uncommon, that so many gunners had been wounded that the bomber's defensive fire is reduced to zero hits.

A crew injury result on a bomber may result in a wound to a pilot, copilot, or a gunner. In that case, severity of the wound would be rolled, except for the gunner. A gunner crew injury merely increases the gunner hit marker by "1". (This paragraph is printed twice in the rulebook.)

[7.1.9] Breaking Off

After each pass of combat, the player must decide whether to attack again or to break off. For all rounds of combat in a pass firing is simultaneous (exception: the interceptor fires first at long range if advantaged against the bomber, if the player uses his "reflexes" skill, or if attacking "out of the sun" [7.1.2]).

[7.1.10] Combat Against the Escort

If the player chooses to break off the attack, the bomber gets away with whatever damage it has (it may yet crash en route home, see 7.4.3). The bomber combat is ended, and now fighter combat begins with the escort (if any are present). Note that the interceptor may only attempt a second pass on a damaged bomber if there is no escort or if the player has the Gruppe Leader ability (7.9.1). If an escort is present, combat begins with it at the end of the first pass against the bomber. Exception: Me 163B-1 (see 11.10.1).

An interceptor that does not wish to engage the escort after a pass on a bomber may attempt to end combat for this endurance box by rolling 1d6 on the Escape Chart [R4]. If the interceptor is a piston-engined fighter (or an Me 163B-1 out of fuel), it succeeds on a result of 1-2, and combat ends. On a result of 3-6, combat with escorts occurs normally. If the interceptor is a jet fighter, it escapes on a result of 1-4. On a result of 5-6 combat against escorts begins normally.

Success represents escaping further action for whatever reason, be it ducking into some clouds, or just diving away from the escorts before they could react, or just slipping away due to inattention or getting lost to the vision of the escorts.

If the interceptor ends combat in this manner, the player cannot re-engage the bombers in this endurance box. The interceptor will advance one endurance box and then the player will decide to attempt interception again or land.

Escape Chart [R4]

Interceptor typeRoll (1d6)Result
Piston-engined ¹1-2Safe escape
Piston-engined ¹3-6Combat
Jet or Rocket ¹ ²1-4Safe escape
Jet or Rocket ¹ ²5-6Combat

¹ Apply a +1 drm when trying to avoid combat against escort/fighters if it is an F/B Attack.

² The Me 163B is considered as a piston-engined fighter if out of fuel.

[7.1.11] Second Passes

If there are no escorts and the player decides to make another pass against a damaged bomber (or a new one, if the first one was destroyed) the interceptor is assumed to wheel around to get into a firing position again, and starts the procedure again from long range. Subsequent combats against bombers are always conducted in a head on status (meaning, the player no longer has advantaged status if the interceptor had it the first pass). The player may only do this if there are no escorts. If the bombers are escorted, he must begin fighter combat after his first pass at a bomber unless he attempts to end combat rolling on the Escape Chart [R4] as per 7.1.10 or he has the Gruppe Leader ability (7.9.1).

[7.1.12] Rounds of Combat in a Pass

After the first round of firing in a pass, all subsequent attack rounds again require the flipping of two new cards, one for your attack, and one for the bomber's defensive fire. All combat in subsequent rounds of a pass IS simultaneous, regardless if the interceptor started advantaged or not.

Example: Your interceptor attacks. You were advantaged against the bomber, so you attack first. The attack causes a hit to the bomber's gunners. Because this happened first, the bomber's return fire is reduced by 1 random hit. The second round occurs at medium, and although you started advantaged, firing is now simultaneous.

Example: Your interceptor attacks head on against a bomber. You hit a gunner at long range. However, the bomber's defensive fire is not reduced by this until the next round, because combat is simultaneous at long range in this case.

[7.1.13] Extended Burst

A pilot may risk firing an extended burst from his forward weapons (only) in order to achieve more hits using the Extended Burst Chart [C3]. Although this (usually) results in more damage to the bomber, it may also result in a jammed weapon or weapons. If a pilot wishes to attempt this, he must have 2 ammo points remaining in at least one of his forward weapons, and must be at medium or long range. Notice that if his only firing weapons (due to jamming or ammo depletion) are ones that have an unlimited ammo supply he may not employ extended burst. Prepare for combat normally by choosing an aim point, then roll 2d6 before pulling a combat card:

RollResult
2Target DE (expend 2 ammo)
3+4 hits (expend 2 ammo, then 1 weapon system jams)
4+3 hits (expend 2 ammo)
5+2 hits (expend 2 ammo)
6+2 hits (expend 2 ammo, then 1 weapon system jams)
7+1 hit (expend 2 ammo)
8+1 hit (expend 2 ammo, then all fwd weapons jam)
9+1 hit (expend 2 ammo)
10+2 hits (expend 2 ammo)
11+1 hit (expend 2 ammo)
12All weapons jam before any damage is done

Note that EACH firing weapon expends two points of ammo, if possible. Any extra hits received are random hits to the aimed area. The extra hits from an extended burst only occur if at least 1 hit is achieved normally from the firing card. Weapon jams from extended burst, unlike from card play, occur after firing, unless a "12" is rolled and no firing occurs.

The downside to firing an extended burst, besides possible gun jams, is the bomber's return fire is increased by 1 random hit temporarily that round, as the interceptor is flying straight while extending his firing.

[7.1.14] Werfer-Granate 21 Rockets (Wfr.Gr.21)

These rockets were mounted under several versions of German interceptors as a method to "break up" the tight combat boxes of the B-17s, which reduced their massed defensive firepower. They could be fired outside the B-17s' defensive fire range, and although they weren't terribly accurate, they didn't have to be, with a 30 meter burst radius.

In the game, they are fired first, BEFORE the long range round of the pass, and the bombers cannot return fire. Roll 2d6 and consult the Aircraft Display Mat; if they hit, they inflict 1-2 random hits on a bomber; furthermore, all B-17s this endurance box are "out of formation" for the rest of the combat (this is not considered a "Separation", see 5.2.4). They may also be used against B-24 bombers, but have no effect other than the 1-2 random hits (as their combat boxes were not quite as lethal as the B-17 boxes anyway). They are useless against fighters or escorts. If they get a "Miss" result the B-17 bombers are NOT out of formation.

The Wfr.Gr.21 rockets and tubes added a lot of drag. Aircraft equipped with them have less speed than comparable aircraft without them. In addition, agile aircraft equipped with Wfr.Gr.21 rockets are not considered agile. An aircraft's speed increases by "1" after they have been fired and agile aircraft regain their agility condition (the launching tubes could be jettisoned, restoring the aircraft to a "clean" state). However, if damaged before they can be fired, they cannot be used or jettisoned. If encountering enemy fighters or escorts and still undamaged, they may be jettisoned at the start of combat without penalty for the speed increase and agility regain.

Single-engine fighters, such as the Bf 109 and the FW 190, could carry only two Wfr.Gr.21 rockets, but the twin-engine Bf 110 could carry four Wfr.Gr.21 rockets. If you are flying a Bf 110G-2/R3 with Wfr.Gr.21 rockets, rocket ammo is 2 and you can fire twice from the Wfr.Gr.21 range box.

[7.1.15] R4M Rockets

These rockets were mounted on small wooden racks under the wings of the Me 262. They could be fired at 1000m, outside the B-17s' defensive fire range, and as these rockets had a similar trajectory as the MK 108 30mm cannon's rounds, the standard Revi 16B gunsight could be utilized.

In the game, they are fired first, BEFORE the long-range round of the pass, and the bombers cannot return fire. Roll 2d6 and consult the Aircraft Display Mat; if they hit, they inflict 1-2 random hits on a bomber; furthermore, all B-17s in this endurance box are "out of formation" for the rest of the combat. They may also be used against B-24 bombers, but have no effect other than the 1-2 random hits (as their combat boxes were not quite as lethal as the B-17 boxes anyway). They are useless against fighters or escorts. If they get a "Miss" result the B-17 bombers are NOT out of formation.

An Me 262A-1b equipped with R4M rockets has its speed decreased by 1. The Me 262A-1b's speed is increased by 1 after firing the R4M rockets. A Wfr.Gr.21 result on the Fighter Damage Chart [B6] results in the damage of the R4M rockets. If damaged before they can be fired, they cannot be used or jettisoned. If encountering enemy fighters or escorts and still undamaged, they may be jettisoned at the start of combat without penalty for the speed increase.

[7.1.16] Ammunition Use

Each weapon expends 1 point of ammo each time it fires (exception: extended burst, 7.1.13). Some weapons (typically, the machine guns) have the "unlimited" notation for ammunition, to denote their ammo is not tracked. This is because those weapons have more ammunition than would normally be fired in the course of a sortie. Allied fighters don't track ammunition fired in the basic game either (exception: see 10.9 Allied Fighters Ammo Points and 10.10 Optional Interceptor MG Ammo). In any case, you are not required to fire at long or medium range against a bomber (in order to conserve ammo, for example). The bomber, however, always fires at you at each range if possible.

[7.2] Combat with Escorts or Fighters (Fighter Combat)

[7.2.1] Combat Procedure Against Escorts or Fighters

It is possible to encounter a fighter sweep – this can be either American or British. Roll on the Aircraft Target and Allied Fighter Attack Chart [A3] to determine the type of fighter encountered. Use the first column for American fighters and the second column for British fighters. This simplifies matters for combat, as no bombers are involved.

Unlike in Interceptor Ace 1943-44, in Interceptor Ace 1944-45 all bomber formations have escort fighters. A player's interceptor may attack bombers first, or the escort first. If fighting escorts first, the escort will begin fighter combat with your interceptor with the orientation listed in the interception roll. This will be either advantaged, disadvantaged, head on, or out of the sun.

However, if the interception roll was disadvantaged, you may not attack the bombers first – you must engage the escort. It is your choice, however, to engage the bombers first, if the starting orientation from the interception roll was head on, advantaged or out of the sun. Notice you normally cannot avoid combat with the escorts (exceptions: 7.1.10, 7.9.1) – you'll either fight them first, or after attacking the bombers.

[7.2.2] Starting Orientation

Place your aircraft and the appropriate enemy fighter/escort on the Fighter Target Mat (B11.) There are 5 orientations possible:

  1. Head on (aircraft facing each other)
  2. Advantaged (the enemy aircraft is turned 90 degrees to the side)
  3. Disadvantaged (your aircraft is turned 90 degrees to the side)
  4. Tailing (one aircraft is completely turned backwards in relation to the other aircraft)
  5. Out of the Sun (your aircraft starts Advantaged, gets to shoot, and the enemy aircraft does not get to flip a defensive card.)

Remember that fighter combat begins with the player at "disadvantaged" if you choose to attack bombers first, regardless of the initial orientation that was rolled.

[7.2.2.1] Combat Now Begins. If facing the enemy aircraft (either you are head on, advantaged, or tailing) you may shoot your forward weapons by using the appropriate firepower column at the top of the combat card you flip. The enemy aircraft will fire back if facing you, if not, he will use the defensive section of the card he flips. Fighter combat is considered to be at medium range, insomuch there are no range effects on combat between Interceptors and fighters/escorts.

[7.2.2.2] If you are head-on, you may also choose to not fire and go defensive immediately, by either using the defensive section of your combat card, or by calling on your wingman for assistance and using that text. As another option, you may choose a standard maneuver in lieu of a card draw. These are:

  • Tight Turn. Improve position by one (or by two, if agile).
  • Barrel Roll. Avoid 2 hits.

[7.2.2.3] If you are disadvantaged (i.e., the enemy fighter/escort is advantaged against you) or if you are being tailed, you have three options:

  1. You may choose to go defensive by using the defense option of the next card you flip.
  2. You may call on your wingman to assist you and use that text from the flipped card. You cannot do both, and you must choose one before flipping the card. Your wingman cannot assist you if he is not present, damaged, or your radio has been knocked out, and if that is the case, you can only use the defense option of the combat card while disadvantaged or tailed.
  3. The third option is to use one of the two "standard maneuvers" in lieu of a card draw.

[7.2.2.4] If you are disadvantaged or being tailed and have a rear gunner, you may also flip a second card to shoot at the same time you flip a first card for your defense. Rear gunners use the "defensive fire" section of the flipped card to shoot at the fighter/escort that is tailing you (just like when bombers shoot defensive fire).

[7.2.2.5] An aircraft that is being tailed will suffer a bonus "Tail" hit if any hits are scored at all. This would be prevented by a defensive card that prevents all damage, or a combination of skills and/or a defensive card that reduces the amount of incoming hits to zero.

[7.2.2.6] After shooting or making your defensive choice and flipping both cards, you apply the results simultaneously. It is possible the enemy fighter/escort may do massive damage that gets completely negated by your defensive card, or vice versa. More typically, hit damage is reduced, and sometimes your orientation improves by one or two positions. It is possible that a defensive move will end the encounter.

[7.2.2.7] After both cards have been flipped and results applied, the two aircraft roll for initiative on the Initiative Chart [B12] as the final action of the combat round. This roll will adjust the orientation of the planes to each other. Each orientation improvement is a 90 degree "shift" in relation to the other plane. For example, if you are being tailed, and your initiative roll says to "gain 2 positions" you would now be head to head with the enemy fighter/escort. If you are disadvantaged and you gain 2 positions, you would now be advantaged against the enemy fighter/escort (you move to head on, and his plane moves sideways). You cannot improve to better than tailing the enemy. The enemy cannot improve to better than tailing you.

[7.2.2.8] Jet fighters (Me 262, He 162, Go 229) lose one position before rolling for initiative on the Initiative Chart [B12].

[7.2.2.9] "Agile" aircraft (Bf109, Me 163, Spitfire, and P-51) add "2" to their end of turn initiative roll, as long as they have not suffered engine or controls damage. They also gain improvement by two positions, not one, when conducting a tight turn (either by card draw, or if selected as a standard maneuver) as long as they have not suffered engine or controls damage.

[7.2.2.10] You now conduct the next round of combat with this new orientation, and continue until one aircraft is shot down, or successfully ends the combat by getting away. After shooting down (or driving off) an escort or fighter, you may choose to engage another one, starting at a head on orientation, or you may end the encounter altogether. Interceptors may not engage bombers in the endurance box after they have conducted fighter combat. If still desiring to engage bombers after fighter combat, you must advance one endurance box and roll again for interception on the Interception Chart [B1]. If this places you in the landing box or in a greyed out box, your interceptor is low on fuel and must land instead.

Fighter Combat Example: A FW190A-8/R7 is engaged by a P-47D, starting at "head on". On the B11 chart, both aircraft are placed facing each other. The player doesn't want to take a "12" attack without doing something, so he starts by going defensive. He flips card #19 for the P-47's attack and notes he will be taking 3 random hits. He then flips his defensive card which is #23. The defensive text states he has performed a Chandelle maneuver, avoiding all damage, and has improved his position by one. This means the P-47D is turned sideways, as the player is now advantaged against him. To end the first round, the player rolls for initiative. The P-47 has a speed of 21, and the Fw190A-8/R7 has a speed of 19. To this the player adds 1 for his MW-50 boost, since it is not inoperative (yet), giving the P-47 a one-point advantage in initiative before the dice are rolled. He then rolls two dice, one for his plane, one for the P-47D. His rolls were "2" (his) and "4" (the P-47D). The P-47D's net initiative is +3 (4+1 versus 2) which is a 3 point difference, gaining the P-47 an improvement in position. Therefore, ending the first round, the planes are back to head on status. The second round of combat begins, and the process is repeated.

[7.2.3] Wingman Abilities and Use

Your wingman's job is to protect you during combat. However, at times he will be busy trying to stay alive himself, as the numerical odds were against the Germans at this stage of the war. The wingman in the game is somewhat abstracted – he flies a notional aircraft whose damage you don't specifically track. He can, however, earn skills and become an ace.

It is important to realize that by using your wingman, you are not getting to use the defensive text on a card – you either use defensive text, or you call on your wingman to assist you. You do not get to do both in the same combat round. The following rules govern his abilities and use.

[7.2.3.1] Wingman Attacks on Bombers. You may order your wingman to attack a bomber at the same time you begin your attack by using the Wingman Attack on Bomber Chart [W1]. Resolve this after your attack. Normally, this would be done on sorties where there are no escorts to worry about, as loss/damage to your wingman has negative consequences in combat versus escorts. This attack is completely voluntary – you are not required to build up your wingman's kills. Your wingman cannot attack if he is damaged. Wingman attacks against bombers are modified by range in the same fashion as an interceptor (see 7.1.7) – if a wingman achieves 4 random hits, he does 5 at close range and 3 at long range. You are not required to have him attack at long range – you can wait to have him attack when closer, if desired, without penalty or return fire (as the bomber or box is presumed to be focused on you). The wingman is always considered to be at the same range that you are from the bomber.

When using your wingman against bombers (only) from Out of the Sun at medium range, ignore any damage result on your wingman when rolling on the Wingman Attack on Bomber Chart [W1].

[7.2.3.2] Wingman Attacks on Fighters/Escorts. You may order your wingman to assist you (assuming your radio is functional, and he is not damaged or missing). On some cards, the wingman will do nothing (he is considered busy with his own problems). On some cards, it states the wingman will attack with a certain firepower listed. For this attack, the wingman flips another combat card, and may use his skills to modify the result (aim, expert, etc.) Most importantly, the enemy fighter/escort does not draw a defensive card, as he is busy with your main aircraft. It is possible for your wingman to shoot down an enemy fighter/escort this way, in which case, you automatically are considered disengaged. A damaged wingman cannot attack or assist you, which implies you may not wish him to risk damage by attacking bombers earlier in the engagement.

[7.2.3.3] Experience. Your wingman starts with 0 Experience Points, and gains experience at the same rate you do. He may buy most skills (see skill listing). He may also earn awards, but does not track Prestige, as he is always assumed to be flying the same aircraft you are, or a very similar model.

Note: using your wingman can be a "crap shoot" before he gains any skills, as there are a lot of cards that result in no help to you. However, once he becomes an expert (and can draw a second card in combat if you don't like the first one), using him instead of defensive text becomes a much better option.

[7.3] Disengaging

There may be times (if all forward weapons are knocked out, for example) when you will want to disengage. You may only choose to do this as your action instead of firing (you must be tailing or advantaged against the enemy fighter/escort).

If you are tailing the enemy aircraft, disengagement is automatic, and the encounter ends. If you are advantaged and you are flying a piston-engined fighter, disengaging succeeds on a 1d6 result of 1-4, and fails on a 5-6. If you are flying a rocket or jet fighter, you successfully disengage on a roll of 1-5, and fail on a 6. If you fail to disengage, the enemy aircraft gains one position, then that round of combat ends and you roll for initiative normally and continue combat. A Me 163B-1 out of fuel is considered piston-engined for disengagement purposes.

[7.3.1] Enemy Disengagement

Disengagement Chart R5

Fighter typeRoll (1d6)Result
Friendly: Piston-engined1-4Disengagement
Friendly: Piston-engined5-6Combat continues
Friendly: Jet or Rocket1-5Disengagement
Friendly: Jet or Rocket6Combat continues
Enemy Fighter1-4Disengagement
Enemy Fighter5-6Combat continues

An enemy fighter/escort will attempt to disengage if one or more of the following circumstances occur:

  • The pilot is wounded (LW or SW).
  • All forward weapons are knocked out or out of ammo (10.11).
  • The enemy fighter has leaking fuel tanks.
  • The oxygen system is knocked out.

This action occurs instead of firing. If tailing you, it succeeds, and the combat is ended. If advantaged against you, it succeeds on a 1d6 1-4, and fails on a 5-6. If it fails, you gain one position, and combat continues. If he is head-on, disadvantaged or tailed, he will continue to pull defensive cards until in a position to try to disengage.

[7.3.2] Mutual Disengagement

If both you and the enemy fighter/escort are forced to disengage (for example, both fighters have leaking fuel tanks), disengagement is automatic (i.e., there is no need to roll for disengagement).

[7.3.3] Friendly Disengagement

If you are attacking a bomber you can disengage at any time before firing would occur (Long, Medium or Close range). Remember that you may then have to face escorts (if present) unless you try to escape their attention (see 7.1.10).

Disengagement attempt is mandatory if any of the following circumstances occur:

  • Your interceptor has leaking fuel tanks.
  • Your oxygen system is knocked out.
  • You receive a Serious Wound (SW).
  • Your interceptor is out of fuel (Me 163B-1 only, see 11.10).

[7.4] Aircraft Damage

If an aircraft meets its damage threshold for the airframe, either wing, control surfaces, or has all engines knocked out, it is considered shot down. A fire in the fuel tanks also results in a lost aircraft, as all crew bail out. An explosion in the fuel tanks is catastrophic and also results in the loss of the aircraft and all crew are KIA. An explosion in the bomb bay also destroys a bomber.

Interceptors can take damage from bombers that explode from a bomb bay hit (if the bombs are still on board and an "7" or higher is rolled for explosion) IF the interceptor is at close range when this occurs. On a 2d6 "2" or "12" the interceptor takes 1d6 random damage in that case.

A second damage result against a system already knocked out is treated as "no effect" instead. You can only knock out the oxygen system once, for example. However, most systems (Engines, Wing, Airframe, Controls, etc.) require multiple damage results to destroy.

A "DE" result on the card means the aircraft is immediately destroyed. Such a result encompasses such things as engine failure, the entire tail section being shot off, or a wing being sawn off. When a target is destroyed, circle it on the Sortie Log sheet. A "DE" result is not negated by a defensive move or card that reduces random hits – only by cards that say "avoid all damage."

[7.4.1] Damage to Fighter Aircraft

German interceptors can receive damage from the card deck from bomber defensive fire or from a fighter or escort. Grouped damage (a "GP" result), if it occurs, comes from the Bomber and Group Damage Chart [B3]. All grouped damage to fighter aircraft uses the "Airframe" column, and the gunner result is ignored (if the aircraft is an Me 410, Ju 88 or Bf 110, it is ignored). All other damage is rolled randomly on the Fighter Damage Chart [B6]. If a player receives a fuel tank hit, and rolls an explosion, the game ends (no parachuting attempt allowed in that case).

Due to the large, heavy radial engines in the P-47 and Fw190 series, those aircraft ignore the first engine hit they take. Place a damaged marker on the "Engine Armor" status box to indicate it has "absorbed" that first engine damage. Subsequent engine hits actually damage the engine. Additionally, they only suffer "1" speed loss from the first hit of engine damage. At the second hit, they get -2 speed.

The FW 190D-9 (both early and late models) and the Ta 152H-1, although equipped with inline engines, also ignore the first engine hit they take, as they were equipped with an armored ring just in front of their annular radiators. Place a damaged marker on the "Engine Armor" status box to indicate it has "absorbed" that first engine damage. Subsequent engine hits actually damage the engine.

Disregard the words "Port" and "Starboard" on the Fighter Damage Chart [B6] regarding engine hits when taking damage to a single-engine aircraft. They are all simply engine hits in that case. In the case of the Do 335, if it takes damage to the "port engine" this is actually applied to the forward engine. Any damage to the "starboard engine" is applied to the rear engine.

The various effects of damage are listed on the Aircraft Damage Listings Chart [B4] and should be applied immediately to aircraft.

Engine damage does not preclude an aircraft from finishing a combat - it only hampers or precludes further interceptions that sortie. A damaged engine reduces speed by "2" (exception: first damage to a radial engine). If one engine of a twin-engined aircraft is knocked out, speed is reduced by "4." This has serious implications for the initiative roll at the end of each combat round. In the rare case your aircraft's speed is lower than that of the bombers (for example, a Bf 110G-2/R3 with one engine out and the other damaged), you cannot intercept the bomber formation. Of course, if the engine (or both engines for a twin-engined aircraft) are knocked out, the interceptor must immediately glide and make an emergency landing (Landing Chart [B7]). Alternately, the crew can bail out by rolling on the Parachute Chart [B8].

If a player's plane is destroyed, roll to bail out. (Exception: you cannot parachute from a plane destroyed by an exploding fuel tank. You are KIA in that case and the game ends).

A pilot (and gunner, if present) may attempt to parachute if a plane is shot down. Even if not shot down, the German pilot may decide to bail out of his aircraft at the end of any round of combat. Normally, this would be if you are severely wounded and the plane is shot up enough you are doubtful you would survive the next round of combat. This choice ends combat. Roll for each crew to parachute on chart B8.

Note on damage: The FuG25a IFF was an electronic "Identification Friend or Foe" system to assist ground Flak crews in identifying friendly aircraft. Its effect is not modeled in the basic game, as there is no friendly Flak fire to contend with (exception: optional rule Operation Bodenplatte [10.16]). This system is included mainly as another system to get damaged which, thankfully, doesn't impact on survival. If damaged, treat as "no effect" as it is not present on the Aircraft Display Mats.

[7.4.2] Post Combat

A player may abort his sortie after combat if he desires due to damage. Simply move your aircraft marker directly to the Landing box and roll for landing.

Leaking fuel tanks and oxygen system damage force an aircraft to abort at the end of a pass against a bomber. In fighter combat, they must attempt to disengage until successful or shot down (see 7.3.3).

Damage cannot be repaired while airborne. After landing, repairs on the German interceptor are made by the following:

  • 1-3 systems damaged: Repaired by next sortie.
  • 4-5 systems damaged: Lose one sortie for repairs.
  • 6+ systems damaged: Aircraft is written off, receive new aircraft. Lose one sortie waiting for new aircraft.

Note that an aircraft may have more hits than systems damaged. For example, an aircraft with 2 airframe hits only has 1 system damaged: the airframe. Port wing and starboard wing are considered different systems. Jammed weapons and crew injuries do not count as damaged systems for the purposes of repair. (Exception: see NCO scrounging ability [7.9.2]). Damaged weapons (rolled on chart B6) DO count as damaged systems (all weapons count as only one system).

Example: Your Me 262A-1a has the following damage after landing: FuG16 radio, Oxygen, Jumo 004B Port Engine inoperative (2 hits), and 2 Starboard Wing hits. The total number of hits is 6, but the Me 262 has only 4 systems damaged. You lose one sortie for repairs.

[7.4.3] Aircraft Loss Due to Battle Damage

It is possible that an enemy aircraft will not make it back to England, even if you did not inflict enough damage to shoot it down before you had to break off combat for whatever reason. Use the following formula:

Roll 1d10. On a result of 1 or less, a damaged aircraft will crash before reaching home. Add a -1 drm for each of the following:

  • Each engine OUT (not damaged).
  • Leaking fuel tanks.
  • KIA/SW pilot.
  • KIA/SW copilot.
  • Any system that is 1 point short of aircraft destruction.

Example: A B-17 bomber has 1 engine damaged, two knocked out, and 3 hits on the port wing. Since the port wing can only take 4 hits, that would add one, and the knocked-out engines add 1 each. The damaged engine does not have an effect. The damaged B-17 applies a -3 drm when checking if it crashes enroute home.

You receive credit for such a kill (bomber or fighter/escort crashing enroute home) ONLY if this was spotted by someone - on a 1d6 roll of "1-2" you receive credit for this kill (exception: there is a Random Event which gives you credit without a die roll).

[7.4.4] Landing Procedure

Landing can be a hazardous procedure if the plane is damaged or the pilot is wounded. Total up all modifiers and roll on the Landing Chart [B7], then apply the results, if any.

[7.4.5] Forced Landing

It may happen that an interceptor is forced down after a combat (for example, if one or sometimes both engines are hit and knocked out) or has suffered leaking fuel tanks. In such a case the aircraft would not make it back to base. The player has two options at this point:

  1. Bailing out. Roll for each crew on the Parachute Chart [B8].
  2. Making a forced deadstick landing in an emergency field or road somewhere at +1 drm. If the player chooses to do this (perhaps to try and save an injured crewman's life) he must total up his landing modifiers and roll on the Landing Chart [B7]. Even if he lands successfully, he will miss the next sortie as he travels back to his normal base.

[7.4.6] Rough and Crash Landings

A poor enough roll on the landing chart may result in a rough landing (each crew member receives a light wound, and aircraft is lost for 1 sortie for repairs) or in a crash landing (each crew member receives a wound roll for severity. The aircraft is written off as destroyed). At the far extreme of the landing chart (a roll 16+) the aircraft is destroyed while landing and all the crew are killed.

[7.4.7] Crew Injury

The interceptor normally has just a pilot, but some models in the game have a rear gunner. Each crewman's injuries may result in lost time or replacement.

A roll that calls for an injury to the Bordschütze (rear gunner) when one is not present is treated as "no effect."

Three results may happen from crew injury: Light Wound (LW), Serious Wound (SW), and Killed in Action (KIA).

[7.4.8] Injury Duration and Effects

LW: Miss 1 sortie. The landing roll receives a +1 drm. The parachute roll receives a +2 drm. The initiative roll receives a -1 drm. Apply -1 random hit when firing. If this is any other crewman than the pilot, use a temporary crewman as a replacement. He is considered to not have any skills.

SW: The landing roll receives a +2 drm. After landing, roll 2d6 on the Serious Wound Resolution Chart (C2) to determine the number of sorties missed by that crewman. If the SW occurs to the pilot, you must immediately attempt to break off combat at the conclusion of the current firing pass against a bomber, or fighter combat. The parachute roll receives a +3 drm. The initiative roll receives a -2 drm. Apply -2 random hits when firing. No skills may be used. If this is any other crewman than the pilot, use a temporary crewman as a replacement. He is considered to not have any skills. It is possible that the replacement crewman may advance in skills enough that you would not want your old crewman back, once he is released from the hospital. You are not required to get the old crewman back, but you may if you want to. It is your choice.

KIA: If this is the rear gunner, simply replace with a new crewman for the next mission. The replacement has no skills or points. If the pilot is KIA, the game ends at that point.

The Aircraft Damage Listings Chart [B4] contains a summary of all the effects of injuries.

[7.5] Weather Effects

The weather for each sortie is rolled on the Weather Chart [B9]. The weather was obviously good enough for the Americans to mount a raid, but the large distances involved means the weather at your landing field may be worse, or has changed for the worse, and may be different at combat altitudes as well.

Apply a +1 drm on the Weather Chart [B9] if in November 1944 or January 1945.

Apply a +2 drm on the Weather Chart [B9] if in December 1944.

The weather affects the landing roll negatively with any other result than "good" weather. Apply the appropriate modifier (+1 or +2) if the landing weather is anything other than "good".

Note: The presence or absence of clouds, which could have other effects on combat, are mainly abstracted via the differing results of the combat cards. Some players may feel this simplifies weather effects quite a bit – they are correct. With only 8 or less main force raids a month, we are assuming that on the day chosen for the raid, the overall weather is at least good enough to mount the raid, and therefore good enough to intercept (as happened historically). The landing modifiers take into account localized storms over your landing field that may have sprung up.

[7.6] Parachuting to Safety

At times you will be shot down by a bomber or an Allied escort/fighter. In such cases, the crew is allowed to attempt to parachute to safety. Roll for each crew member on the Parachute Chart [B8]. At this point, assuming you survive the parachute roll, you will lose the next sortie while you receive a new aircraft and get back to base. The only thing that would preclude a parachute attempt is a fuel tank explosion. A player may still parachute from a "DE" result from a card applying a +1 drm on the Parachute Chart [B8].

[7.7] Crew Skills

The various crew members may increase in skill during the course of the game. For every 4 sorties flown (regardless of kills) each crewman gains an Experience point, which he may spend to "buy" skills. Sorties that are skipped due to injury, plane repair, raid out of range, or other reasons, do not count towards gaining experience points. The skills cost different amounts of experience points to purchase. The Skill Effects Listing Chart [B5] gives a summary of all the skills and costs, with the full explanation here below in the rules.

If you choose to combine Interceptor Ace 1943-44 with Interceptor Ace 1944-45, you start the game in March 1943, your pilot starts the game with 1 Experience Point (if an officer) or 2 Experience Points (if an NCO), granted for having graduated from Flight School, and for the NCO, for general experience from (typically) longer service prior to flight school.

If you play a standard game of Interceptor Ace 1944-45, you start the game in March 1944, your pilot starts the game with 0 Experience Points (if an officer) or 1 Experience Point (if an NCO), due to the lesser number of flying hours at Flight School.

The skills confer various benefits during game play, as listed below. The cost to buy each skill is listed after the skill name in parentheses.

Skills:

  • GUNNERY (5) - [All crew] This skill gives the player an extra random hit when firing, IF any hits were scored normally when firing forward guns (for a rear gunner, when firing rear guns). This applies to both bomber and escort/fighter combat. For the wingman, this gives him -1 to the dice roll in wingman combat versus bombers.
  • AIM (6) - [Pilot/Wingman only] This skill gives a player the ability to apply one automatic "bonus" hit of the picked type which was aimed at. Players may aim at a Wing (Port or Starboard) or Airframe. This skill only applies to forward attacks against bombers. The "Aim" skill should not be confused with the procedure by which a player "aims" at a particular area of the target bomber. That procedure always happens. For the wingman, this gives him -1 to the dice roll in wingman combat versus bombers (cumulative with Gunnery – with both skills he would receive -2)
  • PRECISION (3) - [Pilot only] The pilot is sparing and accurate with his bursts, so much so, that when he fires and flips an odd-numbered card, he does not expend an ammo counter. This skill is not active when a player uses extended burst.
  • SIXTH SENSE (4) - [Pilot only] The pilot has developed an uncanny sense of impending danger. Once per sortie, any "DE" result on a combat card against him is instead converted to 2 random hits.
  • EXPERT (3) - [Pilot/Wingman only] A pilot may become an "expert" in his current series of aircraft: Bf 109, FW 190, etc. This skill allows the player to redraw one combat card per sortie, if he desires to do so. He must use the results and/or events of the new card, even if it does less damage. This skill applies to all aircraft in the series for which is purchased.
  • LEADERSHIP (3) - [Pilot only] The pilot's other crewmen and wingman gain experience at the rate of 1 per 3 missions, instead of 1 per 4.
  • A.C.M. (4) - [Pilot only] Air Combat Maneuvering allows a player to receive one less random hit when receiving defensive fire from bombers or when attacked by a fighter or escort. Note: unlike in Interceptor Ace 1943-44, A.C.M. Does NOT give a +1 drm on the Initiative Chart [B12].

[7.8] Awards

The various awards in the game are representative of the major awards given to Luftwaffe fighter pilots. Each award confers one Prestige Point to a player (and also raises his Prestige Level by one), which he may spend at his convenience to upgrade aircraft or obtain a transfer to a new unit. There are also events which confer Prestige Points to players, listed below the awards.

[7.8.1] The Wound Badge

This award was given in 3 classes, Black, Silver, and Gold. To receive the Wound Badge in Black, the player's pilot must have been injured during combat (or in parachuting from a stricken aircraft, or during a landing). Keep track of a second wound by flipping the Wound Badge in Black to the "2" side. Upon receiving a third wound, the player is awarded the Wound Badge in Silver, placed on the "3" side. Track a 4th wound by flipping the Wound Badge in Silver counter to the "4" side. Finally, upon receiving a 5th wound, the player receives the Wound Badge in Gold. No further tracking is required at that point. Note that the wound badge only gives a player a single Prestige Point, NOT for each class of badge or each wound.

[7.8.2] The Iron Cross 2nd Class

The Eisernes Kreuz 2 (or EK2) is awarded after obtaining 1 point. It confers 1 Prestige Point.

[7.8.3] The Iron Cross 1st Class

The Eisernes Kreuz 1 (or EK1) is awarded after obtaining 3 points. It confers 1 Prestige Point.

Historical Note: During the time frame of the game, the EK2 and EK1 were awarded on a points system, 1 point required for the EK2, 3 points for the EK1, but one had to have the EK2 before receiving the EK1. As a single engine fighter was worth 1 point, a "separation" 2 points, a straggler bomber 1 point, and a 4-engined bomber in formation was worth 3 points, players will receive them as points are awarded, first the EK2 and second the EK1.

[7.8.4] The Ehrenpokal (Honor Goblet)

This was not a uniform award; rather a silver cup given to pilots who had proven themselves with an aerial victory. However, by 1943 this had changed to pilots who had the Iron Cross First Class, but not enough victories to have earned the German Cross in Gold or the Knight's Cross. In the game it is awarded after 10 points (and at least 1 kill). It confers 1 Prestige Point.

[7.8.5] The Operational Flight Clasp (Frontflugspange)

This clasp was given in 3 classes: Bronze (after 20 flights); Silver (after 60 flights) and Gold (after 100 flights). Only the first clasp confers a Prestige Point to a player.

Game Note: The Operational Flight Clasp in Gold is not obtainable within the frame of the game, as there are only theoretically 96 flights, but is included for historical interest and in the case the player is flying a combined career of Interceptor Ace 1943-44 and Interceptor Ace 1944-45.

[7.8.6] The German Cross in Gold

This award was sometimes derogatorily referred to as "Hitler's Fried Egg" due to its size and gaudy design. It is awarded automatically after 20 points and confers a Prestige Point.

[7.8.7] The Knight's Cross

This highly coveted award (the Knight's Cross) was given to successful fighter pilots. Although in reality the award came at many different kill totals, for this period of the war the following formula will be used:

At 30 points, the player rolls to receive the Knight's Cross, with success on a 1d6 roll of "1". Each succeeding point gives a "-1" modifier and the player rolls again each time at the end of a mission in which a new point (or points) are achieved.

[7.8.7.1] To receive the Oakleaves to the Knight's Cross, the player again begins to check at 40 points, with success on a 1d6 roll of "1". Each succeeding point gives a "-1" modifier and the player rolls again each time at the end of a mission in which a new point (or points) are achieved.

[7.8.7.2] To receive the Oakleaves and Swords to the Knight's Cross, players repeat the same procedure at 60 points.

[7.8.7.3] To receive the Oakleaves, Swords, and Diamonds to the Knight's Cross, players are automatically awarded it upon reaching 100 points.

[7.8.7.4] Each level of the Knight's Cross confers a Prestige Point to a player.

[7.8.7.5] Each subsequent award of the Knight's Cross (Oakleaves, Swords, and Diamonds) involves a loss of a sortie as you travel to Berlin to receive it from Hitler himself.

Historical Note: There were many awards of the Knight's Cross, and also the Oakleaves, but very few Swords and Diamonds. It will be extremely difficult to achieve in the one-year time frame of the game, unless starting with an historical jet ace or combining both Interceptor Ace 1943-44 and Interceptor Ace 1944-45.

[7.8.8] "Ace" Status

A player is considered an ace after achieving 5 or more kills. Upon reaching "Ace" status (remember: 5 KILLS, not points) a player receives a Prestige Point. Wingmen and pilots receive a +1 on the Initiative Chart [B12] if they are an "Ace." There is no special benefit to a rear gunner making ace, in the rare event this might occur.

Upon reaching Ace status, a pilot is no longer considered Green if using optional rule German Green Pilots (10.12).

[7.9] Promotions

Players may choose to advance up one of two promotion tracks: as either an officer or as a non-commissioned officer (NCO.)

Unlike Interceptor Ace 1943-44, where Officer Pilots started with 1 Experience Point, Officer Pilots start Interceptor Ace 1944-45 with 0 Experience. Unlike some branches where higher-ranking officers found themselves removed from the fighting, in the Luftwaffe a pilot was still a pilot, although they might end up commanding units at various levels. Each promotion confers a Prestige Point to a player.

NCO Pilots start as Unteroffiziers. NCO promotions, unlike officer promotions, do NOT confer a Prestige Point to a player. However, NCO Pilots do start with 1 Experience Points instead. This does make it a little more difficult for the NCO Pilots to unlock the highest value aircraft for use, although this is somewhat offset by the extra starting Experience Point and abilities.

Most Officer and NCO abilities require the use of Fatigue Points. If you use these abilities, optional rule Pilot Fatigue (10.5) is in use.

[7.9.1] Officer Ranks

The officer ranks are:

OBERLEUTNANT (FIRST LIEUTENANT)

This is the player's normal and lowest possible officer starting rank. You are a Schwarm leader (a formation of 4 aircraft, formed by 2 Rottes of 2 aircraft each). As an Oberleutnant, you have the following abilities. You may use only one ability per sortie.

Rotte Leader: You may order your Wingman to attack first anytime during your pass against a bomber. This order costs you 1 Fatigue Point. If your wingman is equipped with rockets, he may fire his rockets instead of making a Wingman attack. Make a Rocket attack (Wfr.Gr. 21 or R4M) at the Rocket Range box and apply results, then you may start your attack normally.

Schwarm Leader: You may order the second Rotte of your Schwarm to attack first against a bomber. This order can only be given while at long range and costs you 1 Fatigue Point. Make a Wingman attack at long range (this represents the other Rotte attack). If the attack results in Wingman Damaged or Wingman Shot Down, this attack costs you 1 extra Fatigue Point. This attack is modified by range in the same fashion as an interceptor (see 7.1.7). After the other Rotte attacks, you continue combat normally (your Wingman is not affected by the other Rotte attack result).

If your Schwarm is equipped with rockets, the other Rotte may fire their rockets instead of making a Wingman attack. Make a Rocket attack (Wfr.Gr. 21 or R4M) at the Rocket Range box and apply results, then you may start your attack normally.

A DE result obtained by the Rotte Attack is treated as 6 random hits (airframe) instead.

HAUPTMANN (CAPTAIN)

Promotion to Hauptmann allows the player a one-time reassignment to a new unit for "free" - no Prestige Point cost. Notice this is voluntary; the player is not required to pick a new assignment. In either case, you are a given command of a Staffel (as a Staffelkapitän) in your unit (roughly 12 aircraft). As a Hauptmann, you have the Rotte Leader and Schwarm Leader abilities. In addition, you have the Staffel Leader ability. You may use only one ability per sortie.

Staffel Leader: You may order a Schwarm of your Staffel to make an attack against a bomber. This order can only be given while at long range and costs you 1 Fatigue Point. Make a Wingman attack at long range (this represents the other Schwarm attack). After the other Schwarm attack, you may order your Wingman to attack FIRST anytime during your pass (your Wingman is not affected by the other Schwarm attack result).

If your Staffel is equipped with rockets, the other Schwarm and/or your Wingman may fire their rockets instead of making a Wingman attack. Make a Rocket attack (Wfr.Gr. 21 or R4M) at the Rocket Range box and apply results.

A DE result obtained by the Schwarm attack is treated as 6 random hits (airframe) instead. Each Wingman Damaged or Wingman Shot Down result during the attack (either by the other Schwarm or by your Wingman) costs you 1 extra Fatigue Point.

Example: You are a Hauptmann and you are attacking a bomber formation. As a Staffel Leader, you order a Schwarm of your Staffel to make an attack. This order costs you 1 Fatigue Point. The other Schwarm attacks by making a Wingman attack at long range. The result is a 4 on table [W1], which results in 6 random hits (airframe) instead of the DE result, and Wingman damaged. This attack costs you 1 extra Fatigue Point for the Wingman damaged result. You now attack the damaged bomber at long range, but you don't obtain a kill. In the medium range box, you order your wingman to attack the bomber before you do. Your wingman obtains a 6, which results in 4 random hits (airframe) and Wingman Damaged. The bomber takes 4 random hits (airframe), but still flies. This attack costs you 1 extra Fatigue Point for the Wingman Damaged result, for a total of 3 Fatigue Points. Now it is your time to finish the crippled bomber at medium range.

MAJOR (MAJOR)

Promotion to Major allows the player another one-time reassignment to a new unit or base for "free." Notice this is voluntary; the player is not required to pick a new assignment. In either case, you are a given command of a Gruppe (as a Kommandeur) in your unit (roughly 36-48 aircraft). As a Major, you have all the previous abilities plus the Gruppe Leader ability. You may use only one ability per sortie.

Gruppe Leader: You order a Staffel of your Gruppe to attack the escorts. If the encounter on the Interception Chart [B1] is Disadvantaged and there are escorts, you may apply a -1 drm on the Escape Chart [R4] before combat begins trying to avoid the escorts (see 7.1.10). If successful, you successfully avoid combat against the escorts and you may attack the bombers first. After attacking the bombers, you start combat against escorts disadvantaged.

If the encounter on the Interception Chart [B1] is Head on or Out of the Sun, after attacking a bomber, you may apply a -1 drm on the Escape Chart [R4] when trying to avoid combat against the escorts (7.1.10). If you successfully escape, you may make a second pass against the bombers in the same endurance box, then you start combat against escorts disadvantaged.

This order costs you 2 Fatigue Points.

OBERSTLEUTNANT (LIEUTENANT COLONEL)

Promotion to Oberstleutnant allows the player another one-time reassignment to a new unit or base for "free." Notice this is voluntary; the player is not required to pick a new assignment. In either case, you are given command of an entire Geschwader (as a Kommodore). As an Oberstleutnant, you have all the previous abilities plus the Geschwader Leader ability. You may use only one ability per sortie.

Geschwader Leader: You order a coordinated Geschwader attack. Treat the bomber formation as having no escorts in the current endurance box. This order costs you 3 Fatigue Points.

[7.9.2] NCO Ranks

The NCO ranks are:

UNTEROFFIZIER (SERGEANT)

This is the lowest starting NCO rank. As an Unteroffizier, you have the following abilities. You may use up to TWO abilities per sortie (you cannot use the same ability twice).

As an Unteroffizier, you have the Rotte Leader ability (the same as detailed above) and the Limited Scrounging ability.

Limited Scrounging: If your aircraft had 4-5 systems damaged from a mission, the damage is repaired in time for the next sortie on a 1d6 roll of 4-6 (this modifies the normal repair rules, see 7.4.2).

UNTERFELDWEBEL (STAFF SERGEANT)

This rank allows the player the Rotte Leader ability and the Scrounging ability. You may use up to TWO abilities per sortie (you cannot use the same ability twice).

Scrounging: If your aircraft had 4-5 systems damaged from a mission, the damage is repaired in time for the next sortie automatically. If your aircraft had 6+ systems damaged from a mission, you receive a new aircraft for the next sortie on a 1d6 roll of 4-6.

FELDWEBEL (TECHNICAL SERGEANT)

This rank allows all the previous abilities plus the Working the System and the Night Owl abilities. You may use up to TWO abilities per sortie (you cannot use the same ability twice).

Working the System: If your pilot loses a wingman or crewman, he "works the system" to get a new wingman/crewman who comes with 4 experience points.

Night Owl: You sneak off from your base to a nearby village and enjoy a night at the Kneipe (a bar or a night pub). You reduce your Fatigue by 1 point. This ability can only be used once per month (or a bi-monthly period from January 1945 on).

OBERFELDWEBEL (MASTER SERGEANT)

This rank allows the all the previous abilities plus the Old Dog ability. You may use up to TWO abilities per sortie (you cannot use the same ability twice).

Old Dog: You have developed a unique ability of knowing where to find stragglers. Once per sortie, if the encounter on the Interception Chart [B1] is Head on or Advantaged, you may choose to follow a straggler with no escorts instead of attacking the main bomber formation. The straggler is considered out of formation and has 4 random engine hits. This ability costs you 1 Fatigue Point.

[7.9.3] Promotion Mechanics

The first promotion attempt is made after the 4th month of service (after the last sortie of June 1944). The second attempt is made after the 8th month of service (after the last sortie of October 1944). The final promotion attempt is made at the end of the 12th month of service (after the last sortie of February 1945).

Promotion to the next higher rank occurs on a successful 1d6 roll of 1-4, with the following modifiers:

  • -2 For possessing the Knight's Cross (each promotion attempt.)
  • -1 per 10 kills (not points) during the period.
  • -1 per award of the Iron Cross 1st Class, Ehrenpokal or the German Cross in Gold during the period.

A player may have multiple modifiers depending on how the period went.

[7.10] Random Events

The first time a "12" is rolled, per sortie, on the Interception Chart [B1], a Random Event occurs. This replaces the Fighter encounter that is listed there (should you roll a second "12" later in the sortie, the Fighter encounter would happen at that point). You then roll on the Random Events Chart [C1]. The results of the 2d6 roll on chart [C1] range from very good to very bad. Some will give a player a marker that may be used at a future point in the game (eyewitness corroboration, etc.) Place this marker on the aircraft mat. Other random events will need to be processed per the text of the event (you may be attacked, etc.) After processing the random event, move forward one endurance box and continue your sortie.

[7.11] Rocket and Jet Fighter Operations

World War Two saw the introduction of rocket and jet fighters, such as the Me 163B-1 and the Me 262A-1. These aircraft, although much superior to Allied piston-engined fighters, had nonetheless some drawbacks and, additionally, were produced in very limited numbers, so in practical terms they could not make a significant impact on the outcome of the aerial war.

Jet fighters were not meant to fight Allied escorts. They were designed as bomber interceptors, so they were not as maneuverable as piston-engined fighters. Instead, they relied on speed to survive. When fighting against Allied escorts/fighters, German jets (not the rocket-powered Me 163B-1, see 11.10) lose one position after combat and before rolling for initiative.

Because of the potential threat of German rocket and jet interceptors, Allied fighters mounted constant patrols over known rocket and jet bases in order to shoot down these aircraft when taking off or landing, when they were more vulnerable. If you are flying a rocket or jet fighter, you must roll in the Landing Box, before landing, on the Aircraft Target and Allied Fighter Attack Table [A3] to check if your base is attacked by marauding Allied fighter-bombers. If the result is F/B Attack, fighter combat begins, and you start the combat Disadvantaged. Check the type of Allied Fighter on the Aircraft Target and Allied Fighter Attack Table [A3].

[7.12] Extended Example of Play

Extended Example of play using the basic rules of combat (and optional rule Pilot Fatigue [10.5]):

It is the second half of July 1944: Oberleutnant August Mann – At this point he a double ace with 10 Kills (3 P-47D, 1 Spitfire XIV, 1 P-38J, 4 B-17s and 1 B-24), with a total of 20 points, and has been awarded the Iron Cross First and Second Class, the Wound Badge (1) and the Ehrenpokal. He has flown 20 missions giving him 5 Experience Points (1 XP per every 4 missions).

He has used his accumulated XP to purchase Air Combat Maneuvering (ACM) for 4 points and Reflexes for 1 point, leaving him with zero Experience Points at the moment.

He is flying a Messerschmitt Bf 109G-14/U4 (and has the Prestige to do so) as he meets the requirement of a level 2 Prestige to fly this type. His prestige has come from the following: EK1 and EK2, Wound Badge, he is an Ace and the Ehrenpokal award. He has a current Prestige Level of 5.

Oblt. Mann is based at Poix-Nord, France, with II/JG 2 "Richthofen". His starting base die roll was a 2 on 1D20, and then randomly picked II/JG2 with a die roll of 4 on 1d6.

Oblt. Mann has accumulated 14 Fatigue Points so far, which means he applies a +1 drm to all landing and parachute rolls.

There is a raid coming in on French Airfields (A/F) (a dice roll of 5 on the 2d6 July 44 Raid Chart [A1]), the weather is good (dice roll of 4 on the 2d6 Weather Chart [B9]). A check of the Aircraft Target and Allied Fighter Attack Chart [A3] reveals that the raid is composed of B-17Gs with P-47D Escort (die roll of 5 on 1d10 on Bomber and die roll of 1 on 1d10 on Fighter).

The aircraft marker on the aircraft mat is moved from the hangar to the take-off box. A new check is made on the Aircraft Target and Allied Fighter Attack Chart [A3] to see if there is a F/B attack on Poix-Nord. A die roll on 1d6 of 4, with a -1 modifier because the target is A/F, results in a net result of 3, so there is no F/B attack. The aircraft is then moved to the France endurance box. There is no need to check for Allied fighter sweeps, as the France endurance box is the Raid Target endurance box, so we directly roll for interception. As this box has the bomb symbol on the Bf 109 chart, the B-17s have not dropped their bombs yet and are on their way to the target. This means that there is a possibility any bomber hit in the bomb bay will cause a detonation.

Interception Roll – Look at the Interception Chart [B1] and roll 2d6. A dice roll of 11. We are up sun and will attack the formation Out of the Sun. We roll an additional 1d6 to check if the bomber is a straggler. The result is a 3 (you need a 1 to find a straggler), so we attack the bomber formation. This gives us a distinct advantage. We have to make a critical decision. As the bomber is in formation and is escorted by P-47s, do we dive through the P-47s and go straight for the bomber, or do we go after the escorts first? A very difficult choice to make, but duty calls. We will attack the bomber first, then risk the escorts after we get a pass at the bomber.

Out of the sun die result roll gives us the opportunity to attack a B-17 starting at medium range and fire first. As an Oberleutnant, we have to make another critical decision: order our wingman to attack first (at the cost of 1 Fatigue Point), order a Rotte attack (at the cost of 1 Fatigue Point and losing the out of the sun position and start the attack at long range), or make a normal attack and take advantage of the out of the sun result. As we will face escorts after the attack on the bomber, we opt to hold our wingman (so he can watch our back) and we order a Rotte attack using the Schwarm Leader ability, increasing our Fatigue by 1 point, which now stands at 15, losing the out of the sun position and starting combat at long range.

The other Rotte attacks using the Wingman Attack on Bomber Chart [W1]. We roll a 7 on a 2d6 and the bomber takes 3 random (airframe) hits (the Rotte attack is always at long range) and a result of Wingman Damaged, which adds an extra Fatigue Point to our Fatigue level (for a total of 16 Fatigue Points). We roll three times 1d10 on the Bomber and Group Damage Chart [B3], and we obtain an "airframe" hit (roll 2), a "controls" hit (roll 5), and a "no effect" (roll 7). We mark damage on the bomber mat [B10]. Remember that the Wingman Damaged result of this attack does not affect our wingman.

Now it is our time to attack. Given there are still bombs on board the B-17 we will aim at the airframe (you have to designate which part of the B-17 you will attack (port wing, starboard wing or airframe). Time to draw a card so we place our aircraft at long range on the bomber mat and draw card #29, cross reference our 8 Firepower (you cannot be selective in which guns fire in the basic game, it must be all of them), and the result is a DE – We have shot the bomber down with a lethal burst. The bomber fires back, since we lost the out of the sun position when we ordered the Rotte attack, and combat is considered simultaneous. The bomber draws card #8, which states we take one hit. Since we are flying a Bf 109, which is a small target at long range, we take no damage. We also note ammo expenditure.

Now we are required to engage the escorts, but first we will instigate the "bug out" rule and try to get away as per 7.1.10. We roll 1d6 and get a 6, which means we have to engage the P-47s.

We place our aircraft counter sideways on the Fighter Combat Chart [B11] to denote that we are disadvantaged, with the P-47 counter facing us, because we attacked the bomber first. We are now faced with 3 choices.

  1. We can perform a standard maneuver, either a tight turn, which gives us 2 position changes (since the Bf 109 is an agile aircraft) or a Barrel Roll which reduces our hits by 2. The disadvantage of this is the 12 FP the P-47 will get to hit us before our turn takes effect or if we barrel roll, we will have 2 less hits, but still be disadvantaged.
  2. We can draw a Combat Card, declaring use of the defensive text, and hope it's a good one.
  3. We can draw a Combat Card and call our wingman to help us get out of the fix we find ourselves in (this option becomes better once the wingman is experience enough to have bought some skills).

We opt to pull the tight turn and use our ACM skill to reduce the hits by 1 and hope the P-47 gets poor dice throws.

Round 1 of Combat vs. Escorts. P-47 draws Card #4 = 5 hits – not good. -1 for ACM so a net of 4 hits. The hits are determined on the Fighter Damage Chart [B6]. Hit #1 1d6 + 1d6 = 12 Port Wing. Hit #2 = 33 Airframe. Hit #3 = 55 Airframe. Hit #4 = 25 Port Engine (defaults to an engine hit, as we are single-engined). This hit reduces speed by 2. Our tight turn takes effect after we have been pounded by the P-47, and we improve position by 2. We have reversed the situation and now are advantaged. It is now the initiative phase, so our advantage may be short lived. But at the moment, we are facing the P-47 counter, and it is turned sideways.

It is now the end of the combat round, and the last thing that happens before the next round is checking Initiative. The Initiative Chart [B12] is checked and 1d6 is rolled for each aircraft. Speed and other modifiers are added or subtracted to give a final result. So, Player – DR 3 + 18 (speed 2 due to damaged engine) + 2 Agile aircraft + 1 Ace pilot + 1 MW50 = total of 25. Enemy P-47 – DR 5 + 21 speed = 26. The net differential is 1 in favor of the P-47D, and checking on the chart there is no change in position; we get to attack.

Round 2 of Combat vs. Escorts. We are advantaged and attack with 8 FP; the P-47 will go defensive. We draw card #38 with 8 FP results in 3 hits. The P-47 draws card #28 – A Cuban 8 and avoids 1 hit and improves position by 2. 2 hits on the P-47 are resolved as follows: Hit #1 DR 25 Engine hit (armor absorbs the hit), Hit #2 DR 34 Tail hit. We have been unable to inflict critical damage and the P-47 has been able to turn the tables.

Initiative at the end of round: We roll a 1 on a 1d6 so 1 + 18 speed + 2 Agile + 1 Ace pilot + 1 MW50 = 23. P-47 rolls a 6 on 1d6 so it's 6 + 21 = 27. This is a differential of 4. This improves his position by 1, so he is now tailing us. Time to use the Reflexes skill, which can be used once per sortie. This will change our position back to disadvantaged. This is better than taking a free tail hit when the P-47 shoots again (when tailing and you shoot, you get a "bonus" additional tail hit on top of any other hits).

Round 3 of Combat vs. Escorts. I decide to use the wingman option. I will use the wingman text of the card I draw. P-47 draws card #49, 5 hits (12 FP) - 1 hit for my ACM skill = 4 hits. We draw card #39 and check the wingman section – he attacks the P-47 with 24 FP! The results of the P-47 hits are: Hit #1 DR 12 Port Wing. Hit #2 13 Starboard Wing. Hit #3 43 Rear Guns (no effect as the system is not present). Hit #4 61 Forward Cannon (our MK 108 cannon is now inoperative, leaving us only with the MG 131 machine guns). We have now taken quite a bit of damage.

The wingman attacks with his 24 FP (from the card text) and draws Card #59 – a DE result, the P-47 disintegrates under the full force of the attack. Time to go home.

As noted previously, the weather is good and we roll 2d6 for our landing roll and get a 9 modified by +1 for the damaged engine and a +2 for the Fatigue Level of 16, and so the final result is a 12 – we land safely, but by a narrow margin.

Post Mission. We chalk up a bomber kill, the wingman chalks up an escort kill, and we lose a sortie to repair the Bf 109, that has 5 systems damaged. One is added to the number of sorties completed. We also add 1 Fatigue Point for the sortie flown, which rises our Fatigue Level to 17. The sortie lost for repairs will cause our Fatigue Level to decrease by 1 point. For our next mission we will start at Fatigue Level 16.

[8.0] Prestige Level & Prestige

New pilots did not receive, as a general rule, the latest and most advanced aircraft to fly, not to mention the "one of a kind" experimental configurations. These were generally distributed first to the "ace" pilots who had proven themselves. To represent this, Interceptor Ace uses the concept of "Prestige Points" and an overall "Prestige Level." As a player's Prestige Level increases, newer and more advanced types of aircraft will be available for use. Prestige Points can be used to upgrade to newer aircraft, to get reassigned to a new unit/base, or to request a skilled replacement crewman if needed.

[8.1] Prestige Points

Every time a player receives an award of any type (or a follow-on award, such as the Oakleaves to the Knight's Cross, etc.), he receives a Prestige Point. Keep track of your current total of points on the Pilot and Crew Status Chart [A2]. You also receive a Prestige Point for achieving your 5th kill (you have become an "Ace" at that time) and for each promotion.

Prestige Points may be spent on the following items:

  • A: 1 Point: Upgrade to a newer aircraft in the same family (Bf109, FW190, Bf110, Me262, etc.)
  • B: 2 Points: Upgrade to a newer aircraft in a different aircraft family.
  • C: 2 Points: Reassignment to a new unit (lose 1 sortie while transferring.)
  • D: 1 Point: When receiving a replacement crewman, he arrives with two experience points (unspent) until February 1944 if combining Interceptor Ace 1943-44 and Interceptor Ace 1944-45, or with one experience point (unspent) from March 1944.
  • E: 1 Point: Receive a new aircraft in the same family so as to not lose a sortie due to repairs.

You can only upgrade to an aircraft if your current Prestige Level is high enough to allow you to fly it (see 8.2 below).

[8.2] Prestige Level

A player's Prestige Level starts at zero. Every time a player receives a Prestige Point, his Prestige Level increases by one. It never decreases. Unlike Prestige Points, which can be saved and spent as desired, the Prestige Level is your overall Prestige within the Luftwaffe and is used to "unlock" more advanced aircraft, which can then be purchased with Prestige Points. Your Prestige Level can only increase as the game progresses - it never decreases even if you spend all your Prestige Points. Once your Prestige Level reaches "7" it no longer needs to be tracked, that is the highest level needed to fly any aircraft. Prestige points, however, can still be earned (and spent) even if you are currently at level 7 Prestige.

Pilots who have a Prestige Level of "7" are no longer required to roll on the Aircraft Availability Chart for available replacement aircraft. You are allowed to choose any that is currently listed as available.

Example: A player has shot down a P-47D and a B-17 in his Fw190A-6. This means his Prestige Level is currently "2" (one because he received the Iron Cross Second Class, and then one more for receiving the Iron Cross First Class). He wants to upgrade to the Fw190A-8/R8. Despite the fact he can afford to upgrade by spending a Prestige Point, he cannot, as it requires a Prestige Level of "3" to be able to upgrade to it. He COULD, however, spend a Prestige Point to upgrade to the Fw190A-8/R2 if he rolled 1-3 on the Available Aircraft Sub-Type Chart [R3].

[9.0] Reassignment to a Newer Aircraft

A player may be reassigned to a newer model aircraft under certain circumstances.

[9.1] Aircraft Series

There are 10 "families," or general aircraft series, in the game. Basically, these groups of aircraft are all made by the same manufacturer. It is easier to upgrade to an aircraft in the same general family as your current aircraft, than it is to upgrade to a completely different aircraft, as you are already generally experienced with cockpit layout, flying characteristics, etc.

The 10 families are:

  • Bf 109 (18 aircraft)
  • FW 190 (12 aircraft)
  • Bf 110 (2 aircraft)
  • Me 410 (1 aircraft)
  • Ju 88 (1 aircraft)
  • Do 335 (1 aircraft)
  • Me 163 (1 aircraft)
  • Me 262 (2 aircraft)
  • He 162 (1 aircraft)
  • Go 229 (1 aircraft)

[9.2] Upgrading

Each aircraft family may have several types and, each type, in turn, may have several sub-types. If the player desires a newer model of aircraft, he should roll on the Available Aircraft Family and Type Chart [R2] and on the Available Aircraft Sub-type Chart [R3]. In some months, only one aircraft type is available, while in other months several aircraft types inside a family are available. When changing aircraft, you may want to change to a sub-type inside a main type (for example, you may want to upgrade to the Bf 109G-6/AS if you are flying a base Bf 109G-6 of the G-6 type), or you may want to first change the aircraft type before trying to fly one of its sub-types.

To change to an aircraft sub-type inside an aircraft family, expend 1 Prestige point and:

  • If you want to fly a sub-type of another type (for example, a sub-type of the Bf 109G-14 while flying a G-6 type) first roll 1d6 on the Available Aircraft Family and Type Chart [R2]. Check the month and the pretended type. If your roll is within the range listed, you are upgraded to the newer type. If the pretended type has a check symbol (✓) you automatically upgrade to the new type.
  • Once you are given a type, or in the case you don't want to change type and only want to upgrade to another sub-type inside a type, choose the model you want to fly and roll on the Available Aircraft Sub-type Chart [R3]. If your roll is in the range listed, you receive the aircraft sub-type. After changing of aircraft type, if you fail to receive the pretended sub-type, you automatically receive the base aircraft of the new type. If you fail to receive a new sub-type inside your current aircraft type, you maintain your current aircraft.

The base aircraft of an aircraft type is the one that has a check symbol and no die-roll range in the Available Aircraft Sub-type Chart [R3].

Example: In March 1944, only the G-6 type is available for the Bf 109 family. In August 1944, two aircraft types for the Bf 109 family are available: the G-6, and the G-14.

Example: It is July 1944. You are flying a Bf 109G-6/R6. You want to upgrade to the Bf 109G-14/R6. You have to upgrade to the G-14 type first if you want to fly the G-14/R6. You expend 1 Prestige point and you roll 1d6 on the Available Aircraft Family and Type Chart [R2] to check if you successfully upgrade to the G-14 type. Now you check if you obtain the pretended Bf 109G-14/R6 sub-type. You roll 1d6 on the Available Aircraft Sub-type Chart [R3]. You roll a 3 and you fail, so you receive a base Bf 109G-14 (the one that has the "check" (✓) symbol).

Example: It is September 1944. You are currently flying a FW 190A-8/R2. You want to upgrade to the FW 190A-8/R8 sub-type. You expend 1 Prestige point and you roll 1d6 directly on the Available Aircraft Sub-type Chart [R3], as you are not changing family and type. You roll a 5 and you fail. You retain your FW 190A-8/R2 (in this case you are not given the base FW 190A-8).

Example: You are flying a base Bf 109G-6. The base aircraft of the G-6 type in March 1944 is the Bf 109G-6 sub-type. The base aircraft of the Bf 109G-6 type in September 1944 is the Bf 109G-6 (late).

In some cases, the base aircraft of a type changes when reaching certain dates. If you want to upgrade to the new base aircraft you only have to spend 1 Prestige Point and the upgrade is automatic.

Example: In August 1944 you are still flying a base Bf 109G-6 sub-type. You may upgrade to the Bf 109G-6 (late) sub-type only by spending 1 Prestige Point. There is no need to roll on the Available Aircraft charts, as the Bf 109G-6 (late) is the new base sub-type of the G-6 type (it has the "check" (✓) symbol).

[9.3] Switching Between Aircraft Families

To change to an aircraft of a different aircraft family, expend 2 Prestige points and:

  • Decide which aircraft sub-type inside a type of a different family you want to fly. Roll 1d6 on the Available Aircraft Family and Type Chart [R2] and check if your result is inside the range listed of your pretended type. If you fail, you retain your current aircraft.
  • If you successfully change to the new family and type, roll 1d6 on the Available Aircraft Sub-type Chart [R3] and check if your receive it. If your roll is in the range listed, you receive the aircraft sub-type chosen. If you fail, you receive the base aircraft of the aircraft type given.

Example: It is September 1944. You are currently flying a Bf 109G-14/U4. You want to upgrade to the FW 190A-8/R8, which is part of the FW 190 family, A-8 type. You first expend 2 Prestige points. Now you check the Available Aircraft Family and Type Chart [R2]. The A-8 type in the FW 190 family has a check (✓) symbol, so you don't need to roll, you automatically upgrade to the FW 190A-8 type. As you want to fly the FW 190A-8/R8, you roll on the corresponding aircraft sub-type part of the Available Aircraft Sub-type Chart [R3]. You roll a 3 (which is inside the 1-4 range listed for the A-8/R8), so you receive a brand new FW 190A-8/R8. Had you failed the roll, you would have received a base FW 190A-8 sub-type.

When switching to a new aircraft family, your pilot loses two sorties while familiarizing himself with the new aircraft, and may fly again on the third sortie after transfer. He retains his normal crew (and may possibly lose a crewman). If you change to a 2-seater aircraft and now require a gunner, the gunner starts the game with no experience points. If you have the NCO Feldwebel rank or superior, you can 'acquire' a gunner with 4 Experience Points with the Working the System ability - see 7.9.2.

[9.4] Switching Due to Injury

If seriously wounded, the player is automatically given a new plane for "free" (and possibly a new crewman who starts with no special abilities, however, see 7.9.2) of the same family which he started on. He may choose any sub-type of aircraft that is currently available at that time in the same family he was previously flying, and goes back on flight duty the next turn after release from the hospital. If he has Prestige Points to spend, he may expend one per crewman to get them reassigned back to his plane upon his release. Otherwise, they are assumed to continue flying with a different pilot which happened during the hospital stay, and he gets a new crew. He must choose an aircraft he is capable of flying, from the standpoint of Prestige Level.

[9.5] Switching Due to Aircraft Loss

A player who crash-lands his plane or is shot down (and presumably survives) may receive a new plane of his current aircraft type without having to spend any Prestige Points, assuming his Prestige Level is enough to fly the new aircraft (although a roll must still be made on the Available Aircraft Sub-type Chart [R3]). For example, a player in a Bf 109-G6 (late) is shot down in September of 1944. He could receive a Bf109G-6/U3/R6 if successfully rolled on the Available Aircraft Sub-type Chart [R3] without spending Prestige Points. If you fail to receive the new aircraft, you retain your current aircraft.

[9.6] New Crew Members

It may be possible that an aircraft upgrade will "add" a new crew member - there are normally 1 but sometimes 2 crew on the interceptors in the game. New crew members arrive with no special abilities (exception: see 7.9.2). The same applies to replacement crew for casualties. It is also possible that a new plane will have one less crewman - in that case, the old crewman is lost to the pilot.

[9.7] Prestige Point Waiver

In some cases when rolling on the Starting Units and Bases Chart [R1], a pilot may find himself in a unit flying an aircraft that has a Prestige Level requirement higher than zero. The requirement would be waived in that case for that particular model of aircraft and any same-model replacements if he loses it.

Example: You start a new career of Interceptor Ace 1944-45 in March 1944. You roll 1d20 on the Starting Units and Bases Chart [R1] and the result is a 13, so you are assigned to II(Sturm)/JG 300. You now roll 1d6 to check which aircraft you are given, and you roll a 5, so you receive a FW 190A-8/R7. Although the A-8/R7 needs a Prestige Level of 2, you can fly it with your current Prestige Level of 0.

[10.0] Optional Rules

[10.1] Multiplayer

Despite the fact Interceptor Ace is designed as a solitaire game, it can be played cooperatively or competitively by two or more players.

[10.2] Cooperative Play

Two players can fly in the same unit and assist each other in interceptions. To simulate this cooperation in bomber combat, assign one of the two interceptors as the leader. His interception rolls apply to both players each endurance box. If the leader rolls a fighter sweep, both players have a fighter sweep (with the same orientation). If the leader rolls a bomber interception, both players have a bomber interception (with the same orientation). If the leader has Wfr.Gr.21 rockets, his attack will break up the bomber formation for himself and the other player if successful. Other than that, they will attack bombers separately.

Fighter combat is a little trickier, insomuch as each player will be fighting against their own escort or fighter target. However, if one player has shot down his opponent, he may assist his teammate by maneuvering against his teammate's opponent. Each round this happens, it will improve his teammate's position by 1, occurring during the initiative roll. However, at the end of each round this happens, the assisting player must roll a die. On a 1 or a 2, he will find himself starting a new combat in a disadvantaged status against a fresh Allied fighter or escort.

[10.3] Competitive Play

Two players can fly in the same or different units, and compete for the best score. When it comes time for return fire from the bombers, the opposing player can flip the card. If an escort or fighter encounter occurs, the opposing player decides to use a defensive or wingman assist section of cards when playing defensively and also rolls for initiative.

[10.4] Historical Jet Aces

In order to add what amounts to Historical Scenarios in the game, below you have information about eight of the most important "Jet Aces" of the Luftwaffe.

Each pilot includes a brief biography, the units in which he fought in the context of the game, his combat records, special instructions for its use, and a "snapshot" of each pilot's status at the start of Interceptor Ace 1944-45 (some pilots start their careers later in the game, see details). Simply adjust the Pilot and Crew Status sheet to reflect the starting situation. You are now ready to fly with that Ace.

(The brief biographies are omitted here; the game data for each pilot is transcribed.)

[10.4.1] Units. The Ace pilot information lists the unit(s) that the pilot had served in the time frame of the game. Alternately, with less historical accuracy, you may choose a unit at random. Start with any aircraft available at that unit, however, priority should be to an aircraft the pilot is an "expert" with.

[10.4.2] Starting Skills. Each pilot lists the special abilities of that particular Ace. Every Ace starts with the "Expert" skill in at least one family of aircraft, such as Bf 109, FW 190, etc.

[10.4.3] Historical Ace Victory. Some of the Aces listed were already near their kill totals; some had a long way to go to their final score. Regardless of starting kills, you have the opportunity to fly with that Ace from March 1944 (or the historical starting date of that Ace, when transferred to the Western Front) until the end of the war. You should consider your career a defeat if you do not MATCH or EXCEED the pilot's historical total.

Major Heinrich "Pritzl" Bär

  • Born: 25 May 1913
  • Died: 28 April 1957
  • Units: II/JG 1 (March 1944, FW 190A-7), JG 3 (June 1944, Bf 109G-6/U3), EJG 2 (February 1945, Me 262A-1a), JV 44 (April 1945, Me 262A-1b)
  • Combat Missions: 1000+
  • Kills: 220 (124 Western Front, 21 Viermot, 16 jet kills)
  • Awards: Knight's Cross with Oak Leaves, and Swords
  • Starting Rank: Major
  • Starting Awards: All up to KC w. O+S
  • Expert: Bf 109, FW 190
  • Starting Kills: 191
  • Starting Skills: Parachute, A.C.M., Aim
  • Prestige Points: 3
  • Prestige Level: 7

Major Georg-Peter "Schorsch" Eder

  • Born: 8 March 1921
  • Died: 11 March 1986
  • Units: II/JG 1 (March 1944, FW 190A-7), II/JG 26 (August 1944, FW 190A-8), Kommando Nowotny (October 1944, Me 262A-1a), III/JG 7 (November 1944, Me 262A-1a)
  • Combat Missions: 572
  • Kills: 78 (68 Western Front, 36 Viermot, 12 jet kills)
  • Awards: Knight's Cross with Oak Leaves
  • Starting Rank: Major
  • Starting Awards: All up to GC.
  • Expert: Bf 109, FW 190
  • Starting Kills: 33
  • Starting Skills: Aim (cannot purchase Landing)
  • Prestige Points: 4
  • Prestige Level: 7

Major Erich Rudorffer

  • Born: 1 November 1917
  • Died: 8 April 2016
  • Units: I/JG 7 (February 1945, Me 262A-1a)
  • Combat Missions: 1000+
  • Kills: 222 (60 Western Front, 10 Viermot, 12 jet kills)
  • Awards: Knight's Cross with Oak Leaves, and Swords
  • Starting Rank: Major
  • Starting Awards: All up to KC w. O
  • Expert: Bf 109, FW 190
  • Starting Kills: 210
  • Starting Skills: Parachute, S.A., Precision
  • Prestige Points: 5
  • Prestige Level: 7

Leutnant Karl "Quax" Schnörrer

  • Born: 22 March 1919
  • Died: 25 September 1979
  • Units: EKdo 262 (June 1944, Me 262A-1a), Kommando Nowotny (September 1944, Me 262A-1a), JG 7 (November 1944, Me 262A-1a)
  • Combat Missions: 536
  • Kills: 46 (11 Western Front, 9 Viermot, 11 jet kills)
  • Awards: Knight's Cross
  • Starting Rank: Leutnant
  • Starting Awards: All up to GC
  • Expert: FW 190, Me 262
  • Starting Kills: 35
  • Starting Skills: Leadership, Reflexes (cannot purchase Landing)
  • Prestige Points: 1
  • Prestige Level: 7

Major Theodor Weissenberger

  • Born: 21 December 1914
  • Died: 11 June 1950
  • Units: I/JG 5 (June 1944, Bf 109G-6/U2), I/JG 7 (November 1944, Me 262A-1a)
  • Combat Missions: 375
  • Kills: 208 (33 Western Front, 7 Viermot, 8 jet kills)
  • Awards: Knight's Cross with Oak Leaves
  • Starting Rank: Hauptmann
  • Starting Awards: All up to KC w. O
  • Expert: Bf 110, Bf 109,
  • Starting Kills: 175
  • Starting Skills: A.C.M., Landing, Gunnery
  • Prestige Points: 3
  • Prestige Level: 7

General Adolf "Dolfo" Galland

  • Born: 12 March 1912
  • Died: 9 February 1996
  • Units: JV 44 (February 1945, Me 262A-1a)
  • Combat Missions: 705
  • Kills: 104 (104 Western Front, 5 Viermot, 7 jet kills)
  • Awards: Knight's Cross with Oak Leaves, Swords, and Diamonds
  • Starting Rank: General
  • Starting Awards: All up to KC w. O+S+D
  • Expert: Bf 109, Me 262
  • Starting Kills: 97
  • Starting Skills: Leadership, Reflexes, S.A., Gunnery
  • Prestige Points: 7
  • Prestige Level: 7

Oberst Johannes "Macky" Steinhoff

  • Born: 15 September 1913
  • Died: 21 February 1994
  • Units: Kommando Nowotny (October 1944, Me 262A-1a), Stab./JG 7 (November 1944, Me 262A-1a), JV 44 (April 1945, Me 262A-1b)
  • Combat Missions: 993
  • Kills: 176 (12 Western Front, 2 Viermot, 6 jet kills)
  • Awards: Knight's Cross with Oak Leaves, and Swords
  • Starting Rank: Oberstleutnant
  • Starting Awards: All up to KC w. O+S
  • Expert: Bf 109
  • Starting Kills: 170
  • Starting Skills: A.C.M, S.A., Landing (cannot purchase Parachute)
  • Prestige Points: 7
  • Prestige Level: 7

Major Wolfgang Späte

  • Born: 8 September 1911
  • Died: 30 April 1997
  • Units: EKdo 16 (May 1944, Me 163B-1), I/JG 400 (September 1944, Me 163B-1), JG 7 (March 1944, Me 262A-1b)
  • Combat Missions: 350
  • Kills: 99 (5 jet kills)
  • Awards: Knight's Cross with Oak Leaves
  • Starting Rank: Hauptmann
  • Starting Awards: All up to KC w. O
  • Expert: Bf 109, FW 190, Me 163
  • Starting Kills: 72
  • Starting Skills: Landing, Reflexes
  • Prestige Points: 5
  • Prestige Level: 7

[10.5] Pilot Fatigue

Obviously, running nonstop operations and watching comrades and friends falling will eventually take a toll on a pilot's judgment, flying capabilities, and attention. Pilot fatigue includes the stress of command and continuous combat in addition to the physical fatigue. The following optional rules simulate this effect on the pilots.

Fatigue Level

Pilot fatigue level starts at zero. Each sortie flown causes the pilot to gain one Fatigue Point. Use of certain abilities causes the pilot to gain Fatigue Points (see 7.9.1 and 7.9.2). Each sortie NOT flown (for any reason – the raid is out of your fuel range, you are switching aircraft, etc.) removes 1 Fatigue Point. Record your fatigue on the Sortie Log Sheet.

Fatigue effects occur at the moment the Fatigue Point is gained.

Example: a pilot with 9 Fatigue Points (which adds a +1 to the parachute die roll) uses the Rotte Leader ability during a mission and orders his wingman to attack first during a pass against a bomber. He gains 1 Fatigue Point, which is applied immediately. This causes his Fatigue level to go from 9 to 10, so he now adds a +1 to the parachute roll and a +1 to the landing roll. After landing, he gains 1 Fatigue Point for the sortie flown. His Fatigue level is now 11.

Fatigue Effects

The following effects occur at different fatigue levels:

Fatigue Effects Chart R6

Fatigue levelEffect
0-4 FatigueNo effect
5-9 FatigueAdd +1 to parachute die rolls
10-14 FatigueAdd +1 to parachute and +1 to landing rolls
15-19 FatigueAdd +2 to parachute, +1 to landing, and -1 to initiative die rolls
20+ FatigueAdd +2 to parachute, +2 to landing, and -1 to initiative rolls

Annual Leave

A pilot may take leave (the military term for vacation time) for a week (two sorties). He may do this once during the game. When he returns, his fatigue level is set at zero.

[10.6] Variable Enemy Fighter Pilot Quality

For those of you who want to encounter variably skilled enemy fighter/escort pilots, use the following rules.

Roll 2d10 when encountering Allied fighter-bombers, fighter sweeps or escorts on the corresponding Pilot Quality Chart ([R7] for American pilots, [R8] for British pilots). The first d10 represents the tens' place value and the second d10 the ones' place value. This means the result of a roll of 7 + 5 is a 75. Treat a result of 00 as a 100.

  • Green pilots do 1 less random hit.
  • Trained pilots are the default.
  • Veteran pilots do 1 extra random hit (only if any hits are scored).
  • Ace pilots do 1 extra random hit (only if any hits are scored) and also receive +1 on the initiative roll.

If an enemy pilot gets a skill, roll 1d10 to determine the Allied Fighter Pilot Skill (10.6.1). If the enemy pilot gets two skills, roll twice and add skills. Reroll if a skill is repeated.

American Pilot Quality Chart R7

Pilot1943 early1943 late1944 early1944 late1945
Green01-0801-0601-0601-0301-03
Trained09-7007-6107-6104-5604-56
Veteran71-7862-7562-7557-7257-72
Veteran 1 Skill79-8676-8376-8373-7873-78

British Pilot Quality Chart R8

Pilot1943 early1943 late1944 early1944 late1945
Green01-0801-0801-0801-0601-06
Trained09-7009-7009-7007-6107-61
Veteran71-7871-7871-7862-7562-75
Veteran 1 Skill79-8679-8679-8676-8376-83

[10.6.1] Allied Fighter Pilot Skills

Allied Fighter Skills Chart

Roll (1d10)Result
1-2Gunnery
3-4A.C.M.
5-6S.A.
7-8Reflexes
9-0Sixth Sense

Gunnery This skill gives the Allied pilot an extra random hit when firing IF any hits were scored normally when firing forward guns. This extra hit is in addition to the extra random hit gained by veteran and ace pilots.

Example: It is July 1944. After bomber combat, you have to fight against the escorts. You roll 2d10 on the American Pilot Quality Chart [R7], 1944 late column. You roll a 79, so you encounter a Veteran pilot with 1 skill. You roll 1d10 to check his skill and the result is 1. The Allied veteran pilot has the Gunnery Skill. When he fires at you, he applies +2 random hits if any hits are scored (+1 for veteran pilot and +1 for gunnery skill).

A.C.M. Air Combat Maneuvering allows the Allied pilot to receive one less random hit when attacked by an interceptor.

S.A. Situational Awareness skill gives a "+1" to the Initiative Roll.

REFLEXES This skill allows an Allied pilot to either gain one position after the initiative roll of a round of combat, or to fire first in a round. It may be used once per sortie. Firing first against a fighter means that any hit avoidance does NOT occur if your aircraft flips a defensive card. Any orientation improvement (from a tight turn, for example) still occurs. The player will determine the most advantageous use of this skill for the Allied pilot.

SIXTH SENSE The Allied pilot has developed an uncanny sense of impending danger. The first "DE" result on a combat card against him is instead converted to 2 random hits.

[10.6.2] Allied Aces

If you want to add an even deeper historical flavor to Interceptor Ace 1944-45, whenever you encounter an Allied "Ace" in the American/British Pilot Quality Charts [R7] and [R8], there is a possibility that he is one of the renowned aces of the USAAF or the RAF. Now you have the chance to test your flying skills against one of them and see who ends up being the victor.

If you encounter an Ace, roll 1d10. On a roll of 6+, the encountered Ace is a named ace. Add a +1 drm per skill of the ace encountered on the Pilot Quality Chart. Roll again to check the ace you encounter, if necessary. Each aircraft type details the die rolled (1d6 or 1d10) and the aces you may encounter.

P-47D Thunderbolt Aces (1d10)

  • Francis "Gabby" Gabreski (1-2) — Victories: 28; Aircraft: P-47D; Unit: 56th FG "Wolfpack"; Skills: A.C.M., Gunnery, S.A.
  • Robert Johnson (3-4) — Victories: 27; Aircraft: P-47D "Penrod and Sam"; Unit: 56th FG "Wolfpack"; Skills: Gunnery, Reflexes
  • David Schilling (5-6) — Victories: 22 ½; Aircraft: P-47D "Hairless Joe"; Unit: 56th FG "Wolfpack"; Skills: S.A., Reflexes
  • Fred Christensen (7-8) — Victories: 21 ½; Aircraft: P-47D "Rozzie Geth"; Unit: 56th FG "Wolfpack"; Skills: Reflexes, Sixth Sense
  • Hubert "Hub" Zemke (9-0) — Victories: 17 ¾; Aircraft: P-47D "Moy Tovarich"; Unit: 56th FG "Wolfpack"; Skills: S.A., Sixth Sense

P-51 Mustang Aces (1d6)

  • George Preddy (1) — Victories: 26.83; Aircraft: P-51D "Cripes A'Mighty"; Unit: 352nd FG "Blue Nosers"; Skills: A.C.M, S.A., Reflexes
  • John Meyer (2) — Victories: 24; Aircraft: P-51D "Petie 3rd"; Unit: 352nd FG "Blue Nosers"; Skills: S.A., Reflexes
  • Don Gentile (3) — Victories: 21.83; Aircraft: P-51B/C "Shangri-La"; Unit: 4th FG "Debden Eagles"; Skills: A.C.M., S.A.
  • Leonard "Kit" Carson (4) — Victories: 18 ½; Aircraft: P-51D "Nooky Booky"; Unit: 357th FG "Yoxford Boys"; Skills: A.C.M., Gunnery
  • Clarence "Bud" Anderson (5) — Victories: 16 ½; Aircraft: P-51D "Old Crow"; Unit: 357th FG "Yoxford Boys"; Skills: Sixth Sense, A.C.M.
  • Charles "Chuck" Yeager (6) — Victories: 11 ½; Aircraft: P-51D "Glamorous Glenn"; Unit: 357th FG "Yoxford Boys"; Skills: Reflexes, Gunnery

P-38 Lightning Aces (1d6)

  • James "Slick" Morris (1-2) — Victories: 7 1/3; Aircraft: P-38J "My Dad"; Unit: 20th FG "Loco Busters"; Skills: Gunnery
  • Lindol "Lindy" Graham (3-4) — Victories: 5 ½; Aircraft: P-38J "Susie"; Unit: 20th FG "Loco Busters"; Skills: S.A.
  • Gerald "Jerry" Brown (5-6) — Victories: 5; Aircraft: P-38J; Unit: 55th FG; Skills: Reflexes

Spitfire IX/XIV

  • James "Johnnie" Johnson — Victories: 38; Aircraft: Spitfire IX (March 44-January 45), Spitfire XIV (February 45-May 45); Unit: RCAF 127th Wing; Skills: Reflexes, Gunnery, A.C.M.

[10.7] Advanced Combat Against Bombers

Players may wish to use the advanced combat system against bombers instead of the more streamlined standard combat, which implies making many more decisions, but at the cost of increasing the difficulty of the game.

In the same fashion as fighter combat, advanced combat against bombers take into account facing as a critical aspect. In addition, depending on the type of encounter, altitude can also be an important factor.

Advanced Combat uses the Position Chart [P1] for bomber combat, one for each type of bomber. Use the corresponding Position Chart depending on the type of bomber (B-17F, B-17G, B-24). B-17s (any type) out of formation (and stragglers) use the B-17 Out of Formation Position Chart. B-24 bombers use the same Position Chart, either in formation, out of formation or a straggler.

In the Position Chart there are 10 approach tracks, each numbered 1 to 10. Approach tracks 1 to 8 have three range boxes: Long, Medium, and Close. In addition, approach track 8 has an additional range box corresponding to the rocket range box. Each range has, in turn, three altitude boxes: High, Level, and Low (exception: the rocket range box only has Level altitude). Approach tracks 9 and 10 correspond to Vertical Climb and Vertical Dive attacks, respectively, and only have one range box. Each box has information about modifiers when firing, expressed as a positive or negative number of random (Rd) hits. These modifiers are differentiated for bombers (noted as Bmbr) and fighters (noted as Fghtr). Apply the corresponding modifier when firing. In those cases where a modifier has a specified hit location (for example +1 Gunr), apply the specified result automatically in addition to other modifiers if any hits are scored.

When using advanced combat, follow these steps:

  1. After determining the type of encounter on the Interception Chart [B1] (Disadvantaged, Head on, Advantaged or Out of the Sun), choose the orientation of your attack (even if making a Vertical Climb/Dive attack): front, flank (starboard), flank (port), or tail. Roll 1d6 to determine the exact orientation and the approach track used:

    • Front orientation: approach track 1 (1-2), approach track 2 (3-4), approach track 3 (5-6). If your aircraft is the Ju 88C-6a, you cannot attack from approach track 1.
    • Flank (starboard) orientation: approach track 2 (1-2), approach track 4 (3-4), approach track 6 (5-6).
    • Flank (port) orientation: approach track 3 (1-2), approach track 5 (3-4), approach track 7 (5-6).
    • Tail orientation: approach track 6 (1-2), approach track 7 (3-4), approach track 8 (5-6).

    Note that some approach tracks are used in different orientations.

    If you are carrying rockets (Wfr.Gr. 21 or R4M), you automatically start the encounter in the Rocket Range box at Level altitude. Ignore any Disadvantaged (in case there are no escorts), Advantaged or Out of the Sun results.

  2. After determining the approach track, place your aircraft in the Long Range box of the appropriate track (exception: Vertical Climb/Dive attack or Out of the Sun attack). If the encounter is Disadvantaged and there are no escorts, you start at Low altitude. If the encounter is Head on, roll 1d6. On a roll of 1-3, you start at Level altitude. On a roll of 4-6, you start at Low altitude. If the encounter is Advantaged, you start at High altitude and you shoot first. Exception: If you are flying an Me 163B-1, you may choose to start at High altitude or make a Vertical Dive attack, no matter the encounter type.

    If the encounter is Out of the Sun, you may choose to start either in the Vertical Dive box or in the Medium Range (High) box of the chosen approach track. If the Vertical Dive box is chosen, only one round of firing is executed, the bomber does not return fire, and after firing the pass is over. If a Medium Range (High) box is chosen, the bomber does not return fire in the Medium Range (High) box, then the encounter continues normally at the Close Range (High) box.

    If the encounter is Disadvantaged (no escorts), there is a chance you may make a Vertical Climb attack. Roll 1d10. If the result is a 9, place your aircraft in the Vertical Climb box. Only one round of firing is executed, and the bomber may return fire (with +2 random hits). After firing, the pass is over.

Example: It is June 1944. You are assigned to III/JG 2, stationed at Vannes (France Zone), and you are flying a FW 190A-8/R2. You roll on the Raid Chart [A1] and you obtain a 7. The objective is a V-Weapon site in France. You take off, without encountering Allied fighter bombers, and you reach the interception point in the France endurance box. You roll a 4 on the Interception Chart [B1] and the encounter is Head on. The bomber raid is composed of B-17Gs, as rolled on the Aircraft Target Chart [A3]. You choose to attack the bombers from the Front, hoping to receive less defensive fire than approaching from the Tail (although at the cost of inflicting less damage to the bomber in turn). Now you roll 1d6 to determine the exact approach track. You roll a 2, and you start the encounter in the Long Range box of approach track 1. Now you roll 1d6 to determine altitude, as the encounter was Head on. You roll a 3, so you start at Level altitude. Now it is time to decide if you are happy with this approach track and altitude or want to adjust to an adjacent approach track and/or one altitude level. You choose to adjust your position to approach track 2, as you want to aim at the starboard wing and take advantage of that extra Engine (starboard) hit at Close range when using approach track 2 at Level altitude. Adjusting position implies receiving 1 random hit. You roll 2d6 on the Fighter Damage Chart [B6] and you roll a 33. You mark an airframe hit in your Aircraft Display Mat. You could choose to climb to High or dive to Low altitude, but you are happy with your altitude, so you stay at Level altitude. Combat against the bomber now begins.

[10.8] Optional Advanced Maneuvers

The standard maneuvers (barrel roll, tight turn) are all available to starting players and have unlimited usage during a sortie. Players may wish to try "Advanced Maneuvers", which are a set of additional skills not included in the basic game. These skills are bought just like any other and allow the player to "learn" advanced maneuvers which can be used once per sortie. These are:

  • Advanced Maneuver 1: Cuban Eight (Avoid 1 hit, improve by x 1). It costs 1 experience point.
  • Advanced Maneuver 2: Chandelle (Avoid 3 hits, improve x 1). It costs 3 experience points.
  • Advanced Maneuver 3: Immelmann (Avoid all damage, improve x 2). It costs 3 experience points.
  • Advanced Maneuver 4: Split-S (Avoid 1 hit and encounter ends). It costs 4 experience points.

Each advanced maneuver may be used once per sortie, assuming the player has bought the skill. Advanced maneuvers must be learned in order: Maneuver 1 must be learned first before the player can learn Maneuver 2, etc.

[10.9] Allied Fighters Ammo Points

In the basic game, Allied escorts/fighters don't have ammo to be tracked (7.1.16). This design decision was made for simplicity's sake, as most of the time it really won't matter. However, that being said, once in a while there are dogfights that are really long. At the cost of extra tracking and time, you may use the optional Ammo Points depicted on the Fighter Target Chart [B11] for increased realism.

[10.10] Optional Interceptor MG Ammo

Just as Allied fighter ammo points, in the basic game your Interceptor is considered to have unlimited MG ammo (7.1.16). If you want to add more realism to the game (and, again, more tracking and time) you can use the Optional Ammo Points for the MGs of your interceptors depicted on the corresponding Aircraft Display Mats.

[10.10.1] Optional Interceptor Weapon Selection

As an optional rule for Ammo expenditure, instead of firing all your forward weapons each time you fire at a bomber or fighter, you may select, at the beginning of a pass against a bomber or a round of combat against a fighter, which weapon systems to fire. Expend Ammo Points of the selected weapons only. You must fire all selected weapons during the pass or round of combat. You may change your selection at the beginning of the next pass or round of combat.

When using this rule, remember that you cannot use extended bursts if selecting only MGs (7.1.13), and be sure to apply any jam results on the selected weapons only.

[10.11] Transferred from the Eastern Front

Interceptor Ace can be a very difficult game at times. For those of you who want to start your career with an experienced pilot, consider that you have been recently transferred from the Eastern Front to the Western Front in "Defend of the Reich" duties.

Experience: Roll 1d6. The result is the total unspent Experience Points your pilot starts with. Your pilot comes with the Expert skill (choose Bf 109 or FW 190 before rolling on the Starting Units and Bases Chart [R1]).

Victories: Roll 1d20. The result is the total number of Eastern Front victories of your pilot. If your pilot has 5 or more victories, he is considered an "Ace".

Awards: If your pilot has 0-2 victories, your pilot has no awards. If your pilot has 3-7 victories, he has the EK2. If your pilot has 8 or more victories, he has the EK2 and the EK1.

Prestige Points: Your pilot comes with 0 Prestige Points. All have been spent in the transfer!

Prestige Level: Your pilot starts with a Prestige Level of 1 if he is not an Ace, and a Prestige Level of 2 if an Ace.

Victory Points: Each of your pilot's victories counts as 1 point for victory purposes. Start your victory point count from there.

Historical Note: As the USAAF's bombing campaign got into high gear during 1944, the Luftwaffe was forced to transfer more and more fighter units back to Germany.

[10.12] German Green Pilots

The presence of more and more American fighters downing the Luftwaffe's best fighter pilots had begun a vicious circle. In order to meet frontline requirements, training time was cut. Shorter training hours meant poorer pilot quality, which in turn increased the likelihood of a pilot being killed in action. The offensive against Axis oil production was also forcing a further cut in training time, making things even worse.

If you want to add an extra level of difficulty (and realism) to the game, when you (or your wingman) start your career as a new Luftwaffe pilot in March 1944 you start as a Green pilot. You are subject to the following limitations:

  • You do 1 less random hit (pilot and wingman).
  • You may not use any Cuban Eight, Chandelle, Immelmann or Split-S result when using defensive combat cards. Treat each of these results as a Tight Turn or Barrel Roll, player's choice (pilot only).
  • You may not purchase any "Advanced Maneuvers" skill (pilot only).
  • You apply +1 drm to landing rolls (pilot only).

You become a trained pilot (and you stop being subject to Green pilot penalties) after flying five combat missions or by becoming an Ace (5 kills, see 7.8.8), whatever comes first.

Historical Note: During WW2, but more so for the Luftwaffe at this time of the war, there was a high probability of being shot down in your first five missions as a fighter pilot. It was widely recognized that experience greatly increased the odds of survival, and after those first five missions, chances of survival increased greatly.

[10.13] Combining Games

Although along these rules there are a lot of hints and tips for combining Interceptor Ace 1943-44 with Interceptor Ace 1944-45, here you have some general rules to continue your career as an Interceptor pilot from March 1943 until May 1945, combining both games:

Your pilot starts the game in March 1943. Follow the rules for Base Assignment of Interceptor Ace 1943-44. If you want to change to a new base at any point during the game, you can choose from the combined mix of bases of both Interceptor Ace 1943-44 and Interceptor Ace 1944-45.

If your pilot is an Officer, he starts the game with 1 Experience Point. If your pilot is an NCO, he starts the game with 2 Experience Points. As an optional start, your pilot can be transferred from the Eastern Front (10.11).

Experience Points, Prestige Points, Prestige Level, victories, and awards are carried over from Interceptor Ace 1943-44 to Interceptor Ace 1944-45 in March 1944. Keep track from the beginning of the game of victory points achieved following the rules for Determining Victory (5.2) from Interceptor Ace 1944-45.

From March 1943 to February 1944, use the sequence of play and charts from Interceptor Ace 1943-44. From March 1944 to May 1945, use the sequence of play and charts from Interceptor Ace 1944-45. Alternately, you may use and combine charts from both games as you see fit.

If you want to upgrade to an aircraft of Interceptor Ace 1944-45 that was available chronologically during the time period of Interceptor Ace 1943-44 (see Aircraft Display Mats for details), but is not included in that game, you may do so.

Use the Fuel Endurance Track Chart [F1] to track fuel for aircraft included in Interceptor Ace 1943-44.

Decorations and promotions follow the rules of Interceptor Ace 1943-44 from March 1943 to February 1944, and the rules of Interceptor Ace 1944-45 from then on.

Use the following aircraft of Interceptor Ace 1944-45 instead of the ones included in Interceptor Ace 1943-44:

  • Bf 109G-6 instead of the Bf 109G-6 20mm.
  • Bf 109G-6/U4 instead of the Bf 109G-6 30mm.
  • Bf 109G-6/R2 and G-6/R6 instead of the ones included in Interceptor Ace 1943-44.
  • FW 190A-6 instead of the one included in Interceptor Ace 1943-44.
  • FW 190A-7 instead of the one included in Interceptor Ace 1943-44.
  • FW 190A-7/R2 instead of the one included in Interceptor Ace 1943-44.

Note that the new versions of these aircraft included in Interceptor Ace 1944-45 are lacking the MW-50 boost.

In addition, use the following modifications to the aircraft of Interceptor Ace 1943-44:

  • Bf 109G-1/R6: not Agile.
  • Bf 109G-6/R4: not Agile, Speed 19, no MW-50. Consider this sub-type as a limited availability aircraft (a "one of a kind"). If you lose this aircraft, you will not get another one during the game. Replace it with a Bf 109G-6/R6.
  • FW 190A-7/R6: speed 19 if loaded, speed 20 after firing or jettisoning rockets.
  • FW 190A-4 to A-7 (all variants): no MW-50.

Use Variable Enemy Fighter Pilot Quality (10.6) from Interceptor Ace 1944-45 if using these rules.

For determining victory, use the point system of Interceptor Ace 1944-45 and apply the following conditions:

  • DEFEAT: 0-36 points.
  • DRAW: 37-70 points.
  • MARGINAL VICTORY: 71-140 points.
  • SUBSTANTIAL VICTORY: 141-210 points.
  • DECISIVE VICTORY: 211+ points.

You may use the optional rules from Interceptor Ace 1944-45 when flying missions in the time frame of Interceptor Ace 1943-44.

[10.14] Optional Ranks

Although it is difficult to obtain the highest ranks when flying a standard game of Interceptor Ace 1944-45, if players use custom pilots (10.15.4) or combine this game with Interceptor Ace 1943-44, there may be cases where you may promote to higher ranks than the available in the standard game. In those cases, use the following rules:

  • When flying as an NCO, if you promote from Oberfeldwebel, you promote to Leutnant (Second Lieutenant), starting an officer career.
  • A Leutnant is considered the same as an Oberleutnant for all game purposes. A Leutnant promotes to Oberleutnant.
  • An Oberstleutnant promotes to Oberst. An Oberst is considered the same as an Oberstleutnant for all game purposes.
  • An Oberst promotes to Generalmajor. When promoting to Generalmajor roll 1d6. On a roll of 1-4, you are posted to a Luftwaffe Headquarters as a staff officer and your flying career ends.

[10.15] Game Modes

Interceptor Ace, Volume 2: Last Days of the Luftwaffe, 1944-45, can be a very long game if completed to the end (up to 96 combat missions), more so if combined with Interceptor Ace 1943-44 (up to 188 combat missions). If you want to try the game in different (and shorter) game modes, here you have some suggestions to enjoy a more varied experience.

[10.15.1] Career

This is the "default" mode of the game, as presented in the rules. In career mode you follow the progression of a pilot from March 1944 (or March 1943, if combining the game with Interceptor Ace 1943-44) until the end of the war.

[10.15.2] Tour of Duty

The Tour of Duty (ToD) game mode is very similar to the career mode, but the game is limited to 20 missions, which gives the player an opportunity to taste the game at its full, but without the need of investing all the time needed for a complete career. Note that the 20 missions must actually be flown (they may take from 2 months and a half to several months if you miss sorties for whatever reason: awards, injuries, etc.)

In Tours of Duty, your pilot is limited to a single aircraft family. Although you cannot change to another aircraft family, you may upgrade your aircraft to a newer sub-type. You may not change bases unless stated in the Tour of Duty's Special Rules. Although the ultimate objective of the Tour of Duty is to survive 20 missions, victory conditions are stated in each ToD so you can check your overall performance.

Here you have some Tours of Duty ready to be flown. Notice that some ToD,s need Interceptor Ace 1943-44. With a bit of research, you can make your own Tours of Duty with little effort.

The Abbeville Boys

JG 26 "Schlageter" was one of the only two Geschwadern (along with JG 2 "Richthofen") that were left in France to defend the Channel after the Battle of Britain. This Geschwader became one of the best units of the entire Luftwaffe and soon Allied pilots came to respect it. Any yellow nosed 190 ever seen over France was immediately reported as being flown by the "Abbeville Boys", as they were soon known by the Americans.

  • Starting Date: March 1943
  • Aircraft: FW 190A-5
  • Unit: II/JG 26 "Schlageter"
  • Base: Vitry-en-Artois (French Bases)
  • Rank: Oberleutnant
  • Unspent Experience Points: 2
  • Initial Skills: Expert in FW 190.
  • Initial Prestige Level: 2
  • Initial Awards: EK2, EK1
  • Victory Conditions: 12 bomber victories and 8 fighter victories
  • Special Rules: Requires Interceptor Ace 1943-44

Armored Knights

In the summer of 1944, Sturmgruppe units were created to deal with the American heavy bombers. These units were equipped with the heavily armed and armored FW 190A-8/R8 and tactics consisted of attacking the bombers from behind at very close range. Although they enjoyed initial successes in downing bombers, they also suffered heavy losses due to Allied escorts, as the heavy 190 was an easy preys for them.

  • Starting Date: June 1944
  • Aircraft: FW 190A8/R8
  • Unit: II(Sturm)/JG 300
  • Base: Rheine (Münster Bases)
  • Rank: Oberleutnant
  • Unspent Experience Points: 0
  • Initial Skills: Aim
  • Initial Prestige Level: 3
  • Initial Awards: None
  • Victory Conditions: 15 bomber victories

The Escorts

Although the heavily armed and armored FW 190A-8/R8 was the best anti-bomber fighter of the Luftwaffe, it was extremely vulnerable to the ever-present American escorts. New tactics were required, and with the advent of the Bf 109G-10, the fastest of the entire G series, some "special escort" units were formed to protect the 190s. Their mission: to deal with the Allied fighters and allow the 190s to attack the bombers unmolested.

  • Starting Date: October 1944
  • Aircraft: Bf 109G-10
  • Unit: III/JG 1 "Oesau"
  • Base: Rheine (Münster Bases)
  • Rank: Oberleutnant
  • Unspent Experience Points: 1
  • Initial Skills: S.A.
  • Initial Prestige Level: 2
  • Initial Awards: EK2, EK1, Ehrenpokal
  • Victory Conditions: 24 fighter victories

Flying Peas

The most unique fighter to fly combat missions in World War II was, probably, the Me 163 Komet. JG 400, stationed in Brandis A/F to protect the oil production facilities near Leipzig, was the only unit that operated the rocket fighter. Although the performance of the Komet was outstanding, it was extremely difficult to operate and, by war's end, only 9 confirmed air victories were credited to JG 400, for 14 Komets lost from all causes (mainly accidents).

  • Starting Date: July 1944
  • Aircraft: Me 163B-1
  • Unit: III/JG 400
  • Base: Brandis (Berlin Bases)
  • Rank: Hauptmann
  • Unspent Experience Points: 2
  • Initial Skills: Aim
  • Initial Prestige Level: 5
  • Initial Awards: EK2, EK1, Ehrenpokal, Operational Flight Clasp (Bronze, Silver)
  • Victory Conditions: 12 bomber victories

Knight's Cross Holders

After being dismissed as General der Jagdflieger for criticizing Herman Göring and the Luftwaffe policies, Gen. Adolf Galland formed a new fighter unit equipped with Me 262s: Jagdverband 44. Experten from all units among the Luftwaffe joined JV 44, which soon was known as the Experten's Squadron. Some of the best pilots (already aces with hundreds of victories) of the Luftwaffe also became Jet aces with JV 44, like Heinrich Bär, Johannes Steinhoff, or Adolf Galland himself.

  • Starting Date: January 1945
  • Aircraft: Me 262A-1a
  • Unit: JV 44
  • Base: Brandenburg-Briest (Berlin Bases)
  • Rank: Major
  • Unspent Experience Points: 3
  • Initial Skills: Sixth Sense, Reflexes, Precision
  • Initial Prestige Level: 7
  • Initial Awards: EK2, EK1, Ehrenpokal, Operational Flight Clasp (Bronze, Silver, Gold), German Cross in Gold, KC
  • Victory Conditions: 24 bomber victories
  • Special Rules: May upgrade to the Me 262A-1b in March 1945. Assume the war goes on when you reach the end of May 1945, and continue flying missions until your ToD is completed. Use the March-May 45 box of the Raid Chart [A1] and the Aircraft Target and Allied Fighter Attack Chart [A3] to determine mission targets and objectives.

[10.15.3] Historical Missions

Historical Missions are designed to familiarize players with the basic routines of Interceptor Ace, Volume 2: Last Days of the Luftwaffe, 1944-45 within a historical context that provides flavor and instant action, but without the burden of keeping all the records of a career.

In Historical Missions you fly just one pre-set mission in which all conditions are historically based. Just jump into your cockpit and fly fast and high. As Tours of Duty, you can easily create your own historical missions with a little research.

Defend Oranienburg A/F

On April 10, 1945, a force of 1300 heavy bombers targeted airfields thought to be jet bases. Approximately fifty Me 262s rose to intercept the bombers. Using tactics that involved an attack by one or two aircraft, mostly aimed at stragglers or outer elements of the formation, the jets had their most successful day against the Eighth Air Force's heavies. But this was not without cost to the Luftwaffe: twenty Me 262s were claimed as destroyed on this day.

  • Date: April 10, 1945
  • Aircraft: Me 262A-1b
  • Unit: JV 44
  • Base: Brandenburg-Briest (Berlin Bases).
  • Raid Target: Oranienburg A/F (Berlin Zone).
  • Enemy: B-17G formation with P-51D escort.
  • Special Rules: No F/B Attacks on Take Off box. First encounter is a straggler in the Berlin endurance box. No R4M attacks may be made against the straggler. If the bomber is shot down, you intercept the main bomber formation in the same endurance box Head on.

Intercept Raid on Schweinfurt

On August 17, 1943, the 8th Air Force targeted the ball bearings plant of Schweinfurt, which accounted for more than fifty percent of Germany's production. This mission was aimed at seriously hamper the German industrial effort and prove that the heavily armed B-17s could survive without escorts. During the mission, the B-17s ran a gauntlet of enemy fighters, exacting a heavy toll. At the end of the day the 8th Air Force had lost 60 B-17s and 600 crewmen, and the Luftwaffe proved itself it was a force not to be underestimated.

  • Date: August 17, 1943
  • Aircraft: Bf 109G-6/R6
  • Unit: II/JG 27
  • Base: Wiesbaden (Frankfurt Bases).
  • Raid Target: Schweinfurt Ball Bearings Plant (Frankfurt Zone).
  • Enemy: B-17F formation. No escorts.
  • Special Rules: After running out of ammo, you can land at your home airfield, rearm and refuel, and intercept the bomber formation on its way home to England if your aircraft has 3 systems hit or less. For the second mission, consider your aircraft has been repaired, the bomber formation is in the Munich endurance box, and that any advantaged or out of the sun interception result on the Interception Chart [B1] is a straggler.

First Raid on Berlin

On March 6, 1944, the 8th Air Force launched its first successful large-scale mission to Berlin. A contingent of 730 B-17s and B-24s attacked Berlin's industrial areas. Over 800 fighters accompanied the bombers. In the ensuing aerial battles, the 8th Air Force lost 69 bombers and 11 fighters; the Luftwaffe lost 81 aircraft. The battle for air supremacy was costly for the 8th, but when Herman Göring saw fighter escorts over Berlin, he knew war's end was only a matter of time.

  • Date: March 6, 1944
  • Aircraft: FW 190A-8/R6
  • Unit: II/JG 1
  • Base: Rheine (Münster Bases).
  • Raid Target: Erkner Ball Bearings Plant in Berlin (Berlin Zone).
  • Enemy: Roll on chart [A3] normally. Escorts are P-51Bs or P-38Js (discard any P-47D result on chart [A3] when rolling for escorts).
  • Special Rules: Don't roll on chart [A3] for F/B attacks and fighter sweeps. The first interception result is Head on.

Scramble from Parchim

In early February, 1945, the veteran I/JG 1 was ordered to turn over their FW 190s to II Gruppe and proceed to Parchim for conversion to the He 162A-2. After nine weeks at Parchim, training was nearly complete, but lack of fuel and spare parts forced I/JG 1 to sit immobile until they were forced to surrender on May 8, 1945. In this hypothetical mission, you are preparing for take-off from Parchim to complete your training when a squadron of P-47s makes a surprise attack on your airfield.

  • Date: April 15, 1945
  • Aircraft: He 162A-2
  • Unit: I/JG 1
  • Base: Parchim (Berlin Bases).
  • Raid Target: Parchim A/F (Berlin Zone).
  • Enemy: P-47D fighter-bombers.
  • Special Rules: You start combat Disadvantaged against P-47D fighter-bombers on the Take Off box. After combat, move to the next endurance box and roll on the Interception Chart [B1] to determine the starting orientation against P-47Ds. Disregard any "Raid not located" or "Spitfire encounter" result. Roll 1d6. On a result of 1-2, consider the intercepted P-47D is loaded and apply a -1 drm to his Initiative roll. After combat is over in the Berlin endurance box, land at your home airfield, applying a +1 drm on the Landing Chart [B7] for damage on the runway.

[10.15.4] Custom Pilots

As an optional rule, you may create a pilot so you can fly historical missions and tours of duty. Disregard any information given in ToDs and historical missions about rank, experience, skills, or prestige. Your pilot starts with 0 points, no experience, skills, awards or prestige, and with the lowest rank (either officer or NCO). Keep track of his experience, prestige, skills, rank, kills, points, and awards. You may use this pilot in different missions and ToDs retaining his gained combat experience. If you want, once your pilot has gained enough experience, you may use him in a career. You may use Optional Ranks (10.14).

[10.16] Operation Bodenplatte

To add more realism, a deeper historical flavor, and an added difficulty to the game, the first mission in January 1945 is not rolled on the Raid Chart [A1]. Instead, this mission is considered automatically a strike mission as part of Operation Bodenplatte.

If you are flying a Bf 109 (any type, not based in Munich Bases), a FW 190 (any type), or an Me 262, your unit has been chosen to take part in Operation Bodenplatte. If you are still flying a Bf 110, an Me 410, or a Ju 88, besides being a very brave (and lucky) pilot, you are also a participant of the operation (although these types didn't participate in the mission historically, as they were already withdrawn from daylight combat operations by this date).

Use the Operation Bodenplatte fuel endurance track of the Fuel Endurance Track Chart [F1] to run the operation.

Move your aircraft from the Hangar Box to the Takeoff Endurance Box that corresponds to your Base Zone. In this mission you are not subject to Allied fighter-bombers attacks nor Allied fighter sweeps, so you don't need to roll on the Aircraft Target and Allied Fighter Attack Chart [A3].

Move from the Takeoff Endurance Box to the Ruhr Zone Endurance box. In the Ruhr Endurance Box, you may be attacked by friendly Flak fire (as denoted by the Flak symbol). Roll 1d6 and subtract 3. This will be the number of random hits your aircraft have taken from friendly Flak (from 0 to 3, maximum). Check damage on the Fighter Damage Chart [B6].

Move your aircraft to the Dutch A/F Objective Area Endurance Box. Roll again for friendly Flak fire (as it has the Flak symbol). Add a +1 drm to the Flak attack roll if you have taken an FuG25 IFF hit. After the friendly Flak attack, your bombing run starts, as denoted by the bomb symbol. Your aircraft is loaded with a 250kg bomb. Roll 1d20 and check the Bombing Results Chart [R9] to determine the damage done to the airfield.

Bombing Results Chart R9

Roll (1d20)ResultPoints awarded
1-5Miss: your bomb scatters.0
6-15Hit: one Allied aircraft damaged on the ground and minor damage to A/F installations.1
16-19Direct: one Allied aircraft destroyed on the ground and moderate damage to A/F installations.2
20+Vital: two Allied aircraft destroyed on the ground and severe damage to A/F installations.3

Add a +2 drm if making a strafe attack simultaneously by spending 1 ammo point of ALL forward weapons when releasing the bomb.

After the bomb run, you encounter Allied fighters taking off. You start a fighter encounter Advantaged. Roll 1d10. On a result of 1-2, the Allied fighter is a Spitfire IX. On a result of 3-4, the Allied fighter is a Spitfire XIV. On a result of 5-7, the Allied fighter is a P-47D. On a result of 8-0, the Allied fighter is a P-51D. After the first fighter encounter, you keep encountering Allied fighters of the same type in the Dutch A/F Objective Area Endurance Box until you successfully escape (7.1.10) using the Escape Chart [R4]. Additional encounters are always head on.

Note: Disengaging only ends combat with the actual Allied fighter. Disengaging does not prevent further encounters with Allied fighters in the Dutch A/F Objective Area Endurance Box until you successfully escape using the Escape Chart [R4].

Once you have successfully escaped from Allied fighters, you may land at your airfield (no further friendly Flak attacks).

If you are forced to emergency land or parachute in the Dutch A/F Objective Area Endurance Box, you are considered captured. The war is over for you and you enjoy the comforts of Allied installations until released in May 45.

Historical Note: By the late Summer of 1944, the Luftwaffe seemed impotent in stopping the USAAF heavy bomber formations. Although it could occasionally inflict heavy casualties on the Allies, lack of experienced crews and fuel hampered Luftwaffe operations. Adolf Galland, General Inspector of Fighters, decided to conserve his forces to launch an operation codenamed "The Big Blow". He thought that if he could send 1,500-2,000 fighters against the USAAF bomber raids, they could destroy 500 bombers and stop cold the American bomber offensive. But Hitler had other plans. On 16 December 1944 he launched Operation Wacht Am Rhein, the surprise attack of the Wehrmacht through the Ardennes forest. To support the operation, the Luftwaffe single-engine fighter units, so carefully conserved by Galland, were ordered to bomb all Allied fighter bases in the Low Countries to gain air superiority during the operation. But due to bad weather, Operation Bodenplatte, as it was known, could not be launched until 1 January 1945. The operation achieved total surprise, so much so that many German pilots were shot down by friendly Flak. In some airfields many Allied aircraft were destroyed on the ground, but there was Allied reaction, and Spitfires, Mustangs and Thunderbolts managed to get into action and destroy about 100 of the attackers. In the end, the Luftwaffe lost 143 pilots killed or missing, 70 were captured and 21 wounded, including 3 Geschwaderkommodore, 5 Gruppenkommandeure, and 14 Staffelkapitäne, all experienced leaders whose lost was irreplaceable. As Galland feared, Operation Bodenplatte resulted in a short-term success but a long-term failure, leaving the Luftwaffe unable to mount an effective defense of Germany.

[10.17] Aircraft Loss Penalty

Each time you lose your aircraft (aircraft written off due to damage, bail out, crash landing, etc.), you lose 1 victory point (VP).

[11.0] Aircraft of Interceptor Ace 1944-45

Transcription note: each aircraft entry in the rulebook opens with a historical description of the aircraft. Those descriptions are omitted here; the game rules, availability dates and special rules stated in each entry are transcribed.

[11.1] Bf 109

[11.1.1] Bf 109G-6

The basic Bf 109G-6 was equipped with the DB 605A engine, one 20mm MG 151 cannon firing through the propeller hub, and a pair of 13mm MG 131 machine guns. The Bf 109G-6 of Interceptor Ace 1944-45 differ slightly from the one of Interceptor Ace 1943-44. Initially, the Bf 109G-6 had no MW-50 installation. This updated version depicts the MW50-lacking G-6.

Available from the start.

[11.1.2] Bf 109G-6/R2

Pulk-zerstörer version of the G-6. Equipped with a pair of Wfr.Gr. 21 rockets under the wings, they were used to break up the tight formations of American heavy bombers. The launching tubes caused a lot of drag and aircraft so equipped were easy preys for escort fighters until jettisoned.

Available from the start.

[11.1.3] Bf 109G-6/R6

The gunboat version of the G-6 mounted an extra pair of 20mm MG 151 cannons in underwing gondolas to deal with the American heavy bombers. This substantially increased the punch of the 109, but at the cost of speed and maneuverability. Although still a capable aircraft, the Bf 109G-6/R6 is NOT considered Agile in game terms and its speed is reduced to 19.

Available from the start.

[11.1.4] Bf 109G-6/U2

This high-altitude variant of the G-6, very similar to the pressurized G-5, was equipped with the GM-1 boost system, that allowed an increase in horsepower at altitude. This variant was used by special high-altitude Staffeln, although it was replaced by the Bf 109G-6/AS when it became available.

Available from the start.

[11.1.5] Bf 109G-6/U4

From the beginning, the Bf 109G-6 was cleared for use the MK 108 30mm cannon firing through the propeller hub, but its installation was used very sporadically as supplies permitted.

If lost, substitute with a standard G-6. You may upgrade again to the /U4 if desired.

Available from the start.

[11.1.6] Bf 109G-6/AS

In an attempt to get more power at altitude, Daimler Benz engineers coupled the enlarged supercharger of the DB 603 engine with the DB 605A engine, resulting in the new DB 605AS. As the Bf 109G-6/U2, this version was used by special high-altitude Staffeln.

Available from the start.

[11.1.7] Bf 109G-6/U3

In early 1944, existing Bf 109G-6s began receiving the DB 605AM engine. This powerplant was essentially a standard DB 605A engine that could use the MW-50 system, which allowed increased boost pressure and better cooling, and offered increased performance below 20,000 ft. The MW-50 became standard in later variants.

The Bf 109G-6/U3, like the standard G-6, could use different field kits, such as the /R2 and the /R6. /U3 variants were relatively rare.

If any /U3 variant is lost, substitute with the corresponding standard G-6 variant. You may try to upgrade again to the desired /U3 variant if desired by spending Prestige Points.

Available from April 1944.

[11.1.8] Bf 109G-6 (late)

Due to its long operational life, the G-6 saw a number of modifications along its career. The late series of the G-6 standardized the DB 605AM engine with the MW-50 system, along with the Erla Haube clear canopy, a tall wooden tail, and the FuG 16ZY radio. This version served as the base of the later G-14 series.

Available from May 1944.

[11.1.9] Bf 109G-14

In an attempt to rationalize Bf 109 production and standardize all variants and modifications made to the G-6, the Bf 109G-14 was produced. It was very similar to the late G-6 series and it was equipped with the DB 605AM engine with MW-50 boost, cowl-mounted 13mm MG 131 machine guns, engine-mounted 20mm MG 151 cannon, Erla Haube clear canopy, FuG 16ZY radio, and the tall wooden tail, among other minor changes.

As the G-6, the G-14 could be fitted with the /R2 and /R6 field kits and could mount the DB 605ASM engine and the MK 108 cannon in the /AS and /U4 variants, respectively. The /U4 conversion was rare. If lost, substitute with a standard G-14. You may upgrade again to the /U4 if desired by spending Prestige Points.

Available from July 1944.

[11.1.10] Bf 109G-10

Although not numerically next, the G-10 was produced after the G-14, incorporating many of its features. It was equipped with the powerful DB 605D engine and used the streamlined cowling bulges of the Bf 109G-6/AS and G-14/AS. It could mount the MG 151 or the MK 108 nose cannon.

At this time of the war, the Bf 109G-10 was primarily used against Allied fighters, serving as escort of the heavily armed and armored, but vulnerable, FW 190 "Sturmbock" variant, which was the main asset against the American heavy bombers.

Available from October 1944.

[11.1.11] Bf 109K-4

The K-4 incorporated all the refinements of the G-14 and G-10 into one model and standardized the DB 605D engine and the MK 108 cannon firing through the propeller hub.

Available from October 1944.

[11.2] FW 190 (and Ta 152H)

[11.2.1] FW 190A-6

The new FW 190A-6, which featured a new strengthened wing, went into production in June 1943, and standardized four wing-mounted 20mm MG 151 cannons, while retaining the pair of cowl-mounted MG 17s.

The FW 190A-6 could accept a variety of Rüstsätze (field kits). The /R6, one of the most common in the Western Front, was the Pulk-Zerstörer version of the A-6, equipped with a pair of Wfr.Gr. 21 rockets under the wings.

Available from the start.

[11.2.2] FW 190A-7

In November 1943, the FW 190A-7 was put into production. Essentially an A-6, its main improvement was the installation of a pair of cowl-mounted 13mm MG 131 machine guns in place of the earlier 7.92mm MG-17s.

Only 80 machines of the A-7 variant were produced, mostly of them being /R2 conversions mounting a pair of MK 108 30mm cannons replacing the outer MG 151 20mm cannons in the wings, making it a deadly bomber killer.

Available from the start.

[11.2.3] FW 190A-8

The most heavily produced variant of the entire FW 190 family was the A-8. The A-8 was the first version that finally standardized the MW-50. The A-8 also standardized the armament of the A-7 variant, which consisted of a pair of cowl-mounted MG 131 13mm machine guns, and four MG 151 20mm cannons in the wings.

To cope with the increasing threat of American heavy bombers, a number of specific field kits were developed for this task. The most interesting were:

  • FW 190A-8/R2: The outboard MG 151 20mm cannons were replaced by a pair of 30mm MK 108 cannons to increase the punch of the FW 190 against the American "heavies", in the same fashion as the A-7/R2.
  • FW 190A-8/R6: Pulk-zerstörer version of the A-8, with a pair of Wfr.Gr. 21 rockets mounted under the wings.
  • FW 190A-8/R7: Armored version of the A-8 with better protection from bomber defensive fire. It featured increased engine armor, armored cockpit and armored windscreen and canopy.
  • FW 190A-8/R8: A combination of the /R2 and /R7 field kits. Known as the "Sturmbock", this variant was an excellent bomber killer, but due to its increased weight it was very vulnerable to Allied escorts, so special Bf 109s had to escort these heavily equipped FW 190s in turn.

/R7 and /R8 variants add a +1 drm when rolling for crew injury, resulting in pilot injury on a roll of 2-6, and "no effect" on a roll of 7-12.

Available from the start.

[11.2.4] FW 190D-9 Langnassen Dora

The Junkers Jumo 213A inline engine provided enough power at altitude in a slightly modified FW 190 airframe to make the 190 a better high-altitude aircraft. Armament was reduced to the cowl-mounted MG 131s and a pair of MG 151s in the wing roots. The new aircraft was known as the Dora-9 or "Langnassen" (long-nosed) Dora. Production began in late June 1944 and the new Dora-9 began arriving at front-line units in early September.

The first deliveries of the FW 190D-9 lacked the MW-50 installation, but from November 1944, the MW-50 boost became standard, along with a bulged canopy for better visibility.

Although the Dora had an inline engine, the annular radiator was protected by an armored ring, as in the A series. The FW 190D-9 ignores the first engine hit it takes. Place a damaged marker on the "Engine Armor" status box to indicate it has "absorbed" that first engine damage.

Available from September 1944 (initial series) and from November 1944 (late series).

[11.2.5] Ta 152H-1

The Ta 152H-1 was the ultimate high-altitude interceptor devised by Tank for the Focke-Wulf company. It featured the Jumo 213E engine, long span wings, MW-50 and GM-1 boost systems, and an armament consisting of one 30mm MK 108 cannon firing through the propeller hub and a pair of 20mm MG 151 cannons in the wing roots.

In the same fashion as in the Dora, the annular radiator of Ta 152H-1 was protected by an armored ring. The Ta 152H-1 ignores the first engine hit it takes. Place a damaged marker on the "Engine Armor" status box to indicate it has "absorbed" that first engine damage.

Consider the Ta 152H-1 as part of the FW 190 family.

Available from January 1945.

[11.3] Bf 110G-2/R3 Zerstörer

The G-2/R3 version substituted the original four 7.9mm MG 17 machine guns with two 30mm MK 108 cannons, and the two MG FFs with a pair of 20mm MG-151 cannons. By the end of Autumn of 1944, all daylight Bf 110 units had converted to single-engine fighters.

The Bf 110G-2/R3 equipped with Wfr.Gr. 21 rockets can fire twice from the Wfr.Gr.21 range box.

Available from the start.

[11.4] Me 410A-1/U2

The Me 410A "Hornisse" (Hornet) was a development of the flawed Me 210. Powered by a pair of powerful DB 603 engines rated at 1,750 hp, it could reach 388 mph and carry a heavy payload, as well as numerous weapon configurations, being the /U2 variant, equipped with two extra 20mm MG-151 cannons, the preferred by its crews. From mid-1944, Me 410 units were taken from Defense of the Reich duties, flying in reconnaissance missions only.

Available from the start.

[11.5] Ju 88C-6a

Introduced in early 1942, the Ju 88C-6a was the daylight heavy-fighter variant of the Ju 88A-4 bomber. It featured a pair of 1,400 hp Junkers Jumo 211J engines, and a typical armament consisting of three 7.9mm MG-17 machine guns, and three 20mm MG-FF/M cannons, one mounted in the nose and two in the ventral gondola.

The Ju 88C-6a cannot make attacks from approach track 1 or make vertical climb or vertical dive attacks against bombers if using the advanced combat rules against bombers (10.7). It may not use advanced maneuvers (10.8).

Available from the start.

[11.6] Do 335A-1 Pfeil

The Do 335A was powered by two DB 603E engines and its armament consisted of one MK 103 30mm cannon with 70 rounds firing through the propeller hub, and two cowl-mounted MG 151 20mm cannons with 200 rounds per gun.

When a Do 335 takes damage to the "port engine" this actually is applied to the forward engine. Any damage to the "starboard engine" is applied to the rear engine.

If you choose to fly the Do335A with EGR 335 starting in 9/44, you may fly only four missions per month due to the small number of prototypes available.

Available from January 1945.

[11.7] Me 262A-1 Schwalbe

The Me 262A featured two Junkers Jumo 004B axial-flow turbojet engines, all-round vision canopy, tricycle landing gear, swept wings, and four MK 108 30mm cannons mounted in the nose. It had a top speed of 540 mph, 100 mph faster than the P-51D Mustang, making it almost immune to escort fighters, but it was extremely vulnerable when taking off or landing. An Me 262A could carry a total of 24 R4M 55-millimeter folding-fin air-to-air rockets on wooden racks, one under each wing. Me 262s configured to carry the R4Ms were given the designation Me 262A-1b.

The Me 262A-1 is subject to Rocket and Jet Fighter Operations (7.11). Due to the small number of aircraft available during the first months of operations, if you fly the Me 262 from July 1944 to September 1944, you may only fly four missions per month. You may fly eight missions per month normally from October 1944.

Available from July 1944.

[11.8] He 162A-2 Volksjäger

The Heinkel He 162A-2 "Volksjäger" (People's Fighter), also known as Salamander, was a single-engine jet fighter. Originally equipped with two MK 108 30mm cannons (A-1 version), two 20mm MG 151 cannons were installed in their place (final A-2 version).

The He 162A-2 is subject to Rocket and Jet Fighter Operations (7.11). Due to its small size, bombers apply a -1 random hit at long range when firing at the He 162A-2.

Available from January 1945.

[11.9] Go 229A-0

When the war ended, only one prototype, serving as the base for the future Go 229A-0, had been built. If your Go 229A-0 is lost, substitute with a He 162A-2. You may try to upgrade again to the Go 229A-0 if desired by spending Prestige Points.

The Go 229A-0 is subject to Rocket and Jet Fighter Operations (7.11).

Available from April 1945.

[11.10] Me 163B-1

The tiny Messerschmitt Me 163B-1 "Komet" was the first (and only) operational rocket fighter that saw service in the world. The Me 163B had a top speed of 596mph and a climb rate of 16,000 ft/min, which made it practically immune to escort fighters. But, on the other side, it had an extremely short range. The Komet had fuel for eight minutes of powered flight only. In service, the Me 163B-1 was difficult to use against bombers. Pilots only had a very small amount of time to aim and fire their guns. After that, fuel was out, and the pilot had to glide to his home base. Landing had to be extremely careful, as any rough landing would cause a fatal explosion if the remaining gases of the propellants were mixed.

[11.10.1] Flying the Me 163B-1

The Me 163B-1 is subject to Rocket and Jet Fighter Operations (7.11), but due to its maneuverability, the Me 163B-1 does not lose one position after combat and before rolling for initiative. It is subject to Allied F/B attacks, nonetheless.

The Me 163B-1 has a fuel limit of 1 endurance box.

Due to its small size, bombers apply a -1 random hit at long range when firing at the Komet.

The Me 163B-1 pilot may choose to make a second pass against bombers without having to begin combat against escorts after his first pass.

The Me 163B-1 has the following combat limits:

  • 2 passes against bombers or,
  • 1 pass against bombers and 3 rounds of combat against fighters or,
  • 6 rounds of combat against fighters.

After reaching its combat limit, the Komet is out of fuel and must disengage. Out of fuel disengagement succeeds on a 1d6 1-4, and fails on a 5-6 (this is an exception to rocket fighter disengagement in [7.3]).

Once the Komet has reached its endurance limit, reduce its speed by 2 after each round of combat. When reaching a speed of 16, the Komet no longer reduces its speed.

When landing, always apply +1 emergency landing and +1 engine out landing modifiers.

If the landing skid is damaged, apply a +2 modifier when landing.

If the fuel tank is hit, apply a +2 modifier when landing.

If using the advanced combat rules against bombers (10.7), the Me 163B may choose either to start the encounter at High altitude or make a vertical dive attack, regardless of encounter type.

Available from July 1944.

Interceptor Ace: Daylight Air Defense Over Germany, 1943-44 – Official Errata and Clarifications

Although you can play Interceptor Ace Daylight Air Defense Over Germany, 1943-44 using the updated rules from Interceptor Ace Volume 2: Last Days of the Luftwaffe, 1944-45 if desired, in which numerous clarifications and additions have been included, in order to have our games as complete as possible we include the following errata and clarifications for that game so you can play it as originally intended by its creator.

In addition, replacement counters have been included in the countersheet of Interceptor Ace Volume 2: Last Days of the Luftwaffe, 1944-45 so you can complete your copy of Interceptor Ace 1943-44.

7.1.7 (addition): If a B-17 has two or more engines destroyed, or 1 destroyed and two others damaged, or 4 engines damaged (or worse) it is considered to be out of formation for subsequent passes.

7.1.16 (addition): You are not required to fire at long or medium range against a bomber (in order to conserve ammo, for example). The bomber, however, always fire at you at each range if possible.

7.2.2.1 (addition): The BK 5 and the BK 3,7 weapons mounted in the Bf 110 and Me 410 aircraft are not used and do not add their firepower ratings to the FP total when shooting against enemy fighters or escorts, as they are relatively slow firing and it would be extremely difficult to obtain a hit with them against small aircraft.

7.2.2.9 (clarification): Anytime you re-engage a bomber formation, it is not necessary to roll to determine the type of bomber. They will be the same type as you previously engaged this sortie.

7.2.3.1 (addition): Wingman may attack with you if you are coming "Out of the Sun" against a bomber. Since there is no return fire, you would ignore any damage results to your wingman on Chart [W1].

7.3.1 (addition): The last sentence should include head-to-head.

7.9.2 (addition): Feldwebel rank retains the automatic "scrounging" ability of the Unterfeldwebel rank, in addition to the "working the system" ability.

10.6 (addition): Due to the designer's late addition of this optional rule, no counters were originally created for the 4 optional skills. See the sticker sheet if you wish to create them. In any case, replacement counters are provided in Interceptor Ace Volume 2: Last Days of the Luftwaffe, 1944-45.

Chart [A3] (correction): There should not be an asterisk on the August 43 box. An asterisk indicates the YB-40 may be possible. No YB-40s are possible that month. They are only possible June and July.

Chart [B11] (optional): Players will notice Allied fighters have no ammunition restrictions. Mainly this is for simplicity's sake, and really doesn't matter most of the time. However, consider this optional rule of ammo loads for Allied fighters:

  • P-38: Cannon: 4 rounds; MG: 5 rounds
  • P-47: MG: 5 rounds (both)
  • P-51: MG: 5 rounds; MG: 3 rounds (outer MGs in the wings had less ammunition)
  • Spitfire: Cannon: 3 rounds; MG: 4 rounds

Chart [C3] (correction): This chart is the Optional version. The Extended Burst Charts on the Ops Map and in the rules are the standard charts for use. Note: [C3] is the "kinder and gentler" extended burst chart, meaning less of a chance to jam. Consider using it as a handicap.

Countersheet (omission): There should be a counter for the "Leadership" skill. See the sticker sheet. In any case, a replacement counter is provided in Interceptor Ace Volume 2: Last Days of the Luftwaffe, 1944-45.

Countersheet (omission): It is possible that a player could have, at some point, purchased the "Gunnery" skill for himself, his wingman, AND his rear gunner in planes so equipped. See the sticker sheet if you wish to create the 3rd Gunnery skill counter. In any case, a replacement counter is provided in Interceptor Ace Volume 2: Last Days of the Luftwaffe, 1944-45.

Logsheet (correction): The reminder note lists that the Me 410A-1/U2 is available in Nov 43. This should be the Me 410A-2/U4. The aircraft mats, Chart R1, and the rules are all correct.

Aircraft Mats (explanation): Players may note there is no difference between the FW 190A-4 and A-5 aircraft mats. This is because, although in real life there were some minor structural and other changes, in game terms, the aircraft are the same. Both have been included for historical reasons.

  • [4.6.2] Base Zones
  • [4.6.3] Target Zones
  • [4.6.4] Changing Aircraft
  • [7.1.11] Second Passes
  • [7.1.12] Rounds of Combat in a Pass
  • [7.1.13] Extended Burst
  • [7.1.14] Werfer-Granate 21 Rockets (Wfr.Gr.21)
  • [7.1.15] R4M Rockets
  • [7.1.16] Ammunition Use
  • [7.2] Combat with Escorts or Fighters (Fighter Combat)
    • [7.2.1] Combat Procedure Against Escorts or Fighters
    • [7.2.2] Starting Orientation
    • [7.2.3] Wingman Abilities and Use
  • [7.3] Disengaging
    • [7.3.1] Enemy Disengagement
    • [7.3.2] Mutual Disengagement
    • [7.3.3] Friendly Disengagement
  • [7.4] Aircraft Damage
    • [7.4.1] Damage to Fighter Aircraft
    • [7.4.2] Post Combat
    • [7.4.3] Aircraft Loss Due to Battle Damage
    • [7.4.4] Landing Procedure
    • [7.4.5] Forced Landing
    • [7.4.6] Rough and Crash Landings
    • [7.4.7] Crew Injury
    • [7.4.8] Injury Duration and Effects
  • [7.5] Weather Effects
  • [7.6] Parachuting to Safety
  • [7.7] Crew Skills
  • [7.8] Awards
    • [7.8.1] The Wound Badge
    • [7.8.2] The Iron Cross 2nd Class
    • [7.8.3] The Iron Cross 1st Class
    • [7.8.4] The Ehrenpokal (Honor Goblet)
    • [7.8.5] The Operational Flight Clasp (Frontflugspange)
    • [7.8.6] The German Cross in Gold
    • [7.8.7] The Knight's Cross
    • [7.8.8] "Ace" Status
  • [7.9] Promotions
    • [7.9.1] Officer Ranks
    • [7.9.2] NCO Ranks
    • [7.9.3] Promotion Mechanics
  • [7.10] Random Events
  • [7.11] Rocket and Jet Fighter Operations
  • [7.12] Extended Example of Play
  • [10.5] Pilot Fatigue
    • Fatigue Level
    • Fatigue Effects
    • Annual Leave
  • [10.6] Variable Enemy Fighter Pilot Quality
    • [10.6.1] Allied Fighter Pilot Skills
    • [10.6.2] Allied Aces
  • [10.7] Advanced Combat Against Bombers
  • [10.8] Optional Advanced Maneuvers
  • [10.9] Allied Fighters Ammo Points
  • [10.10] Optional Interceptor MG Ammo
    • [10.10.1] Optional Interceptor Weapon Selection
  • [10.11] Transferred from the Eastern Front
  • [10.12] German Green Pilots
  • [10.13] Combining Games
  • [10.14] Optional Ranks
  • [10.15] Game Modes
    • [10.15.1] Career
    • [10.15.2] Tour of Duty
    • [10.15.3] Historical Missions
    • [10.15.4] Custom Pilots
  • [10.16] Operation Bodenplatte
  • [10.17] Aircraft Loss Penalty
  • [11.2] FW 190 (and Ta 152H)
    • [11.2.1] FW 190A-6
    • [11.2.2] FW 190A-7
    • [11.2.3] FW 190A-8
    • [11.2.4] FW 190D-9 Langnassen Dora
    • [11.2.5] Ta 152H-1
  • [11.3] Bf 110G-2/R3 Zerstörer
  • [11.4] Me 410A-1/U2
  • [11.5] Ju 88C-6a
  • [11.6] Do 335A-1 Pfeil
  • [11.7] Me 262A-1 Schwalbe
  • [11.8] He 162A-2 Volksjäger
  • [11.9] Go 229A-0
  • [11.10] Me 163B-1
    • [11.10.1] Flying the Me 163B-1
  • Beaumont-le Roger (France) 3/44
    Husum (Bremen) 8/44, FW 190A-8
    2II/JG 2 "Richthofen"1-5: Bf 109G-6; 6: Bf 109G-6/R2Poix-Nord (France) 3/44Frankfurt (Frankf.) 8/44, FW 190A-8
    2III/JG 2 "Richthofen"1-4: FW 190A-6; 5-6: FW 190A-7Vannes (France) 3/44Königsberg (Frankf.) 8/44 - FW 190A-8
    311.(Höhen)/JG 2 "Richthofen" ¹1-4: Bf 109G-6/U2; 5-6: Bf 109G-6/ASBeaumont-le Roger (France) 3/44Husum (Bremen) 8/44, FW 190A-8Special high-altitude unit attached to I/JG 2
    4I/JG 3 "Udet"1-5: Bf 109G-6; 6: Bf 109G-6/U4München-Gladbach (Ruhr) 3/44Wunstorf (Bremen) 7/44, Bf 109G-6 (late)Bf 109K-4 in 12/44
    4II/JG 3 "Udet"1-3: Bf 109G-6; 4-6: Bf 109G-6/R6Volkel (Dutch) 3/44Frankfurt Bases (any) 8/44 - Bf 109G-14 (any)Bf 109G-10 in 10/44; Bf 109K-4 in 12/44
    4III/JG 3 "Udet"1-4: Bf 109G-6; 5-6: Bf 109G-6/R2Handorf (Münster) 3/44Berlin Bases (any) 1/45, Bf 109K-4
    5I/JG 11FW 190A-6/R6Husum (Bremen) 3/44M.-Gladbach (Ruhr) 8/44 - FW 190A-8/R6Unit specialized in using the Wfr.Gr. 21
    5II/JG 11Bf 109G-6/R2Jever (Bremen) 3/44Wunstorf (Bremen) 10/44 - Bf 109G-14/R2Unit specialized in using the Wfr.Gr. 21
    5III/JG 111-4: FW 190A-6; 5-6: FW 190A-6/R6Oldenburg (Bremen) 3/44FW 190D-9 (late) in 1/45
    6I/JG 26 "Schlageter"1-4: FW 190A-6; 5-6: FW 190A-7Woensdrecht (Dutch) 3/44Krefeld (Ruhr) 8/44FW 190D-9 in 9/44; FW 190D-9 (late) 1/45
    6II/JG 26 "Schlageter"1-4: FW 190A-6; 5-6: FW 190A-7Tille (France) 3/44Kirchhellen (Ruhr) 8/44FW 190D-9 (late) in 11/44
    6III/JG 26 "Schlageter"1-4: Bf 109G-6; 5-6: Bf 109G-6/R6Schiphol (Dutch) 3/44M.-Gladbach (Ruhr) 8/44Bf 109K-4 in 10/44; FW 190D-9 in 11/44
    711.(Höhen)/JG 26 "Schlageter" ¹Bf 109G-6/ASSchiphol (Dutch) 3/44M.-Gladbach (Ruhr) 8/44Special high-alt. unit attached to III/JG 26
    8II/JG 27 "Afrika"1-4: Bf 109G-6; 5-6: Bf 109G-6/R6Wiesbaden (Frankfurt) 3/44Bf 109G-10 in 10/44; Bf 109K-4 in 1/45
    9II/JG 51 "Mölders"Bf 109G-6Neubiberg (Munich) 3/44
    10II/JG 53 "Pik As"1-3: Bf 109G-6; 4-6: Bf 109G-6/R6Frankfurt (Frankfurt) 3/44Bf 109G-14 in 7/44; Bf 109K-4 in 10/44
    11III/JG 54 "Grünherz"Bf 109G-6Schwerin-Gorries (Bremen) 3/44FW 190A-8 in 7/44; FW 190D-9 in 9/44
    12I/JG 3001-4: Bf 109G-6; 5-6: Bf 109G-6/R6Bonn (Ruhr) 3/44
    12II/JG 3001-4: Bf 109G-6/R6; 5-6: Bf 109G-6/R2Oldenburg (Bremen) 3/44
    13II(Sturm)/JG 3001-3: FW 190A-7/R2; 4-6: FW190A-8/R7Rheine (Münster) 3/44Frankfurt (Frankf.) 6/44, FW 190A-8/R8Special Sturm Gruppe
    14I/JG 3011-5: Bf 109G-6; 6: Bf 109G-6/R2Neubiberg (Munich) 3/44FW 190A-8/R2 in 8/44; Ta 152H-1 in 1/45
    14II/JG 3011-4: Bf 109G-6; 5-6: Bf 109G-6/R6Stade (Bremen) 3/44Brandenburg-Briest (Berlin) 9/44FW 190A-8 in 10/44; FW 190D-9 in 2/45
    Wunstorf (Bremen) 3/44
    Lechfeld (Munich) 7/44
    Me 262A-1a in 8/44; Redesig. Kdo.Nowotny
    17I/ZG 76 ²Bf 110G-2/R3Ansbach (Frankfurt) 3/44Bf 109G-14 in 7/44; Redesignated I/JG 76
    17II/ZG 76 ²Bf 110G-2/R3 w. Wf.Gr. 21Neubiberg (Munich) 3/44Me 410A-1/U2 in 7/44
    17II/ZG 76 (opt. start) ², ³Me 410A-1/U2Hildesheim (Bremen) 3/44
    18I/JG 7 "Nowotny" ⁴Me 262A-1aKönigsberg (Frankfurt) 8/44Brandenburg-Briest (Berlin) 1/45
    18II/JG 7 "Nowotny" ⁴Me 262A-1aKönigsberg (Frankfurt) 8/44Brandenburg-Briest (Berlin) 2/45
    18III/JG 7 "Nowotny" ⁴Me 262A-1aLechfeld (Munich) 8/44Brandenburg-Briest (Berlin) 12/44Formed from Kommando Nowotny
    19I/JG 400Me 163B-1Venlo (Dutch) 7/44Brandis (Berlin) 8/44First rocket-fighter unit of the world
    19III/JG 400Me 163B-1Brandis (Berlin) 7/44
    19II/JG 400Me 163B-1Brandis (Berlin) 11/44
    19JV 44 ⁵Me 262A-1aBrandenburg-Briest (Berlin) 1/45Neubiberg (Munich) 3/44 - Me 262A-1bKnown as the Experten Squadron
    19EKdo 162He 162A-2Parchim (Berlin) 1/45Test unit of the He 162
    20EGR 335 ⁶Do 335A-1Oranienburg (Berlin) 9/44Test unit of the Do 335
    20EGR 229 ⁷Go 229A-0Ingolstadt (Munich) 4/45Test unit of the Go 229
    -
    Bf 109Bf 109G-14----1-21-31-5✓✓✓1-41-41-21
    Bf 109Bf 109G-10-------1-21-31-41-51-51-41-3
    Bf 109Bf 109K-4-------11-21-21-31-5✓✓
    FW 190FW 190A-6✓1-21-----------
    FW 190FW 190A-71-31-31-31-21-211-------
    FW 190FW 190A-81-31-5✓✓✓✓✓1-41-41-41-41-31-31-2
    FW 190FW 190D-9------11-21-21-31-31-31-41-4
    FW 190Ta 152H-1----------111-21-2
    Bf 110Bf 110G-21-41-41-41-41-21-21-21-211----
    Me 410Me 410A-11-31-41-41-41-41-31-31-31-21----
    Ju 88Ju 88C-61-21-21-21-21-2111------
    Do 335Do 335A-1----------1-21-21-21-3
    Me 163Me 163B-1----111-21-31-41-31-31-21-21
    Me 262Me 262A-1-----111-21-21-31-31-31-31-3
    He 162He 162A-2----------11-31-4✓
    Go 229Go 229A-0-------------1-2
    1-2
    1-2
    1-2
    1-2
    1
    -
    -
    -
    -
    -
    -
    -
    -
    -
    Bf 109G-6/R61-41-51-51-51-4---------
    Bf 109G-6/U2111-----------
    Bf 109G-6/U411111---------
    Bf 109G-6/AS1-21-21-21-21-2111------
    Bf 109G-6/U3-11-21-31-31-21111----
    Bf 109G-6/U3/R2-11-21-2111111----
    Bf 109G-/U3/R6-11-21-31-31-21111----
    Bf 109G-6 (late)--1-21-41-5✓✓✓✓✓----
    Bf 109G-14----✓✓✓✓✓✓✓✓✓✓
    Bf 109G-14/R2----11-21-21-2111111
    Bf 109G-14/R6----1-21-51-51-51-51-41-41-41-41-4
    Bf 109G-14/AS----11-21-21-21-21-21-21-21-21-2
    Bf 109G-14/U4----1111111111
    Bf 109G-10-------✓✓✓✓✓✓✓
    Bf 109G-10/U4-------111-21-21-21-21-2
    Bf 109K-4-------✓✓✓✓✓✓✓
    FW 190A-6✓✓✓-----------
    FW 190A-6/R61-21-21-2-----------
    FW 190A-7✓✓✓✓✓✓✓-------
    FW 190A-7/R21-41-41-41-41-41-41-4-------
    FW 190A-8✓✓✓✓✓✓✓✓✓✓✓✓✓✓
    FW 190A-8/R21-21-31-31-31-31-21-21-21-21-21-21-21-21-2
    FW 190A-8/R61-21-21-21-21-21-211111111
    FW 190A-8/R71-21-21-21-21-21-21-21-21-21-21-21-21-21-2
    FW 190A-8/R811-21-21-31-41-41-41-41-41-41-31-31-31-3
    FW 190D-9------✓✓✓✓----
    FW 190D-9 (late)--------1-21-5✓✓✓✓
    Ta 152H-1----------✓✓✓✓
    Bf 110G-2/R3✓✓✓✓✓✓✓✓✓✓----
    Bf 110G-2/R3 Wfr.Gr.211-31-31-31-31-31-31-31-31-31-3----
    Me 410A-1/U2✓✓✓✓✓✓✓✓✓✓----
    Ju 88C-6a✓✓✓✓✓✓✓✓------
    Do 335A-1----------✓✓✓✓
    Me 163B-1----✓✓✓✓✓✓✓✓✓✓
    Me 262A-1a----✓✓✓✓✓✓✓✓✓✓
    Me 262A-1b------------1-31-3
    He 162A-2----------✓✓✓✓
    Go 229A-0-------------✓
  • In the Landing box, roll to land the aircraft, applying any applicable drms (die roll modifiers). If you are flying a Jet or Rocket aircraft, roll again on the Aircraft Target and Allied Fighter Attack Chart [A3] to check if your base is attacked by marauding Allied fighter-bombers. If the result is F/B Attack, fighter combat begins, and you start the combat Disadvantaged. Apply a -1 drm (die roll modifier) to the F/B Attack roll if the current raid target is A/F (Airfields). Check the type of Allied Fighter on the Aircraft Target and Allied Fighter Attack Chart [A3]. You may attempt to end combat by rolling on the Escape Chart [R4] as per 7.1.10, applying a +1 drm.
  • Obtain awards, Prestige Points, and Experience Points. Check the Available Aircraft Family and Type Chart [R2] and the Available Aircraft Sub-type Chart [R3] for available aircraft upgrades. Spend Prestige and Experience Points if desired.
  • Repeat process on the next sortie line on the Sortie Log Sheet until the last sortie of May 1945, or until shot down and killed.
  • S.A. (2) - [Pilot/Gunner] Each Situational Awareness skill in crew gives a "+1" to the Initiative Roll (cumulative).
  • REFLEXES (1) - [Pilot only] This skill allows a pilot to either gain one position after the initiative roll of a round of combat, or to fire first in a round. It may be used once per sortie. Firing first against a fighter/escort means that any hit avoidance does NOT occur if the other aircraft flips a defensive card. Any orientation improvement (from a tight turn, for example) still occurs.
  • NAVIGATION (1) - [Pilot only] This skill negates the "Raid not Located" result in the Interception Chart [B1], and converts that result into "Advantaged". It also converts one of the "Disadvantaged" results on the Interception Chart [B1] into "Head On" (see chart, note 3).
  • LANDING (1) - [Pilot only] This skill allows a "-1" modifier to the Landing Chart [B7].
  • PARACHUTE (1) - [All crew] This skill allows a "-1" modifier to the Parachute Chart [B8].
  • WEAPONS MAINTENANCE (2) - [Gunner only] This skill allows the player to ignore the first (only) "Jammed Weapon" result from either extended burst or a combat card once per sortie.
  • Ace87-9584-9284-9279-8379-83
    Ace 1 Skill96-9793-9793-9784-8984-89
    Ace 2 Skills98-10098-10098-10090-9590-95
    Ace 3 Skills---96-10096-100
    Ace87-9587-9587-9584-9284-92
    Ace 1 Skill96-9796-9796-9793-9793-97
    Ace 2 Skills98-10098-10098-10098-10098-100
    Ace 3 Skills-----

    You may make only one Vertical Climb/Dive attack against a bomber in a pass.

  • If you are unsatisfied with your approach track or altitude, you may adjust your position to any adjacent approach track, and your altitude by one level (Low can go to Level, High can go to Level, and Level can go either way). Adjusting can only be done at Long range before combat begins. Adjusting position is done at the cost of receiving 1 random hit. Adjusting altitude is done at the cost of receiving 1 random hit if climbing, and at no cost if diving. Each random hit is assumed to come from long range fire from somewhere in the combat box, or even a different nearby box. If the bomber is a Straggler, adjusting is free (no random hit(s) taken). Note that the player may do both adjustments (position and altitude) if desired, or just one, but must apply all penalties that apply.