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Over the Reich

Over the Reich Rulebook

Table of Contents

Table of Contents

  • Part One — Introduction
    • Chapter 1 — Fighting Wings Games
  • Part Two — Aircraft Flight
    • Chapter 2 — Reading Aircraft Data Cards
    • Chapter 3 — Basics of Play
    • Chapter 4 — Changing A/C Speed
    • Chapter 5 — Changing A/C Facing
    • Chapter 6 — Changing A/C Altitude
    • Chapter 7 — Aerobatics
  • Part Three — Air-to-Air Combat
    • Chapter 8 — Combat Scale Play
    • Chapter 9 — Air-to-Air Gun Combat
    • Chapter 10 — Air-to-Air Weapons
    • Chapter 11 — Aircraft Damage
    • Chapter 12 — Aircraft Loads
    • Chapter 13 — Crew Quality
  • Part Four — Flying Missions
    • Chapter 14 — Tactical Scale Play
    • Chapter 15 — Operational Scale Play
    • Chapter 16 — Misc. Advanced Rules
    • Chapter 17 — A/C Related Special Rules
  • Part Five — Blowing Things Up
    • Chapter 18 — Air-to-Ground Combat
    • Chapter 19 — Strafing and Rocket Attacks
    • Chapter 20 — Bombing Attacks
    • Chapter 21 — Low Level Bombing
    • Chapter 22 — Torpedo Bombing
    • Chapter 23 — Kamikaze & Ramming Attacks
    • Chapter 24 — Anti-Aircraft Artillery (AAA)
    • Chapter 25 — Naval AAA
  • Part Six — Naval Operations
    • Chapter 26 — Ship Handling
    • Chapter 27 — Aiming at Ships
    • Chapter 28 — Damaging Ships
    • Chapters 29 to 31 — Ship Attacks, Air-Naval Play and Ship Data
  • Part Seven — Night Operations
    • Chapter 32 — Night Fighting
  • Official Fighting Wings Errata — Over the Reich
    • Over the Reich 1st Edition
    • Over the Reich 2nd Edition

Part One — Introduction

Chapter 1 — Fighting Wings Games

The text layer of the available source lost the opening pages of this chapter. Its contents are listed in the Rules Index at the end of this file as: Game Concept, Learning the Game System, Game Scales (Combat, Operational, Tactical), Game Turn (Explanation) and Game Components, with the die and Likelihood (LH) procedures under Codes and Resolving Events of Chance. The three scales are described in the Designer's Preface above and defined in play by Chapters 8 (combat scale), 14 (tactical scale) and 15 (operational scale).

Part Two — Aircraft Flight

Chapter 2 — Reading Aircraft Data Cards

The narrative walkthrough of the card layout in this chapter was lost with the same pages. The sections of an Aircraft Data Card (ADC) that the rules themselves refer to are: the General Information line (agility class, altitude bands, angle-of-bank and pitch attitude codes, power settings), the Aircraft Performance Chart, the Power versus Speed Chart, the Notes and Variants data, the Fuel (endurance) data, and the Firepower chart.

A/C Performance Varies by Altitude: Each ADC's performance chart has a distinct line of speed and maneuver limits for each altitude band. For ease of play, the limits shown for the band the A/C starts a game turn in, are used for the entire turn, even if the A/C climbs or dives to a different band in its move.

Altitude Bands: A/C performance is banded by altitude — VL very low, LO low, ML medium low, MH medium high, HI high and VH very high — and each band has its own line of minimum and maximum level speeds, maximum safe dive speed, minimum maneuver speeds, bank / slip and turning FP requirements, turn rate decel values and climb decel / dive accel values.

Agility Classes: Each type carries a letter class used to set initiative and other combat-scale priorities: F fighter, MF medium fighter, L light bomber, M medium bomber, H heavy bomber, SH super-heavy bomber, D dive bomber, T torpedo bomber, G glider, R rocket-powered A/C, plus the X class of Rule 31 for naval vessels.

Altitude Structure: Altitude is measured in 100-foot increments and grouped into the bands above; a "level" at the operational scale is a band square on the Operational Mission Track (Rule 3.1.1, Rule 15.0).

Power Settings: Idle, Cruise, Endurance, Military and Emergency (Rule 4.1). A "No F.I." entry in the engine description marks an aircraft without positive-pressure fuel injection (Rule 4.3.1).

Transonic and Terminal Velocity Speeds: Listed per band and used by the compressibility and dangerous dive checks (Rule 4.7).

Ammo, Sighting and Radar Data: Ammunition in points per weapon group, the pilot's sight type (used for air-to-ground aiming, Rule 18.1) and any radar, radio or IFF equipment carried (Rules 15.7, 32.4).

Fuel Data: Endurance in minutes, plus drop and auxiliary tank endurance (Rule 15.4.2).

Notes: Aircraft-specific notes, such as "Cockpit Fire Vulnerability" (Rule 17.1), flaps and slats (Rule 5.8), dive brakes (Rule 4.2), bomb bay effects on loads (Rule 12.0), and the special limits of jets and rocket A/C (Rule 17.3).

Firepower Chart: Each fixed and defensive weapon group with its type code, range, firepower, ammunition and critical hit rating. Fixed guns are listed with their deflection arcs; defensive guns with their own clock-code horizontal arcs and vertical limits (Rule 10.5). An underlined weapon listing denotes a gun that can be recharged (unjamned) in flight (Rule 10.1). Gun ammunition shown in a "(D x N)" format is drum- or box-fed and can be reloaded in flight (Rule 10.6).

Weapon Stations: The station, bomb bay and hard point data used by the load rules of Chapter 12.

Chapter 3 — Basics of Play

Various game functions require the range between two hexes or game counters to be determined.

Diagram 3.1: A/C Position, Stacks and Horizontal Range Examples

  • A/C #1 is facing E and at range 2 from A/C #2 which is facing NNW.
  • The two A/C at location #6 face NNE and are range 3 from the two A/C at location #8.
  • If the two A/C at location #6 were at the same exact altitude they would be stacked.
  • The range from A/C #5 to A/C #4 is range 0 for all purposes, but they are not stacked.
  • If the pair of opposing A/C at position #8 were stacked they would risk collision.
  • A/C #2 & A/C #7 are both at range 2 from A/C #4 which is facing N, and A/C #5 facing W.
  • A/C #4 and the pair at location #8 are legally positioned on hexsides and range 6 apart.
  • A/C #3 is illegally positioned on a hexside. To be legal, it would have to face NE or SW.
  • A/C #9 is facing SE and at range 7 from A/C #4 and at range 2 from A/C pair #8.

3.1.2 — Range Between Counters

A counter placed on a hexside faces along that hexside and is counted as being in either of the two hexes it borders, at the owning player's choice, for range purposes. Range between two counters is the number of hexes crossed on the shortest path between them. Two counters in the same hex, or on hexsides touching at a common vertex, are at range 0; range 0 counters are not necessarily stacked, because they can be at different altitudes.

Rule Index: Counter Positions 3.1; Altitude Structure 3.1.1; Range Between Counters 3.1.2; Codes, Altitude Bands 3.1.1.

3.2 — Counter Stacking Limits

Ground & Naval Unit Stacking: If not otherwise defined in a scenario, up to four ground units may be set up in a hex. After setup, stacking limits may be exceeded due to movement. Naval stacking limits are defined in Chapter 26. Terrain, structure and other game markers do not count toward stacking limits.

A/C Stacking: Any number of A/C may be in the same map location if at different altitudes. A/C in the same hex, or on the same hexside, at the same exact altitude are "stacked." A/C agility class (Rule 8.1) and formation type (Rule 8.5) determine safe stacking limits. These may be exceeded but at the risk of air-to-air collisions. Stacking limits apply at the end of a turn, after all movement and combat is complete, and are as follows:

  • In flexible formation, up to two F or L class A/C from the same side may stack safely. M & H may not stack.
  • If not in formation, two F or L class A/C from the same side may stack, if facing not more than 60° different.
  • In fixed formation, up to three F or L class, or two M or H class A/C from the same side may stack safely.
  • SH class A/C are super-heavies, like the B-29, and may never stack safely with any A/C.
  • A/C from opposing sides may never stack safely.

3.3 — Aircraft Collisions

Collisions must be checked for in the following situations:

  1. A/C end up stacked in excess of a safe stacking limit.
  2. A/C enters a head-on attack "danger zone" (Rule 10.3) or makes a range "zero" attack (Rule 10.2).
  3. An A/C ends game turn at range 0 to another A/C that:
    • is destroyed in combat phase due to max hits exceeded.
    • is destroyed in combat phase due to loss of wing or tail.
    • is under random movement rules or turn stalled.
    • is co-altitude or above and stalled or spinning.

Collision Checks: If overstacked, collision checks in an amount equal to the excess A/C in the stack are required. The player owning the A/C that entered the stack last, or which enters a "danger zone", or is out-of-control or was just destroyed in combat (NA if destroyed by explosion) performs the check. If more than one A/C in a location must do a collision check, do them in a random order, applying damage results as each check is resolved and before the next check is made.

Collision Tailing Exception: Tailing (Rule 8.1.1) eliminates all risk of collision with the tailed A/C. Such tailing must be declared before combat is resolved. If the tailed A/C is shot down the tailee must use his regular initiative roll for next game turn (the tailing cannot be switched to another A/C).

Collision Check Procedure: Roll percentile dice and modify roll per the game tables. A result ≥ 85 indicates the A/C collides with the other. If more than one victim possible, randomly determine which is collided with.

Collision Damage: Use the final deflection angle (9.3) between shooter and target, or determine a deflection angle between an A/C colliding with another as if the A/C was firing at the other and roll for damage as directed below:

  • If angle = 150° or 180° each A/C suffers four D10 in hits.
  • If angle = 60° to 120° each A/C suffers three D10 in hits.
  • If angle = 0° or 30° each A/C suffers two D10 in hits plus one hit per 0.5 of speed difference between the A/C.
  • One critical hit occurs per 3 hits taken (Chapter 11).

Example: An M class bomber and two enemy fighters end a turn stacked. One collision check is required. The fighter which entered the stack last does the check. The final percentile result is "88" indicating a collision. There are two possible victims, the other fighter or the bomber. The fighter is given digits 1 to 5 on a D10, the bomber is given digits 6 to 10. The die is rolled and a 2 results. The two fighters collide.

3.4 — Pitch Attitudes

There are seven A/C pitch attitudes defined in play. These are: level flight; shallow climb and dive; steep climb and dive; and vertical climb and dive. Only one pitch attitude may be used each turn by an A/C and there are restrictions on how quickly A/C can transition between different attitudes (Chapter 6). Only level flight is addressed in the rest of this chapter.

3.5 — Aircraft Movement

A/C Speed: Speed is expressed in flight points (FPs). One FP equals 50 mph of speed. A half FP equals 25 mph of speed (e.g., "6.5" FPs = 325 mph). Half FPs (0.5 FPs) are the smallest increment of speed measured in play.

How Speed is Used: A minimum speed, as defined in its ADC, must be met for an A/C to remain flying. Horizontal turns or vertical nose pitch transitions require minimum speeds for each given rate of turn or pitch being used. If not in diving flight, a maximum attainable speed exists, based on the A/C's selected power and load status.

A/C Movement: A/C move across the hex map and change altitude by expending FPs. Every full FP available to an A/C must be expended during its move each game turn. As only full FPs can be expended in a game turn, unused half FPs are carried forward to the next turn as explained below.

Half FPs: An unexpended half FP is noted on the A/C log's "0.5 FP" carry line of the next game turn. If an A/C's start speed includes a half FP, and a carried half FP is available, the two must be added to provide another full FP for use that game turn. If no half value is in the start speed, a carried half FP must be carried again, until used or lost as a result of some other action.

Speed & Half FPs: The presence of a carried half FP, or the gaining of an extra full FP due to adding a carried half FP to an A/C's speed DOES NOT CHANGE A/C SPEED in any way. Speed is used to define maneuver limits, while full FPs define the distance an A/C can move, and various FP proportions that must be used in a game turn when climbing and diving.

Types of FPs: FPs are expended either as Horizontal Flight Points (HFPs), used to move an A/C across the map, or as Vertical Flight Points (VFPs), used to change altitude (Chapter 6). Both types of FPs may be used to accomplish maneuvers.

3.5.1 — Fractional Values Table (FVT)

Different flight actions may require the use of defined proportions of an A/C's full FPs, or other values in a certain way. The FVT lists the official game value for 1/4, 1/3, 1/2, or 2/3s of numbers from 0.5 to 15.0 (Flight Tables, page 3). When a fraction is called for, use the FVT to find the official game value for that fraction. Full FPs = All playable FPs an A/C has (i.e. an A/C with a speed of 6.5 and a 0.5 FP carry has 7 full FPs to play).

3.6 — Level Flight

A/C starting in, and remaining in, level flight during a game turn must expend all FPs as HFPs. Each HFP expended moves the A/C forward into the hex or onto the hexside it is facing.

Example of Level Flight Diagram: At speed 3.0, an A/C expending three HFPs will move three hexes or hexsides across the map.

Level Flight Optional Altitude Changes: Any A/C ending a game turn in level flight may adjust its final altitude up or down by an amount equal to 1/4 of its total FPs or less (rounded up), in terms of 100 foot increments, as defined by the FVT. Example: For an A/C at speed 6.0, 1/4 is 1.5, rounded to 2.0, meaning its altitude could be adjusted by 0, 100 or 200 feet.

Inverted Flight Problems: When A/C move they may change their angle of bank (Chapter 5) to end in an inverted flight attitude. Sustained inverted flight may cause the following problems:

  • Inverted Flight Decel or Negative-G Effects: A/C starting and remaining in inverted level flight for an entire game turn must either do positive-G turns and suffer one of the "Inverted Level Turn" effects of Rule 5.5, or pay a 3 decel point penalty and suffer Negative-G effects of Rule 6.5.
  • Engine Damage: A/C which incur Negative-G effects for more than three game turns in a row also suffer an engine step power loss critical hit per engine due to oil system starvation. This occurs at the end of each consecutive turn of being inverted after three such turns in a row.
  • Transitions and Level Flight: If an A/C does a transition (changes pitch), out of, or into level flight, the expenditure of some of its FPs as VFPs (vertical flight points) may be required by the transition rate used (see Chapter 6).

Chapter 4 — Changing A/C Speed

Speed changes are calculated through the use of accel (acceleration) and decel (deceleration) points.

4.1 — Accel Points: A/C may gain accel from engine power and by diving.

Designer's Note: Engine power falls off as altitude increases at a rate dependant on the type, or absence, of supercharging equipment. Propeller thrust falls off as speed increases due to a loss of propeller efficiency. These considerations are reflected in the A/C's Power versus Speed Chart. Emergency power indicates the use of over-boosting, or injection of water-methanol or nitrous-oxide into the engine to temporarily increase power.

Engine Power Accel: Available power accel is found in each ADC's Power versus Speed Chart. Cross index the column containing the A/C's start speed with its starting altitude band. A single number, or the number to the left of a slash is the max accel available in military power. The number to the right of any slash is the emergency power accel. In multi-engine A/C, the accel listed is per engine. A dash indicates the engines provide no accel at that combination of speed and altitude.

Power Settings ("flight log code"): At the start of an A/C's move, select either Idle, Cruise, Military or, if available, Emergency power. Choosing power settings of less than military limits the accel that can be taken in a game turn to a fraction of the listed amount as shown below (use the FVT for the actual value). The effects of each power setting are as follows:

  • Idle "I": Provides zero accel and immediately reduces an A/C's start speed by 0.5 before it moves. The new speed is the one used for all maneuvering requirements.
  • Cruise "C": From 0 to 1/3 of the military accel listed may be taken. Endurance power is a lesser cruise setting used to conserve fuel (Rule 15.4.1) and always provides 0 accel.
  • Military Power "M": An amount greater than 1/3 up to all available accel listed for military power must be taken.
  • Emergency "E": All accel listed for emergency power must be taken (For MW-50 or GM-1 equipped A/C, see Rule 16.7).

Engine Power Example: See Rules Supplement One.

Dive Accel: A/C gain dive accel in two ways:

  • Dive Attitude Accel: If an A/C's start attitude is a dive of any type, add the Dive Accel bonus listed in the general information section of its ADC once.
  • Dive Accel: Take the no. of 100 foot increments the A/C dove in the game turn and multiply that by the no. given for the A/C's start speed in the Climb Decel & Dive Accel Table (Flight Tables, page 3).

4.2 — Decel Points: A/C incur decel points by climbing, turning, performing maneuvers, or from the drag due to excessive speed.

Climb Decel: A/C incur climb decel in two ways:

  • Climb Attitude Decel: If A/C's start attitude is a climb of any type, incur the listed ADC Climb att. decel no. once.
  • Climb Decel: Take the no. of 100 foot increments the A/C gained in the game turn and multiply that by the no. given for the A/C's current start speed in the Dive Accel & Climb Decel Table (Flight Tables, page 3).

Dive Accel (4.1) & Climb Decel (4.2): add the listed amount per increment gained / lost during the move; add ADC climb decel if start attitude is climb, add ADC dive accel if start attitude is dive. The numeric table itself is printed in the play aids.

Designer's Note: Changes in A/C speed resulting from changes in height depend on the amount of time gravity acts freely on the A/C. In simple game terms, if an A/C were allowed to fall or fly straight down the entire turn (all FPs were VFPs each dropping 3 increments), gravity would provide around 18 to 20 points of acceleration. Since the amount of time a single FP represents during movement varies depending on speed (e.g., one FP at speed 3.0 is twice the time as one at speed 6.0), the chart apportions accel or decel for each increment dropped in an amount appropriate to the interval of time an FP equals.

Turn Rate Decel: On the Performance Chart of each ADC there are four columns labeled TT, HT, BT, and ET. These column labels are turn rate codes (see Chapter 5), and the numbers listed under them are the minimum A/C speeds required to use those rates in the corresponding altitude bands. The number in "( )" next to the turn rate column labels is the decel incurred for initiating the use of that turn rate (e.g., starting a horizontal turn). The EZ turn rate does not have its own listed column, because it is allowed anytime the A/C is at or above its minimum speed (not stalled). EZ rate use always incurs half the listed TT rate decel (as defined by the FVT). Turn rate decel is incurred for each 30° of actual facing change, even if an A/C can change facing by 60° or 90° with a single FP.

Turn Rate Decel Example: See Rules Supplement One.

Transition Decel: When A/C change from one pitch attitude to another (see Chapter 6), they incur decel as if changing facing at the turn rate used for the transition, for each step of pitch attitude change accomplished. Half of a pull or push transition decel may count for positive-G or negative-G turn decel, respectively (Flight Rules Summary, page 1).

Designer's Note: As A/C speed increases so does drag and this is factored into the ADC's Power vs. Speed Chart. However, this is only valid up to an A/C's max attainable speed (Rule 4.3.1). Above that, additional drag must be factored in.

Excess Speed Decel: An A/C's throttle setting determines its max attainable LEVEL speed. If an A/C's start speed is > its max attainable level speed, subtract the max attainable level speed from the start speed and multiply the diff. by two. This is the amount of excess speed (overspeed) decel the A/C incurs. Example: An A/C in military power, in the MH band has a max attainable level speed of 6.0. If its start speed is 8.5 it would incur 5.0 points of excess speed decel ((8.5 – 6.0 = 2.5) x 2). Note: Max attainable speed also varies with changes in load or damage status (see Chapter 12, and Flight Tables, page 1).

Dive Brake Decel: A/C with dive brakes may use them to incur from 5 to 10 decel per game turn. Dive brake use is declared at the start of an A/C's move (instant deployment) and the decel amount selected is incurred each turn until the dive brakes are closed (instant retraction), or set to a new decel setting. Some A/C have flaps that split and function as either dive brakes or flaps (e.g. SBD Dauntless). When deployed as flaps follow the flap rules and the Dive Brake function is disabled. A jammed flap combat result while used as dive brakes = jammed dive brakes.

Other Decel Types: Slips or skids cause decel as explained in Chapter 5. Snap rolls incur 3 decel per step of roll (Chapter 7). Open bomb bays cause 1 decel per game turn (Chapter 12). Deployed flaps and landing gear cause decel per Chapter 16. A windmilling propeller causes 2 decel until the propeller is feathered.

4.3 — Accel & Decel Effects on Speed: Speed Change Procedure: At the end of an A/C's move, total all accumulated accel and decel separately (retain fractions). Subtract decel from accel. If the remainder is positive, the A/C will speed up, if negative, it will slow down as follows: For each net 5 points, positive or negative, increase or decrease, respectively, A/C speed by 0.5 for the next turn. If 4.5 or less points remain after taking all possible 0.5 speed changes, log them next turn's "accel" or "decel" carry (if allowed). Hint: A quick way to figure speed changes is to take the net accel or decel & shift the decimal one to the left, then change speed as much as possible in 0.5 steps. Carry remainder normally. A/C with a net of 17.5 decel incurs a "1.75" loss of speed which becomes a 1.5 speed loss with 2.5 decel carried.

Power No. Mods.: Sum all engine powers (each modified for step loss) first, then adjust total for severe damage and load status in that order.

4.3.1 — Limits on Speed & Power: Non-Fuel Injected Engines: A/C are deemed to have positive pressure fuel injected engines unless "No F.I." appears in the engine description of their ADC. "No F.I." A/C will be forced to use idle power in the following situations:

  1. Inverted Flight Forced Idle: "No F.I." A/C that spend an entire game turn in an inverted attitude, and which do not also use either a pull transition or do positive-G turning, must use idle power on the following game turn.
  2. Negative-G (NG) Forced Idle: "No F.I." A/C that do NG transitions (rule 6.5), start NG turns (rule 5.9), or carry NG turning forward must use idle on the following game turn.

Jet Engine Limits: WW-II jet powered A/C can only change power to the next adjacent setting per turn (e.g., they cannot go directly from idle to emergency). Cruise and Endurance are the same setting for this rule. Jet A/C do not immediately reduce speed by 0.5 when selecting idle power (no propeller drag).

Limits on Available Power: A/C with heavy loads or severe damage, or whose engines have suffered step losses in power are limited to taking a certain fraction of their available power (Chapters 11 & 12). In all cases, adjustments to accel are done via the Fractional Values Table (FVT).

Max Listed Speed: The max speed shown for each altitude band in the Aircraft Performance Chart is the max speed A/C can attain via engine power while in level or climbing flight. This limit can be exceeded if starting or ending in diving flight.

Max Attainable Speed: The max attainable level speed will be less than max listed level speed in the following conditions:

A/C ConditionAttainable Speed
LoadedMax listed –0.5
Over loadedMax listed –1.0
Severely damagedMax listed –1.0
Engine power losses (see 11.3)Max listed –0.5 ea.
F, MF class at cruise powerMax –1.0 if HI+ band
F, MF class at cruise powerMax –1.5 if MH– band
Other classes at cruise powerLesser of Max –1.0 or laden state max attainable –0.5 in any altitude band
Endurance power1/2 of laden state max attainable
Idle power (–0.5 speed)1/2 of Max Listed

Min. Adjusted Speeds: An A/C's listed minimum level and turning speeds must be increased as indicated if it is: Loaded (Min. listed +0.5), Severely Damaged (Min. listed +0.5), Over-loaded (Min. listed +1.0).

Note: All items that reduce max attainable level speed or increase minimum speed are cumulative in a load, damage, power effect order (i.e., a loaded, severely damaged A/C's max attain. speed = max listed –1.5). This chart is reproduced in the play aids. Though A/C can exceed max attainable level speeds if diving, an A/C's max attainable LEVEL speed is always used to calculate excess speed decel.

4.4 — Max & Min Speed Effects: Max Attainable Speed Effects: If an A/C's START speed is greater than its max attainable level speed, its available engine accel = 0. In this case, throttle settings only determine what max attainable speed excess speed decel is calculated from. If an A/C's END speed is equal to or more than max attainable, it may not accelerate further, or carry any left over accel forward, unless its start or ending flight attitude is a dive (this is known as the "dive acceleration exception"). Minimum Speed Effects: If an A/C's start speed is less than its min adjusted speed, it stalls. If an A/C initiates a turn or pitch transition with insufficient speed, or starts a game turn with a speed less than that required for a carried turn rate, it suffers a turn stall (4.6). A/C making a gun attack with an end speed less than minimum adjusted speed have a +15 LH shot modifier.

4.5 — Stalls & Spins: A/C with a start speed less than min adjusted are stalled and must check to see if they enter a spin. After choosing power, roll percentile dice and modify result per the Aircraft Stalls & Spin Table (Flight Tables, page 2). A result ≥ 60 indicates the A/C spins, otherwise it just stalls. Use the appropriate procedure below until the A/C recovers from the stall or spin. Stall / Spin Restrictions: A/C in stalled or spinning flight may not make any attacks, fire defensive guns, or tail others.

Publisher's note on the two procedures below: the expanded rule text for them was lost with the damaged pages of this part of the source. They are reproduced from the rulebook's own condensed Flight Rules Summary play aid, which restates the same numbered rules, and from the surviving fragments of the chapter text.

4.5.1 — Stalled Flight Procedure:

  • MC altitude change is per the pre-nose-adjustment attitude unless the start speed is low enough that the MC is set by the play aid. Climb OC is not allowed; level or diving OC must be the maximum possible downward amount allowed (Chapter 6).
  • Adjust the A/C's nose attitude toward VD or IVD by three steps at no decel cost. Use the pull direction if inverted, or the push direction if upright. Stop upon reaching a vertical dive attitude.
  • HFP / VFPs are per the ending attitude on the Standard Altitude Change Table. Climb VFPs or climb OC = NA. Dive VFPs = max allowed. Level or dive OC = max downward.
  • Turns, rolls and maneuvers = NA. Forfeit all carries except accel or decel.
  • Bank angle may change: roll D10; if 6 or less the wings roll to LV if upright, or IV if inverted; if 7 or more, wings change bank one step left if the roll is odd, one step right if even.
  • Add dive & engine accel and climb decel normally. If the new start speed ≥ adjusted minimum, the stall ends and the A/C may fly normally next turn.

4.5.2 — Spin Procedure:

  • No FPs (speed = 0). Accel and decel = 0. Forfeit all carries.
  • Roll D10: Odd = spin left, bank goes to LB; Even = spin right, bank goes to RB. Roll D10 again: result = no. of 30° facings in the spin direction. On subsequent turns of spinning, roll only for facing changes using the previous direction.
  • Altitude loss in 100 foot increments = turns in spin x listed min. speed + D5.
  • The spinner defends at "x3" deflection, and may not drop stores or fire weapons. Tailing, tracking shots, near-0 deflection and LVMM modifiers are NA versus a spinner.
  • Spin Recovery: Roll percentile dice and modify per the Aircraft Stalls & Spin Table. Upon recovery, speed = adj. min. +0.5 (or adj. min. if idle used), angle of bank = LV, and the A/C selects either a steep dive or vertical dive flight attitude at no cost (MC based on the selection). Recovery counts as the A/C's transition for the turn.

4.6 — Turning Stalls: Turn stalls occur when A/C inadvertently try to turn (Chapter 5) or transition (Chapter 6) with insufficient speed for the rate selected, or when A/C carry a turn forward and then have a start speed insufficient for the carried turn rate.

Penalty Procedure:

  • If caught in the Movement Phase, return the A/C to the point of the first illegal action. That action is lost but its first decel and other effects caused by the action are kept, and the Turn Stall procedure is then performed.
  • If caught in the following turn's Movement Phase, return the A/C to its start position and perform the Turn Stall procedure.
  • If caught in the Combat Phase of the current or next turn, damage caused by the A/C since the illegal action is annulled, and the Turn Stall procedure is started at the beginning of the next turn.
  • If caught more than two turns after the fact, the A/C must do two turn stalls in succession, the second starting on the first FP after the first is finished.

Turn Stall Procedure: Roll D5 for duration in FPs, +1 if veteran, +2 if regular, +3 if green, +6 if recruit, –1 if gifted (never more than 2 x speed). Roll D10 for roll direction: odd = left, even = right. Roll D5 for the no. of stall-roll FPs instantly credited to the A/C in the roll direction, applied at the snap roll rate (no decel), and stall-roll FPs may not exceed the duration of the turn stall. If in a vertical attitude, stall rolls are also vertical rolls with the bank changes and 90° facing changes required. Then execute the Turn Stall as follows:

  • If in the turn stall at the start of the move, transitions are NA; half FP and accel/decel carries are retained.
  • No turns, maneuvers, or rolls are allowed during Turn Stall FPs.
  • The HFP / VFP ratio and MC are based on the attitude at the start of the stall.
  • If in a climb, do VFPs first until the minimum VFPs are met, then the rest as HFPs (this is zero for a shallow climb, 1 for a steep climb, etc.). No OC.
  • If in a dive, do VFPs first until the maximum VFPs allowed limit is met.
  • If in a level or dive attitude and still in the turn stall at the end of the game turn, take the maximum OC as altitude loss.
  • At the end of the game turn in which the Turn Stall procedure started, adjust the nose one step of attitude toward earth (use the push direction if upright, pull if inverted, and never past vertical dive).
  • Incur 5 decel, +1 decel per credited FP of stall rolling done.

Once Turn Stall FPs are spent, normal flight is allowed with the remaining FPs.

4.7 — Dangerous Dives & Compressibility: The max dive speed listed on each ADC is that A/C's normal maximum safe dive speed; loads, damage and critical hits reduce it to an adjusted safe dive speed.

Dangerous Dives: Roll for a dangerous dive as directed by the Flight Tables (page 2). The modifiers are: each continuous turn of dangerous dive after the first = +05; each 0.5 of speed > adjusted max safe dive speed = +05; A/C severely damaged, or is a glider = +20 each; each existing wing spar or tail structure critical hit = +10.

Compressibility: If, after power selection, the start speed is both ≥ transonic and in excess of the A/C's max listed level speed, roll percentile dice. If compressibility occurs, it continues until a recovery is made or compressibility conditions no longer exist. Effects: rolls, turns and maneuvers are NA; the A/C must pitch in the shortest direction to VD at the EZ rate; use max VFPs and max OC each turn; the second turn of VD is a pure VD (no optional HFP). Roll for recovery at the start of the next move.

Compressibility Recovery Check: ≤ 50 = A/C recovers; ≥ 51 = no recovery. Compressibility and recovery modifiers: each turn after the first at compressibility speed = +05; dive flaps or dive brakes deployed = –20; gifted pilot = –05; for recovery, each altitude band above VL the A/C starts in = +05.

Dive Flaps: Some A/C have special dive flaps to lessen the effects of compressibility and may instantly deploy them to get a modifier to the compressibility and recovery rolls; one decel is added for that game turn, and retraction is instant when declared at the start of any following turn.

The Chapter 4 designer's notes on structural dive limits, sonic shock waves and dive-flap history were lost with the damaged pages. Rule Index: Dangerous Dives 4.7; Compressibility 4.7; Procedures, Turn Stalls 4.6; Procedures, Stalled Flight, Spinning Flight 4.5; Turning Stalls 4.6; Stalls & Spins 4.5; Decel, Turning at High Speeds 5.5.1; Lift-Vector Mismatch (LVMM) 9.4; Overstressing A/C 5.6.

Chapter 5 — Changing A/C Facing

5.1 — Angles-of-Bank: Bank angles are coded by side and attitude: LV (upright, wings level), LB (upright left bank), RB (upright right bank), IV (inverted, wings level) and an inverted left or right bank coded IL or IR (Rule Index: Codes, Angles-of-Bank 5.1). The greatest possible difference between two bank angles is three steps, i.e., directly opposite; IL is 3 steps from RB (IL > LB > LV > RB), so the max possible lift-vector mismatch modifier is +30.

This chapter's expanded prose was lost with the damaged pages of the source; the numbered rules below are given from the rulebook's own Flight Rules Summary play aid (pages 1 and 2) and from the surviving fragments of the chapter.

Rolling: An A/C must be banked to turn. The new bank angle is in effect after spending the last FP of the roll requirement. The banking FP requirement is found on the "Banking FPs" line of the ADC's Power versus Speed Chart. Roll carry is lost if not married to continued rolling on the next turn. Whether roll carry is abandoned or lost, FPs equal to the carry must be spent in other activity before rolling in the opposite direction is allowed.

5.2 — Facing Changes by Turning:

  • Turn FP requirements by speed are depicted on the A/C Turn Rate Chart (Flight Tables, page 3).
  • EZ turns incur half TT rate decel. ET turns prohibit combat and have risks (Rules 5.6, 5.7).
  • One incomplete or carried turn per game turn may be abandoned.
  • Turn carry not married to continued turning in a game turn is lost.
  • A/C may count FPs spent in normal rolling toward turning if rolling between banks in the same direction (e.g., RB to IR, or IR to RB).
  • Rolling toward LV or IV bank attitudes while turning is not allowed. Such rolls end any turning in progress and the associated turn carry is lost.
  • If speed changes from one game turn to the next, the turn requirement becomes that for the new speed. If, after the speed change, the turn requirement is already met, at least one FP must still be expended before facing.

5.3 — Vertical Flight & Vertical Rolls: Turning Restrictions: A/C opting for "Pure Vertical Flight" (all FPs are VFPs – Chapter 6) may not do turning. They can only use vertical rolls to change facing. An A/C in regular vertical flight, or which transitions to vertical flight, may use both turning and vertical rolling to affect facing changes. In this case, the two methods of making facing changes cannot be combined (FPs for one, cannot be used for the other). When A/C transition out of a vertical attitude, only turning can be used.

Vertical Rolls (VR) and Facing: A/C in vertical flight (Chapter 6) may change facing when they roll to a new bank angle. In vertical climbs the facing change is in the direction opposite the roll (i.e., roll left = change facing clockwise). In vertical dives it is in the same direction as the roll. The facing change allowed with the completion of a vertical roll is as follows:

  • If the VR banking requirement is met entirely with the expenditure of HFPs, the facing change is only 30°.
  • If the VR banking requirement was met with both HFPs and VFPs, the facing change may be up to 60°.
  • If the VR banking requirement was met entirely with VFPs, the facing change may be up to 90°.

Hexside Option: A/C on a hexside that expend sufficient FPs to VR twice in a row to make a 180° facing change, may, at the player's option, remain on that hexside instead of shifting to an adjacent hex after the first facing change.

Bank Angle Options: A/C may freely return to their starting bank angle, or keep the new bank angle after each VR. This must be decided immediately upon executing each VR.

VR Restrictions: A/C which transition to a vertical attitude at Free or EZ rates, or by using two or more steps of transition may not use FPs in the first half of their move (rounded up) for VRs. Normal roll carry cannot be used for VRs but VR carry converts to normal roll carry if vertical flight is exited.

5.4 — Side Slips and Skids: Side Slips: Slips displace an A/C left or right on the map without changing facing. Slips may be performed while in any pitch attitude but only if the A/C's bank is upright (either LV, LB or RB). To perform a slip, cross reference the "Side Slip FPs" line of the Power Versus Speed Chart on the ADC with the appropriate speed column to find the FP requirement. After expending at least this many FPs (HFPs or VFPs okay) continuously in flight, the A/C may be displaced one hex with the next available HFP as depicted in diagram 5.4. If the bank is LV, the displacement may be left or right, otherwise, the displacement must be in the direction of bank and the A/C may lose one increment of altitude upon executing the slip (gain normal dive accel for this).

Skids: Skids are executed like slips but, without the optional altitude loss, and may only be done if in an LB or RB attitude. A/C displacement is in the direction opposite the angle-of-bank. The A/C may opt to change facing by 30° in the direction of the bank upon displacing to the new hex, but only if the higher BT decel was taken at the start of the skid.

Slip / Skid VFP-HFP Swap Provision: If a pitch or normal flight attitude transition FP restriction (Rule 6.1.1) is such that a VFP would be played at a point in a move when a slip / skid displacement HFP is needed, that VFP may, instead, be played where the HFP just prior to executing the slip / skid was to be played and then, that HFP may be used to execute the maneuver on time. In other words, A/C need not delay executing a maneuver due to waiting for an available HFP.

Decel Cost & FP Carry: Slips or normal skids incur HT turn decel. If a skid with a facing change is planned, BT turn decel is incurred whether the facing change is used or not. If no HT or BT decel is listed on the ADC, use highest turn decel available +1. Decel is incurred upon starting the maneuver. The FP requirement may be met over more than one turn. Note any slip or skid carry on the Turn Carry line of the log sheet. Once started the maneuver must be finished or abandoned. If abandoned, other actions may commence immediately without delay (the maneuver does not have to be undone).

Slip and Skid Limits: FPs expended to do a slip or skid may not be counted toward turning or rolling. Slips and skids are not allowed if a Negative-G transition (Chapter 6) is performed.

Load and Damage Effects: Critical damage and load status can impact slip & skid FP requirements (Chapters 11 & 12).

Slip & Skid Combat Effects: If in a slip or skid (FPs carried), or if the last FP before firing was used to execute either, or if firing after doing a skid at any point in the same game turn, LH modifiers apply to the shot. The gunfire arc for an A/C in a slip or skid is the non-turning one, unless the last FP expended before firing was used to skid and change facing, then the turning gunfire arc is used (Combat Tables, page 3).

Diagram 5.4 – Slip/Skid Displacements: The depicted A/C needs 3 FPs to set up the maneuver and a 4th FP to execute it, displacing on the map as shown (slip, skid, and skid with facing change).

5.5 — Special Turn Considerations: Turns in Steep & Vertical Attitudes: A/C which start and stay in steep and vertical attitudes the entire game turn (meaning – no transitions from or to shallow or level attitudes) may reduce their turn FP requirement on the A/C Turn Chart by using the FP requirement that would apply if their start speed was 1.0 less than it actually is. Exception: The FP requirement for a start speed of 1.0 to 1.5 is never reduced by this Rule. Design Note – This models geometry effects on turn circles for tilted flight paths.

Inverted Turns with Gravity: An inverted A/C doing a "pull" transition (Chapter 6) of at least two steps from any inverted flight attitude to another inverted attitude will turn quicker due to help from gravity and may reduce its turn FP requirement as if turning in steep & vertical attitudes (i.e., a transition from inverted steep climb to inverted level qualifies for this bonus). Such A/C must start and end all turning FPs with the wings in an inverted bank. An A/C may roll toward an upright bank while using the inverted turn bonus, but must complete the facing change before expending the FP that completes the roll to an upright bank.

Inverted Level Turning: If an A/C starts and stays in level flight (no transition used) and ALL positive G turn FPs resulting in at least one completed or carried facing change STARTED in an inverted bank, climbing optional alt. changes are not allowed (Chapter 6), and its end attitude must either be adjusted to a shallow dive (no cost) at the end of its move, or it must lose 100 feet per 30° of inverted facing started, not to exceed 1/3 of its total FPs (rounded up) in increments (gain normal dive accel).

5.5.1 — High Speeds & Turn Rate Decel: Designer's Note: At high speeds the wing's angle-of-attack required to produce a specific G-rate is much smaller than at lower speeds. This means less induced drag is incurred when turning at high speeds. This is a beneficial trait for high-speed aircraft such as jets or late war fast fighters. Therefore:

  • If start speed ≥ 5.0, reduce rate decel to = next lower rate.*
  • If start speed ≥ 8.0, reduce rate decel to = two rates lower.*
  • If start speed ≥ 10.0, reduce rate decel to = 3 rates lower.*

Another way to remember is to use the Power versus Speed Chart on each A/C's data card, which has four speed bands. For EACH speed band higher than the "0.0 – 4.5" band an A/C is in, use the decel for one rate lower than the actual rate being used (* but never to less than EZ rate).

Actual RateSpeed Band 0.0 – 4.55.0 – 7.58.0 – 9.510.0+
EZEZEZEZEZ
TTEZEZEZTT
HTTTHTTT>> EZ
BTHTBTHTBT
ETBTETBT—

5.6 — Overstressing A/C: Severely damaged A/C using ET or negative-G BT rates are automatically destroyed. A/C doing turns or transitions in the following situations must roll percentile dice after all A/C finish moving and before combat is resolved to check for "over-stress":

  • Any A/C using the ET or Negative-G BT turn rate.
  • A/C with severe damage, tail structure or wing spar hits using BT, ET, negative-G HT or BT turn rates.

If, after adding required modifiers (Flight Tables, page 2) the final result is ≥ 95 the A/C suffers damage. Roll a D10; ≤ 7 wing spar hit, ≥ 8 = tail structure hit. Apply a +2 modifier for each prior tail structure hit, and a –2 for each prior wing spar hit. Overstress modifiers: each 30° of facing and transition step (summed) at the overstress rate beyond 1 = +05; each existing tail structure or wing spar critical hit = +10; if A/C severely damaged = +20.

5.7 — Turns and Loss-of-Consciousness: Designer's Notes: "Black-out", or "G-induced loss-of consciousness" (GLOC), occurs when blood cannot reach the brain due to high G forces. "Red-out" occurs when too much reaches the brain due to negative-Gs, inhibiting proper circulation.

Black Outs: All crew members of A/C that used ET rates, and wounded or recruit quality crew members of A/C using BT rates, must roll percentile dice to check for GLOC after all A/C finish moving and before combat is resolved. If, after adding any required modifiers (Flight Tables, page 2), the result is ≥ 95 that crewman suffers GLOC.

Effects of GLOC: Pilots cannot control their A/C (which must fly randomly), or perform any combat actions. Other crewmen may not perform their functions. GLOC lasts for 1 + D5 game turns. Thus, GLOC will last from 2 to 6 game turns.

Anti-G suits: Late in the war G-suits were introduced on American aircraft that helped pilots avoid GLOC. See ADCs for availability of G-suits which provide modifiers to GLOC rolls.

Red Outs: All crew members of A/C that turn or transition at the negative-G BT rate must roll percentile dice as for GLOC above to check for "red out". The effects for "red out" follow the normal GLOC rules with the following two exceptions: (1) Red out always lasts only two game turns; (2) G-suit equipment does not help against red outs. Incapacitation modifiers: each 30° of facing and transition step (summed) at the GLOC rate beyond 1 = +02; each game turn of continuous GLOC rate after the first = +10; crewman WIA = +20; using G-Suit = –10 (NA for red-out check).

5.7.1 — Random A/C Flight: If an A/C is uncontrolled because its pilot is dead, missing, GLOC'd, or disoriented, refer to the Random Flight Table (Flight Tables, page 2) and roll a D10 as directed to determine if any random flight attitude changes, rolling, or turning occurs. Use the indicated results to perform the A/C's flight for the game turn. The following also applies to A/C flying randomly:

  • The A/C moves before all others in its class.
  • If all pilots are disabled, power setting cannot be changed.

Random Flight Table (5.7): roll D10 once each for flight attitude pitch change, bank angle change and, if starting banked, for turning. D10 roll 1 to 3: lower nose at the EZ rate / roll left / EZ turn rate. 4 to 5: lower nose at the free rate / no change / TT turn rate. 6 to 7: no change / roll right / no turns. 8 to 10: raise nose at the EZ rate / roll right / no turns. Pitch changes are made relative to the ground at the indicated transition rate; if not able, then no change (lowering past VD or raising past VC = no change). Exiting vertical flight is via pull transitions; in all other cases lowering pitch is by push if upright, pull if inverted, and raising is by pull if upright or push if inverted. Rolling: expend FPs to roll one step in the indicated direction at the normal rate; a roll toward LV or IV stops unfinished turns; if roll FPs occur in pure vertical flight, do them as a vertical roll with a 60° facing. Turning: if not rolling toward LV or IV, expend FPs to face 30° once at the rate rolled for (use EZ if unable to use the TT rate). Rolls and turns may combine normally; carry unfinished turns and rolls. Altitude changes: MC is done normally; take the full OC in the appropriate direction (down for level attitudes); use the max VFPs allowed by the transition, or the A/C's current attitude.

5.8 — Flaps and Slats: The expanded text of Rules 5.8 and 5.8.1 was lost with the damaged pages of the source; flap and landing-gear speed and drag effects in the current numbering are given in Rule 16.3.1, and a jammed flap critical result is in Rule 11.3. Rule Index: Slatted Wing Effects 5.8; Wing Flap Effects 5.8; Flaps & Slats, Combined Effects 5.8.1.

Slatted Wing Effects (advanced rule; carried by the official Fighting Wings errata, where it is numbered Rule 5.6): Slats are wing leading-edge devices that help aircraft remain controllable while at high angles-of-attack. Aircraft are at high angles-of-attack when near their stall speed or when maneuvering hard at higher speeds. Aircraft with slats (see ADC notes) gain the following benefits:

Stall & Spin Effects: Any aircraft with slatted wings gets a –2 modifier to all stalls and spin recovery die rolls.

Minimum Speed Effects: Veteran and gifted pilots may fly slatted-winged aircraft at speeds 0.5 less than the listed minimum level speeds (in other words, the minimum allowed speed is reduced by 0.5). However, any aircraft starting a game turn below its normal listed minimum level speeds must add 1 to any EZ turn decel incurred, and they receive a +2 shot modifier due to aircraft instability.

Minimum Turn Speed Effects: Regular or better pilots may perform "slat-assisted" HT, BT, and ET turns at speeds 0.5 less than the minimum speed normally listed for such turns by paying one extra decel per 30° of slat-assisted facing change. If shots are taken on a game turn in which slat assisted turns were used a +2 shot modifier is added to the die roll due to aircraft instability. Gifted pilots doing slat-assisted turns do not suffer the 1 extra decel penalty per facing change (but do suffer the combat modifier) and may also do TT turns at speeds 0.5 under the minimum listed for such turns.

Combined Effects of Using Flaps & Slats When Turning: Any pilot may partially drop regular flaps (with some speed limits) or use combat flaps to lower minimum turn speeds by 0.5 at the cost of extra decel. A slatted aircraft which uses flaps for this is also considered to be in a slat-assisted turn any time it does a facing change at the reduced minimum turning speed (the slats automatically deploy at high AOA). The use of slats with flaps does not have a cumulative effect on minimum speeds. Using both features will not reduce minimum level or turn speeds by 1.0, just by 0.5. Instead, the effect of using both items is to cancel the +2 shot penalty for slat-assisted turning but the increased decel penalties for both slat use and flap use must be applied.

Negative-G turns may never be slat-assisted (Rule 7.7). The condensed Flight Rules Summary restates the turn benefit as: slat assisted turn / transition = +1 to the turn or transition rate decel per step change, and each 30° of turn or transition, 1/2 of the pull or push decel may count for transition decel credit.

5.9 — Negative-G Turning: Negative-G turning is covered by Rule 6.5. Only regular or veteran pilots may do NG turns, and "No F.I." engines are forced to idle after NG turns or transitions (Rule 4.3.1); recruits and greens may not do NG turns, though they may do NG transitions (Rule 13.1).

Chapter 6 — Changing A/C Altitude

Publisher's note on this chapter: the expanded text of Chapter 6 was lost with the damaged pages of the source. The numbered rules below are given from the rulebook's own Flight Rules Summary play aid and from the surviving fragments of the chapter text; the same rules are also summarized on the Flight Rules Summary and Flight Attitude Transition Tables (FATT) play aids.

6.0 — Flight Attitudes: Seven pitch attitudes are defined (Rule 3.4): level flight, shallow climb, shallow dive, steep climb, steep dive, vertical climb and vertical dive, each also available in an inverted form. Rule Index: Flight Attitudes 6.0; Codes, Flight Attitudes 6.0; Codes, FATT Entries 6.1.

6.1 — Flight Attitude Transition Tables (FATTs): A/C change pitch attitude by making a "transition", and the Flight Attitude Transition Tables (Flight Tables, page 4) govern the pull and push transitions available between any two attitudes: the minimum speed required, the number of FPs that must be expended as VFPs, the turn rate permitted, and whether the transition carries a mandatory facing reversal. Rule Index: FATT (Flight Attitude Transition Tables) 6.1; Flight Attitude Transition Tables, Use of 6.1; Transitions & Movement 6.1.

6.1.1 — Transition FP Restrictions: The VFPs required by a transition must be expended at the points in the move shown by the FATT entry; the remainder of the FPs are spent as HFPs.

6.1.2 — Fractional Values in Transitions: Proportions called for by a transition are read from the Fractional Values Table (Rules 3.5.1, 6.1.2).

Transition Decel Credit: Half of a pull or push transition decel may count for positive-G or negative-G turn decel, respectively.

6.2 — Shallow, Steep and Vertical Climbs & Dives: If the A/C is not transitioning, the Standard Altitude Change Table (Flight Tables, page 3) gives the mandatory HFP / VFP split, the mandatory altitude change (MC) and the optional altitude change (OC) for the flight attitude in use. If the A/C is transitioning, the FATTs give the VFPs required. Rule Index: Altitude Change Basics 6.2; Altitude Change, Mandatory (MC), Optional (OC), by VFP 6.2; Vertical Flight Points (VFPs) 6.2; Climbs, Shallow, Steep & Vertical 6.2; Dives, Shallow, Steep & Vertical 6.2; Vertical Flight & Facing Changes 6.3.

6.3 — Changing Between Flight Types: The FATTs define which attitudes an A/C may reach from each start attitude, in both upright and inverted flight, and with what reversal consequences. One surviving fragment of the rules text: with the wings inverted or in an inverted bank, the A/C may only continue a vertical dive unless the previous turn was the second consecutive turn of vertical diving, in which case it may push-over (negative-G) into a steep dive (still inverted), expending FPs (1/2 its speed) as VFPs.

6.4 — Reversal of Aircraft Facings: A transition or a bank angle can force an A/C to reverse its facing. Rule Index: Reversal of A/C Facings, Mandatory 6.4; Reversal of A/C Facings, Optional 6.4; Limits, Facing Reversals 6.4; Reversal Effects on Roll Carry & Bank Angle 6.4; Turning with Gravity while Inverted 5.5. One surviving fragment of the rules text covers the reversal die roll: a result of 60 = failure, the A/C does not reverse facing or pitch, its speed becomes its adjusted minimum –0.5, and the Stall / Spin procedure is used for the game turn.

6.5 — Negative-G (NG) Transitions and NG Turning: A negative-G transition or NG turn is a push made while inverted, or a pull made with the wings inverted, and the A/C is flying on its negative lift.

  • NG transitions and NG turns risk engine oil starvation: "No F.I." A/C are forced to idle on the following game turn (Rule 4.3.1), and A/C suffering NG effects for more than three turns in a row take a one-step power-loss engine critical hit per engine per turn thereafter (Rules 3.6, 4.1).
  • Recruits and greens may not do NG turns, but may do NG transitions (Rule 13.1).
  • NG Transitions and Aiming: Aiming for air-to-ground attacks (Rule 18.1) is not allowed if an NG transition is used.
  • NG rates of turn and their risks are governed by Rules 5.6 (overstress) and 5.7 (red-out).
  • Turning, Negative G (NG): Rule Index: Turning, Negative G (NG) 6.5; Negative-G Transitions & Effects 6.5; Turning with Gravity while Inverted 5.5.

6.6 — Free Transition Induced Facings: A/C that begin a game turn in a left or right bank angle, and which remain banked to that same side for the entire game turn, (rolling between inverted and upright status is okay, even if a reversal was used, but rolling toward LV or IV is not allowed) may take a free facing change if:

  • They transitioned two or more steps, into, through, or out of steep or vertical flight attitudes.

Free Facing Limits: The free facing change may only be taken after the expenditure of any FP that exists entirely in the second half of the A/C's move. Stated differently, it may not be taken after an FP which is part of the first half of the move, or which is a midpoint FP for an odd number (use the FVT value rounded up to determine how many FPs constitute the first half of a move. For example, if the total FPs available are 5.0, the FVT gives 2.5 as the half value, which is rounded up to 3.0. Thus the free facing change may not occur until after the expenditure of the 4th or 5th FP.). Rolling toward LV or IV is not allowed.

Direction of Free Facing Change: For a "pull" transition, the facing change must be in the direction of the angle-of-bank. For a "push" transition, the facing change is opposite the angle-of-bank. The facing change is free (due to flight path geometry) and may be combined with facing changes from normal turning.

Climb & Dive Examples: See Rules Supplement One.

Chapter 7 — Aerobatics

The expanded prose describing several of the named maneuvers in this chapter was lost with the damaged pages of the source. The maneuvers whose text survived are given below; Rule Index: Aerobatics 7.0; Hammerhead, Aerobatics 7.0; Snap Rolls, Aerobatics 7.2; Immelmann, Aerobatics 7.3; Loops, Aerobatics 7.4; Spit-Ess, Aerobatics 7.6; Wingover, Aerobatics 7.7; Limits, Hammerhead, Aerobatics 7.0; Procedures, Hammerhead, Aerobatics 7.0.

Hammerhead Limits: A/C may not fire or drop weapons or stores on the turn of declaration. All half FP, turn, roll or maneuver carries for the following turn are forfeited. Accel or decel carry is also forfeited. A/C may not perform HHs if their rudder is knocked out, or if at an altitude that is the boundary or interior of a cloud deck or layer (you can't do this maneuver on instruments). A/C may not fire or drop stores on the turn of set up, and all accel, decel, turn or maneuver carries are forfeit; no transitions are allowed on the turn of set up, but the A/C may fire guns on the turn the Hammerhead is completed.

Hammerhead Procedure: End the turn of set up in a vertical climb, with no combat allowed. At the start of the next move roll percentile dice and add the pilot's and power's Stall / Spin modifiers. On a success the A/C changes facing 180°, its required flight attitude becomes a vertical dive, its bank angle is the player's choice, its speed is the adjusted minimum and MC = 0. A result of 60 = failure: the A/C does not reverse facing or pitch, its speed becomes its adjusted minimum –0.5, and the Stall / Spin procedure is used for the game turn (MC = 0).

7.2 — Snap Rolls: A snap roll is done with large aileron and rudder deflections to roll an A/C as quickly as possible. Declaring a snap roll allows an A/C to reduce its banking FP requirement by 1. For each step of roll accomplished by snap rolling, 3 decel are incurred. Snap rolls may not be combined with turning FPs, and recruit pilots may not snap roll (Rule 13.1).

Part Three — Air-to-Air Combat

Chapter 8 — Combat Scale Play

8.1 — Air Combat Sequence: Each game turn has a Movement Phase and a Combat Phase, resolved in that order, with ground and naval units moving first and the phases' steps in the fixed order of Rules 8.2 and 8.3.

8.1.1 — Tailing: Tailing is the situation in which an A/C ends its move with an enemy in a position from which it can bring guns to bear and follow that enemy. Both the "simple" and "deflection" tailing tests are printed on the Combat Tables (page 3). The limits that survive in the source are:

  • Vertical Tailing Limits: If the vertical range is > horizontal range by 100 feet (1 hex = 300 feet) or more, A/C in a VC may not tail lower A/C & A/C in a VD may not tail higher ones.
  • Same Hex / Hexside Tailing: At any vertical range, a tailed A/C must be below a tailer in a VD and above one in a VC. If the vertical range is > 1, the tailer must be in a VC or VD to tail. At vertical ranges of one or less, tailer must have entered the hex or hexside after the enemy in the current turn and must have a speed ≤ to the tailed enemy.
  • Level-Flight Tailing: If the tailer is in level flight, horizontal range between them must be greater than vertical range by at least 100 feet.
  • Vertical Flight & Front Arcs: The front arc for A/C in VC or VD attitudes includes their hex and any hexside of that hex, or, if on a hexside, the same hexside and any position directly adjacent to that hexside. All of these positions are deemed "same hex / hexside positions" for purposes of tailing test checks.
  • Vertical Flight & Blind Arcs: A/C with "Rear" blind arcs in VC or VD attitudes are not blind to A/C above or below them, respectively, if vertical range is > horizontal range by 100' or more, regardless of the deflection arc those A/C are in.
  • Tailing Limits: A/C that end a game turn in fixed formation may not tail. Pilot quality may limit tailing A/C (Rule 13.1). M and H class A/C may not tail A/C of a more agile class (MF may). F and L class may not tail friendly F and L A/C with a lighter load status unless the tailed A/C adopts the tailing A/C's higher load status for movement order (tailing enemy F and L class which have a lighter load status is okay).
  • Tailing and Collisions: Tailing declared prior to combat eliminates the chance of range "0" collisions with tailed A/C.
  • Tailing, Formations & Wingmen: Wingmen in formation parameters whose leader is tailing an enemy may use the same initiative number the leader assumed from the enemy A/C, but move in "rank" order on their own leader (Rule 8.5.2).

8.1.2 — Sighting & Blind Arcs: Sighting & Initiative: Enemy A/C are sighted unless they are in the blind arcs of all friendly A/C simultaneously. A/C blind arcs are listed in section one of their ADC. There are four blind arcs defined: six-line-low, rear, rear-low and none (A/C on clock lines defining a rear arc are in that arc).

  • 6-Line Low = A/C blind down their 06:00 clock line against targets at a lower altitude.
  • Rear = A/C blind into own rear arc (clock lines 05 to 07).
  • Rear Low = A/C blind into rear arc (05 to 07) against targets at lower altitudes (unless inverted, then they are blind against targets at higher altitudes).
  • None = No blind arcs due to having rear gunners. If rearmost crewman is killed, blind arc reverts to "rear" except into arcs covered by other defensive guns.

Sighting & Combat: A/C may not attack enemy A/C that started a turn unsighted or hidden in clouds (Chapter 16). "If a Line, Only One Blind": If an A/C is in the blind arc of one or more A/C having 6-Line Low blind arcs, only one of them can be blind to it (randomly choose which, with "none" as a possible random choice, at the start of the Combat Phase).

Cockpit View Effects: A/C with a "Rear" blind arc but with "fair" or "good" cockpit views can see A/C on the clock lines (05 & 07) which define the borders of the arc. A/C with "poor" views cannot see A/C on the border lines of their rear arc.

Vertical Flight & Rear-Low Blind Spots: A/C with "6-Line Low", or "Rear-Low" blind arcs in VC and VD attitudes are only blind to targets in their rear which are below or above them, respectively, as defined below, based on being in upright or inverted bank angles:

Attitude"– Low" Blind A/C is in:Target is unsighted if following is True:
Vertical climbuprightVertical > horizontal range
Vertical climbinvertedHorizontal > vertical range
Vertical diveuprightHorizontal > vertical range
Vertical diveinvertedVertical > horizontal range

8.2 — Movement Phase: A/C Flight: A/C move in the order determined by agility and initiative. The procedure for flying A/C is listed in Chapter 6.

Who's in Front?: If two A/C end moves in the same map position, the one that entered the position last is deemed to be targeting the other for purposes of shooting and tailing.

Ground & Naval Units: Ground or naval units always move before any A/C move. If both sides have such units in play, each side rolls an unmodified D10 with the lowest roll moving all of their units first. Ground unit movement, if allowed, is denoted in each scenario. Naval movement is explained in Chapter 26.

Movement Limits: A/C move only once per game turn. Every available full FP must be expended during the move. After all A/C have moved, the combat phase begins.

Combat During Movement: Some A/C combat actions may occur during movement. If declared before the A/C's last FP, resolve action immediately, before the next A/C moves. If declared on the last FP, actions are resolved in the Combat Phase in normal order. Possible Movement Phase A/C actions:

  • Deliberate Air-to-Air ramming (23.1). Check for collision.
  • Entering head-on danger zone (10.3). Check for collision.
  • Kamikaze reaches surface target prior to last FP (23.1).
  • Defensive fire vs. head-on attack prior to last FP (10.3).
  • Head on attacks initiated prior to last FP (10.3).
  • Reactive AAA for attacks declared prior to last FP (Chapter 24).
  • Strafing & weapon releases initiated prior to last FP (Chapter 19).

8.3 — Combat Phase Action Steps: In the Combat Phase ground defenses fire at A/C, then A/C fire or launch weapons at their targets, then end-of-turn items such as bail outs are checked for. Bombs can only attack after completing their time-of-fall (TOF) requirement. When all steps in this phase are complete, the game turn is over. See: Collisions (Chapter 3), AtA combat (Chapters 9 to 11), AtG combat (Chapters 18 to 22), Kamikazes (Chapter 23), AAA (Chapters 24 and 25), and searchlight Rules (Chapter 32). Combat Phase actions are resolved in this order of steps:

  1. Attacks by bombs whose TOF expired the previous turn.
  2. Searchlight actions, then all antiaircraft (AAA) fire.
  3. Defensive fire from any X, H, M class.
  4. Defensive fire from any L, F class.
  5. Air-to-air fixed gun and rocket attacks.
  6. Launch weapons, jettison stores.
  7. Resolve Air-to-ground attacks – in following order: Strafes, Rockets, TOF expiring bombs, Torpedoes.
  8. Check for explosion or blast zone damage.
  9. Check for prior turn fire, oil or coolant leak progression.
  10. Check for air-to-air collisions, then pilot disorientations.
  11. Check for forced landing and ditching results.
  12. Roll for aircrew bail out attempts, crew survival.

Note: All actions within each step are considered to occur simultaneously and no combat results are applied until all attacks from that step are resolved. Damage results from each step are applied before the next step of actions are resolved.

8.4 — Breaking Off From Air Combat: Aircraft exit combat scale play by destroying all opponents or by breaking off. Scenarios may specify that combat ends after a certain number of game turns.

Automatic Break Off: A break offs always succeed if all enemy A/C are destroyed, break off first, or if either of the following two conditions apply:

  1. All remaining enemy A/C are of a lesser agility class and total range between the nearest enemy and the A/C breaking off is ≥ 20 hexes. For this Rule, L class is a lesser agility than F class.
  2. Regardless of agility, if the total range between the nearest enemy A/C and the A/C breaking off is ≥ 10 hexes, and the A/C breaking off has that A/C in its rear arc (Rule 9.3), and has both a higher current speed, and a higher max attainable level speed.

Earned Break Off: If an auto break off is not possible, a break off attempt may be declared at the beginning of an A/C's move and will be successful if:

  1. Allowed by the enemy players (no pursuit is planned).
  2. Declared after the 5th turn of play, and: A/C ends each of its next 5 moves further away, in range, from the nearest moved or yet to move enemy A/C as exists at the start of each of the fleeing A/C's moves, and no air-to-air attacks or nullifying pursuits are declared (see below).

A/C that succeed in breaking off are immediately removed from the combat map and are out of combat scale play.

Break Off Limits: A/C breaking off may not make attacks of any kind (defensive fire and jettisoning stores is allowed). A/C may start a break off and, on a later turn, announce at start of its move that it is ending break off to return to combat. On an even later turn, it may start a new break off attempt. All A/C of a fixed formation, and H or M class A/C starting a game turn in a flexible formation must break off together as a unit, otherwise breaking off is not allowed.

Break Off Nullification: An air-to-air attack on the A/C attempting to break-off nullifies the attempt. A pursuing A/C with the fleeing A/C in its front arc and within nullifying pursuit range at the end of a turn also nullifies the break-off. Nullifying Pursuit Range = The longest range of any air-to-air gun group having ammo; +10 if the fleeing A/C is of a lesser agility class, or +5 if of equal or higher class; plus or minus twice the pursuer's current end speed advantage or disadvantage; plus twice its max attainable speed advantage, if any (use 0 if none).

  • Note 1 – A loaded or overloaded L class is a lesser agility class than F class. An unloaded L class is equal to F class.
  • Note 2 – For max attainable speed advantage checks use an A/C's max attainable level speed if it is in level or climbing flight and use max attainable safe dive speed if it is in diving flight. Exception - if the pursuer is diving and below a fleeing A/C which is not diving, the pursuer must use its max attainable level speed for comparison with the fleeing A/C's speed.
  • Note 3 – An A/C whose break-off was nullified at the end of one turn, may start a new break-off on the very next turn.

8.5 — Aircraft Formations: Air Units: The following are typical formation sizes used in play. Leaders have rank based on the size of the formation they lead. A squadron leader out-ranks a flight leader and so on. Group: Two to four squadrons operating together. Squadron: Two to four flights operating together. Flight: Three to four A/C operating together (a leader and two wingmen, or four A/C in two elements of two). If the latter, the 2nd element lead is also a wingman to the first leader. Element: Two A/C, a leader and his wingman.

Flight Leaders and Rank: L, M & H class planes typically operate in flights of three, F class in flights of three or four. The scenarios may designate otherwise for certain periods of the war. If not otherwise designated, the order in which planes are listed in a scenario, determines their position. The first plane is a flight leader, the next one, or two, its wingmen, etc. The rank of squadron, flight and element leads and their wingmen is also based on this order of appearance.

Squadron Leaders: If more than one flight is in play, the first flight leader is the squadron leader. If he becomes a casualty, the next flight lead in line assumes that position and so on. Only full flight leads can lead a squadron (not element leaders).

Group Leaders: If more than one squadron is in play, the leader of the first squadron is the group leader. If he becomes a casualty, the leader of the next squadron assumes that role, and so on, until no original squadron leaders are left. Other flight leads may not lead groups. Only the starting squadron leaders are deemed to have the experience to lead larger formations.

Casualties: When setting up, the senior leader must be the foremost A/C. During battle, that role may pass to other leaders due to losses. A/C forward of those leaders are out of formation until they drop back into a legal position on the new leaders. If no eligible leaders remain to replace a fallen squadron or group leader, that role no longer exists for initiative benefit purposes. A wingman whose original leader is lost may attach himself to another available element or flight leader in his squadron or flight by attaining formation parameters on him. A new attachment is permanent until the new leader is also lost, and then the wingman may seek another leader to attach himself to.

Formation Types: Two formation types are allowed, "Fixed" and "Flexible." At the start of tactical or combat scale play, a formation is designated as being either fixed or flexible. Fixed formations allow massed bombing, and concentrated defensive fire. Flexible formations allow for more maneuvering. A/C not meeting the appropriate parameters for their formation type are "out-of-formation" until they end a turn back within parameters. Out-of-formation A/C may ignore any restrictions of their designated formation but do not receive the benefits of being in that formation. The leader of a formation is never out of parameters of his own formation type.

8.5.1 — Fixed Formations: Fixed Parameters: Wingmen must be stacked with their leader if in the same hex: or, if not, they must be on or behind their lead's 3:00 or 9:00 line (Rule 9.3), within two hexes of range, 100 feet of altitude, and 30° of their leader's facing (2-1-3 is a memory aid).

Squadron Fixed Formations: Lower seniority flight leads must be stacked with or within 3 hexes of a more senior flight lead, and clearly behind that leader's 3:00 or 9:00 line, within 300 feet of altitude (but not > 100 feet away, vertically, per hex away), and within 30° of his facing (3-3-3 is a memory aid). A chain of such links may lead to the squadron leader. For instance, the third flight leader can be up to 6 hexes from and 600 feet higher than the squadron leader, as long as he is within the 3-3-3 limits to the second flight lead who is 3-3-3 from the Squadron leader.

Group Fixed Formations: Lower seniority squadron leaders must meet the same 3-3-3 parameters given above, to any flight leader in the group leader's squadron.

Fixed Vertical Limits: Wingmen and subordinate flight leads must be at the same altitude as the leader if in the same hex. Subordinate leaders must be within 100 feet of the leader per hex away from the leader they are following.

Fixed Formation Resilience: As long as a leader in a fixed formation does not exceed formation flight limits, his own flight and any flights linked to him remain in fixed formation. If a junior leader falls out-of-formation with a senior leader, his fixed formation and any flights linked to it merely become a separate fixed formation. However, if any leader exceeds the formation flight limits below, his particular flight's formation degrades to flexible and cannot return to fixed during the current combat.

Flight Limits: Fixed formation A/C may: Only use slips, and not skids or any other maneuvers. Only use EZ rate if H or M, TT or less if MF, F, or L class. Only use upright level or shallow flight attitudes. Not use "dash" speed at Tac or Op-Scales (Chapters 14 & 15).

If any limits are exceeded, involved A/C are out-of-formation for the current combat phase and the entire next game turn. If exceeded by a leader, his particular flight permanently degrades to a flexible formation. If exceeded by a wingman, he can regain the fixed formation by ending a following turn in proper 2-1-3 parameters without exceeding the above limits.

Combat Limits: Fixed guns may not be fired air-to-air in a game turn in which the A/C started the turn in fixed formation.

Rank Order Movement & Tailing Effects: When another A/C's initiative number is taken for any reason, movement is by formation rank. The leader whose number was adopted (1), followed by his wingmen (2), then next ranking leader (3), and his wingmen (4), etc. An A/C tailing another is in the same rank as the tailed A/C's wingmen, and must break initiative ties with any wingmen or other tailers in that same rank. Other A/C with the same initiative number but which did not adopt it, move normally based on regular tie breaker rolls.

No Radios & Initiative: Wingmen in flexible formation, without radios, must meet the 3-3-3 parameters of a fixed formation flight lead to use their leader's initiative number, or they may tail him if in parameters. See scenario booklets for Special Formation Rules Exceptions. A/C with no radios have a tougher time with situational awareness. If using own initiative and > half (rounded up) of enemy A/C (not counting bombers on AtG missions) are in the no radio A/C's blind spot, a –2 init. modifier applies, unless the pilot is a veteran, ace or hero, then it is only -1.

8.5.2 — Flexible Formations: Flexible Parameters: Wingmen must be on or behind their leader's 3:00 or 9:00 line (Rule 9.3) within six hexes, 600 feet, and 60 degrees of facing (6-6-6 is memory aid). Exception, if in the same hex or hexside as the leader, then wingmen must be within 300 feet and 30 degrees (0-3-3 is a memory aid).

Lesser Rank Leader Parameters: A lesser rank flight leader may not be in the same hex or on the same hexside as his squadron leader. He may be anywhere else on or behind the squadron leader's 3:00 or 9:00 line, within 9 hexes, 900 feet, and 90 degrees of his facing (9–9–9 is memory aid). Flexible formations cannot daisy chain to a squadron leader as with fixed formations. Each junior leader must meet the 9-9-9 parameters to be eligible for initiative benefits from the squadron leader.

Initiative Benefits: Wingmen in flexible formation may use the higher of their own or their flight or element leader's initiative number. Once per game turn, per side, a radio-transmitter equipped leader may confer his initiative number, if higher, to one radio receiver equipped next lower ranked flight leader within his unit (group, squadron, flight, etc.) and within the 9-9-9 formation parameters. Wingmen of a leader receiving an initiative number by radio may choose to assume it as well.

8.5.3 — Formation Defensive Fire Benefits: A/C in formation may combine fire against a target as follows:

  • Up to three A/C in the same flexible formation may combine defensive fire against a single enemy A/C.
  • Up to six A/C in the same fixed formation may combine defensive fire against a single enemy A/C.
  • If not in formation, no more than two A/C of any type may combine defensive fire against a single enemy A/C.

8.6 — Pilot Quality & Formations: Pilot quality Rules are in Chapter 13. Only a regular or veteran pilot may be a group or squadron leader. A green or better pilot may be a flight or element leader. A "hero" leading a formation gives his wingmen and all junior ranking leaders, if in formation parameters, +1 to their initiative rolls.

Chapter 9 — Air-to-Air Gun Combat

Designer's Note: Successful air-to-air gunnery requires:

  • Good Firepower – The odds of damaging or destroying a target depend on the type and quantity of projectiles striking it. A weapon group's attack strengths on an ADC reflect those weapons' damage potential based on rate-of-fire, projectile size, velocity, explosiveness, and expected hits per hex of range and are used to generate combat odds in play.
  • Accurate Aiming – Aiming is simulated by requiring the target to be within a specific field-of-fire relative to the shooter (Rule 9.2) when the shot occurs. A shooter must compensate for the relative motion of a target during the time-of-flight of his weapon's projectile. This leading of the target is termed deflection shooting and was difficult to do with the unsophisticated sights available in WW II. The difficulty of deflection shooting is modeled by adjusting the combat odds as the deflection angle increases or decreases, making it harder or easier to obtain hits.
  • Luck – Sometimes an A/C had to be chopped to pieces by gunfire to render it unflyable, while at other times a single projectile would strike a vital component that instantly disabled it. This is represented by the use of die rolls, the Combat Odds Table, and the Critical Hit Tables.

9.1 — A/C Firepower (Gun Attack Factors): Any to all weapon groups listed on the ADC within effective range of the target may be fired. The maximum range of a weapon group is the last listed range in the Firepower Chart's Gun Attack Factor table not having a dash ("–"). The total firepower used to resolve the attack is the sum of the attack factors (at the given range) of all weapon groups fired.

9.2 — Fixed Gun Fields-of-Fire: To be attacked, a target must be located within the shooter's field-of-fire. The field-of-fire for fixed forward firing guns is defined both horizontally and vertically by the Rules below. The fields-of-fire for defensive guns are explained in Rule 10.5.

Gunfire Arcs: The Fixed Forward Firing Gunfire Arcs Diagram (Combat Tables, page 3) depict the horizontal field-of-fire for fixed guns on A/C facing hexsides, hex junctures, and those situated on hexsides, both for A/C turning and not turning (Turning = last FP expended before firing was counted toward a turning FP requirement or last FP caused the A/C to change facing). Use the appropriate diagram for the situation. The diagrams may be extrapolated out for ranges > 7 hexes if necessary. If the target lies in the shaded area between the borders of a gunfire arc, or on the borderlines of that arc, it is in the shooter's horizontal field-of-fire.

Vertical Field-of-Fire Limits: A shooter's flight attitude will define the altitude spread, above or below the shooter, that the target must be within, to be in the shooter's vertical field-of-fire. Refer to the Flight Attitude Fixed Gun Field-of-Fire Limits chart at the bottom of the Fixed Gunfire Deflection Determination Play Aid (Combat Tables, page 4). Use the chart as follows:

  • If Target in Same Hex or Hexside as Shooter: Cross index the "Same Hex Attack" line of the "Shot Limits" column with shooter's attitude. The result is the no. of increments above or below a climbing or diving shooter, respectively, the target can be and still be shot.
  • If Target in Different Hex: Cross index the "Further" & "Nearer" limits with shooter's attitude. The results will define a range of altitude increments the target must be within, in terms of increments per horizontal hex of range to the target, to get shot. If the shooter is climbing, the further and nearer limits are the maximum and minimum no. of increments above the shooter the target can be at to get shot. If shooter is diving, the further and nearer limits are the maximum and minimum no. of increments below the shooter the target must be.

Example: A shooter is in a steep climb and the target is three hexes away. The further limit is 18 increments (6x3) above the shooter and the nearer limit is 6 above (2x3). If the target is outside of these parameters, it cannot be shot.

Turning Gun Arcs & Vertical Flight: A/C in vertical flight use the "A/C Turning" gunfire arc only if they ended their move with a facing change (by any means). The turning arc used is the one in the direction of the facing change, regardless of the shooter's ending bank angle.

9.3 — Deflection Arcs and Shooting: Clock Codes: Aviators use clock codes to define areas about an A/C. The imaginary line extending in the direction an A/C is faced is the 12:00 line. Other lines emanate every 30 degrees, and using a right hand sweep, they are named in the same manner as the hour marks on a clock. Thus the 06:00 line is directly to the rear of the A/C. The oft-heard phrases, "check-six" and "twelve-o'clock high" stem from these clock codes. In play, clock-hour lines define important game arcs and lines as follows (see Combat Tables, page 3 for a diagram):

  • Twelve line – Clock line 12 (directly ahead)
  • Front Arc – Clock lines 11 to 01 inclusive
  • Three-Nine line – Clock lines 03 & 09 (each beam)
  • Rear Arc – Clock lines 05 to 07 inclusive
  • Six line – Clock line 06 (directly to the rear)

Deflection Shooting: The increasing difficulty of obtaining hits on a moving target at higher deflection angles is modeled by multiplying the target's defense strength by a deflection factor derived from the Fixed Gunfire Deflection Determination Play Aid (Combat Tables, page 4) or the Defensive Fire Strength Modifiers Diagram (Combat Tables, page 5) as appropriate. The instructions for using each are printed on the play aids themselves.

9.4 — Resolving Air-to-Air Attacks: Air-to-air shots are resolved in the Combat Phase (exception, see Rule 10.3). A/C with fixed guns may fire them once per turn and only at a single target. A/C with defensive guns may use these singly or in groups, to make defensive attacks per Rule 10.5. Resolve air-to-air gun attacks as follows:

  1. Determine Firepower: For fixed gun shots, sum the attack factors of all weapon groups fired at the target. For defensive shots, sum the deflection modified attack strengths from each aircraft's defensive guns.
  2. Determine Target Defense Strength: For fixed gun shots multiply target's defense strength by the deflection factor derived from the play aids to get a final defense strength. For defensive gun shots, use only the target's basic defense strength.
  3. Determine Combat Odds & Roll for LH: Divide total attack strength by the final defense strength to get a combat odds ratio. Roll percentile dice for a base likelihood (LH) number and add applicable modifiers to find a final LH number. Cross index the final LH number with the correct column of the Combat Odds Table to find the number of damaging hits obtained.

Odds Rounding: When determining odds, round fractions down to the next lower ratio found on the table (e.g. an attack strength of 37 to a defense strength of 10 = 3-to-1 odds (written as "3-1"). An attack strength of 40 is needed for 4-1 odds.

Excess Firepower: Whenever A/C are attacked by guns (Chapter 10) or surface targets are strafed (Chapter 19) and the shot odds are 1-to-1 or better, any gun attack factors in excess of those needed to attain the current combat odds provide excess firepower shot modifiers as given below. Excess Firepower Modifier: Compare the final defense strength of the target to the excess gun factors. If the excess factors are ≥ 1/3, 1/2, or 2/3rds of the defense strength, a –5, –10, or –15 LH modifier is applied to the shot, respectively.

Combat Resolution / Deflection Example: See Rules supplement One, for an example of combat resolution.

Chapter 10 — Air-to-Air Weapons

10.1 — Shot Types, Ammo & Gun Jams: Fixed Gun Shots: There are two types of fixed gun shots - snap shots and tracking shots. A snap shot occurs whenever tracking shot parameters cannot be met.

Tracking Shots: Tracking shots are only allowed against A/C which moved before the shooter in a game turn. To qualify for tracking, each of the shooter's FPs in the LAST 2/3's (rounded up) or more of its move must end with the target in its horizontal field-of-fire, and the final deflection angle must be 60° or less. The horizontal field-of-fire is checked after each FP is expended during the shooter's move. The vertical field-of-fire must only be met for the actual shot. If a tracking shot is accomplished, the combat odds are shifted one column right to the next higher odds (e.g., odds of 4-1 increase to 5-1).

Ammo Use: A normal snap or tracking shot is a two second burst which uses 1 point of ammo from each weapon group fired. Players may also opt to use half or long bursts. This must be announced before resolving an attack. If some weapon groups have only a half point of ammo left, but, ≥ half the actual guns firing still have one point of ammo, a normal shot is allowed, but with a combat odds shift of one column left (Exception: Crack shot pilots suffer no column shift). If more than half the actual guns used have only a half point of ammo left, the shot is treated as a half burst.

Half Bursts: A half burst saves ammo, but shifts the combat odds two columns left (e.g. from 3-1 to 1-1; Exception - crack shot pilots only suffer a one column left shift). Half bursts expend a half (0.5) point of ammo.

Long Bursts: A long burst shifts the combat odds one column right. To use a long burst, all firing weapons must have ≥ 2.0 points of ammo left. To qualify for the shift, the target must have moved before the shooter and must be in the shooter's horizontal field-of-fire (checked after each FP is expended) during the expenditure of any of the shooter's FPs totaling 2/3's or more of the available FPs. For ease and speed of play the vertical field-of-fire must only be met by the time the shot is executed.

Gun Jams: If the percentile roll used to determine shot LH is ≥ 85 for a long burst, or ≥ 98 for other burst lengths or defensive fire, one of the involved weapon groups jams. Randomly determine which. A jamming doesn't affect the attack, but the weapon group is lost immediately after and can only be restored when the A/C lands and rearms or, if the gun is rechargeable in flight and it is successfully recharged.

Rechargeable Guns: All defensive guns are rechargeable. Rechargeable fixed guns are indicated by an underlined Type Weapon listing in an ADC's firepower chart. A pilot or gunner is limited to recharging one fixed or defensive weapon group per turn. A roll of ≤ 7 on a D10 at the end of any turn in which the A/C used ≤ HT turn rates, avoided NG, snap-rolls and vertical or inverted flight successfully recharges a group. Only one attempt to recharge a weapon group is allowed. If the attempt fails, the group is jammed until the A/C lands to be rearmed.

German 30mm MK-108 and Soviet ShKAS Gun Jams: These guns were unreliable. If the percentile roll used to determine LH is ≥ 85 when firing a burst of any length, one participating gun group of these types will jam, in addition to any gun groups randomly jammed per the normal jamming rule above (including other MK-108s or 7.62mm ShKAS). First determine which of the vulnerable guns is jammed, then determine which of the remaining guns jams due to a normal jamming result.

10.2 — Special Gun Combat Rules: Range "0" Attacks: A range "0" attack can occur in the following three situations:

  • Shooter is stacked in same hex, or hexside, with target.
  • Shooter is in same hex, or hexside as target and within 200 feet of the target's altitude.
  • Target on a hexside and shooter in adjacent hex on either side of the hexside within 200 feet of the target's altitude.

Range "0" Attack Restrictions: The shooter must have entered the range "0" position after the target did during the game turn. The shooter must meet the "same hex" vertical field-of-fire limits for his flight attitude, and, if not in the exact same location as the target, the horizontal field-of-fire must also be met.

Same Hex / Hexside Arc Checks: Deflection is based on relative facings per the play aid notes. To determine which defensive guns may engage an attacker, or to see if an attacker can tail, use the deflection arc that would apply if the attacker were moved back one hex or hexside based on its final facing.

Range "0" Collisions: A/C making a range "0" attack must check for collision unless they tail their target, or it is destroyed by an explosion. If a collision occurs, it will be between the attacker and his target unless other A/C are stacked with the target, then it is a random check as for being stacked with an enemy.

Wing Gun Harmony: If A/C are firing wing mounted guns, wing harmony shot modifiers apply, as given below. Designer's Note: A/C with fixed wing guns usually had them boresighted so that their bullet dispersion patterns were harmonized to converge at a range of 2 or 3 hexes. Between 200 and 300 yards, the boresight harmony helps concentrate hits. Beyond 300 yards, the bullet patterns diverge resulting in fewer hits. The wing gun harmony shot modifiers below reflect this.

  • If ≥ half an A/C's guns used in an attack (actual guns, not weapons groups) are wing-mounted, a LH modifier of –15 at range 2, and –10 at range 3 applies. For each hex of range beyond three, a +10 to the LH roll applies.

Near Zero Deflection Shots: Attacks in which the shooter's 12:00 line is superimposed over the target's 6:00 line, and final deflection angle is 30° or less, get a –20 LH modifier. Attacks in which the shooter's 12:00 line superimposes the target's 12:00 line and the final deflection angle is 150° or 180° reduce the deflection factor by 1, but not to less than "x1".

Lift-Vector Mis-Match (LVMM): The best aerial gunnery occurs when the shooter is in the same geometric plane of maneuver as the target, meaning their lift-vectors, as defined by bank angle, are closely matched. If not, for each bank-angle difference, and each A/C (shooter or target) using ≥ HT rates, apply a +05 modifier to the shot's LH number. The max possible bank-angle difference is three steps (i.e. directly opposite; IL is 3 steps from RB (IL>LB>LV>RB)), so the max possible modifier is +30. There are three lift vector match situations:

  • If final deflection ≤ 60°, a lift-vector match occurs if the shooter and target have the exact same bank angle.
  • If final deflection = 90°, a match occurs if shooter and target are banked in the same direction (left or right), or both are LV or both IV (e.g., IL and LB are matching).
  • If final deflection ≥ 120°, a match occurs if both are upright or both are inverted, and banked in opposite directions; or one is upright and one inverted, and both are banked in same direction AND can turn toward each other; or both are upright with LV banks; or both are inverted with IV banks.

Example: Deflection is 60°, target is in LB and shooter in RB. Both the target and shooter used HT+ rates. Lift vectors are not matched. Their bank angles are two steps apart (LB>LV>RB). The shot mod = +05 x 2 steps x 2 A/C = +20.

10.2.1 — M.G. Sighting Bursts for Cannons: Designer's Note: Fighters with limited cannon ammo, but having fixed nose mounted machine-guns (M.G.s) often used these to fire continuous short bursts at an enemy A/C, adding in cannons when hits were observed or letting off the cannon trigger if not. This avoided wasting precious cannon ammo. Sighting Bursts Prerequisite: The firing A/C must have nose mounted machine guns (M.G.s) with at least 2 shots left.

Procedure: Declare using sighting bursts when the attack is made. Resolve the shot normally. Regardless of the burst length declared, two points of M.G. ammo are used. Sighting bursts may be used out to range seven, even if the M.G.s are not normally effective at that range (they add no firepower). Sighting M.G.s are subject to jams based on the cannon burst length declared.

Sighting Bursts Effects: If at least one hit is attained, cannon ammo is expended normally. If no damage is done, then a half or normal burst expends only 0.5 points of cannon ammo, and a long burst expends only 1 point of cannon ammo. Big guns (size ≥ 37mm) never benefit from this Rule.

10.3 — Head-On Attacks: Head-On Criteria: A head-on attack is defined as one in which fixed guns are used and any of the following apply:

  1. The final deflection angle between shooter and target is 150° or 180° and the firer is in the target's front arc.
  2. Shooter and target firing at each other with fixed guns.
  3. It is a same hex / hexside attack and firer is in a VC or VD and the target is in the opposite vertical attitude.

Head-Ons at Range "0": Range "0" head-on attacks are not allowed as they would result in an immediate collision. Pilots automatically abort and avoid such attacks.

Head-Ons During Movement: As long as FPs ≥ 1/2 the shooter's speed have been spent since its last shot, a head-on attack may be executed immediately after the expenditure of any FP in the attacker's move except its last. Use the start speed of the shooter for determining combined speed in this case. After the head-on attack is resolved the attacker must finish its move.

Beam Attacks: Attacks from a target's 3:00 or 9:00 line in which the final deflection angle is 90° are "beam" attacks. If so, shift the odds one column left since the target transits the shooter's cone of fire quickly. If hits result, the cockpit armor critical hit modifier is reduced by 1, but not to less than "+0".

Response to Head On Attacks: Target A/C may return fire with defensive and fixed guns if their field-of-fire limits are met. If the target is in a formation, other A/C may add in defensive guns within the formation's limits. Defensive fire is resolved first.

Combined Speeds: Shooting with rapid closure or crossing speeds causes a +5 LH shot modifier for each 1.0 or less of combined speed between target and shooter. Determine combined speeds per the following procedures:

  1. If in a head-on attack, or the final deflection angle is 150° or 180°, sum the shooter & target end of turn speeds (or start speeds if firing during movement).
  2. If the final deflection is 120°, use faster A/C's speed plus half the slower A/C's speed.
  3. If 90°, use only the faster of both A/C speeds.
  4. If 60°, use faster A/C's speed minus half the slower A/C's speed.
  5. If the final deflection is 30° or less, subtract the shooter's speed from the target's speed.

Head-On Limits: Head-Ons may only be initiated against an A/C which has already moved. A/C that attack or respond to head-ons in the Movement Phase may not fire the same guns in the Combat Phase. When A/C with fixed guns fire at each other in a head-on attack, the worst final deflection angle either has to contend with is applied to both.

Designer's Note: Aiming for a head-on is the same as aiming for a mid-air collision. Two 400 mph fighters are closing at 1175 feet per second. If they exchange fire at range three (900 feet) they are only three-quarters of a second from impact! Therefore, a certain determination is required to do a head-on attack.

Pilot Determination Rolls: When a head-on is declared, determine the Collision Risk Range (CRR) as described below. Roll percentile dice for each involved pilot to check his determination. If the roll is successful, the pilot may fire, if not, the pilot aborts the shot to take evasive action. The required roll varies with the distance inside the CRR the shooter is at the time of the attack. See Head-on Attack Table (Flight Tables, page 1).

Collision Risk Range: CRR size = 1/3 (rounded up) of the combined speed, in hexes of range. If a head-on attack is declared from within the CRR, a "Danger-Zone" (DZ) equal to one hex of range horizontally, and + or – 300 feet vertically around both A/C becomes active. The DZ is in effect until they pass each other's 3:00 or 9:00 lines in the current or next game turn. To determine how far inside the CRR an A/C is for shot or collision modifiers, use the following formula: Distance Inside CRR = (CRR range+1) – firing range.

Example: If CRR is five, & shot range is two, the shooter is 4 hexes inside the CRR (Distance in = (5+1) – 2 = 6 – 2 = 4). The Head-on Attack Table gives, for range to target 0 and 1, "NA" and 5; for distance inside CRR, ranges 2 to 7 give 4, 3, 2, 1, out, out.

Danger Zones (DZ): If either A/C enters the DZ of the other during post-attack movement, a collision check is made per Rule 3.3. Collision modifiers depend on the number of hexes into the CRR the attacker was when the head-on shot was declared (the closer they were, the less time to avoid a collision). See Head-On Attack Table (Flight Tables, page 1). If a collision does not occur, or if the DZ range is avoided entirely, the DZ goes away.

10.4 — Other Air Combat Considerations: Bombers as Fighters: H, M, or MF class with fixed guns use the same Rules as other A/C except the modifiers for TT, HT, and BT rates are the larger ones listed in the Air-to-Air Gun Combat Modifiers Table (Combat Tables, Page 1).

F & L Class with Turrets: Some light bombers and fighters were actually designed with turrets as their means of offense (e.g., the B.P. Defiant). In all cases, their turrets have the same limits and restrictions as defensive turrets on bombers.

Big Guns (37mm to 55mm): A/C with 37mm or larger air-to-air cannons must fire them separately from smaller guns. They may fire in the same game turn as smaller guns but use their firepower only in conjunction with similar large cannons and roll separately from the smaller guns to determine damage.

Mixed Firing with Big Guns: When both regular guns and big guns are fired in the same turn, resolve the smaller guns' shots first. If they score hits, apply a –05 LH modifier to the big guns' shot roll for each hit the smaller guns scored. Sighting with MG's does not save big gun ammo if a miss occurs.

10.5 — Defensive Gunfire: A defensive gun may fire only once per turn using normal burst lengths (half and long bursts NA). Defensive fire may occur during the Movement Phase in response to a head-on attack or in the Combat Phase.

Defensive Gun Fields-of-Fire: The horizontal field-of-fire for each defensive gun is listed on its A/C's ADC in terms of clock-code lines. A target inside the arc defined by, or on the clock lines themselves, is in that gun's horizontal field-of-fire. Exception: if the clock-code is in ( ), a target on that clock code line is not in the defensive gun's field-of-fire. A gun's vertical field-of-fire is indicated by a pair of numbers, each followed by a + or – symbol. These are upper and lower limits in terms of increments per hex away in range. A "+" symbol indicates the limit is above the firer's altitude and a "–" symbol indicates the limit is below. A "U" means the altitude difference is unlimited. An "A/C" means the limit is the A/C's altitude (+ or – specific additional increments at all ranges). At range = 0, the distances extend from the A/C's altitude to the amount shown in the vertical field-of-fire code summary (Combat Tables, page 5). Other field-of-fire notes may appear in the various ADC notes.

Def. Fire Procedure: Determine which A/C and guns will fire. Take the total firepower of all guns with the same critical rating from each A/C individually and modify it by the deflection fraction shown in the arc diagram of the Defensive Gunfire Play Aid (Combat Tables, page 5). Add the modified firepowers of all A/C firing, into a single value and resolve the attack normally. Note: Each A/C's defensive firepower is modified by its own deflection angle relative to the target. The defensive value of the target is not changed by deflection. The deflection Rules and play aid for fixed gun firing do not apply to defensive fire.

Prime Shooter: The A/C contributing the strongest defensive firepower in a combined attack becomes the "prime shooter". If more than one A/C have the same strongest firepower, the closest to the target is the prime shooter. If equally close, the player controlling the firing A/C chooses which is the prime shooter.

Formations & Combined Fire (Rule 8.5.3): Up to two A/C not in the same formation may combine defensive fire against a single target. Up to three A/C in a flexible formation (Rule 8.5.2) may combine defensive fire against a single target. Up to six A/C in a fixed formation (Rule 8.5.1) may combine defensive fire against a single target. See range restriction below.

Combined Fire Range Restriction: Defensive guns may only participate in combined fire attacks if their range to the enemy is NOT greater than the shortest range from that enemy to any member of the formation +1. This prevents unrealistic shooting from across a formation at targets that are very close to other members of the formation. Exception: The defensive guns of an A/C under attack may always fire at the attacker regardless of the range between the attacker and any other formation members.

Defensive Gunfire Rules Summary:

  1. The firepower of all guns with the same critical rating shooting the same target is totaled into a single attack.
  2. A target may not be attacked more than once per turn by defensive fire of the same critical hit rating unless doing a head-on attack during movement or if targeted by a tail stinger. If doing a movement phase head-on, the target may be fired on in response to the head-on and again in the Combat Phase by different guns.
  3. When defensive guns from different A/C combine fire, only the A/C related and crew quality modifiers that apply to the Prime Shooter are used.
  4. Modifiers that apply to defensive guns are: (a) Relative speed and crew quality; (b) Turn / Transition rates, in or did slips or skids; (c) Target uses tracking shot against Prime Shooter; (d) A Prime shooter using 4-gun turrets inflicts bonus damage as if having concentrated nose gun fire.

Turret Armed Fighter Exceptions: A/C whose only armament is a turret (e.g., Defiants) may combine their fire per normal formation Rules, or fire individually at a target, if desired. They are exempt from defensive fire Rules 1 and 2 above.

Defensive Fire Limited Blind Spots: Anytime a gun has a field-of-fire listing for a specific clock line (usually the 6:00 line) which is different from other areas it can fire into, this indicates a blind spot due to airframe interference (e.g., tall rudder fins). Since this blind spot represents only a few degrees of blocked fire, and A/C headings can actually be up to 15 degrees different than depicted by the hex grid, the following applies: "If on a Line, Only One is Blind": If an A/C is on the same clock-line limited blind spot of one or more enemy A/C, only the nearest enemy to it will be blind. If several are equally near, then the one the A/C is targeting is blind. If none are targeted, then randomly determine which will be blind, with "none" as a possible random result. The other A/C may fire defensive guns as if the blind spot did not exist using their regular field-of-fire limits.

Defensive Fire Restrictions: Turret or manual guns may not fire if their A/C experienced NG, did snap rolls, was inverted at any time, or ended in vertical attitudes. Manual guns may not fire if their A/C used > TT turns, or > EZ turns for H+ class A/C. Turret guns may not fire if their A/C used > HT turns. Exception: All F, MF and dive bomber (D class) gunners may fire even if their A/C use HT rates or vertical attitudes.

Relative Speed Modifier: If the relative speed between the prime shooter and the target is ≥ the range to the target, a LH modifier applies per the Air-to-Air Gun Combat Modifiers Table (Combat Tables, page 1). (The surviving text of this paragraph is incomplete in the source scan at this point; the table itself gives the values.)

Tracking Shots: If "tracking shot" used and target is the prime shooter, a –10 LH modifier applies to defensive fire.

Acquisition Time Restriction: Defensive gunners in A/C that have already moved in a turn may not fire on enemy A/C which subsequently move and use more HFPs than VFPs while transiting from any of the gunner's A/C's 60° wide deflection arcs to the opposite arc (e.g. from the front arc (clock lines 11 to 01) to the rear arc (clock lines 05 to 07), or left front arc (clock lines 09 to 11) to right rear arc (clock lines 03 to 05) (the gunners cannot exchange target information and guns cannot traverse quick enough to effectively engage such a target). Treat the border lines between arcs as being part of either arc for this Rule. Conversely, an enemy A/C benefiting from this rule, may not use its own defensive guns against the gunner's A/C.

Mistaken Identity Fatricide: Bombers in battle with A/C similar in type to friendly escorts (e.g. both are single engine fighters) may mistakenly fire defensive guns on friendly A/C appearing to threaten them. A bomber is "threatened" if enemy fighters are within range 10 and a friendly fighter at range six or less has it in its front arc and the bomber is within the fighter's vertical fixed field-of-fire parameters. If so, do a fratricide check. The enemy player may pick one of the threatened bombers and use any one of its defensive guns that can fire on the fighter to make a fratricide attack. If there is an enemy A/C actually firing at the bomber which is closer in range than the friendly A/C, in the arc of the gun chosen for the fratricide attack, roll a D10. An Odd result cancels the fratricide attack allowing the gun to be used on the actual enemy. Guns not fired in a fratricide attack may still be used for normal defensive fire. Exceptions: A/C having VERY distinctive features ignore this Rule. The following types qualify: P-38, F4U Corsair, P-82, Ju 87 Stuka, Me 262, Me 163 and He 162.

Tail Stinger (TS) Guns: Tail stingers are fixed self protection guns that may only be used against attackers declaring a shot at the defender from its 6:00 line and only if the stinger's target is in the fixed gun vertical field-of-fire opposite the bomber's pitch attitude. Declare the attempt, expend one shot of ammo and roll a D10. If the roll = 1, a shot is resolved against the attacker using the TS gun's firepower modified by deflection. As the gun is essentially unaimed add +10 to the LH result for each hex of range beyond 1 to the target. No other modifiers apply. The TS shot is in addition to normal defensive fire. In some aircraft, stinger guns were actually located in places other than the tail, but the same Rule is used in these cases.

10.6 — Reloading A/C Guns: Guns with ammo listed in a "(D x N)" format (Drums (or boxes) of N shots) can be reloaded. Once the first drum empties, the gun must be reloaded before it can fire again. Reloading takes a D5 of combat turns to accomplish. As long as the A/C avoids all parameters that prohibit manual defensive fire, and the loader is not firing other weapons, reloading is in progress. After a consecutive number of game turns, equal to the D5 roll is spent reloading, the gun may return to action on the turn after reloading is completed. If interrupted, reloading must start over with a new D5 roll. A loader may only reload one gun at a time.

10.7 — Air-to-Air Rockets: Air-to-Air Rocketry Table: This table lists each rocket's country, minimum & maximum ranges, minimum no. of rockets that must be fired in an attack (a "multiple"), LH modifier per hex of range, damage caused from a hit and its critical hit rating. Air-to-air rockets are fired in a volley. As the rockets fly out to their maximum range, they create a danger zone. All aircraft in the Rocket Danger Zone are eligible to be damaged.

Firing Parameters: The firer must end its move in level or shallow flight, and in an upright bank, having done no maneuvers except slips and used only TT or less rates. The selected target must be within the firer's non-turning horizontal fixed gun field-of-fire and within the appropriate vertical field-of-fire. As distance increases, widen the horizontal field-of-fire as follows:

  • If horizontal range 0 to 6, use field-of-fire as illustrated.
  • If 7 to 12, widen field-of-fire by half a hex on either side.

Attack Procedure: Designate one A/C to be the rocket target. Use all applicable Air-to-Air Rocketry Table (Combat Tables, page 6) modifiers based on the range and deflection relationship between the target and shooter. Announce the number of rocket multiples being fired. Roll for LH. A final LH of ≤ –20 results in one hit, and each –20 under that scores another hit. Each hit consumes one rocket multiple. Total hits achieved cannot exceed the number of rocket multiples fired in the attack.

Rocket Danger Zone (RDZ) Targets: All A/C, friendly or enemy, in the volley's field-of-fire, within 30 degrees of the named target's heading, within 2.0 of its speed, and having the same distance to altitude ratio are eligible targets. Memory Aid: RDZ = 3-2-AR (30°, 2 speed, altitude ratio).

Hit Distribution: The first hit achieved is applied against the designated target and any others are randomly distributed between the target and other eligible A/C in the Rocket Danger Zone. An A/C may be hit more than once in a single attack.

Rocket Altitude Ratio: Determine distance to altitude ratio between firer and target in 100 foot increments and reduce this to a ratio similar to combat odds. Example: Target is 5 hexes away (one hex=300 feet) and 400 feet higher. = 1500 feet / 400 feet = 15 to 4 = 3 to 1.

Chapter 11 — Aircraft Damage

The damage tables and most of this chapter's prose were lost with the damaged pages of the source. The critical-hit effects that survived are transcribed below; the Rule Index names the rest: Aircraft Damage Table 11.0; Critical Hit Table, A/C 11.4; Ammo & Fuel Explosions 11.4; Fire, Fire Control & Extinguishers 11.4; Fuel Losses 11.6; Incendiary Ammo 11.4; Knocked Out (K.O.), A/C 11.5; Severe Damage 11.3; Step Losses 11.3; Bail Out Limits 11.8; Aircraft Repair 11.9; Tail Structure & Wing Spar Hits 5.6.

Multi-Engine A/C Unbalanced Power Effects: Unless accel taken from each wing's engines is equalized by adjusting throttles, A/C with more wing-mounted engines running on one wing than the other must use more rudder to compensate for unbalanced thrust. For the rudder to be effective, minimum speeds increase as given below. Failure to maintain minimum speed in this situation invokes a Turn Stall instead of a normal stall (Rule 4.6):

  • If a wing has one more running engine than the other, increase all min. speeds by 0.5.
  • If a wing has two or more running engines than the other wing, or the rudder is knocked out by critical hits increase all min. speeds by 1.0 (cumulative if both apply).

Speed Loss Clarification: Reductions to an A/C's max level speed and limits to accel carry (Rule 4.4) always refer to the A/C's max "attainable" speed. A/C faster than max attainable level speed suffer excess speed decel (Rule 4.2).

Throttle Hits: For multi-engine A/C, one engine is affected as directed; and roll D10 again. If odd, another engine suffers same effect and roll again. If even, no further engines affected.

Crew Losses: In multi-crew A/C randomly determine which, surviving crew, are wounded or killed in action (WIA or KIA). WIA non-pilot crew cannot function. WIA pilots add "wounded" modifiers to their actions. WIA recruit pilots may not make attacks of any kind. In A/C with no pilots left, a bombardier or navigator may take-over and fly the A/C as if a WIA recruit if they make a one-time percentile roll of ≤ 40. Two wounds kill a crewman and disable pilots. A third wound kills a pilot.

Designer's Notes: Non-pilot crew are assumed to ignore minor wounds, so a WIA result on them equals a disabling wound. The first WIA result to a pilot is a distracting, but not disabling wound.

Disabled Pilots: A second WIA result disables a pilot. Roll a D10. If roll ≥ 6 = pilot killed, else the result x 2 is the no. of combat turns he can function before becoming disabled. Until then, double all WIA modifiers for applicable events to this pilot. Once disabled, a pilot can perform no actions except bail out.

Wound Mortality: For each disabled pilot / WIA crew, roll a D10, and multiply by 3. The result is the number of Op-turns they can survive without medical help. If not parachuted to the ground, or landed by the end of the last Op-turn, they die.

Oxygen Loss: There is no effect for first 15 game turns. Reduce this by 5 turns per altitude band above ML the A/C is at when oxygen lost. Note - If A/C descends to a lower band, shift to new band's limits. If A/C still in ML or higher band after time limit expires, roll a D5 and D10 at end of each turn. Add 1 to D5 roll for each band above ML A/C's current band is. If modified D5 roll > D10 roll, difference is no. of active crew randomly tested for unconsciousness. Roll a D10 for each. Odd = unconscious. Once A/C starts a turn below the ML band, unconscious crew recover after a no. of turns determined as for GLOC (Rule 5.7).

Back Up O2: H or larger class A/C can sustain one "Oxygen knocked out" critical with no effect due to back up systems. The second such hit invokes the above effects.

Radio Loss: The A/C must be in fixed formation parameters (but not necessarily in fixed formation) to use its leader's initiative. If bounced by the enemy see Rule 14.6. Ground radar intercept modifiers or GCI control for encounters is lost. Apply "No Radio" formation join up modifiers (Chapter 15).

Navigation Instruments Lost: If not in formation with a navigation equipped A/C, Roll D10 each Op-turn. A roll ≤ 3 = Major nav. Error (stay in place one Op-turn). If ≤ 6 = Nav. error (lose D5 end., spend 2 Op-MP in place). If 7 to 10 = no effect.

Flight Instruments Lost: See Rules 16.2 and 32.3.2.

Explosions: Exploding A/C may damage nearby A/C. A/C at range "0" to an explosion suffer a 1-1 odds attack and A/C at range "1" suffer a 1-4 attack (1 critical per 2 hits). If explosion was due to detonation of carried weapons, that A/C's crew is KIA, and 10% (round up) of the soft attack strength of all the weapons is a minus LH modifier to attacks against nearby A/C.

Gear / Flap Systems Loss: A/C's retractable landing gear trails down unless jammed up by a previous result (see Rule 16.3.1 for drag effects), flaps are jammed in place. A/C with fixed gear, snow skis, or seaplanes with floats or boat hulls, have these items damaged and suffer landing gear damaged effects.

Fuel Fed Fires: Treat as a major fire and major fuel leak. If it reduces to a minor fire, treat as steady fuel leak.

Elevator Damage: The A/C is restricted to TT or less turns and transitions. A second elevator hit = tail structure hit.

Chapter 12 — Aircraft Loads

12.0 — Stores and Stations: The A/C Stores Table included with each game details the types of stores which can be carried and the time frame they become available. Each ADC provides information about the number of pylons or bomb bays A/C have to carry stores.

Station Limits: Each station or bomb bay has a listed weight limit. Stores in excess of that limit may not be loaded on that station or bay. A/C are limited in the total weight they can carry, regardless of where the stores are loaded.

Load Limits & Penalties: A/C have two load point numbers listed (e.g., "3–7"). Each store has a load point rating (see A/C Stores Table). When the total load carried is ≥ the first number, the A/C is "loaded". When the load is ≥ the second number the A/C is "overloaded". Such A/C suffer the flight penalties detailed in the Flight Tables, page 1. Penalties for being loaded or overloaded are cumulative with those for severe damage.

Load Effect on Ceiling: Each A/C has three altitude ceilings listed. They are for normal, loaded and overloaded conditions, respectively. A/C starting above their allowed ceilings double all climb, turn and maneuver decel, and available power is halved. If > 3,000 feet above an allowed ceiling, engine power = zero.

Internal Bomb Bays: Do not use the load points given on the Weapons Tables for bombs carried in bays. Those take into account aerodynamic drag which does not apply. Instead, the load for weapons in bays is 1 point for each full 500 lbs. of weight carried and 0.5 points for each 250 lbs. or less left over. Weapons carried in a bay may not be dropped unless the bay doors are open at the start of a turn. The act of opening or closing the doors requires a full turn to accomplish and is declared at the start of an A/C's move and considered complete at the start of the next turn. On any turn bays are opening, open, or closing, the A/C incurs 1 decel. Unless F or D class, A/C with bombs in bays may not deliberately use inverted banks or select NG transitions.

Snap-Open Bay Doors Exception: Spring held snap-open bay doors do not have to be opened or closed and no decel is incurred on the turns when bombs are released through the doors. Examples of A/C with snap open doors include the Blenheim and Battle bombers, and the IL-2 Shturmovik.

Jettison or Release of Loads: At the tactical or operational scale, tanks, bombs, etc. may be jettisoned from A/C by declaring the act at the end of their movement each turn. At the combat scale, the act of jettisoning, firing or dropping stores is normally declared and accomplished in the Combat phase. A/C may not release free fall weapons if they end a game turn in an inverted attitude or incur negative-Gs. Jettisoned weapons, being unaimed, are deemed to fall far enough from any targets to do no harm.

Drop Tanks: When drop tanks are jettisoned in operational or tactical play, make a LH roll on the Attrition Table (Operational Tables, Page 4) substituting the number of tanks dropped for the "Total A/C" entry. The Number of Aircraft Affected result is the number of drop tanks that stick. Randomly determine which A/C have stuck tanks. An A/C is eligible for the random choosing until it has stuck tanks equal to the tanks it carries. When drop tanks are jettisoned in combat scale play, roll a D10 for each. A result ≥ 10 indicates a stuck tank. Add +1 to jettison roll if A/C is above its max listed level speed.

Stuck Tanks: A/C having stuck tanks may re-attempt to jettison them on a later turn. Roll a D10 per stuck tank. A result ≥ 7 means the tank is permanently stuck, otherwise, it drops. Add +1 to jettison roll if A/C is above its max listed level speed.

Chapter 13 — Crew Quality

13.0 — Pilot Quality: Die roll modifiers for different pilot qualities apply to initiative rolls and other events on various tables. Four levels of pilot and A/C crew skills are defined:

  1. Recruits – minimal flight and combat training.
  2. Green – full training, inexperienced in actual combat.
  3. Regular – well trained, and/or combat experienced.
  4. Veteran – Ample combat experience.

Squadron or group leads must be regular or veteran. Flight or element leads may be green. Some pilots may also be aces, heroes, crack shots, or have keen eyesight (Rule 13.3). Rule Index: Ace 13.0; Crew Quality 13.0; Hero 13.0; Pilot Characteristics & Effects 13.3; Pilot & Crew Generation Tables 13.2; Crack Shot Characteristics 13.2; Keen Eyes 13.2; Special Damage Considerations 11.3; Limits, Inexperienced Pilots 13.1; Turns & Gifted pilots 13.3; Initiative, Phase & Die Rolls 1.5.

13.1 — Inexperienced Pilot Limits:

  • Recruit Pilots: May not snap roll, use ET rates, NG turns, or do vertical rolls. May not tail enemy A/C at all. Always fire long bursts even if it doesn't help. May not attack if wounded. Risk GLOC if using BT rates.
  • Green Pilots: May not "Tail" enemy unless, in addition to normal criteria, their 12:00 line superimposes tailed A/C's 6:00 line. May not deliberately use half bursts or NG turns.
  • Recruits and greens may not do NG turns, but may do NG transitions.

(The Flight Rules Summary play aid restates the same rule as: Recruits may not snap roll, use ET rate, vertical roll, or tail enemy A/C. They risk GLOC at BT or NG-HT rates. Always use long bursts. Green may not tail enemy A/C unless 12:00 line super-imposes 6:00 line of A/C to be tailed. May not use half bursts.)

13.3 — Gifted Pilots: The expanded text of Rules 13.2 (crack shots, keen eyesight) and 13.3 was lost with the damaged pages of the source. The surviving play-aid entries that carry them are: turn and transition decel at high speed is reduced for gifted pilots, and the Turn Stall duration modifier is –1 for a gifted pilot (Rule 4.6); the GLOC / red-out incapacitation modifiers and the compressibility modifiers give gifted pilots their listed adjustments (Rules 5.7, 4.7).

Gifted Flyers (carried by the official Fighting Wings errata, where the rule is numbered 12.4): When gifted pilots use their ability to HT, BT, and ET turn at 0.5 under the listed minimum turn speeds in non-slatted winged aircraft, they incur a 1 decel penalty for each facing change and if they take a shot, a +2 modifier is applied to the die roll. Gifted pilots in slatted winged aircraft ignore the normal decel penalty for slat-assisted turning and they may do slat-assisted TT turns.

Part Four — Flying Missions

Chapter 14 — Tactical Scale Play

The opening of this chapter — the set up and use of the Tactical Movement Gauge (TMG), the A band to D band range bands, the relative-altitude and one-altitude-attitude-and-speed-change move of Rule 14.4, and the "Aiming at Ground Targets" rule — was lost with the damaged pages of the source. Rule Index: Tactical Scale Play 14.0; Tactical Maneuvering Grid (TMG) 14.0; Relative Altitudes, Tactical Scale Play 14.1; Attacker's Movement Phase, Tactical Scale Play 14.4; Aiming, Air-to-Ground 18.1; Limits, Aiming, Air-to-Ground 18.2; Breaking Off to the TMG 14.10; Setting Up Tactical Scale Play 14.0; First Sight Determination, Tactical Scale Play 14.2; Initiative, Phase & Die Rolls 1.5. The numbered rules that survive are transcribed below.

14.4.1 — Multiple TMG Attacker Limits: Multiple attackers can be on the TMG if or when:

  • New attackers join the engagement because their Time-of-Intercept (TOI, Rule 15.9) has been reached, or...
  • An attacking formation splits into smaller formations or individual A/C, each moving separately.

Limits: A formation may split up once per Tac-turn at the start of its move into two parts of any size. When splitting, formation integrity must be kept, meaning, each part must have its own leader. Exception: veteran pilots may split off as individuals as long as their wingmen can be placed with another leader.

14.4.2 — A/C Speed Differences: Extra spaces of movement on the TMG may be allowed or required due to speed differences as follows:

  • For each 2.0 points of speed the defender is faster, the attacker suffers one extra space of relative drift.
  • For each 2.0 points of speed the attacker is faster, the attacker may move an extra space.

14.5 — Defender's Intercept Phase: When new formations from the defender's side enter the Tac-Scale engagement per Rule 15.9, use this procedure:

  • Each new formation entering play selects one of the Attacker's formations anywhere on the TMG to engage.
  • The new arrivals and the engaged attackers are removed from play and put into a separate battle. The engaged attackers may invoke the right-of-combat refusal Rule below if their formation is large enough.

Attacker's Right-of-Combat Refusal: If the engaged attackers have ≥ twice as many A/C as the new arrivals, A/C in excess of twice the enemy may be retained on the TMG to continue the original engagement. If using this Rule, formation integrity must be maintained (existing flights, elements, etc., may not split up when moved to another battle or retained).

Surprise Status: New arrivals always surprise attackers on the TMG and set up for combat per Rule 14.7 with their leader on the 6:00 line of any one engaged attacker using the A band, or center "X" box parameters as desired. Relative altitudes are per Rule 14.1. The former attackers are allowed one sighting attempt per Rule 14.6 with attendant effects on set up.

14.6 — Defender's Sighting Phase: After the Attacker's Movement Phase, even if combat has been initiated, the defender can try to sight the attackers. For each attacking formation on the TMG the defender rolls percentile dice and adds applicable modifiers from the Sighting Modifiers Table (Tactical Scale Tables). If the final result is ≥ to the percentile no. listed for the range band the attacker is in, they are sighted and remain sighted for rest of TMG play. If the original roll is 100, the enemy is sighted regardless of modifiers.

Effects of Successful Sighting:

  • If the attacker has not initiated combat, proceed to the Defender's Response Phase.
  • If the attacker that initiated combat was sighted, the defender is allowed to set up with any upright angle of bank, use any power setting, and may maneuver his A/C freely, beginning with the first turn of combat scale play.

Effects of Unsuccessful Sighting (a "Bounce"):

  • If combat has not been initiated, return to the Attacker's Movement Phase. Repeat this cycle until the attacker is sighted, or initiates combat, or exits the TMG.
  • If the attacker initiates combat, the defender is surprised ("bounced"). Defending A/C start combat play wings level and may only fly forward (no maneuvering) on the first turn (first two turns for A/C without radios unless the individual A/C is attacked on first turn). They cannot change flight attitude or angle-of-bank. Only MC and the minimum VFPs allowed for their flight attitude may be used (no OC). Throttle is limited to cruise power or less. After these turns of surprise penalty flight, the defenders may fly freely.

14.6.1 — Defender's Response Phase: If attackers are sighted and combat has not been initiated, the defenders must immediately declare if they will pass, initiate combat or try to flee.

If Def. Passes: Return to Attacker's Movement Phase. Defending A/C may change speed from existing up to max att. level (Fixed formations degrade to flex. at Dash speeds).

If Def. Initiates Combat: Proceed as follows:

  1. If No Defenders in Fixed Formation: Set up combat normally if nearest attacker is in A or B band. If nearest attacker in C or D band, the defender may opt to change the geometry of the combat before set up as explained below. Geometry Change: Shift all attackers identically, clockwise or counter-clockwise, in their present TMG range band, up to two spaces if nearest is in C band, or up to three spaces if nearest is in D band. One altitude, attitude, and speed change move is allowed to each formation on each side per Rule 14.4, except further movement on the TMG is ignored (formation splits okay). The defender makes all of his move changes first.
  2. If Any Defenders in Fixed Formation: Combat is set up normally and if nearest attacker in the C band, escort A/C may set up their flights facing up to 60° from the direction the portion of the group in fixed formation is going. If nearest attacker in the D band, the facing difference may be up to 120°. All A/C in a flight must use the same facing, but all flights need not.
  3. Defender's Right of Combat Refusal: If a defender initiates combat and all attackers are in C or D band any defending A/C beyond twice the attacker's number may be withheld from battle (they continue mission ignoring fight). Formation integrity must be maintained, meaning, existing flights and elements may not split up when withheld or committed to battle. If one A/C in a fixed formation is involved, then all in that formation must be.

Combat Initiation Limits: If all defenders are in fixed formation, or on an air-to-ground mission they may not initiate combat unless they degrade to flexible formation and abort the air-to-ground mission (jettison ordnance). If defenders include escorts, these may initiate combat even if other defenders stay in fixed formation or in their AtG mission (no abort required).

If Defender Elects To Flee: Proceed as directed below.

Mission Aborts: If the defenders are on an AtG mission and have not reached their target, the mission is aborted and they may no longer move toward the target on the OMT (Chapter 15). Instead, they must jettison all air-to-ground weapons (except rockets) and return to their bases attempting to escape as given below. If on an air-to-air mission, the mission may continue after an escape attempt is resolved, whether combat results or not.

Escape Procedure: The defender chooses one of the following escape profiles and all fleeing A/C must use it:

  1. Escape by steep or vertical dive.
  2. Escape by shallow dive at full throttle.
  3. Escape by level run, or shallow climb at full throttle.
  4. Escape by full throttle climb.

Next, the attacker declares if he will pursue them. If not, the engagement ends. If yes, the success or failure of an escape is determined by D10 rolls. Prerequisites for using a particular escape profile and the amounts of altitude change, final attitudes and speeds that result from each escape profile are detailed in the Escape Profiles Table (Tactical Scale Play Aid).

Escape Rolls: The defender and attacker each declare whether their side will flee or pursue as a single force, or split up and flee or pursue by varying A/C capabilities. Each side then rolls a D10 for a base number and adds applicable modifiers from the appropriate Escape Profiles Table.

  • If fleeing or pursuing as a single force, use the modifiers that apply to the least capable A/C.
  • If fleeing or pursuing by varying capabilities due to type, damage or load differences, the fleeing and pursuing A/C may split up into groups with different capabilities with each group using the modifiers for its least capable A/C.
  • Each group whose modified escape roll is greater than all the pursuer's modified rolls successfully escapes. Each pursuit group whose modified roll exceeds one or more fleeing group escape rolls has the option to attack one of those groups. More than one pursuit group may attack the same fleeing group. Fleeing groups not attacked, escape.

Escape Combat Set Up & Fuel Use: If a fleeing force is caught, combat is set up as if the pursuer entered the TMG center box on the defender's 6:00 line. Use the lesser of the original starting relative altitude difference or 1,500 feet – a D10 of increments (pursuer starts from above if fleer dove, and below if fleer climbed, and pursuer's option if fleer tried to escape by level run). An escape attempt uses up 1 minute of endurance and one tactical game turn (see Chapter 15 for fuel rules).

14.7 — Setting Up Combat Scale Play:

  1. Set Up Defenders First: Place the main formation leader near the center of the map. Place all others in appropriate formation parameters with the same facing. When setting up fixed formations, H and M class may not begin stacked and L or F class A/C may stack two to a position (A/C may stack further once play begins). Defender speeds and pitch are those last set by Op or Tac-scale moves. Next, place any escort A/C leads within 12 hexes of the escorted A/C leader, at the escort's declared altitude, with wingmen in formation parameters. Escort A/C may be split into smaller flights and spread out as long as each junior leader is within 12 hexes of the escorted A/C leader, or within normal parameters of a higher ranking leader. All A/C in each different escort flight must face in the same direction which may be up to 30° different from that used by the escorted A/C formation.
  2. Roll Attackers Start Range: Each attacking formation chooses a defending formation or escort flight as its basis for set up, then rolls D5 or D10 dice as directed, adding them to the base range given on the Set Up Range Table. The sum is the exact range (including altitude differences) at which the attacking leader must set up from a specific A/C in the selected enemy formation.
  3. Set Up Attackers: Place attacking leader in the hex, in the arc or line parameters indicated by the TMG, of the selected A/C in the enemy formation that will put it at the exact range rolled for. The range to the NEXT nearest enemy A/C in the same formation must be ≥ the range to the selected A/C. If not, move the attacker away from the selected A/C (maintaining deflection parameters), one hex at a time until the required range is met. The attacking leader must choose a facing that puts the target A/C in front of his own 3:00 - 9:00 clock lines. Place all remaining attackers in appropriate formation parameters, ensuring none are closer in range to the reference enemy A/C than the leader. Attacking A/C speed and pitch is set to that allowed by their formation's last Tac-scale move. Restrictions: If setting up in climbs or dives, no A/C may be higher or lower, respectively, than their leader. If attacking from the left or right side of a formation of any size, the attacking leader's set up hex must clearly be to the left or right of an imaginary line going through the center of the defender's formation, parallel to the defender's direction of flight. An equal number of A/C must be on each side of the line. For odd numbers of A/C, the dividing line should run through the middle of the A/C that leaves equal numbers of A/C on either side.
  4. Scatter Enemy Formations: First the attacker scatters the defender's A/C, then the defender scatters the attacker's as allowed (reflecting imperfect formation flying). Do this for each independent formation (group, squadron, or smaller) setting up.

Scatter procedure: For each 4 or less enemy A/C in a formation, roll a D10 and sum the results. If the formation straggled, add another D10 (see Rule 15.5) to the total number of die rolls. The enemy player counters by rolling a D10 for each 9 or less A/C in that same formation, and subtracts the sum of his rolls from the sum of the scattering player's rolls. The remainder, if positive, is the number of scatters allowed to an enemy's formation, excluding its leader. The TMG defender may add one D10 to his counter-roll for each two Tac-turns attackers moved on the TMG after being spotted, before either side initiated combat.

Scatters: A single scatter consists of:

  • Displacing an A/C one hex in any direction.
  • Changing an A/C's altitude by up to ± 300 feet.
  • Changing an A/C's facing by 30 degrees.

Limits on Scatters: A side's main formation leader may not be scattered. Up to three scatters can normally be applied to an A/C. All or some may be hex or altitude changes. Only one may be a facing change and only if at least one other scatter type was applied before the facing change. Facing changes may not put a wingman's facing more than 30° off his leader's facing. Facing changes are not allowed to A/C in fixed formations. Wingmen may not scatter to a position forward of their leader but may be scattered out of formation in other ways. A/C may be scattered closer to an attacker than the original set up allowed.

Junior Lead Scatters: If a lower ranked leader's A/C is scattered in range or altitude, his wingmen are shifted equally at no cost to the total scatters allowed (facing changes always cost 1 scatter per A/C). These matching shifts do not count against scatters that may then be applied later against the wingmen.

High Altitude Scatter: Add one or two D10s to scatter rolls against formations in the HI to VH or EH+ bands, respectively. A/C in HI+ bands may suffer one extra scatter per two or less bands above MH band (exception - pressure cabin A/C).

Mission Fatigue Scatter: Add one D10 to the scatter rolls allowed against a formation after it has been in the air for 2 hours and after 5 hours (12 and 30 Op-turns). Add one to the scatters allowed to an A/C after it has been in the air for 2 hours and after 5 hours. Nullify these extra scatter rolls and A/C scatters by one per two or less turns of Tac-scale play taking place after an attacker has been spotted (due to advance warning of attack).

Pressure Cabins: A/C with pressure cabins do not suffer extra scatters for being above MH bands. For fatigue, add just one scatter after A/C has been in the air 4 hours (24 Op-turns).

  1. Perform Final Set Up: If attackers were sighted before set up, each defending A/C may choose any upright bank angle and power. If not, all begin wings level at cruise power. Next, each attacker chooses any desired bank angle. Determine combat scale weather (Rule 16.2). Commence Combat Scale play.

14.7.1 — Post Engagement OMT Placement: When A/C exit combat scale play or tactical scale play back to Op-scale play (Chapter 15), use this procedure:

  • Return them to the OMT dot position of the engagement.
  • Pick a base altitude for each A/C that is from 3,000 below, up to one Tac-scale ROC (adjusted for load & damage) above that held when engagement exited.
  • Friendly A/C that exit combat play on the same game turn, within range 15 to each other (1 mile), or A/C that exit the TMG on the same Tac-turn from the same D band space whose new post combat base altitude is the same, may automatically rejoin into one or more formations as desired without having to roll to regroup after combat per Rule 15.12.
  • A/C from the same side that are on the combat map together when an engagement ends may also rejoin as above.

14.7.2 — Post Combat Considerations: Op-Scale Intercepts: Targets can be subject to multiple intercepts in an Op-turn (rule 15.9). Should a formation be split into various parts as a result of a prior engagement, all former parts of that formation are considered to be in view of any pending interceptors. When play of a subsequent intercept is commenced, the new attackers may pick any part of the original formation to attack, or they may also split up into smaller formations, each attacking different parts of the former formation. In this case, each intercept is resolved as a separate engagement.

14.8 — Effects of Sun & Clouds: The Sun: If any A/C on the TMG are above the highest broken or overcast clouds (Rule 15.2) roll a D10 during set up to determine the deflection arc the sun is in. Defenders must apply sun modifier if attempting to sight attackers in this arc whose altitude is in the Sun's Dazzling Zone (see below).

Approx. Time of DaySun Position & Dazzle Zone
Morning or EveningLow ≤ ± 1,000 per Band Away
Mid-Morn. or AfternoonHigh ≥ 1K higher per Band away
Hi-Noon (1100 to 1300)Vertical ≥ 2K higher in A band, ≥ 4K if in B band. NA in C and D bands.

Clouds: If clouds exist in defender's altitude bands (Rule 15.2), apply the listed modifiers to TMG set up die rolls. See Rule 16.2 for generating combat scale weather for the battle.

Silhouetted A/C & Contrails: If a higher or lower target of a first sight or defender's sighting attempt has broken or overcast clouds in altitude bands beyond and behind them, from the sighter's perspective, double the target A/C quantity modifier for the sighting attempt roll. If TMG attackers end a move at or above the base contrailing level (rule 15.2), apply the contrailing modifier to the sighting roll in the Defender's Sighting Phase.

14.9 — Tac-Scale to Op-Scale Continuity: Failure to Initiate Combat: If combat not initiated by end of Tac-turn 10, and Op-scale play is in use, all A/C on the TMG retain their current positions and relative altitudes while the next Op-turn's moves and intercepts are conducted. TMG defenders on missions allowing them to move while engaged, drag any TMG attackers that opt to stay engaged to their new Op-scale OMT dot. Tac-scale play then resumes from where it left off. When dragged, attackers must choose an Op-scale speed ≥ to the defender's to keep up. If unable, the engagement ends and the attackers are left behind when the defenders move. Left behind attackers must move immediately after the defenders move.

Break Off to TMG Placements: Defenders return to center box at their leader's last altitude ± 500 feet. Time is set to the Tac-turn following the one in which combat ended. Attackers go to the C band TMG space best approximating their position relative to the defender's leader when each disengaged. Set them at their last altitude + up to half their ROC (rounded next lower 100 feet) or up to –1,500 feet lower. Attackers placed in the same TMG space within 600 feet of each other may automatically join into formation. Speed for both side's A/C is then set from cruise to max level. TMG placement is the attacker's move for that Tac-turn. The attacking A/C returning to the TMG remain sighted by the attacker's for future Defender's Response Phase considerations.

Chapter 15 — Operational Scale Play

Designer's Note: Missions often lasted several hours during which only a few minutes of intense combat would occur. The rest of the time pilots were concerned with navigation, formation flying, weather, fuel use and keeping an eye out for the enemy. "Mission" scenarios use Op-scale play and the Operational Mission Track (OMT) to track the progress of a mission from take off to landing. Below are definitions of key Op-scale terms:

  • A/C Type - The A/C's agility class along with its number of engines (e.g., twin-engine M class bomber).
  • CAP - Combat Air Patrol. A/C on CAP missions.
  • Deliberate Encounter - Intentional intercepts or attacks by A/C upon enemy formations or surface targets.
  • Engaged A/C - A/C involved in an encounter.
  • Escorts - A/C assigned to protect other A/C.
  • Force - Multiple formations operating together.
  • Formation - Two or more A/C joined together.
  • Free Hunters - Non CAP A/C on air-to-air missions.
  • OMT Dot Position - Any of the five 8 mile wide dots in each OMT column.
  • OMT Column - Each 40 mile wide ground square and the entire column of altitude band squares above it.
  • OMT Zone - A 6 column wide weather zone on the OMT.
  • Random Encounter - A surprise encounter with A/C or other units resulting from an enroute event die roll.
  • Unengaged A/C - A/C not involved in encounters.
  • Unintentional Encounter - An encounter resulting from opposing A/C crossing paths during movement.

Rules 15.1 (the operational turn sequence and take-off rules) and 15.2 (operational weather generation) were lost with the damaged pages of the source; Rule Index: Operational Scale Play 15.0; Operational Turn Sequence 15.1; Take Off & Join Up Phase, Operational Scale 15.3; Take Off Attrition 15.3; Take Off Groups (TOG) 15.3; Weather Change Phase, Operational Scale 15.2; Altitude Structure 3.1.1; Air-to-Surface Attacks, Operational Scale Play 15.10.

15.4.1 — Operational Movement: Staying In Contact After Combat: After a combat in which attackers disengage to the OMT they may opt to stay "in contact" with the former defender's from Op-turn to Op-turn so long as: (1) The defending A/C did not disengage first and consist of some L, M or H class A/C not on an air-to-air mission. (2) (the second condition is incomplete in the source scan)

A/C Speed Definitions:

  • Endurance Speeds: In Op-scale play A/C may use endurance speed to save gas. If entering tactical scale play at endurance speed, start speed is A/C's adjusted minimum speed up to 1/2 max attainable speed (if adj. min speed > 1/2 max attainable, then end. speed NA).
  • Fighter Cruise (F & MF): Any speed > highest available endurance speed up to: Max attainable speed –1.0 if in HI or higher alt. bands; Max attainable speed –1.5 if in the MH or lower band.
  • Bomber Cruise (L, M, & H): Any speed > highest available endurance speed up to the lesser of: Listed max level speed –1.0 in any altitude band; Max attainable level speed –0.5 in any altitude band.
  • Dash: Any speed > A/C's highest cruise speed up to its max attainable level speed. Dive speeds are never used at the Op-scale as these would be sustained for only very short times.
  • Climb (& Take Off): From adjusted min. speed to listed min. +1.5, but not > max attainable level speed. Climb speed assumes max power and consumes fuel at the dash speed rate.
  • Dash Speeds (all classes): Anything > cruise speeds.
  • Climb Speeds (all classes): The higher of listed minimum speed +1.5, or adjusted minimum speed.

Move Limits: For join up and force assembly, formations may loiter at will. Once a force with an air-to-ground mission starts toward a target it may use any speed but may not loiter in dots unless needed to end an Op-turn in or stay in the target's dot. When returning from a completed or aborted mission no restrictions apply. If altitude changes, reset speeds at end of each move based on the final altitude before resolving intercepts.

Mixed Speeds: Formations within a larger force may have different speeds but the entire force moves using the Op-MPs of the slowest formation. Each formation's fuel use and TMG start speed for Tac-scale play is based on its own speed and not that of the larger force it is part of (faster A/C, such as fighters, would be weaving to pace slower bombers).

A/C Unable to Sustain Level Flight: If damage is such that adjusted min speed exceeds max attainable, or an A/C has no engines, its speed is set to endurance, but only one of its MPs may be used for horizontal travel, and only if its start altitude is at least 3,500 feet above the ground. Additionally, such A/C will lose a minimum amount of altitude (in levels per Op-turn or increments per Tac turn rounded up) = adjusted min speed + a D5 (two D5s if not a glider type and no engines). They may lose more using Op-MPs not used for horizontal travel. If not engaged or attacking ground units on turn ground level is reached, they will force land (the crew may bail out before then). If engaged or attacking ground units on turn ground reached, start altitude for combat = two D5 in increments.

Formation Log Sheet: This log is used to track formation composition, current dot, altitude, speed and fuel status. Start a new log as necessary for new formations created each turn.

15.4.2 — Fuel Use & Endurance: An A/C's flight endurance is listed on its ADC in terms of minutes of flight. Each A/C taking off begins using endurance (fuel) as listed below. Fuel use is tracked for each A/C individually. A/C in formations using the same speed use fuel equally when doing join ups or dashing (one D5 roll per formation). Landing attempt fuel use is by individual A/C. Fuel use is cumulative. Tactical play, combat play and landing attempts within an Op-turn, use fuel beyond the amount consumed by any Op-turn A/C moves. A/C must land by the time their endurance reaches zero. If it expires before they land, or their landing fuel use D5 roll takes endurance below zero, they must do a "forced landing". Fuel is used as follows:

  1. Start, taxi, take off (all combined) = 5 min. per engine.
  2. Take off climb, per multiple of alt. = 1, 2 or 3 min.
  3. Take off, en route, or regroup join up = D5 minutes.
  4. If terrain hugging entire Op-turn (16.1) = 2 minutes.
  5. Each turn at dash or climb speed = 15+D5 min.
  6. Each Op-turn at cruise speed = 10 minutes.
  7. Each Op-turn at endurance speed = 5 minutes.
  8. Per attacker's TMG move after 5 min. of Op-to-Tac scale fuel credit = 1 minute.
  9. Per 5 or less turns of combat play = 1 minute.
  10. Fuel loss due to delays, damage = variable.
  11. Each Landing attempt = D5 minutes.
  12. Each dot shift during intercepts = 2 minutes.

Op–to–Tac Scale Fuel Credit: Attacking A/C get 5 turns of tactical play before suffering cumulative endurance costs. This credit ends if combat is initiated. The TMG defenders do not suffer cumulative Tac-scale fuel use prior to combat initiation.

Take Off Climb Fuel: On take-off, A/C will use 1, 2, or 3 minutes of fuel per full or partial multiple of their ROC gained in altitude, for normal, loaded or over-loaded status respectively.

Limits: If an A/C's adjusted min speed is greater than max speed allowed for endurance or cruise speeds, fuel use is per the next higher defined speed. If an A/C's only cruise speed is max attainable –0.5, then max attainable is its only dash speed.

Engine Out Effects: A/C with all engines knocked out or shut down do not consume fuel. Multi-engine A/C with at least one engine working have their total fuel consumed per Op-turn reduced by one minute per engine not in use.

15.4.3 — AAA (Flak) Attacks: Flak Values: AAA counters can represent a small to a large number of guns. Mission scenarios will specify AAA point values for certain OMT dots, cities and airbases (approx. = 0.5 pts. per light or med. AA gun barrel, 1 pt. per heavy AA barrel ≤ 102mm and 1.5 points per heavy barrel > 102mm in size). Critical hit ratings for AA types are listed in the Op-scale Flak Attack Table (Op. Tables, Page 1). Ship data cards have Op-scale AAA values on them. AAA values are the firepower modifier to Flak attack.

Harassing Flak: If A/C enter or loiter in a dot with enemy land based AAA gun values that can reach their altitude level during the Movement Phase, they immediately suffer a flak attack (limited to one attack per Op-turn per dot against each moving formation). For Naval Op-scale AAA attacks see Chapter 30.

Defense Zone Flak: If A/C declare op-scale bombing in the Combat Phase from a dot containing land or naval AAA that can reach them, they suffer two flak attacks which are resolved after air-to-air intercepts and before dropping bombs.

AAA Procedure: Roll for LH on the Aircraft Attrition Table for each formation fired on. Add in applicable Op-Scale AAA Table modifiers (Op. Tables, page 1). A/C not in formations are rolled for separately as a group within each altitude band. The No. of A/C affected = number of random flak attack rolls distributed randomly among the formation A/C. Individual A/C may suffer multiple attacks from a single flak attack. Check for damage using the odds and critical hit rating listed for the type of flak fired.

15.4.4 — Searching for Targets: Locating Targets: Airfields, naval and ground units must be "located" to be attacked. Area targets such as big cities, ports, etc., are automatically located. Whether engaged or unengaged, formations or A/C may try to locate airfields, bridges and naval units at ranges up to one dot, one dot and two dots away, respectively, per band of height they have (i.e., a formation in dot 7.3 in the MH band could locate ships out to dot 9.1 (8 away)), or three dots per band, limited to 10 dots max, if using surface search radars. Ground units, factories in cities, etc., are small targets and may only be located by A/C in the same dot.

Search Procedure: For each target to be located, make one LH roll per searching formation at the end of the Movement Phase. Searches may be conducted in any order desired. A successful result applies only to that formation. The search is conducted exactly as an intercept attempt (Rule 15.8) with the appropriate modifiers. A final LH ≥ +10 locates the target. Once located, it remains located to the searcher as long as he remains in sighting range unless broken or overcast clouds are in any bands between the searcher and target. In this case, target location must be redone every Op-turn. A/C with search radars may search at night using normal day ranges and may locate and maintain target contacts through clouds.

Dedicated Scouts: A/C whose mission is scouting or forward-air-control that locate a target can "radio-broadcast" its location allowing friendly A/C that subsequently move into a valid search position in the same Op-turn to automatically sight the target. If scout A/C move beyond sighting range, are destroyed, or lose their radios, the radio broadcasting ends.

15.5 — En Route Join Up & Events Phase: En Route Join Up & Events Phase Steps: Resolve formation join up attempts, then check for random events in each OMT column occupied by A/C.

Formation Markers: A/C in large formations are shown on the OMT with a numbered formation counter. When a larger force is created, the extra formation counters are absorbed into the lead formation's counter and may be reused. When a larger force is created, one formation of the lowest agility class within the force becomes the "force leader" for future movement.

Join Up Leaders: Any formation or single A/C (even if part of a larger force) may be the designated leader for a join up. Join up leaders may not themselves join others in the same join up phase. If all joiners consist of F or unloaded L class A/C, then up to three formations may join the leader, otherwise, only two formations may join the leader. Count up to three solo A/C as one formation for formation join up limits. However, each solo joiner rolls for and resolves its join up separately.

Join Up Limits: All involved formations and A/C must be unengaged, in the same dot as the join up leader, ≤ 5,000 above for F and unladen L class, ≤ 3,000 above for other classes, and within one multiple of their listed rate of climb if below the join up leader. Joining A/C may not participate in more than one join up per turn. "H" class may not join up on "L" or "F" leaders.

Join Up Procedure: Shift the joining A/C to the leader's altitude. Roll percentile dice per formation joining another. Refer to the Formation Join Up Table (Op-Tables, page 1). Add modifiers as required (Pilot mods are for the leader of the joiners, not the leader being joined on). The final result will indicate if a normal join up, no rendezvous, delay or incident occurs.

Delays & Stragglers: A "delay" indicates the A/C joining up are penalized in endurance as indicated (they use extra fuel to catch up). A "straggle", causes a similar fuel penalty and if engaged in combat in the same turn, they suffer extra scattering (Rule 14.7). In either case the join up still succeeds. An en route delay inflicts a movement penalty on the entire force. However, a join up leader can elect to convert this to a "no rendezvous" result for the joining formation if time-on-target is more critical.

No Rendezvous: The joiners failed to join up (They could not find the leading formation, were off course, or straggled so far as to remain separated). They may attempt to join up again in a later Op-turn. In addition, their movement is penalized. Roll a D5 (-1 to roll for M, -2 for H+). The result, if greater than 0, is the Op-MPs they must expend in place before moving onward in the next Op-turn. This represents the time lost while off course looking for the others.

Incidents: Incidents include additional delays, malfunctions, or collisions. Roll percentile dice and consult the Join Up Incident Table (Operational Tables, page 1). Follow the instructions indicated by the result of the die roll.

Leaving Formations: A/C may detach from formations by simply declaring the act at the start of their movement or at the start of a deliberate encounter. A large formation may split into its smaller component formations in the same way.

15.5.1 — Formation Guidelines: A/C on specific missions: A/C of the same squadron given the same mission (search, strike, escort, etc.) should join up as soon as possible and, circumstances permitting, remain together to the target area and back.

"Close" Escorts: Close escorts must join up with the A/C to be escorted as soon as possible and remain with them until engaged in combat at least once, or forced to leave due to operational considerations (fuel, ammo, etc.). Until joined with the escorted A/C, close escorts may not initiate deliberate encounters though encounters may be initiated against them. If engaged in combat, they may convert to free hunters or continue to escort once combat is concluded.

"General" Escorts: General escorts must move to be within one dot of, and from 1 band below to 3 bands above the A/C to be escorted as soon as possible. Until established in escort parameters, they may not initiate deliberate encounters though encounters may be initiated against them. They must stay in escort parameters until engaged in combat at least once or forced to leave due to operational considerations. Once in escort parameters, they act as free hunters. After a combat, they may become free hunters or remain as escorts.

Free Hunters: No restrictions.

CAP: CAP must proceed to and patrol within, two dots of the target they are defending (inclusive). They may use any altitude. If radio-equipped and under radar control (Rule 15.7), they may patrol out to 10 dots. Once on CAP they may not leave until operational considerations dictate, or they engage and follow an enemy that leaves the patrol area, or are recalled. CAP may not initiate intercepts while en route to their patrol area or while returning to base when recalled.

Close Escorts / CAPs of Opportunity: Free hunters may become close escorts by joining up with the A/C to be escorted. They must stay as close escorts for the entire next Op-turn, after which they may leave. Free hunters may join up with friendly CAP but their mission then permanently changes to CAP.

15.5.2 — Random En Route Events: Designer Note: Malfunctions, weather changes and random enemy encounters are typical events a force of A/C might suffer while proceeding to and from a target.

Random Events: For each OMT column having airborne A/C, friendly or enemy, the mission player rolls percentile dice. Add +2 per formation >1, or per 3 or less single A/C > 3 in the column. A result ≥ 90 = an event. If an event occurs, roll percentile dice and refer to the En Route Event Table (Operational Tables, page 2). The result can be a weather change, A/C encounter, navigation error, or malfunction. If needed, randomly determine which formation & A/C is affected. Treat all unformated A/C on a side in an OMT column as one formation for randomization.

Weather Changes: Determine results per Rule 15.2.

Unexpected Flak: All formations on the same side as, and in the dot of, the affected formation that can be reached by the random AAA are attacked per Rule 15.4.3. Ignore this event if over water or neutral territory. If this occurs in friendly territory, roll a D10. On a result ≥ 8, the affected formation (only) is fired on (accidentally) by friendly flak of the type indicated.

Random A/C Encounters: Roll a D10 and refer to the A/C Encounter Tables in the scenario to find the type encountered. If the random A/C are friendly, they may be ignored or kept in play. If kept, roll a D10 for the number of Op-turns they can be used: 1-4 = one, 5-8 = two, 9-10 = three turns, after which, they are removed from play. If enemy fighters, treat it as an unintentional encounter for first sight roll and engagement options. If enemy non-fighters, the A/C may be ignored or engaged as desired. The affected formation always wins first sight over non-fighters. The start altitude for randomly encountered A/C is the lowest level of the band of appearance plus a D5 in levels. The start endurance for random A/C is 30% plus a D5 in 10% increments of internal fuel (40% to 80%).

Navigation Errors, Headwinds, Tailwinds: The formation suffers the indicated fuel loss and Op-MP move penalties. For headwinds and tailwinds, the formation is shifted one dot left or right, respectively, at no cost in fuel (even if it causes them to overshoot a target hex).

A/C Malfunctions: These affect only one A/C in the OMT column. Randomly determine which formation and A/C within it is affected. The following is a summary of possible results:

  • Drop Tanks / Aux. Fuel Fails to Transfer: If the A/C has drop or aux. fuel tanks with endurance remaining in them, one's endurance (random which) is immediately lost. If drop tank or aux. fuel is empty, or wasn't carried, a weapons group or defensive gun is randomly lost instead.
  • Drop Tanks Stick: A drop tank cannot be jettisoned. If all tanks were already dropped, or if not using tanks, a weapons group or defensive gun is randomly lost instead.
  • O2 Failure: The A/C's oxygen supply fails. Roll a D10. On a result > 7 the crew is unaware and if the A/C is in the MH or higher band they lose consciousness. Otherwise the crew is aware and allowed one Op-turn to descend to ML or lower bands. The crew may stay in the ML band one turn, but must descend to the LO or lower band in the next turn or they lose consciousness. If a crew loses consciousness the A/C remains in place and dives 10 + D10 in levels in its next move. If in the LO or VL band after diving, roll a D10. On a result ≤ 7 the crew regains consciousness and recovers the A/C. Otherwise it continues diving. If it dives below level 1, it crashes with the loss of all crew.
  • Weapon Group Failure: Randomly lose a weapon group.
  • Equipment Failure: Roll on the Equipment Critical Hit Table. Crew killed or wounded results become a radar, navigation system, or radio loss instead (randomly determine which).
  • Engine Problem: Roll on the Engine Critical Hit Table.

15.6 — Unintentional Encounters: Unintentional encounters with enemy A/C, whether they have already moved or not, can occur during take off, movement, landing descents or during the Intercept & Combat Phase. Check for unintentional encounters the instant an A/C or formation: expends its first FP to enter or stay in a dot containing enemy A/C in the same band or changes altitude to enter or pass through a band containing enemy in the same dot.

Procedure: Roll dice for LH. Use only the band's weather modifier and +5 for each enemy formation > 1 or for each 3 independent enemy A/C in the dot and band in question. A final LH ≥ +21 means an encounter occurs. Randomly determine which formation or single A/C is encountered and then check for first sight (14.2). Only one encounter check occurs per dot & band entered, even if additional FPs are expended in the same dot.

Encounter Options:

  • If the side winning first sight is on an air-to-air mission, it may stop and engage the other A/C or ignore and pass through them. If not air-to-air types, they must pass through.
  • If an engagement occurs and the other side's A/C are not on an air-to-air mission, they may still move in their turn, dragging the attackers with them or stay in place to fight. If air-to-air types they must remain in place and fight.
  • If a pass through was declared and the passed up side's A/C are on air-to-air missions, they may opt to become the attacker. If so, they are dragged to the pass through A/C's final destination before the fight begins. If the drag, along with any prior movement, exceeds the dragged A/C's max dash speed in Op-MPs, the dragged A/C may not move in the following Op-turn and will use 10 minutes of endurance regardless of speed chosen.

Notes: An unintentional encounter during a successful intercept altitude shift replaces the original intercept. An encounter during a ground attacker's altitude shift drags the encountered A/C into the combat scale battle. Roll a D10, the result is the game turn the dragged A/C enter play per Rule 15.9. Unintentional encounters cannot occur when regrouping or at night scenarios (Rules 15.12 and 32.1).

15.7 — Deliberate Encounters: Movement Phase Intercepts: Intercepts may be attempted by unengaged free hunters, fighter escorts, CAP formations or single F or L class A/C, whether they have already moved or not, anytime enemy formations or A/C do altitude changes or expend an FP so that their new position is within intercept range.

Movement Phase Intercept Range: The target must be in the same dot and within the vertical limits listed below:

  • L, F close escorts = one band above to 1 below.
  • MF close escorts = within same band to 1 below.
  • Other L, F class A/C = one band above to 3 below.
  • Other MF class A/C = within same band to 2 below.

Intercept Limits: Interceptors may make one attempt each, per game turn, against each enemy formation or single A/C that moves within range. Intercept attempts may be declared and executed in any order by the owning player. A/C which successfully intercept or are intercepted in this Phase become engaged.

Procedure: Declare the intercept target and roll for LH adding any required modifiers (Op-Tables, page 7). A final LH ≥ the no. listed for the intercept type = success, otherwise the intercept is missed. Shift successful interceptors to the target's dot & band. Missed intercepts have no affect on the interceptors.

Intercept effects on Movement: Intercepted A/C on air-to-air missions, have their movement terminated at the point of intercept and fight there. If the intercepted A/C include A/C NOT on air-to-air missions, the interceptors are "dragged along" per Rule 15.6 to the non-ATA A/C destination dot before shifting altitude bands to complete the intercept.

Combat Phase Intercepts: A/C on air-to-air, or scouting missions that are not engaged may attempt intercepts against enemy A/C within encounter range. Engaged or unengaged A/C on air-to-ground missions may still declare surface attacks against ground and naval targets within encounter ranges.

Combat Phase Encounter Ranges: The target must be within the horizontal and vertical limits listed below:

  • All close escorts – same as for movement phase.
  • All other F, L A/C – within one dot, from one band above to any bands below.
  • All other class A/C – within one dot, from in the same band to any bands below.

Intercept Limits: A/C on air-to-ground missions may not attempt air-to-air intercepts until their primary mission is complete or unless they abort their mission (jettison loads). A/C escorting ground attackers may be split off to intercept normally.

EWR & GCI Radars Effects: An early warning radar (EWR) may add a +30 mod. to one tracked, radio equipped, friendly formation's intercept attempts of enemy formations tracked by the same EWR. A Ground Control Intercept (GCI) radar may provide a +40 intercept mod. against only one tracked enemy formation per Op-turn, but, for up to four IFF (Identification Friend or Foe) equipped friendly formations, or for one non-IFF formation. Tracking ranges, in terms of dots from the radar unit, depend on the size of the target A/C group. Count the no. of engines in it and use the following detection ranges:

Target A/C GroupEWRGCI
≤ 2 engines5 dots3 dots
≤ 12 engines10 dots4 dots
≥ 13 engines15 dots5 dots

Radar Limits: EWRs and GCI radars cannot track terrain hugging A/C (Chapter 16), or those at an altitude ≤ 500 feet per two OMT dots or less away. Radio equipped CAP working with a radar may operate out to 10 dots from that radar. Friendly A/C with IFF sets are automatically detected out to the max range of a radar, regardless of engine count in their formation.

15.8 — Intercept & Combat Phase: Unengaged air-to-air capable formations attempt intercepts in this phase. Unengaged and engaged strike mission formations may declare attacks on located ground or sea targets. If unengaged at the moment, use TOI = 1 (see 15.9). If already engaged, a strike mission formation must resolve their air combat before resolving their air-to-surface strike (determine a normal follow-on TOI for the strike). Otherwise, all engagements between formations are resolved in TOI order (see 15.9).

Intercept and Combat Phase Steps:

  • Determine intercept & surface attack initiative (Rule 15.8).
  • Declare intercepts & surface attacks in initiative order.
  • Check for unintentional encounters (Rule 15.6) during intercept and attack dot & altitude band shifts.
  • Unengaged CAP may be "called down" (Rule 15.11).
  • Establish a time line for all combats (Rule 15.9).
  • Use Tactical and Combat Scale Play as required to resolve engagements in "TOI" order (Rule 15.9).
  • Conduct Defense Zone Flak attacks (15.4.3).
  • Declare strategic area bombing attacks.

Intercept & Attack Initiative Procedure:

  1. Roll a D10 for each formation or individual A/C in play. The result = its initiative number. If formation is led by a veteran, ace, or hero add 1 to the roll. Roll again without modifiers, as necessary, to break ties.
  2. The formation with the HIGHER initiative goes first. It may pass, declare an attack on a located surface target, or attempt air-to-air intercepts up to three times. On a pass, the next highest initiative formation goes. If attacking a ground target, proceed per Rule 15.10. If attempting an intercept, proceed per Rule 15.7.
  3. After all formations have gone once, the process is repeated for any remaining unengaged formations that previously passed starting with the highest initiative. If a formation passes twice, they are done for the phase.

Note: X, H, and M class A/C must pass unless declaring ground attacks, or unless L or F class A/C are part of their force, in which case, these can do intercepts normally.

Intercept Limits: Unengaged formations may attempt up to three air-to-air intercepts (declared and resolved one at a time), each against a different enemy. If one succeeds, or all attempts fail, that formation's turn ends. It may still be the target of, or have unintentional encounters with formations acting later in the Intercept & Combat Phase.

Splitting Up: A formation that successfully intercepts need not attack with all of its A/C. Some may remain behind while the rest engage the enemy. A/C remaining behind or splitting off must retain formation integrity (i.e., element leads and wingmen must stay or split off together, etc.). A/C that remain after a split off are unengaged and deemed to have passed. They may still attempt intercepts later in the phase but may not split up again. Exception – veteran & Hero pilots may split off as individuals as long as their wingmen can be placed with another leader.

Intercept Start Altitudes: See Rule 14.1.

Right of Combat Refusal: Intercepted A/C in excess of twice the number of attackers may be withheld from combat and are not considered engaged. When withheld, they become a separate unengaged formation with the same initiative number as the original force. Withheld A/C must maintain formation integrity, meaning existing flights and elements may not split up when withheld. If any one A/C in a fixed formation is involved, then all in the formation must be involved.

Intercept Notes: If attempting an intercept into an existing engagement, the currently engaged A/C from both sides are summed into a single "enemy" force for modifier purposes.

15.9 — Intercept & Attack Time-Lines: After all intercept attempts and attack declarations are done, A/C involved in more than one encounter must have a time-line for any extra intercepts established as follows:

Time-of-Intercept (TOI) = 1: The first intercept made in each Op turn, occurs at time = 1 minute into the Op-turn; this becoming turn 1 of tactical play (the set up turn).

TOI = 1+N: All other A/C or formations intercepting any participant of the "TOI = 1" battle secretly roll a D5, +1 for each formation joining the "TOI = 1" battle before them that Op-turn. The result (N) is the new arrival's TOI. Note this on paper and reveal it at the proper time.

TOI Use: Once all formations involved in the same battle have a TOI determined, the A/C in the "TOI = 1" intercept begin Tac-scale play. Each Tac-turn advances the TOI time-line one minute and if combat scale play commences, each 15 combat turns played advance the time-line one minute.

TOI Pre-Intercept Maneuvering: Formations arriving at a later TOI may adjust altitudes and speeds per the Tac-Scale attacker movement Rules (Rule 14.4) from TOI = 2, up to, but not including, that of their actual TOI of entry. Example: A formation has a TOI = 3. When the TOI = 1 combatants start combat turn 16, TOI = 2 will have begun and the TOI = 3 formation could change speed and altitude once, if desired, prior to entering the engagement on TOI = 3.

15.9.1 — Entering Tactical Scale Play: A/C enter an existing tactical scale engagement when their TOI equivalent to the Tac-Turn arrives as follows:

  • If the intercept is against the TMG defender, add the new force to attacker's side per Rule 14.3.
  • If the intercept is against a TMG attacker, one set of attackers is "bounced" per Rule 14.5.

15.9.2 — Entering Combat Scale Play: Each 15 turns of combat scale play is one TOI equivalent. If A/C are entering a combat game already in progress on any TOI other than TOI=1, The owning player secretly rolls two D5s no later than five game turns prior to the one that marks the start of their actual TOI of entry. Subtract the second roll from the first. This will give a possible range of results of –4 to +4 which is added to the game turn that marks the start of their TOI of entry. The modified result is the actual turn of entry which can, therefore, be anywhere from four turns early to four turns late.

TOI Tracking Example: A formation is intercepted twice in Op-scale play. The first intercept starts Tac-turn 1, and the next occurs at TOI = 4. If combat begins on Tac-turn 2, combat turns 1 to 15 mark the passage of Tac-turn 2, turns 16 to 30 = Tac-turn 3, etc. The TOI = 4 arrivals thus have a designated game turn of entry of turn 31 (the start of TOI = 4), but could actually enter anytime from turn 27 through turn 35.

Combat Scale Set Up: The leader of the new arrivals sets up on the 6:00 line of, and at a horizontal range = 3 + D5, or 6 + D5 (his choice) from any single enemy A/C. Relative altitude is per Rule 14.1. The rest set up in normal formation parameters and are then scattered per Rule 14.7. All new arrivals may adopt any angle of bank, with appropriate flight attitudes and speeds for where they intercepted from (diving if from above, etc.).

15.10 — Air-to-Surface Attacks: Mission Scale Bombing: This is declared after the Intercept & Combat Phase and resolved at its calculated TOI using the Mission Scale Bombing Results Table in the Scenario Book's supplemental last pages. Use this for large bombing formations.

Combat Scale Attacks: Attacks against small surface targets and ships are resolved with combat scale play. Separate formations attacking the same target in the same Op-turn each determine a TOI per Rule 15.9, entering play accordingly. Engaged formations must fully resolve any combat scale air combats started before their ground strike's TOI arrives. If not, the strike TOI slides one minute at a time until all related air combats are over. If Tac-scale play has not resulted in a combat when a ground strike's TOI arrives, the strike begins on time, with any uncommitted interceptors entering on any following TOI number. When a formation commences its attack it may remain together, or break itself up into smaller formations, all of which may then freely descend up to one altitude band if H, or M class, or up to two bands if L, F, or D class before setting up the combat scale game. If a formation breaks up into smaller components, all resulting formations keep the original TOI. Once a new base altitude is declared for formations shifting altitude, combat scale play can begin starting with the formations having a TOI = 1 (Note: If attacking naval units see Rule 30.2.).

Combat Scale Strikes: After setting up all ground or naval units involved, the TOI = 1 formation enters play. If more than one formation is entering at the same TOI, pick one to enter play on game turn one and each subsequent formation enters after a D5–1 delay in turns from the previous formation's turn-of-entry. Roll a D10 to see what side and edge of the game map's fold segments a formation will enter from per the diagram below and in the Op-Tables, page 3. After each formation enters play, roll a D10 to determine where the next enters from. Repeat this procedure for each formation entering combat. If a formation completes its attack before subsequent attackers enter play, the follow on attacks may be played as a new game.

A/C Entry: A formation's A/C must all enter play on their predetermined turn through any hex on the predetermined map edge segment, at any allowed speed, facing, bank angle, at the base altitude declared. They start in level flight attitude at no higher than max attainable speed unless they descended prior to set up, in which case, shallow or steep dive attitudes and dive speeds may be selected. An attacking formation's A/C are not required to enter play in formation parameters, just on the same turn and from the same map fold segment edge.

Attacker Shift Option: A formation may enter play from a different map edge fold segment than the one rolled for it by delaying its game turn of entry by two turns for each map edge fold segment away it decides to enter from.

15.11 — Point Defense CAP: Point Defense CAP: Radio-equipped CAP in the same dot as the target they are defending may be called down for target point defense rather than attempting intercepts. Point defense is declared in normal intercept initiative order and ends the CAP's turn. Point defense CAP may descend one or two bands upon being called down and get a –1 modifier to any TOI rolls.

Point Defense CAP Play Entry: There are two cases:

  1. If the CAP is called down before any attacks are declared on the target, they set up & start play on the combat map. CAP On Map Set Up: Before the attackers determine their map section of entry, the CAP leader sets up within 10 hexes of hex 2925, with any facing, at any altitude in their final band, in level flight, with an upright bank, between cruise and max attainable level speed. The rest of the CAP sets up in normal formation parameters. The CAP may split into smaller formations and spread out so long as each subordinate leader meets the above parameters.
  2. If enemy A/C declare attacks first, the CAP arrives per normal TOI procedures but subtracts 1 from its TOI roll. CAP Combat Scale Entry: The CAP enters play on their TOI per Rule 15.9.2. If the attackers complete an air-to-surface game before the CAP arrives, the CAP wins first sight and may either initiate normal TMG procedures against the former attackers, or ignore those attackers and remain on map as point defense against later attacks in the same turn against the target.

15.12 — Regroup / Landing / Servicing Phase: Regrouping / Landing / Servicing Phase:

  • A/C split up by combat may try to regroup.
  • Unengaged VL band A/C may land.
  • Resolve landing group (LDG) landing attrition.
  • Individually resolve significantly damaged A/C landings.
  • Previously landed A/C may refuel, load weapons or rearm.

Regrouping: A/C involved in combat that end up in the same OMT dot after disengaging may try to regroup per the normal en route join ups procedure and limits (Rule 15.5).

Landing: Landing limits are the same as for take offs. A/C in a friendly base's OMT dot in the VL band may land by declaring the act and using up a D5 of endurance. If the endurance used exceeds the fuel remaining, the A/C runs out of gas and becomes a gliding A/C (see significantly damaged A/C below). All A/C landing at the same base in a turn, excluding significantly damaged ones, form a landing group (LDG) irrespective of type or class. Roll for LDG landing attrition just as for take off attrition. Randomly determine which A/C, if any, have landing incidents. If so, roll percentile dice for each and refer to the Landing Incidents Table (Operational Tables, Page 2) for their fate. Landed A/C may be removed from Op-scale play or kept for rearming and refueling. Restrictions: A/C may not land in the same Op-turn they take off, or if they were engaged in any way during the Op-turn.

Significantly Damaged A/C Landings: Each A/C having any of the damage below must roll a D10. If the modified result is ≤ 5 they land safely, if > 5, they suffer a landing incident and must roll on the Landing Incidents Table:

  • A/C is severely damaged or gliding (+1 each for incident).
  • A/C landing gear damaged or trailing down.
  • A/C controls jamming, or instruments out.
  • Landing pilot WIA (+2 for incident), or all throttles jammed.
  • A/C rudder out, ailerons damaged, or elevators damaged.
  • Multi-engine A/C with one or more engines out.
  • A/C with minor or major fire (+1 or +2 for incident resp.).

Forced Landings: A forced landing occurs if an A/C lands at other than an airbase or aircraft carrier (seaplanes must land on water unless amphibian types), or if it lands gear up anywhere, or if it is gliding and a landing incident calls for a second landing attempt. Unengaged or engaged A/C unable to sustain level flight (Rule 15.4.1) resolve forced landings upon reaching ground level during their Op-moves or while in combat.

Resolving Forced Landings: If over land, roll a D10 and consult the Forced Landing Locale Table (Operational Tables, Page 3) to find the terrain the A/C is over. Roll on the Landing Incident Table, modify and apply the results as indicated.

Refueling, Rearming, Relaunching: Landed A/C may rearm, refuel and take off again in later Op-turns as allowed by the scenario. An A/C may either refuel completely, rearm all guns, or have up to 10 load points of stores loaded on them per Op-turn. Scenarios may specify servicing limits depending on type and remoteness of the base in use. If not otherwise stated in a scenario, M or larger class mission A/C are allowed one take off and landing per mission. L and F class mission A/C are allowed two take offs and landings per mission. Interceptor side A/C have no limits unless specified in the scenario.

Temporary Repairs: An airbase can repair three A/C at a time. An A/C carrier can repair one A/C per available hangar deck hex. Each Op-turn, repairs are made as follows: Jammed guns and stuck drop tanks are fixed when rearmed. A/C under repair for an entire Op-turn may remove two points of damage or make one roll to remove a critical hit (D10 ≤ 3 = succeeds). The following damage: tail structure, wing spar, engine seized and major fuel leaks, cannot be repaired during a mission scenario. Severely damaged A/C may not reduce existing hits below half of max hit capacity (round down). Other A/C may have hits reduced to 1/10th of max hit capacity (round any fraction up). Unrepairable damage is permanent for the rest of the mission.

Chapter 16 — Misc. Advanced Rules

16.1 — Low Level Flight & Obstacles: Tactical & Combat Scale: The ground is at level zero unless otherwise noted in a scenario. The minimum altitude an A/C can fly at is 100 feet. On combat scale terrain maps there may be contour lines each representing rises of 100 feet or more. If an A/C's MC or FP expenditures causes it to descend onto or meet ground level terrain during its move, it crashes and is destroyed killing all aboard. Exception, see Rule 16.3 (landings).

Operational Scale: A/C at or below 300 feet above ground level are deemed to be hugging the terrain. Place them on the numbered OMT squares instead of VL band squares. The following effects also apply:

  • Radars cannot see terrain hugging A/C.
  • –30, +10, +10 to Hvy., Med. and Lt. AA attacks respectively.
  • If entire op-move spent terrain hugging, +2 to endurance use.

16.2 — Combat Scale Weather: Clouds are represented as decks or layers of varying thickness that cover the entire game map. If in Op-scale play and combat occurs in a band affected by weather (Rule 15.2), or, if a scenario has random weather present, refer to the Combat Scale Wx Generation Table (Op. Tables, page 3). Roll a D10 to find how many decks or layers are present in affected bands. Determine the cloud base heights and thickness as follows:

Cloud Bases: To determine the lowest (base) altitude level of a deck or layer called for in an altitude band roll a D5 and add the result to the highest level of the next lower band, or add it to zero if the clouds are in the VL band.

Cloud Thickness: Layers start at their base level and extend upward a D10 in 100 foot increments. Decks start at their base level and extend upward a D5 of 1,000 foot levels. If a layer or deck touches or overlaps other clouds, they combine to form a single deck or layer using the lowest base and highest top of the two. A layer or deck rolled up inside another is ignored. Scenarios may have notes modifying cloud effects rules.

Combat Scale Set up Considerations: A/C may not be set up inside, or be scattered into clouds (skimming heights okay). If weather is rolled such that any combatant's relative start altitudes would be in clouds, use this procedure: Shift an affected defending formation's relative start altitude up or down in a direction that will allow it to be at least 100 feet clear of clouds with the least change in altitude. Do the same for any affected attacking formations but use a direction that will allow them to reach a height that keeps the defenders in sight. Stop when the attackers reach the first base or top of clouds that lets them see the defenders after the shift. Use whatever new relative altitudes result. If this shift cannot keep the defenders in their original band, or if it would cause operational ceilings to be exceeded, roll again for weather and retry from original relative altitudes. Repeat as needed.

Clouds, Sighting & Defensive Fire: A cloud deck or layer is an obstacle to sighting. A/C on one side of clouds cannot see A/C on the other. A/C at an altitude increment that defines the upper or lower limit of clouds are considered to be skimming them and can be seen by A/C on the same side of those clouds. A/C that end a turn within a layer or deck can only be seen and attacked by A/C that are at range one to them (or range of two to A/C on fire. In the latter case defensive fire is allowed in response to a range two attacker, but is resolved only after the attacker's shot is resolved). A/C remaining unsighted or hidden for five turns in a row are removed from play (they are disengaged). Inability to see friendly A/C may force a larger formation to break up into smaller components.

Disorientation: A/C that use inverted banks, steep or vertical attitudes, slips, skids, or > TT rates while in clouds must roll percentile dice at end of their move. A roll of ≥ 80 = Disorientation. If so, no attacks, no tailing and A/C flies randomly until starting a game turn not in clouds or the pilot Reorients himself (percent roll ≤ 20 at end of A/C's random move). Add primary pilot Stall / Spin mods., –10 if multi-pilot, +20 if no instrument training, and +50 if instruments lost (unless in formation as wingman to a friendly A/C), to all orientation rolls.

Hidden Moves: Unsighted A/C inside, or on the other side of clouds, are hidden. Remove hidden A/C from the map and secretly plot two turns of moves for them on paper before any other A/C move. At the end of each turn (reveal only their end hex and no other data, except altitude if enemy within one hex) and then plot another move (staying two turns ahead of current move). When they become visible to an enemy they are returned to the map for normal play and unused plotted moves discarded. Exception - A/C starting at range of one or less to an enemy A/C (range two if enemy on fire) using a hidden move still get to see the hidden move (to give them the option to follow it).

16.3 — Combat Start, Take-Off & Landing: Engine Starts: Engine starts are automatic but take 10 + D10 game turns to complete. Only one engine can be started at a time. After all are started, A/C may taxi along the ground.

Ground Taxi: Taxi speed = 1/3 hex per turn in a particular facing. A 30° facing change is allowed at the end of each turn, but A/C may only advance one hex across the ground on each third turn of taxi while keeping the same facing.

Take Offs: A/C on the ground cannot stall or bank. Pitch attitude is level. A/C accelerate and move across the map normally. Ignore power reductions for load status until airborne. An A/C is airborne once start speed is ≥ adjusted minimum speed. Upon becoming airborne, start altitude is set at 0.1 at no decel cost.

Landings: A/C may declare a touch-down in any hex entered during a normal move in which the following conditions apply:

  • Landing gear are in the "down" (landing) position.
  • Start speed is within 1.0 of adjusted minimum speed.
  • Altitude is 100' above the ground.
  • Flight attitude is wings level in level flight.

Upon landing A/C roll to a stop as follows: Add a D5 (–1 each to result if pilot veteran or gifted) to the A/C's touch down speed (rounded down). Note – gliders just add 1 to touch down speed. The sum is the number of hexes the A/C rolls or bounces along the ground at landing speed before stopping. It may take one or more turns after touchdown to finish the landing roll. After A/C stops, normal taxi Rules apply. A/C leaving a designated clear terrain landing area hex (i.e., enters a rough terrain, building, or woods hex etc.) during a roll out, or which touchdown at a speed > adjusted minimum +1.0, or which have significant damage (Rule 15.12) must roll on the Landing Incidents Table (Op. Tables, page 3) using appropriate modifiers.

Forced Landings: Forced landings occur when A/C not designed for water landings touch down on water hexes or when A/C touch down in other than an airfield runway or landing area hex. A/C that force land must roll on the Landing Incidents Tables (Operational Tables, page 3) when the touchdown is declared adding in the forced landing modifiers. A forced landing "roll out" (slide) takes the A/C to one hex past the touchdown hex.

A/C Carrier (CV) Start, Taxi & Take-Offs: The normal Rules for start and taxi apply. Since a CV is moving into the wind, A/C get a 0.5 speed gain above any speed earned through normal acceleration at the start of a take off deck run. A catapult launch instantly propels an A/C to the hex in front of the catapult deck hex at its adjusted min. speed +0.5. Every combat scale CV take off requires a Percentile roll. On a result ≥ 96, the A/C suffers an abort and must roll on the Abort Fate Table. If it remains on the deck it must taxi out of the way of following A/C before take offs can resume.

A/C Carrier Landings: Use normal landing criteria except the A/C must be in the carrier's rear deck hex and facing in the same direction as the carrier when it declares a touch down. Carrier landings require precision. If the A/C is not at exactly its adjusted min. speed, add 10 to the landing roll below. Every combat scale CV landing requires a percentile roll. (The rest of this paragraph, including the landing-roll result table, is lost with the damaged pages of the source.)

16.3.1 — Changing Configuration (Gear & Flaps): Moving flaps or gear requires one turn of transit each (one change per turn). Specify landing, maneuver (combat) or up setting when moving flaps.

  • Maneuver flaps set or in transit = 1 decel per game turn. Landing flaps set or in transit out of landing position = 1 + 1/2 start speed in decel. Landing flaps in transit toward landing position = 1 decel per game turn.
  • Non-combat flaps in landing / maneuver setting are damaged if A/C speed exceeds listed min. +2.0 / listed min. +3.0, respectively.
  • Combat-flaps in combat setting = No damage if speed ≤ max level, or per ADC notes. In landing setting they can be damaged normally.
  • Retractable landing gear become damaged if extended and A/C's start speed is > listed minimum level +3.0.
  • Damage Effects: Damaged flaps jam in their current position and provide no benefits, but continue to incur decel. Damaged landing gear may still be raised or lowered, but roll a D10 on each attempt. On a result ≤ 3, they don't move and jam in place. Landing on damaged gear requires a landing incident check.
  • Gear down or in transit = max attainable speed reduced by 1/3 and decel = 1/2 start speed (ignore if fixed gear A/C). Gear damaged if speed exceeds listed min. +3.0. Damaged gear = landing incident.

16.4 — Barrage Balloons: A balloon counter equals one balloon and its mooring cables in combat scale play, and an area of balloons arranged in a barrier at the Op-scale. Balloons are not used in Tac-scale play.

Op-scale: Balloon counters are placed as allowed in dot positions in the VL band with a base altitude of 1,500 to 5,000 feet as given in the scenario. A/C or formations entering that dot position at or below the base altitude must roll on the A/C Attrition Table. Add +1 per A/C in the group, plus the density value of the balloon counter (default = 10) to the Attrition LH result. The affected A/C given by the Attrition Table result is the number of A/C colliding with balloon cables. Randomly determine which. A/C that collide roll a D10. On a result of ≤ 7 they are destroyed. On an 8, 9 or 10 they survive but suffer damage as given below and lose a D10 x 500 feet in altitude. Collisions do not eliminate the counter as it represents dozens of balloons.

Combat Scale Use: Barrage balloons may be set at altitudes of 5,000 feet or less in 500' increments. No balloon may be within 5 hexes of another. A/C entering a balloon hex or hexside of that hex, at or below the altitude of a balloon or its remains must roll a D10. On a result ≤ 5, a collision occurs with the cables destroying the balloon. A/C hitting cables suffer the following effects:

  • One D10 of damage and 3 x D10 of decel is incurred. If the damage amount is odd, roll a wing critical hit, if even, roll an engine critical hit.
  • At the start of the next turn, roll a D10. On a result = 8, 9 or 10, the cables slip off but the A/C still suffers 3 x D10 of decel. On a result ≤ 7, the A/C is permanently entangled and goes out of control and will crash.

Cable Cutting A/C: Some A/C had cable cutting gear mounted on extensions in front of their wings and fuselage or built into their wings and nose. If so, collision effects are reduced to a D10 of decel, and a D5 of hits with no critical hits for extended cable cutters, or a D5 of hits with criticals as above for built in cutters. Entanglement does not occur (ignore second bullet above) and the balloon is cut free. The threat of the cables below the cut altitude is nullified and the balloon rises 100 feet per turn with its remaining dangling cables still a threat. Cable-cutter A/C may deliberately try to collide with cables if declared when they move. If so, a collision occurs on a D10 ≤ 9, else the A/C misses.

Shooting Down Balloons: Balloons may be shot down by gunfire or rockets. They have a defense of "6" and can take 20 hits without being destroyed. If destroyed, the remains (with cables) plummet to the ground at 500 feet per game turn. Balloons are flammable. When damaged, roll a D10. If result ≤ the no. of hits inflicted in that attack, it bursts into flames and is destroyed.

16.5 — Simplified A/C Flight Rules: Designer's Note: The following Rules allow A/C to be moved without filling in individual log sheets. This speeds play with large groups of bombers or fighters. Any A/C may use these Rules so long as it stays within the maneuver limits listed below. If necessary for damage, or a desire for more dynamic flight, A/C may set up a log at any point and be flown normally.

Simplified Move Flight Logs: A/C using the simplified flight Rules below only need to have their end hexes and flight data recorded on the "Simplified Move Flight Log".

Simplified Flight Rules (SFR):

  • Individual A/C initiative is ignored. If both sides use SFR, roll a D10. The low roller moves all SFR A/C first. All SFR A/C move before A/C in their class using normal flight.
  • A/C speed may not be increased to ≥ max attainable level speed unless in a dive. If above and no longer diving, speed must be reduced by 1.0 / turn to max attainable.
  • Only EZ or TT turns allowed, accel & decel are ignored.
  • Only slips or skids without facing changes allowed and only on the last HFP expended.
  • Flight Attitudes may only be changed one step per turn and only after the A/C finishes its move.
  • Use the Standard Altitude Change Table FP proportions.
  • Use normal MC, OC and VFP altitude change Rules.
  • Vertical climb attitudes are not allowed.
  • Bank may be changed one step per turn at end of move.
  • Inverted bank angles are not allowed.
  • If desired reduce speed by 0.5 at start of move. Reduce or increase speed by 0.5 per 500 feet climbed or dived, respectively, in move. If no speed reduction taken, and no turns, slips or skids done, add 0.5 to speed at end of move.

Simplified Flight Procedure: Reduce speed 0.5 if desired. Move the A/C as allowed by the SFRs. Increase or decrease speed as required for altitude change. Change attitude or bank angle one step. Add 0.5 speed if allowed. Fill in simplified move log or just the needed data on a normal log sheet.

16.7 — German Engine Boost Systems: see Rule 17.5.

Chapter 17 — A/C Related Special Rules

17.1 — Cockpits & Fuel Fires: If a third edition A/C's ADC has the note "Cockpit Fire Vulnerability", its main fuel tank is situated just in front of the pilots, directly behind the engine. If this tank caught fire, the cockpit could quickly become an inferno. Therefore, any such A/C doing a fuel fed fire progress check, must roll a second D10. If result ≤ 3, (–1 per previous fire induced cockpit critical), then roll for a cockpit critical hit (no protection modifiers). Note – This applies to all previously published Spitfire or Hurricane model ADCs and Soviet I-15, I-153 and I-16 ADCs.

17.2 — H and SH Class Damage Notes: 4-Engine A/C Engine Loss Play Aid: The increase in min speeds and the reduction in max attainable speeds for damaged, or knocked out engines is cumulative with additions and reductions, respectively, for being loaded, over loaded, or severely damaged. In four-engine A/C this can get confusing, a helpful table is provided below which also takes into account asymmetric thrust minimum speed increases.

4-Engine Bomber Min / Max Attainable Speed Changes (min. change / max. change):

All eng. good1 eng. out2 eng. out DS2 eng. out SS3 eng. out4 eng. out
Normal+0.0 / –0.0+0.5 / –0.5+0.0 / –1.5+1.0 / –1.5+0.5 / –2.0+0.0 / idle
Loaded+0.5 / –0.5+1.0 / –1.0+0.5 / –2.0+1.5 / –2.0+1.0 / –2.5+0.5 / idle–0.5
Over-loaded+1.0 / –1.0+1.5 / –1.5+1.0 / –2.5+2.0 / –2.5+1.5 / –3.0+1.0 / idle–1.0
  • If bomber severely damaged, add +0.5 / –1.0 to all values.
  • SS = on same side, DS = on different sides.

Large A/C Crew Casualties: If A/C with ≥ 8 crew receive a cockpit critical hit, roll twice for its effect. A result of 7+ on the second roll = hollow hit. Players may wish to design their own tables to randomize who is wounded or killed in large A/C. Below is a sample bomber casualty table:

Sample B-17, B-24 Casualty Table: D10 roll 1, 2 = Bombardier, Navigator; 3, 4 = Pilot, Co-pilot; 5, 6 = Engineer, radioman; 7 = Belly Turret Gunner; 8, 9 = Left, Right Waist Gunner; 10 = Tail Gunner.

Modifiers: –1 if attacked from front arc (clock lines 11 to 01), +1 if from rear arc (clock lines 05 to 07). Also, some A/C may have ADC limits on which crew can be hit from which arcs.

17.3 — Jet and Rocket A/C Rules: Swept Wing Compressibility and Climbs: Compressibility is delayed for A/C noted as being "swept winged" until 1.0 past the transonic speeds listed in the Turn Chart. Climb speed for swept wing A/C = cruise speed.

Jet Fuel Consumption: Jet engines are more efficient at high altitudes than low ones. To reflect this, at the Op-scale, "turbo-jet" A/C that start and remain in the VL band use 2 extra minutes of endurance at all power settings and those starting and remaining in the MH+ bands use 4 less than normal at all power settings except endurance setting which, if allowed, uses 3. Tac-scale and combat scale fuel use is per normal Rules.

Me 163 Compressibility & Dangerous Dives: The Komet's compressibility limit is also its safe dive speed. Anytime the safe dive speed is exceeded, the Komet automatically enters compressibility. Dangerous dives are rolled for only if its speed is equal or greater than max safe dive speed plus 1.0.

Me 163 Endurance: The Komet's rocket engine has an endurance of 8 minutes which is consumed as follows:

  • Each Op-turn start, taxi, and take off (TO) = 1 min.
  • Each ROC multiple or less gained on TO turn = 1 min.
  • Each 100 points or less of accel in combat play = 1 min.
  • Each Tac-scale escape try or climbing move = 1 min. (other move types done at rocket idle for 0 end.)
  • Each Op-turn move at max speed or less = 2 min.
  • Each Op-turn move at endurance speed = 1 min.
  • Any Op-turn move with descent > 6,000 feet = 0 min.
  • Any Join-ups attempts or delays (each) = 1 min.

If it runs out of fuel before initiating combat it may only use Tac-Scale and Op-Scale diving attacker move options.

Me 163 Limits: Komets must stay within two OMT dots of their airfield. Every landing is a forced landing. The Komet's engine cuts out if negative-G experienced. After a cut out, it cannot be restarted for two minutes or the A/C will explode. If a Komet experiences NG in combat play, it must use idle for the next 30 turns. The Me 163 is a "pusher" A/C (see below).

17.4 — Odd Engine Configurations: Do 335 Vulnerability: This A/C has a unique twin fore and aft engine lay out. Attacks from both front and rear arc get a –1 modifier to the A/C Area Hit roll, instead of +1 for rear arc attacks.

Mid Mounted Fuselage Engines: Because of their midfuselage engines, P-39 Airacobras, P-63 King Cobras and similar A/C such as most single engine jets (P-80 etc.) do not use the modifiers to the A/C Area Hit roll for front or rear attacks.

Pusher Configured A/C: A/C with engines on the rear of the fuselage or on the rear of the wings, reverse the A/C Area Hit roll modifiers (+1 for front arc attacks, –1 for rear arc attacks).

17.5 — German Engine Boost Systems: The Luftwaffe had MW-50, GM-1 and C-3 engine boosting systems. MW-50 and GM-1 can be used at the Op-scale, and all can be used at the Tac and Combat scales. A/C with MW-50 or GM-1 systems have a 40 minute supply of boost unless their ADC states otherwise. Op-scale use consumes 10 minutes per turn, Tac-scale 1 minute per turn. At the combat scale one minute is consumed in each 15 turns or less of play, in which MW-50 or GM-1 was used one or more times. C-3 boosting imposes a 3 minute endurance penalty for each encounter at the Tac or Combat scale. No benefits are allowed at Op-scale if C-3 is used.

Part Five — Blowing Things Up

Chapter 18 — Air-to-Ground Combat

This chapter's expanded text was lost with the damaged pages of the source. Rule Index: Air-to-Ground Combat 18.0; Ground Attack Basics, Aiming, etc. 18.2; Ground Unit Counters 18.1; Aiming, Air-to-Ground 18.1; Limits, Aiming, Air-to-Ground 18.2; Lines of Approach (LOA) 18.2; Release Points, Air-to-Ground 18.2; Restrictions, Air-to-Ground Attacks 18.2; Strafing with Guns 19.1; Air-to-Ground Rocket Attacks 19.3; Bombing Basics 20.1; Collateral Damage 18.3.

Chapter 19 — Strafing and Rocket Attacks

This chapter's expanded text was lost with the damaged pages of the source. Strafing and rocket attacks are sequenced in the Combat Phase per Rule 8.3 and may be initiated before an A/C's last FP per Rule 8.2, and AA suppression by deck strafing is in Rule 25.1. Rule Index: Strafing with Guns 19.1; Range Doubling, Strafing 19.1; Rockets, Air-to-Ground 19.3, 19.4; Air-to-Ground Rocket Attacks 19.3; Strafing Ships, Deck Strafing 19.4; Large Cannon (75mm+) Strafing 19.2.

The official Ground Attack Procedures Summary (Combat Tables, page 7) carries the play-aid text of these Rules:

Strafing (19.1 & 19.2) — Parameters: Target in gun's field-of-fire or on LOA to target for at least one FP. If staying in level flight and target lower, ≥ one altitude increment must be lost per turn of aiming. A/C gun ranges are doubled. Deflection modifier always x1. Tracking shots NA. Large cannon non-turning field-of-fire widens one hex for each 10 hexes of range, roll to hit LH listed on ADC.

Aiming: Minimum: FPs ≥ to 1/2 speed. Full: FPs ≥ to speed. Note: Attacks do not cancel aiming if primary target unchanged.

Modifiers: Universal A/C mods. = variable; Big Gun MG sighting = –20; Terrain effects mods. = variable; 1 turn extra aiming = –10; 2 turns extra aiming = –20; Minimum aiming = +20; No aiming or Sec. Target = +40 ea.; each hex of range past 6 for N only or unharmonized guns = +2.

Rocketry (19.3) — Parameters: Have target in fixed-gun field-of-fire, wings level or in upright bank, within min and max range of rockets fired. If in level flight and target lower, one altitude increment must be lost during move. Rockets do double damage to targets.

Aiming: Minimum: FPs ≥ to 1/2 speed. Full: FPs ≥ to speed. Attacks do not cancel aiming if target unchanged. See ATG Rocketry Tables, page 6 for attack mods. Use Terrain Effects mods. when resolving damage.

Strafing & Rocketing Armor (19.4): Top attack if attacker in steep or vertical dive, else front if attacking from target's 11 to 01 clock lines (inclusive), rear if from 05 to 07 clock lines (inclusive), else side attack. Shift odds two columns right for side attack, three columns right for rear or top attack and –10 LH mod. if top attack.

Chapter 20 — Bombing Attacks

20.1 — Bombing Basics: Bombs are dropped on a declared release point (RP) and travel forward with the A/C's horizontal speed while falling by their time-of-fall (TOF). A bomb whose TOF has not expired when the game turn ends is tracked with a falling-bomb marker and attacks in a later turn (Rule 8.3, step 1). Large bombs, very large bombs and secondary targets: bombs ≥ 1,000, ≥ 4,000, ≥ 8,000 and ≥ 16,000 lbs can also attack targets in adjacent or further hexes from their impact point (see Rule 20.1 for specifics). The rules body also carries a fragmentary clause about small and cluster bombs whose opening is lost — "[…] 22 lbs. in size, or was any type of cluster weapon, one pin-point target (random which if more than one in hex) is destroyed instantly due to a direct hit." The surviving rungs of the ladder are: very large bombs (≥ 100 tons) attack all targets in adjacent hexes as primary targets, and all at range 2 as secondary targets; bombs ≥ 16,000 lbs. obliterate all targets (except ships > 100 tons) in the impact and adjacent hexes, attack all targets at range 2 as primary ones, and at range 3 as secondary targets.

Falling Bomb Markers: When bombs are released place a "falling bomb" marker under the A/C. The marker has a horizontal speed = to the HFPs the A/C used on the turn of release.

20.1.1 — Scattered & Random Bombs: Bomb Scatter: If the attack's final LH is ≥ –34, the bombs scatter in the clock direction and to the distance in hexes indicated in the Scatter Table & Diagrams, Combat Tables, Page 8. A final LH ≥ 116 indicates the bombs become random bombs. Scattered or random bombs attack all targets in a hex as secondary targets (Exceptions: See Ch.27 and large bomb effects: Rule 20.1).

Scatter Limits: Bombs may not scatter further in distance than the average, rounded up, of the bomb marker's horizontal speed plus its time-of-fall. If so, reduce scatter distance as needed to bring bombs back to furthest scatter limit. Bombs dropped from level or shallow dives, and skip, parafrag or CB dispenser bomblets may never scatter to a position behind the A/C's 3:00-9:00 line, as it existed at the RP. If so, roll again (unmodified) as needed to obtain a legal scatter position (ignore on target or illegal scatter position rolls). If a scatter is to a hexside, randomly determine which of the two hexes sharing the hexside the bombs actually land in (see ship target exceptions, Chap. 27).

Random Bombs: Bombs dropped from an improper RP or with no aiming are random bombs. Roll percentile dice (00 = 100) and add 20 to the result. Convert result (21 to 120) to LH to find scatter direction on the Scatter Table. If LH > 115 the scatter direction is 12:00. Add half the bomb's TOF (rounded up) to the indicated scatter distance to find where random bombs fall.

20.2 — Level Bombing: Parameters: Aiming must be accomplished and bombs released while A/C is in level flight with the wings in an upright bank. A/C aiming with bombardiers using bombsights may only drop bombs by level bombing. All other bomb attack types are conducted by the pilot using a gunsight or special bomb sight.

20.3 — Glide Bombing: Parameters: Aiming allowed while in level, shallow or steep diving flight with the wings in any upright bank. Bombs must be released while in a shallow dive. Any A/C may use this method.

20.4 — Steep Dive Bombing: Parameters: Aiming allowed while in shallow, steep or vertical dives with the wings in any upright bank. Bombs must be released while in a steep dive. Only F, L, and D class A/C may use steep dive bombing.

20.5 — Vertical Dive Bombing: Parameters: Aiming allowed while in steep or vertical dives with the wings in any upright bank. Bombs must be released in a vertical dive. Only dive bombers ("D" in their class indicator) may use vertical dive bombing (they are equipped with special gear to swing bombs clear of their propellers or out of their bays).

20.6 — Bomb Fusing: Designer's Note: Penetration fuses allow bombs to dig into a target or enter the insides of ships before going off. Delay fuses have timers to allow A/C to get clear before they explode. Fuses: Bombs use contact, penetration or delayed action fuses. If not stated in a scenario, bombs use contact fuses. Players may select different fuses before play. See Combat Tables, Page 8 for a table summarizing effects of fusing on targets.

Bomb Fuse Effects (Additional Bombing Rules, Combat Tables, page 8): Contact Fuses: All bombs use soft attack strength versus soft targets. HE and SAP bombs use hard attack strength vs. hard targets. AP bombs use soft attack strength vs. hard targets. No penetration ability against any ship target. Fuse extenders: –30 LH vs. soft, +30 LH vs. hard targets.

Penetration Fuses: All bombs = +30 LH to attacks vs. soft land targets. All bombs use soft / Hard attack strength vs. soft / Hard targets. Unarmored ships penetrated. AP bombs penetrate level 1 armor. SAP, AP dropped from ≥ 4,000 penetrate level 1, 2 armor, resp. SAP, AP dropped from ≥ 8,000 penetrate level 1, 3 armor, resp. SAP, AP bombs of ≥ 1,000 lbs. increase armor pen. by 1. Bombs dropped in steep or vertical dives reduce the minimum altitude for penetration by 1.0 for each 2.0 of speed they have.

20.7 — Air-to-Air Bombing: Designer's Note: Air-to-air bombing was experimented with by Germany and Japan. It was mostly ineffective as it relied on time-fuses and which lead to big variations in detonation altitudes. Procedure: Bombs of ≤ 1,100 lb. must be used. Before play, choose a 2 or 3 turn time fuse for the bombs. The bomber must end its move in level flight, wings level, in the same location as, and with the same facing as, a selected target A/C but with a higher altitude. Aiming is not necessary. After release, the bomb travels forward a number of hexes equal to its release speed (rounded down) for each turn of its fusing. In the Combat Phase of the final turn of fusing the bomb explodes. The bomb drops 1,000 feet in 2 turns and 2,200 feet in 3 turns. Upon exploding, both sides roll a D5 for each bomb. Subtract the target's roll from bomber's roll. The difference, plus or minus, is the amount of increments above or below, respectively, the bomb's ending altitude actually is when it explodes. No other scatter occurs.

Attack Resolution: A/C within a range of two to the blast position are attacked at 1-to-1 odds using the bomb's soft attack strength as a minus LH modifier. Add +20 modifier for each 100 foot of altitude difference between a target and the bomb counting each hex of range as an additional 300 feet. One critical hit is inflicted per two hits of damage.

Limits: Air-to-air fused bombs may not be used for air-to-ground attacks nor AtG fused bombs be used air-to-air.

20.8 — Fire, Smoke & Blast Zones: Designer's Note: Incendiary weapons start fires which produce smoke palls. Large bombs produce smoke palls and sometimes smoke pots were used to hinder attacking A/C. Bombs, torpedoes and rockets can blast fragments and debris high into the air posing a danger to low flying A/C. The following Rules consider this. Blast Zone Effects: See Combat Tables, Page 8. Fire & Smoke Pall Effects: See Combat Tables, Page 8.

Blast Zones (BZ): A BZ is created in any hex hit by bombs (other than CB or Fire types), torpedoes or "on-target" rockets having a summed soft attack strength ≥ 50 pts. If an attack will result from falling bomb or torpedoe movement, immediately place a BZ marker in the attacked hex, before A/C move start moving, For rocket attacks, a BZ marker is placed when the attack is resolved in the combat phase.

BZ Size & Effects: The BZ includes the impact hex, any extra hexes affected by bomb size and all hexsides forming them, from ground level to 1,000 feet above, immediately upon placement. This rises to 2,000 feet above the ground during the turn after placement, and falls back to 1,000 on second turn after placement. BZ markers are removed at the end of second turn after placement. A/C situated in a BZ in the Combat Phase of the turn BZ was placed are attacked at 1-1 odds. Otherwise, A/C that enter, exit, or transit an existing blast zone during movement undergo a "1-4" attack in the Combat Phase, adding a –05 LH to roll for each FP expended that left them within the BZ during their move. A –10 modifier applies for each 100 soft attack strength points the weapon(s) exploded with. BZ attacks have a critical hit rating of 3.

Fires & Smoke Palls: Incendiary bombs (code F) can set wooded terrain or flammable structures on fire (see Terrain Effects Chart). Infantry and mobile AAA inside or on buildings that are on fire, exit to the outside in a D10 of turns. Non-mobile AAA guns on burning buildings cease fire (are abandoned) after a D10 of turns. Fires and bombs of ≥ 2,000 lbs. in size create permanent smoke palls when started or their attack is resolved. Smoke palls occupy the target hex and hexsides, and each pall adds +10 to any future strafe or rocket attacks conducted into the hex, or any AAA firing out of the hex for the rest of the game.

Chapter 21 — Low Level Bombing

21.1 — Skip Bomb Attacks: Designer's Note: In skip bombing, low flying A/C bounce bombs across the water into the sides of ships. Skip bombing was first used in the Pacific by the U.S. in January 1943. It was never copied by the Axis or Russia as a set tactic. The Japanese tried it in mid-1944, but opted for "Kamikaze" attacks instead.

Parameters & Limits: Skip bombing may only be used against ships. Bombs ≥ 250 lb. to 2,200 lbs. must be used. No more than two bombs can be dropped in each attack. Aiming is as for strafing. The pilot uses a fighter gun sight (no penalties for type, +20 mod. if none). However, if minimal aiming is not met, apply a +80 LH modifier. A/C may release skip bombs after expending any FP in their move, or in the combat phase. A/C must release bombs from one increment above the water (100 feet) while in level flight, wings level. The "proper" release point from target is 1/2 the A/C's full FPs (rounded up). The minimum RP is one hex away so the bombs can arm. The max RP distance is the A/C's available full FPs of movement.

RP Example: If A/C speed = 5.5, RP must not be ≥ six hexes away and not be one hex away. (the example's closing clause is incomplete in the source scan.)

21.2 — Parafrags & CB Dispensers (from the official Ground Attack Procedures Summary, Combat Tables page 7): Parameters: Drop from ≤ 1,500 above target, in level flight with wings level, at speed ≤ 6.0. CB bombs, cannisters, bundles use normal bombing rules, but must preselect bombing type and release altitude range.

Release Points: Skip Bombing - Proper RP = 1/2 speed rounded up in hexes away. RP may be from one to A/C speed rounded up, away. Parafrag or CB Disp. Bombing - Use Level bomb RP ranges for A/C altitude at time of drop minus 2 hexes.

Chapter 22 — Torpedo Bombing

This chapter's expanded text was lost with the damaged pages of the source; the surviving entries are below. Torpedo attacks are also sequenced in the Combat Phase order of Rule 8.3 (Strafes, Rockets, TOF expiring bombs, torpedoes) and are allowed during movement with skip bombs, parafrags and CB dispenser drops. Rule Index: Torpedo Bombing 22.0; Erratic Running Torpedoes 22.0; Water Entry Range From Ship in Hexes, Naval Tables page 1; Flooding Hits 28.3; Torpedo Protection Points 28.3.

Torpedo Aiming (22.0):

  • Minimal = FPs equal to A/C launch speed (one game turn).
  • Full = FPs equal to 3 times A/C launch speed (3 game turns).
  • Each turn of aiming less than full adds –1 to erratic run D10 roll.

Erratic Torpedoes (22.0): Automatic if minimum aiming not done. Else, when a torpedo is launched, roll a D10. A result ≤ 1 = erratic runner. Roll D10 again: 1 or 2 = Porpoising Torpedo, 3 to 5 = left drift, 6 to 8 = right drift, and 9 or 10 = Circling torpedo. See Chapter 22 for specifics. If an erratic torpedo intercepts a ship, roll a D10, a result ≥ 8 = miss due to running too deep. Torpedoes that pass under targets in this way continue moving on subsequent turns and still pose danger to other ships they may encounter.

Water Entry Range From Ship in Hexes (Naval Tables, page 1): the crossed-index tables give the lead distance in hexes for torpedo speeds 1, 2, 3 and 4 against target speeds 3/4, 2/3, 1/2, 1/3, 1/4 and 1/6. Hint: Charts assume 90° attack angle and ship is starting it's full pause cycle when torpedo first moves. If ship is in mid-pause, or moving when torpedo starts moving, you may have to adjust lead by ± 1 hex. Count aimpoint lead from center hex of a three hex target or from the stern hex of a two hex for best chance. The chart does not account for changes in target's course or for torpedo time-of-fall before water entry.

Flooding Hits (28.3): Torpedo hits inflict one flooding hit for each 10 points of damage not absorbed by Torpedo Protection Points.

Chapter 23 — Kamikaze & Ramming Attacks

This chapter's expanded text was lost with the damaged pages of the source, but the Combat Phase and Movement Phase sequencing survives: deliberate air-to-air ramming is checked for a collision when declared in the Movement Phase (Rule 8.2, step a); a kamikaze that reaches its surface target prior to the A/C's last FP is resolved then (Rule 8.2, step c); and kamikaze attacks are resolved in the Combat Phase order of Rule 8.3. Rule Index: Kamikazes 23.1; Japanese Kamikazes 23.1; Taran Attacks 23.1; Taran Attack Parameters, Russian 23.2; Collisions, A/C 3.3; Collisions, Head-On 10.3.

Chapter 24 — Anti-Aircraft Artillery (AAA)

24.0 — AAA Basics: Rule Index: Anti-Aircraft Artillery (AAA) 24.0; AAA Basics & Facing, Combat Scale Play 24.1; AAA Attacks, Operational Scale Play 15.4.3; Fields-of-Fire, AAA Guns 24.1; Resolving AAA Attacks, Lt. & Med. Guns 24.2; Heavy AAA 24.3; Reloading Heavy AAA (Rates of Fire, ROF) 24.3; Heavy AAA Fire Order (FO), Barrage Zone (BZ) 24.3.1; B-Zones, Heavy AAA 24.3.1. Reactive AAA fires for attacks declared prior to an A/C's last FP (Rule 8.2, step f), and all AAA fires at step 2 of the Combat Phase (Rule 8.3).

24.3.1 — Barrage Zones (B-zones) & Heavy AAA: Heavy AAA fires a barrage into a fire-order (FO) area rather than at a single A/C.

Barrage-Zone (B-zone) Size: When an FO's guns open fire, a "barrage-zone" is created. The zone's size value is set by the number of guns firing (if the computed size is > the game's stated maximum, the zone is automatically increased by one in size):

Actual GunsConcentrated / Normal / Long Range
1 to 2= 0 hex / = 1 hexes / = 2 hexes
3 to 6= 1 hexes / = 2 hex / = 3 hexes
7 to 12= 2 hexes / = 3 hexes / = 4 hexes
> 12= 3 hexes / = 4 hexes / = 5 hexes

Engagement Area: A B-zone's size defines the horizontal range in hexes from the target hex that is within the zone. The vertical height of a B-zone is the target altitude, + or – 500 feet in all hexes. Any A/C within that altitude spread and in any hex or hexside of the B-zone are eligible to be damaged.

Target Altitude: The target altitude of a FO must be either a full or half level (e.g.: 11.5, or 11,500 feet).

First Shot Scatter: The accuracy of a barrage will not be known until the first shell bursts are observed. Thus, when a new FO is activated (guns commence firing and target hex and altitude is declared), or when all engaged guns tracking an active FO have not fired for four or more turns, and resume firing, the shot may be scattered as follows: If the FO was generated by a radar equipped director, both sides roll a D5. If not, the target side rolls a D10 and the shooter a D5. If the target's roll is higher, that player may shift the FO marker a number of times = to the difference in the rolls. A shift = one hex of distance or a 500 foot altitude change. Any number of hex shifts is allowed, but only two altitude changes are allowed (one if radar aimed fire) when scattering the shot. FO markers may not be scattered to a position that would put them inside the minimum effective range of any of the participating guns. The markers may be scattered to overlap with other FO markers.

Shifting FO Markers (B-zones): An FO marker may be moved on each following turn by up to 10 shifts. One shift = one hex or a 500 foot altitude change (no restrictions). However, for each shift, a +5 LH modifier applies to the attack roll.

Step 3 - Resolve Attacks: Barrage fire is resolved in a two-step process. First, LH is rolled for once, to determine how many 1-1 odds damage rolls the attack produces in the B-zone and second, the damage rolls are randomly distributed among all targets in the zone. To determine the number of 1-1 attacks, roll percentile dice for LH and add all applicable AAA shot modifiers (see Combat Tables, page 10).

Damage Roll Limits: One 1-1 odds damage roll is allowed for each –20 of final LH. No individual A/C can be attacked more than 3 times in a turn by each B-zone it resides in. Excess attacks against the A/C become misses (they are not redistributed).

Damage Distribution & Phantom Targets: The minimum number of random targets a B-zone must have equals the B-zone's defined size. If actual A/C in the zone are less than the minimum random targets required, "phantom" targets are created as needed to meet the minimum. Damage rolls are distributed randomly among real and phantom targets. A damage roll distributed against a phantom target is an automatic miss.

Phantom Targets Example: One A/C is in a size "3" B-zone. Resulting damage rolls must be distributed randomly between it and two phantom targets. There is only a 1/3 chance, then, that a damage roll will be directed against the real target.

Direct Hits: When doing damage rolls against real targets, a percentile roll of "00-odd" = a direct hit which instantly shoots one A/C down. Roll another D10; even = A/C destroyed by major structural loss (hits exceeded); odd = A/C explodes.

Overlapped B-zones: If B-zones are placed such that any A/C is in more than one zone, those zones are overlapped. If so, add +20 LH to each of these zone's attack rolls. Designer's Note: This reflects the reduced ability of gun directors or aimers to correct their fire due to the confusing number of shell bursts around the targets.

Chapter 25 — Naval AAA

25.1 — Naval AAA Basics: AAA Gun Location on Ships: Ship data cards list their AAA locations using the following game codes:

  • Bow = Bow (hex)
  • Mid = Middle (hex)
  • Stern = Stern (hex)
  • Bridge = Bridge structure
  • Island = Carrier Island
  • R, L = Right, Left sides

For multi-hex ships, bow and stern guns are located in those hexes of the counter. On two hex ships "Bridge" guns are in the bow hex, and "Mid" guns are in the stern hex. On a three hex ship, all "Bridge" or "Mid" guns are in the center hex.

AAA Vulnerability: Attacks from a ship's left or right side cannot affect guns on the other side but can affect "Bridge" and "Island" guns. Attacks from bow or stern arcs affect only bow or stern hex guns, respectively. Bomb hits from above and vertical strafe or rocket attacks can affect any guns in a ship's hex.

AAA Suppression: If a ship takes a direct bomb or torpedo hit, all AAA positions in that ship hex are suppressed for one game turn (cumulative with other suppressions). Deck strafe crit. hits (Rule 19.4) can only suppress non-turreted AAA guns.

AAA Elimination: Each 20 hits inflicted by a bomb or torpedo attack randomly eliminates one AAA position of any type (whether still in action or not). Each 10 hits inflicted by strafing or rockets and each 5 hits by "deck strafing" (Rule 19.4) randomly eliminates one non-turreted AAA position. AAA can also be eliminated through critical hits.

Facing Naval AAA: Naval guns are not faced. All that is required is that the target be in their listed field-of-fire.

Acquisition Restrictions: Targets that pass over a ship, from one side to the opposite side (including from the bow to the stern arc) in a single game turn, due to ship or A/C movement, may not be fired at as fire control teams cannot relay target information quick enough for gunners to engage such a target. Exception: A/C staying within a defined heavy AAA dead zone for an entire turn do not qualify for this restriction (they are deemed to be remaining over the ship and not crossing sides).

25.2 — Naval AAA Fields-of-Fire: Fields-of-Fire: Each AAA battery has a field-of-fire defined in terms of clock position lines, inclusive, about the ship. All field-of-fire lines emanate from the actual ship's hex the guns are located in, as if that hex were an A/C counter. The line extending forward from the ship's bow is the 12:00 line and that from the stern is the 6:00 line. The rest of the twelve clock lines emanate as shown in Diagram 1, Naval Tables, page 4. When a ship's hex is located on a hexside, all field-of-fire lines emanate as depicted for A/C on a hexside. See Diagram 2, in the Naval play aids.

  • The 12:00 and 06:00 lines are also called bow and stern lines, and the 3:00 and 9:00 lines are also called right and left beam lines, respectively, elsewhere in the Rules.
  • The bow or stern arc is the area swept by clock lines 11:00 to 01:00, and 05:00 to 07:00, respectively.

Vertical Limits: Guns of ≤ 40mm in size may fire straight up. Larger guns have a "dead-zone" directly over-head extending in all directions by one hex per band above VL the A/C target is in. Dead Zone Example: An A/C in the ML band is in a ship's dead-zone if within two hexes of a gun's location on the ship.

AAA Limits: Any number of AAA batteries of ≤ 20mm on a ship may combine fire at an A/C. Up to six batteries of guns > 20mm may combine their fire at the same target. Radar & Director modifiers do not apply unless ≥ half the batteries firing are under such control. Each ship resolves attacks on the same A/C separately and more than one ship may fire on the same A/C in the same game turn. Ships may also fire at an A/C more than once but only if each shot involves guns of different critical hit ratings. The No-Fire Rules below may prevent shots.

Small Craft Combined Fire: Vessels of ≤ 100 tons in the same hex or in a string of adjacent hexes (any length) may combine AAA fire against an A/C into single attacks by critical hit rating.

Gun Directors: Guns linked to fire control directors are indicated on the ship data card by a director identifier letter in the gun battery chart. Guns with integral directors are indicated by a "Yes" for director information. If the gun is radar aimed, an "-R" will appear next to the director identifier. Guns use manual aiming if their director is lost or none existed. A +10 LH modifier applies to all manually aimed attacks. If radar aimed, modifiers apply to the attack & some night modifiers are ignored.

No-Fire Rules: To avoid friendly fire casualties, Lt. and Med. naval AAA may not fire at low level A/C targets that are within five hexes of a friendly vessel, if the AAA's line-of-fire extended out to maximum range through the target A/C will pass through or touch any hexes or hexsides of hexes occupied by a friendly vessel. A low level A/C is one with an altitude ≤ 300 feet while between the AAA and a friendly vessel, or ≤ 300 +100 feet for each hex beyond the friendly vessel. The no fire Rule does not apply to A/C targets further than 5 hexes from a friendly vessel, regardless of line-of-fire considerations. Heavy barrage fire is not allowed if a friendly vessel will be in the B-zone's horizontal coverage, and the B-zone's base altitude is less than 1,500 feet high. In this case, a "check fire" is called, meaning the guns hold fire and may not attack (the FO maker remains active). First shot scatter may not place an FO marker over a friendly ship in violation of this.

Lt. AAA and Med. AAA Fratricide: If a friendly A/C ends a move within a range of 10 to a ship in its front arc, and is in an attitude in such that its fixed gun vertical firing arc would include the ship, roll a D10. If the result is ≥ the range, the opposing player gets a D5 worth of either light or med. AA batteries that can bear on the A/C to attack it with (not to exceed half the total eligible batteries rounded up, of the ship). The normal targeting Rules are ignored. These guns are returned to the ship player's control on the following turn.

Part Six — Naval Operations

Chapter 26 — Ship Handling

The Rules below explain how naval counters are positioned and moved. The codes for ship types used in the game are: MC = Merchant ship, AO = Oiler or Tanker, AK = Transport, AV = Seaplane tender, DD = Destroyer, DE = Destroyer escort, SS = Submarine, CV = Fleet carrier, CVL = Light carrier, CVE = Escort carrier, BB = Battleship, BC = Battle cruiser, CA = Heavy cruiser, CL = Light cruiser.

Ship Data Cards (SDCs): SDCs vary in size and arrangement depending on the size of ship and amount of information needed to describe it. Larger ships have SDCs that are divided into four major sections. The upper section contains a side view and general data plus the boiler's remaining / speed available / defense strength chart. The middle left section lists all AAA batteries, their gun type, no. of guns in the battery and their fields-of-fire. The middle right section may or may not depict an overhead view of the ship with a guide to gun positions. This section also lists the ship's combat data and aircraft handling data (if any). The bottom section contains the AAA firepower chart and may or may not include notes about the ships.

26.1 — Positioning Ship Counters: Ship counters can be of one, two or three hexes in length. A ship's position is defined by its bow's map location and facing.

One-Hex Ships: Smaller vessels like DEs, or tugboats must be located fully within a hex or on one of the lines forming a hexside. When on a hexside, the vessel, as with A/C, must face parallel to the hexside.

Two-Hex Ships: These are for DDs, CLs, CAs, early BBs and auxiliaries like oilers. They may be located fully within two adjacent hexes, or with either the bow or stern half in a hex, and the other section on, and parallel to, a hexside.

Three-Hex Ships: These are usually for large ships like CVs and BBs. They may be positioned in three adjacent hexes, or with the middle in a hex and each end on a hexside, or with each end in a hex and the middle on a hexside.

Facing: The bow of the ship drawn on the counter is used to define its facing just as the nose of an A/C's drawing on its counter is used. Ships change facing and move using the same twelve compass headings available to A/C.

26.2 — Stacking Ships: Unless anchored or docked, or directed by a scenario, ships may not have a section of their counter stacked with another ship's counter section without a collision (Rule 26.4).

Exceptions: Small craft of ≤ 25 tons may stack freely with other ships so long as the small craft total is ≤ 400 tons if in the same hex with one hex sized ships, or ≤ 200 tons if in the same hex with larger ships (if stacked with the center hex of a 3 hex sized ship, they must be designated as either on the right or left side of it). One hex ships of ≤ 100 tons may stack two to a hex.

26.3 — Moving Naval Units: Random Movement Tables: Ships move before any A/C using the Large Ship & Small Ship Random Movement Tables (FW - Naval Tables, page 1). Roll a D10 and cross index the result to find a command (e.g., "Move Ahead 1 hex"). Depending on ship size, commands may require several game turns to accomplish. The movement table is not used again until a previous command is accomplished after which a new command is rolled. "Small Ships" mean those of ≤ 500 tons of displacement. Scenarios may allow direct control of ships.

Ship Speeds: Speeds are stated as the fraction "1 or 2 hexes in T turns" (H / T). Start speeds are given in scenarios. Speeds increase only on a Random Movement Table roll of "1". Speeds decrease due to "boiler unit" critical hits. Speeds increase or decrease in steps, with any change taking effect when the previous step is completed. There are six speeds defined, they are: DIW (dead-in-water), 1/6, 1/4, 1/3, 1/2, and 2/3. A ship at a speed of "1/3" (one hex in three turns) that increases speed goes to speed "1/2" (one hex in two turns). A speed of 1/4 is executed in a "pause-pause-pause-move one hex" sequence over the course of four game turns. A speed of "2/3" is executed in a "pause-move-move" sequence. Anchored ships never move.

Boiler Units: A ship's speed ability depends on the number of boiler units in operation. Ships have 1 to 6 boiler units depending on size. The Boiler's vs. Speed Chart on a ship's data card will show max allowed speed for the number of boiler units remaining. When all boiler units are knocked out, the ship will be "dead-in-water" (DIW - unable to move).

Turn Modes: Tonnage determines a ship's turn mode as indicated on the Naval Unit Turn Chart (Naval Tables, page 1). Turn mode is the number of hexes a ship must move forward before changing facing. A ship must always change facing upon meeting its turn requirement. Changing facing completes a turn command requiring a new command to be rolled.

Rudder Response Time: A time delay in game turns must be met before a ship can start counting hexes moved forward for turning. This "rudder response" time for starting, or reversing a turn, varies with ship size as indicated in the Naval Unit Turn Chart. Once a turn is started left or right, it may be continued in the same direction without considering rudder response time. However, a new rudder response time delay is required when reversing a turn direction, or after a move ahead command.

Turn Command Exceptions: If a ship's new command includes a turn and there are torpedoes within 10 hexes and closing, or a friendly ship is in danger of being collided with due to the new command, the ship may obey the command or:

  1. Revoke the turn command, changing it to move ahead command, and centering the rudder in the process, or
  2. Command a turn in the opposite direction.

Executing Facing Changes: Ships change facing in 30° increments. A one hex ship changes facing like an A/C. A two hex ship pivots around its bow (displacing its stern opposite the turn). If the bow is in a hex at the moment of facing, leave the bow in place and change the ship's facing 30°. If the bow is on a hexside, shift the whole counter so that the bow goes into the hex on the side of the hexside opposite the direction of turn and then change facing. A three hex ship whose bow is in a hex, changes facing leaving the bow in the same hex as for two hex ships. A three hex ship whose bow is on a hexside, pivots 30° about its center section.

26.4 — Ship Collisions: A collision results when ships or sections of ships end a turn over-stacked. Both involved ships suffer damage as follows:

  • If collision due to a ship moving its bow into another, the moving ship inflicts damage equal to its total hit capacity divided by 10 (round normally). The colliding ship takes damage equal to half the other ship's hit capacity divided by 10 (round normally). Example: A battleship with a hit capacity of 670 runs its bow into a destroyer with a hit capacity of 180. The BB inflicts 67 points of damage and receives 9 points of damage (1/2 of 18).
  • If collision due to the middle or stern hex of a ship being shifted into another ship by a facing change, each ship suffers damage equal to half the hit capacity of the other divided by 10 (round normally).

Post Collision Moves: If a ship cannot move without moving further into or through another ship, it remains in place causing no additional damage. This still counts as a turn of movement. If the current move command will not allow the ships to part, roll for a new command.

Damage Limits: Small craft of ≤ 50 tons cannot damage ships ≥ ten times the small craft's tonnage.

Post Collision Effects: Both ships have their speeds reduced by two steps. One sea-worthiness critical hit is received for each 20 hits sustained in a collision and one internal critical for each 10% of the ship's total damage incurred.

Chapter 27 — Aiming at Ships

27.1 — Aim Point Considerations: A/C may aim at a ship's hex or a map hex within ten hexes of any part of a ship when beginning an attack. When aiming at a multi-hex ship, the bow, stern or middle hex of the counter may be the designated aim point.

Lines of Approach: All LOA Rules apply against ships, except as noted below. Aiming is done normally if the ship hex used as an aim point is in a hex. If it is on a hexside, the A/C's projected LOA must pass through the hexside, intersect the hexside or touch either end of it to be valid.

Aim Point Options: For torpedo attacks, or bombing attacks with a long time-of-fall, the aim point may be any hex within ten hexes of the ship. Using a map hex for aiming must be designated prior to the commencement of aiming.

Moving Aim Points: If a ship's hex is the aim point and the ship moves while aiming is in progress an A/C has 3 options:

  1. Execute a slip during its move to keep its projected LOA valid for the part of the ship being used as the aim point. If so, aiming is not interrupted.
  2. If any other hex of a ship is still in the hex or on a hexside of the hex used with the original LOA, shift the aim point to that hex of the ship. If so, aiming is not interrupted.
  3. Ignore the moving ship and fix the aim point on the map as if bombs were released. If so, aiming is not interrupted.

Bomb Release & Aim Points: Once released, a bomb's aim point becomes fixed in the map hex the target ship's hex was in (ships may be able to move before bombs impact). For ship hexes on a hexside, the aim point becomes the first hex the LOA reaches after intersecting, or touching an end of, the hexside.

Bombs & Direct Hit Rolls: If bombs land in their aim point hex (are on target), and any part of any ship is located on a hexside of that hex, or in the hex itself, those bombs roll for direct hits (Rule 28.1) against the ship. If bombs scatter to a hex containing part of any ship in that hex, they roll for direct hits against it. If bombs scatter onto a hexside that contains part of a ship on it, they roll for direct hits against it.

Near Misses: Bombs which fail their direct hit roll, or which scatter to a hex that was NOT their original aim point, which has part of a ship on a hexside of that hex, are near misses. See Rule 28.1 for near miss results.

Depth Charges: Depth charges use underwater concussion to cause damage, therefore, double the direct hit number of a submarine under depth charge attack and if a near miss occurs, use the larger of its soft or hard attack strength.

Dodging Ship Masts: A/C which pass over a 2 or 3 hex sized ship and which are not at an altitude of at least 0.2 (200 feet) must roll a D10 (subtract the A/C's size modifier). On a roll of 3 to 5 the ship's rigging is struck causing one D10 of damage to the A/C. On a roll of 2 or less a mast strike occurs inflicting three D10 of damage. On a roll of 6 to 10 the A/C misses the ship's structure. One critical hit is incurred for each 3 points of damage. If the hit amount was even, all critical hits are against the engines, if odd they are all against the wings.

Chapter 28 — Damaging Ships

28.1 — Naval Unit Damage: Hit Capacity: The hit capacity listed on a ship's data card is the max number of hits it can take without sinking. If exceeded, a ship loses all sensors and weapons and starts sinking. If not already DIW, its speed slows by two steps after each time it moves until DIW. Roll five D10s and sum the results. This is the time, in minutes, until the ship slips under the sea and is removed from play. For each full 10 percent of damage > ship's total hit capacity, reduce sinking time by 5 minutes (but never below 0).

Ship Armor: Ship flight decks, main decks and sides may have armor with ratings of 1 (light) to 4 (very heavy). Deck armor protects against bombs, and diving rocket and strafe attacks. Side armor protects against near miss bombs, skip bombs, and level rocket and strafe attacks. Bombs that penetrate armor ignore its effects. All other attacks and non-penetrating bombs have a portion of their inflicted damage reduced by armor as given in the armor table. If a penetrated flight deck is both armored and operational (Rule 28.3), the main deck is checked next for penetration but treated as having an armor rating one > actual (even if 0) for penetration and damage nullification. If the flight deck hex is not operational due to damage this benefit is no longer applicable.

Chapters 29 to 31 — Ship Attacks, Air-Naval Play and Ship Data

Chapters 29 and 30 — ship attack types and the air-naval tactical and operational procedures — were lost with the damaged pages of the source, except for the pointers that survive elsewhere in the rules: naval attacks are set up per Rule 15.10, and Rule 30.2 gives the air-naval tactical procedure while Rule 30.1 gives the operational-scale additions. Rule Index: Naval A/C Operations 29.0; Critical Hits, Ships 29.0; Damaging Ships 28.1; Direct Hit Results, Damaging ships 28.1; Near Miss Results, Damaging Ships 28.1; Ship Armor Effects Table 28.1; Explosive Cargo, Ships 28.3; Post Attack Fate, Ships 28.4; Op-Scale Carrier Operations 29.1; Air-Naval Tactical Procedure 30.2; Procedures, Air-Naval Tactical 30.2; Air-Naval Op-Scale Additions 30.1; Torpedo Bombing 22.0; Erratic Running Torpedoes 22.0; Collisions, Ship 26.4; Codes, Naval Vessels 31.0; Making New Ship Data Cards 31.0; Victory Points, Ships 31.7.

Ship Deck Capacity and Cargo: The rule numbering of this part of the chapter is lost; the surviving capacity formulae read:

  • Flight Deck Capacity (FDC): Ships with flight decks will have two FDC numbers expressed as the fraction: Normal / Max FDC. The formulae for FDC for each hex of the ship are: Norm. = (Deck L x W) ÷ 1000 (round to nearest integer). Max. = (Deck L x W) ÷ 667 (round to nearest integer).
  • Hangar Deck Capacity (HDC): HDC = most reliable of: (hangar deck L x W) ÷ 667, or number of A/C known to fit in each hangar bay, or 55% of FDC in each hex of ship. Round all values to nearest integer.
  • Elevator Deck Capacity (EDC): EDC = most reliable of known or estimated (elevator L x W) ÷ 667 rounded to nearest integer, or 2 A/C for a small deck hex elevator, 3 for a side mounted or standard late war deck hex elevator (Essex CV).
  • Restricted Deck Capacity (RDC): RDC = same as twice the number of catapults carried (if not a CV, CVL, or AV).
  • Cargo Capacity: For warships, capacity = two percent (2%) of std. displacement in tons (supplies stacked on exposed decks). For merchants and transports, cargo capacity = 0.8 x Std. displacement if ≤ 10,000 tons, and 1.2 x Std. displacement if > 10,000 tons. Oilers typically carry up to 2.0 x Std. displacement in fuel. Round values to nearest 5 tons. Note: A lot of sources list only fully loaded weight for transports. If you can find the ship's GRT (gross registered tonnage), Full tonnage - GRT = cargo capacity. As a Rule-of-thumb, divide full weight by 1.8, 2.2, or 3.0 to get approximate ship tonnage for cargo ships ≤ 10K, > 10K, and oilers, respectively.

Direct Hit No. Calculation: The rule text is lost; the surviving worked example reads: A Brooklyn Class light cruiser is 612 feet long by 62 feet wide at the beam. This is a two-hex ship. Its area in each target circle = (612 x 62) ÷ 2 = 18,972 square feet rounded to 19,000. The direct hit no. for each hex of the ship = 19,000 ÷ 4910 = 3.87 rounded to 4, or, in game terms, a D10 roll ≤ 4 in each hex the ship occupies.

31.6 — Ship Armament & Radar: Gun Batteries: Gun batteries and their fields-of-fire must be estimated using the best available top and side view drawings of the ships. In the absence of better data, distribute AAA guns evenly in a logical manner about the ship. On large ships, with multiple gun positions, group any light and medium AAA guns that are in a similar position or co-located in the same gun tub together into a battery. Always list main battery guns and turreted AAA guns as individual units.

AAA Gun Data: See the AAA charts in each game's play aids and on each ship's data card. There are sufficient firepower listings for the most common gun types and groupings of AAA guns used. Transcribe these as needed to new ship data cards.

Op-Scale AAA Values: H, M and L Op-scale values are determined as follows: hand loaded med. guns = 0.1 point per gun barrel; Other Light and med. AAA = 0.25 points per gun barrel; Heavy AAA = 0.75 points per gun > 4" (102mm) and 0.5 points per gun ≤ 102mm in size. Modify values as directed by the ship-data notes (round fractions up to nearest integer).

Gun Directors: Normally, only heavy AAA batteries (and med. batteries on US ships) are linked to directors. In the absence of good sources, assume separate directors for med. and heavy guns on US ships, with one gun director each for med. and hvy. guns in each hex of a ship (two for CA & BBs). Assign up to three batteries to each director as appropriate for their fields-of-fire.

31.7 — Ship Victory Points: Ship Victory Point (VP) Values: Ship VP value = HC ÷ 4, rounded to the nearest integer.

Part Seven — Night Operations

Chapter 32 — Night Fighting

Rules 32.1 (night operational-scale additions) and 32.2 (night tactical-scale / TMG additions) were lost with the damaged pages of the source, except for the pointers that survive elsewhere: unintentional encounters cannot occur in night scenarios (Rule 15.6), searching with search radar works at night using normal day ranges (Rule 15.4.4), and the TMG-side entries are Rule Index: Night Fighting 32.0; Night Op-Scale Additions 32.1; Night Tac-Scale Additions 32.2; Sensor Effects, Night Fighting 32.2; Intercept Techniques, Night Fighting 32.1; Moonlight Levels 32.1; Searchlights, Op-scale 32.1.2; Searchlights, Tac-scale 32.2; Searchlights, Combat scale, Evading searchlights 32.3.1.

32.3 — Night Combat Scale Additions: Designer's Note: Night visual ranges could vary depending on moonlight, weather and other conditions. A/C might appear and disappear in seconds, visible only as passing shadows, dark silhouettes or simply points of bright blue exhaust flames from their engines. The Rules below reflect these considerations.

Night Visual Ranges: At start of play and in initiative phase of every 5th game turn determine the maximum visual range to A/C on the map by rolling D5s as directed below. Visual sighting is automatic if within range and not in the sighter's blind arc. Visual sighting is lost if A/C end a game turn outside visual range. Maximum visual sighting ranges to target A/C are:

Light ConditionMax Visual Range in Hexes
Full Moon(4 x D5) + Twice A/C engines
Partial Moon(2 x D5) + A/C engines
No Moon(1 x D5) + 1/2 A/C eng. (round down)
IlluminatedUnlimited

Note: Double engine value if engine exhausts not shrouded (see scenarios). All "N" class A/C have shrouded exhausts.

Air-to-Surface Visual Ranges: Unless specified otherwise in scenarios, ground units are visible only if illuminated. A ground unit in flare light, on fire, which fired AAA the turn prior, or which is an active searchlight is considered illuminated.

Air-Naval Visual Ranges: Due to their large size and luminescent wakes, ships are visible as follows:

  • Full Moon: If moving or anchored, ships of any size are visible at any range if not under broken or overcast clouds.
  • Partial Moon: Anchored ships are visible to A/C within 5 times the ship's counter size in range. Moving ships are visible to A/C within 10 x ship's counter size in range.
  • No Moon: "No moon" is in effect under broken or overcast clouds regardless of actual moonlight. Anchored ships not visible. Moving ships visible to A/C within 5 x ship's counter size in range. All may be "localized" by air-to-surface radar.
  • Illumination: Ships in flare light, on fire, firing guns, or using searchlights, are illuminated and visible at any range.

Hidden Ships: In scenarios where ships begin unsighted, they are not placed on the map until self-illuminated, under flares, or seen by A/C. If so, place them in their actual map position. While hidden, their movement is tracked on paper.

Radar "Localized" Ships: Night scenarios may start with ships "localized" (only approximate position is known) by radar equipped A/C. The ship player places a marker anywhere within five hexes of a ship's bow's true position (including its actual position). This is the A/C's "radar estimated position" which never moves. The actual ship is hidden until its position is revealed, at which time the ship is placed in its true position.

Ground-to-Air Sighting: Ground units and ships automatically sight A/C once the A/C ends a move within air-to-air visual range to the ground unit or ship.

32.3.1 — Cbt. Scale Night Visibility Factors: Illumination Flares: Flares reveal all ground units, ships and A/C at, or below the flare's altitude within a range of 10 hexes to the flare's position. Flares back light both the upper and lower surfaces of the first cloud deck or layer, above and below the flare, within 30 hexes and 9,000 feet of the flare, whether the flare is above or below the surfaces. If immersed in a deck or layer only the upper and lower surface of that one deck or layer will be back lit. Once ignited, an illumination flare descends at 100 feet per turn by parachute and lasts 15 game turns or until it reaches the ground, whichever occurs first.

A/C Flares: A/C with illumination flares may drop one per turn, in any hex or hexside of their move as long as the A/C does not do any maneuvers that would prevent gun reloading (Rule 10.6). Flares ignite at the start of the next game turn. The fall distance prior to igniting is a D5 in 100 foot increments.

Ground & Ship Flares: As designated in scenarios, ground units and warships may launch illumination flares. Announce a direction of launch (facing) and roll two D10 for random horizontal range. Next, roll two D10 and add 10 for ignition height in 100 foot increments. The flares ignite at the start of the next turn in the location and at the height determined by the die rolls.

Air-to-Surface Radar: A/C surface search radars function for long range detection of ships at sea and for locating large ground targets like cities, which can then be bombed at night or through clouds. At the combat scale of play, search radars are useless against individual ground targets, but can be used to localize unsighted (hidden) ships on the water.

Searchlights (SL): SL counters represent a single light and crew. Non-warships ≥ 500 tons and DD or smaller warships each have one SL. Larger warships have two SLs. All SLs have a 360° arc coverage. Unlit SLs may be switched "ON" in the combat phase (see Rule 8.3). Once "on" they stay lit for at least 3 full game turns, and a D10 roll ≤ 5 is required to switch them off after that (place a "searchlight on" marker near the SL as a reminder). A lit SL may attempt to capture and track one A/C in any game turn in which it did not switch on or off as follows:

SL Capture Procedure: Place the SL's beam marker next to the target A/C in the combat phase and roll a D10. If the modified roll is ≤ 2 the A/C is captured (flip the beam marker over), otherwise it is not. The following modifiers apply:

  • +1 if range to A/C is > 30, and +1 if A/C speed > 5.0.
  • –1 per capture attempt after first of same A/C by SL.
  • ± the A/C's size modifier. –2 if SL is radar assisted.

An A/C revealed by flare light, or which is on fire, silhouetted by backlit clouds, or illuminated by other SLs at the start of the combat phase, may be automatically captured by new SL beams (no die roll required).

Capture Duration: Once a beam has captured an A/C it will track and follow the captured A/C until the light is knocked out, switched off, the A/C flies out of its coverage (into clouds for example), the A/C is destroyed, the SL crew voluntarily drops the A/C to seek another, or the A/C eludes the light beam.

Eluding SL Capture: If a captured A/C uses HT+ rates in its move, or an end speed of > 5.0, it may roll a D10 in the combat phase. If modified result is ≤ 1 + sum of HT+ rate pitch and facing changes made, all searchlight beams currently tracking it are eluded. The following modifiers apply:

  • +1 for each SL more than one currently tracking the A/C.
  • –1 if the A/C's speed is > 6.0.
  • –1 if the total range from closest SL is > 30.

Low Level Flight Hazard: If A/C end a move at an altitude of ≤ 200 feet above terrain, roll percentile dice. On a modified result ≥ 98, the A/C crashes due to misjudging height, killing the crew. Add the following modifiers to the roll:

  • +2 for each 30° facing or pitch change > 1 done in its move.
  • +2 for each full FP of speed > 4.0.
  • +5 each if only one pilot or if no moonlight exists.
  • –5 each if equipped with a radar altimeter, or pilot is veteran.
  • –5 if in the illumination area of a flare, or in full moonlight.

SL Vulnerability: Land based SLs can be eliminated or knocked out (if heavily damaged) by normal air-to-ground attacks. Land based SLs Defense Factor = 10 and a Hit Capacity = 6. Ship mounted searchlights are treated as light AAA batteries for elimination. Deck strafing can be concentrated against a searchlight by declaring it. In this case, the light is the first battery eliminated if any AAA is eliminated.

32.3.2 — Combat Scale Special Night Rules: Surprise Attacks: If a target A/C is bounced (Rule 14.6), it sets up wings level, in level flight, at last TMG speed. It may only fly straight ahead and may not fire any guns until one of the following triggers occurs, after which, it may fly and fight freely:

  1. The defender is fired on by the interceptor.
  2. The attacker is illuminated or sighted as given below.
  3. A TWR or defensive FCR detects the attacker.

Attacker Sighting: The attacker must be within visual range and not in defender's blind area. At the end of each game turn, defender rolls two D10s if attacker silhouetted, or two D5s if not, and sums the result. If sum > range to attacker, it is visually sighted. Normal sighting Rules apply for rest of combat. Defensive guns may return fire against unsighted attackers, but only after the attacker's shot is resolved.

"Window": Window may not be deployed once combat is initiated (the NB crew is focused on self defense instead).

Night Training Levels: M class, H class, and (N) type A/C pilots are fully trained in night flying. Non (N) type F, L, and MF A/C pilots have limited night training. Recruit pilots of any A/C class have no night training. Pilots exceeding their night training maneuver limits (given below) risk disorientation:

TrainingNight Maneuver Limits
FullUp to steep attitudes, ≤ HT turns & transitions
LimitedUp to shallow attitudes, ≤ TT turns & transitions
NoneUp to shallow attitudes, EZ turns & transitions (+20 to disorientation rolls)

Disorientation Risk: A/C which transition to vertical or inverted attitudes, were inverted at any time, used BT+ rates, started skids with facing changes, or which violate their training level maneuver limits must roll percentile dice at the end of the movement phase. If result is ≥ 51% the pilot is disoriented until a re-orientation roll is made (% roll ≤ 40, unless in clouds, then ≤ 20). Add primary Pilot's Stall / Spin modifiers, and –10 if multi-piloted to all orientation rolls.

Instrument Loss: A/C with no flight instruments risk disorientation if in clouds or no moonlight conditions and must add +50 to all orientation rolls (NA if in formation with friendly A/C).

Night Stall / Spin Rolls: A +30 mod. applies to all stall into spin and spin recovery checks.

"Disengage in Three Option": A/C may automatically disengage if they end three night game turns in a row, out of visual or NF sensor tracking parameters of all enemy A/C.

Night Plotted Moves: If both sides have A/C in play, and one or both sides have A/C not visually sighted or sensor tracked (hidden), they must pre-plot these A/C moves on paper and reveal them after all sighted or tracked A/C have moved.

AAA Fire: AAA is divided into three fire types: blind, visual and radar aimed. Fire types may engage the same targets with different shots. Visual fire is allowed against silhouetted, sighted or illuminated targets but with night modifiers. Radar aimed fire is allowed normally. Blind fire is allowed against hidden A/C but limited to one fire order, two guns or naval batteries per shot.

32.4 — Night Fighting A/C Equipment: NF Radars: NFs equipped with radars can track an unsighted target if all the following criteria are met:

  1. It is in the radar's horizontal and vertical tracking arc.
  2. It is in the radar's tracking range.
  3. The NF used TT or less rates, did not do any skids with a facing change, is not inverted or disoriented.

NF radars have a max and min range listed on the A/C's ADC. Targets inside min range or beyond max range may not be tracked. A radar's horizontal tracking arc is defined in terms of deflection arcs. Its max vertical tracking arc above or below the NF is defined in terms of level, shallow or steep, and uses the further limit parameters in both directions as defined for fixed guns on the Fixed Gun Field-of-Fire Table. Only one target at a time, the nearest, may be tracked by an NF's radar.

Tail Warning Radars (TWR): A TWR has a detection range of 02 to 30 hexes. Its coverage is the A/C's 04 to 08 clock lines and double the vertical parameters listed for fixed guns on the Fixed Gun Deflection Determination Play Aid (use the reverse nose pitch angle as the TWR is pointed aft). If an enemy A/C ends a turn in a TWR's detection area, roll three D10s. If the sum is ≥ the range to the enemy A/C, it is detected.

Radar Aimed Defensive Guns: Some A/C have defensive guns with fire control radars (FCR). An FCR's max range is 20 hexes and has the same arcs of coverage as the gun itself. If an A/C ends a move in the FCR's tracking arc, roll two D10. If the result is ≥ the range to that A/C, it is detected and may be fired on normally by the FCR aimed guns, even if unseen.

IR Scanners: These have the same field-of-view (FOV) as a fixed gun's field-of-fire. A target in an IR scanner's FOV may be seen and tracked out to a range of six hexes. However, an IR scanner may not be used if the A/C used greater than TT rates, is inverted, or the pilot is disoriented.

Radar Homers: These have no effect at the combat scale.

Official Fighting Wings Errata — Over the Reich

Source: the official "Errata — Fighting Wings Series" sheet published by Clash of Arms Games (https://www.clashofarms.com/files/fighting-wings.pdf), as of June 1st, 1994 for the 1st edition and January 1st, 1996 for the 2nd edition. These entries are the publisher's own corrections to the original Over the Reich printings; the 3rd edition rules transcribed above already incorporate them, so this section is the record of what changed in the 1993 game. Two entries (the slatted-wing rule and the gifted-flyer change) are transcribed in place above at Rules 5.8 and 13.3. Rule numbers quoted are those of the editions the errata addresses, which differ from the 3rd edition numbering used above.

Over the Reich 1st Edition

The following are changes and corrections that apply only to OTR when playing with the 1st Edition Fighting Wings Standard Rules (initial release of game).

The Game Rules:

Rule 3.4 — How Aircraft Move: Half FPs (clarification) — When referencing any chart or play-aid, always consider only the aircraft's speed and not any carried half FPs. Example: An aircraft with a speed of 7.5 having a 0.5 FP carry has 8.0 FPs to use in the turn but its power, turn and maneuver requirements, and any required proportioning of FPs is still determined based on its speed of 7.5.

Rule 3.6 — Level Flight: Inverted Level Flight Restrictions, & Rule 6.6 — Negative-G Pushovers: Negative-G and Non-Fuel Injected Engines (note) — All of the 24 aircraft included in the Over The Reich box have fuel injected engines. These rules are for aircraft that may be added in later expansions that do not have F.I. engines.

Rule 4.5 — Stalls and Spins: Stalled Moves (addition) — Stalled flight is considered a steep dive for purposes of determining what aircraft may do after recovering from a stall.

Rule 5.1 — Angle of Bank: Banking FPs (clarification) — You may begin banking in one game turn and finish in the next game turn if desired. Simply note any banking FP requirement already met in the Turn Carry line of the aircraft log as you would when carrying a turn. (This also applies to Slip/Skid FP requirements).

Note: Banking, Turning, and Slip/Skid FP requirements carried forward must be used in the turn they are carried into or they are lost.

Banking, Turning, and Vertical Climbs and Dives (clarification) You must declare an angle-of-bank each time banking (with its requisite facing change) is accomplished while in a VC or VD. The declared angle-of-bank can be any, irrespective of the direction of the change of facing. The declared angle may be changed with each facing. If an aircraft does not bank during a VC or VD, it may not declare a new angle-of-bank. The last declared angle-of-bank in effect is what is used to determine the inversion of a bank angle when a VC or VD Facing Reversal is accomplished (see Rule 6.4).

Rule 5.3 — Additional Turn Considerations: Carrying Turns Forward (addition) — If an aircraft's speed changes from one game turn to the next such that its Turning FP requirement for the rate-of-turn being carried would be met by the turning already accomplished the previous game turn, it must still expend at least one FP before facing (There are no instant facings allowed in this game).

Turning While In An Inverted Bank (clarifications) — To get the inverted turn FP requirement reduction, you must use a steep dive and be in the inverted bank angle by the time you start turning. Mixed moves are allowed. For example, you could begin turning while upright banked (using the normal turn requirement), roll to an inverted bank while turning, and upon completing the first facing change, continue die turn using the inverted bank reduction. The rule-of-thumb is to use the bank angle in effect when each portion of turn is commenced.

Note: When reducing the FP requirement on the turn mode chart for being inverted, the 3-2 mode becomes a straight 2, and the 2-1 mode becomes a straight 1.

If in level flight, the 2 extra decel penalty for turning while inverted applies if any FP expended to meet the turn requirement is expended with the wings inverted, even if the aircraft rolls to an upright bank before the turn is finished and even if it can bank upright and do a turn with the same FP (the rule-of-thumb is use the bank angle in effect before the FP is expended).

Rule 6.1 — Climbing Flight: Climbing while in an Inverted Bank (clarification) — The +1 decel per increment penalty for climbing inverted is only assessed when a VFP is actually expended with the wings inverted or in an inverted bank and only for the increments gained with that VFP. If an aircraft completes banking from an inverted bank to an upright bank with a VFP, the inverted penalty still applies (the rule-of-thumb is to use the bank angle in effect before the VFP is expended).

The restriction on entering vertical climbs from a zoom only applies if the aircraft ends a turn of zoom climbing with an inverted or inverted bank attitude.

Rule 6.2 — Diving Flight: Steep Dives (addition) — If only one VFP is expended during a steep dive, a minimum of 2 altitude increments must be lost (as per the Play Aid).

Rule 6.3 — Changing Between Flight Types: — From a Vertical Dive (errata) — The 2nd paragraph should read as follows: "With the wings inverted or in an inverted bank, the aircraft may only continue a vertical dive unless the previous turn was the second consecutive turn of vertical diving, in which case the aircraft may push-over (negative-G) into a steep dive (still inverted). If it pushes over inverted, it must expend FPs (≥ 1/2 its speed as VFPs. [the comparison glyph is lost in the errata file's text at this point; Rule 6.3's own text is on the damaged pages]"

M Class Fighters: (addition) — An M class fighter with a gifted pilot may use vertical climbs and vertical dives freely.

Rule 6.4 — Reversal of Aircraft Facings: Combined Flight Example (errata) — The Fw 190A-8 actually turns to face NW and then reverses to SE (Not NNW and SSE as written).

Rule 8.1 — The Initiative Phase: e) Tailing Aircraft (errata) — The "Tailer" must be in the "Tailee's" rear arc or the two borderlines of the rear are. An aircraft in the same hex as another, or in the other's right or left rear arcs cannot do tailing. Tailing range is "8" not "6".

Rule 10.2 — Special Combat Considerations (addition): Friendly Aircraft in the Field of Fire: Friendly aircraft do not in any way, inhibit friendly gunfire.

Rule 10.5 — Bomber Defensive Fire: Defensive Gunfire Arcs (errata) — The diagram on page 23 had its light gray arcs washed out. A correct diagram is reproduced here: [the errata's diagram did not survive the text layer of the source]

Rule 11.2 — Special Damage Considerations — Engine Damage (clarification) — Shutting down or feathering an engine is declared at the beginning of a game turn. The die is rolled at that time. The attempt is considered complete at the beginning of the next turn. Fire Worsening and explosions are still possible on the turn of shutdown and the decel penalty for a windmilling is still applied during the turn of feathering.

Multi-Engine Aircraft Considerations (clarification) — The increase in minimum speeds and the reduction in max attainable level speeds for damaged, shut down or knocked out engines is cumulative with the additions and reduction ill speeds caused by being loaded/over-loaded, and for being severely damaged. An easy to refer to table is provided below.

4-Engine Bomber Min/Max Attainable Speed changes (Non-loaded / Loaded / Over-loaded):

B-17/24 statusNon-loadedLoadedOver-loaded
all eng. up+0.0/-0.0+0.5/-0.5+1.0/-0.5
1 eng. out+0.5/-1.0+1.0/-1.5+1.5/-1.5
2 eng. out*+0.0/-2.0+0.5/-2.5+1.0/-2.5
2 eng. SS*+1.0/-2.0+1.5/-2.5+2.0/-2.5
3 eng. out+1.0/-3.0+1.5/-1.5+2.0/-3.5
4 eng. out+0.0/-4.0+0.5/-4.5+1.0/-4.5

If bomber severely damaged, add +0.5/-1.0 to all values. *SS = 2 engines same side. Max reduction for engines out may not reduce value below aircraft's non-loaded minimum speed in a given altitude band. This chart also takes into account asymmetric thrust minimum speed increases.

Example: A loaded B-17F's speed range in the HI band is 3.5 to 5.5. If severely damaged and loaded it's 4.0 to 4.5. With an engine out, severely damaged, and loaded it is 4.5 to 3.5 (obviously a problem because excess speed decal must be applied). In the last case, the B-17 could salvo its bombs returning to a non-loaded, severe damage status with a speed range of 4.0 to 4.0.

Rule 13 — Aircraft Loads (addition): Jettison or Release of Loads — At the Tactical or Operational scale of play, tanks, bombs, etc. may be jettisoned or dropped from aircraft by declaring the act at the end of their movement in a same turn. At the Combat scale, the act of jettisoning, firing or dropping stores is declared in the combat phase, after all movement is complete (the aircraft is considered to still have the loads until that time). For aircraft with bomb bays, the bay doors must be open at the shift of the game turn in which any stores are released. It takes one turn to fully open the bays and another turn to close them. On any turn in which the bays are being opened, remain open, or are being closed, the aircraft in question incurs 1 decel (like flaps, see Chapter 20 note).

Rule 15-1; — Operational Scale Movement (addition): The act of taking-off and being placed in an allowable altitude band over its base constitutes a formation's or aircraft's movement for that game turn. Normal movement on the OMT may not begin until the turn after takeoff. Formation join-ups and force assemblies may be done on the turn of take-off.

Rule 16.2 — Attacking Ground & Naval Units: Ground Attack Modifiers, Target Type Effects (errata) — 3rd sentence should read: "If it is an armored vehicle, it is a hard-point target." (Bunkers are not hard-point targets).

Rule 20.2 — Combat Scale Take-Offs & Landing: Combat Scale Start, Taxi, Take-Off (additions) Ignore the power penalties for being loaded and over-loaded until actually airborne. When an aircraft becomes airborne, its altitude is set at 0.1 for no decel cost. An aircraft may declare itself airborne when start speed equals or exceeds its adjusted minimum speed but no later than when its start speed is at its adjusted minimum +1.0 (adjusted for load and flap setting).

Flap and Gear Settings (clarification) — Raising and lowering the gear and flaps are distinct and separate actions, each of which takes one game turn to accomplish. The act is declared at the beginning of an aircraft's turn and the act is considered completed by the start of the next turn. The reduced minimum flight and turn speed benefits of lowered flaps may not be utilized on any turn they are being lowered or raised. However, the decel penalties for lowered landing gear and or flaps is incurred even on the turns they are being raised or lowered. For assessing whether lowered flaps are damaged by excess speed check the A/C's start speed on any turn the flaps are being lowered down, or being raised. If the speed is > 1.5 over listed minimum, then the flaps are damaged (listed minimum ignores load or damage status).

Gear and Flaps Down Effects (change) — An airborne aircraft with its gear down or in transit incurs decel = to its start speed. An airborne aircraft with its flaps down or in transit incurs 1 decel point in addition to increasing all turn decel by 1. The original penalty of 5 decel etc., is replaced by this new rule.

Game Scenarios & Play Aids: The P-47s in introductory scenarios "Meat on the Table" and "Rescuing a Straggler" are P-47D-5s and not P-47D-10s.

Fighting Wings Aircraft Turn Chart: Aircraft Stalls and Spins — Add note that stalled flight equates to steep diving for the turn.

Fighting Wings Flight Rules Summary: Page 2. Over Loaded A/C Effects Summary — Add 5th bullet: "Reduce maximum level and safe dive speeds by 0.5." Severe Damage Effects Summary — Change 4th bullet to read: "For climbing, treat clean A/C as if loaded and loaded aircraft as if overloaded. Add 1 per increment to climb decel." Also, add 5th bullet: "Increase minimum level and turn speeds by 0.5 and reduce total available power by 1 (but not below 1.0)."

Note: Loaded and over loaded penalties are not cumulative, one or the other applies. Severe damage penalties are cumulative with loaded and over loaded penalties.

Changing Between Flight Types; — From a Vertical Dive — Delete the sentence: "if wings inverted, the A/C may enter a steep dive with wings upright."

Changing Between Flight Types; Bombers — The last sentence should read: "M class fighters may use inverted bank attitudes and if having a 'gifted' pilot, they may use vertical climbs and vertical dives as well."

Fighting Wings A/C Critical Hit Tables — Equipment Criticals Table; die roll 3 result — Change to read: "Hydraulics hit. Landing gear trails down; reduce maximum speeds by 2.0 and incur decel = to current speed per game turn. If fixed gear, then it is only damaged.

Fighting Wings Combat Tables: Page 2 — Rocket Air Burst Attack: "Place air burst marker 11 hexes..."

Aircraft Data Cards & Counters: Bf 109G-10/K-4 ADC: The average rate of climb numbers should be (from VL to EH): 4800, 4400, 3800, 3000, 2200, 1400, 800. All Bf 109s: Add note: "Hard to land +1 to landing attrition rolls." Me 163B: Average rate of climb numbers should be (from VL to UH+)- 21400, 24600, 27100, 29100, 24500, 18500, 12500, 6500. The last four are boldfaced to show pilot restricted climb rate due to oxygen system limits of aircraft. Add note: "+2 to forced landing die roll. Rough landings cause damage as for pranged aircraft." P-38J: The minimum HT turn speed in the VL band should be 3.5 not 3.0. P-51 & C: Add note: Combat Flaps, usable at speeds up to minimum +6.0. Cockpit visibility for Malcolm hood is Good. P-51 D: Add note: Combat Flaps, usable at speeds up to minimum +6.0. Spitfire Mk. XIVe: F.R. Variant LO band power available at speed 8.0 should be 4/5. POL Counters — The defense strength and hit capacity of a POL unit is "8-8".

Over the Reich 2nd Edition

The following are changes and corrections that apply only to OTR when playing with the 2nd Edition Fighting Wings Standard Rules found in "Achtung Spitfire!".

Rule 4.2 — Decel Points, Turning Decel (OTR change): Decel for turning is incurred the instant an aircraft begins a turn rate, not when it faces at the said rate.

Rule 4.6 — Turning Stalls (OTR addition): When a turn stall occurs, or is required, back the aircraft up to the point in its move where the first illegal FP was expended. If ≥ half its FPs remain, the turn stall procedure is used for the rest of the current game turn. [the errata file's text reads "If ( half its FPs remain" — the comparison glyph is lost] If less than half its FPs remain, the rest are played as HFPs straight ahead (no turns, banks, or maneuvering allowed) and the turn stall procedure is executed on the next game turn.

Rules 5.1, 5.3, and 7.1 — Bank, Turn, and Slip Carry (OTR addition): FPs expended to bank, turn or slip, may be carried forward. However, any bank, turn, or slip FPs carried to the next game turn which are not used in that same next game turn are lost.

Rule 6.4 — Reversal of Aircraft Facings, (OTR addition): This is a new paragraph. Tailing and Facing Reversals: If an aircraft is 'Tailing" another (See Chapter 8), and the "tailee" executes a facing reversal, the tailer may declare an intent to reverse also but may delay the act of reversing until the beginning of the next game turn. It must still meet the reversal prerequisites during the current game turn's flight. It is not required to execute a reversal on the following turn.

Rule 8.1 — The Initiative Phase, Case e) Tailing (OTR change): Tailing is allowed within a range of eight hexes (not six).

Rule 8.6 — Aircraft Formations (OTR addition): This is a new paragraph. Formation Types: At the start of combat scale play, each formation must be designated as holding either fixed or flexible parameters. If it uses flexible parameters, it may not use fixed formation benefits at all. A formation may start in fixed parameters and then change to flexible at the start of any game turn but may not return to fixed parameters until that battle is over. Individual aircraft not meeting the appropriate parameters for the formation in effect are "out of formation."

Rule 10.3 — Head-On Attacks (OTR additions): In the Head-On Attack Table in the play aids, pilot quality is also a modifier to collision potential as follows: Recruit +1, Veteran -1, Hero or Ace -1. Being a Veteran is cumulative with Hero or Ace modifiers (not both). Hero and Ace are not cumulative with each other.

Additional Head-On Notes: When two aircraft with fixed guns fire at each other in a head-on attack, the worst deflection factor either one must contend with is applied to both aircraft's shot. Also, if attacking an aircraft from its 12:00 line, and it is higher than the shooter and climbed, or lower than the shooter and dived, this is not a considered a head-on as, technically, the shooter is behind the target's flight path.

Chapter 13 — Aircraft Loads (OTR additions): The following are new paragraphs. Effect of Internal Bomb Bays: Bombs and other weapons carried in a bomb bay may not be dropped unless the bay doors are open at the start of the game turn. The act of opening or closing the bay doors requires one full combat scale game turn to accomplish and is declared at the start of an aircraft's move and considered complete at the start of the next game turn. On any turn the aircraft's bays are being opened, are open, or are being closed, the aircraft incurs 1 decel point.

Jettison or Release of Loads: Fuel tanks, bombs, etc., may be jettisoned or dropped from aircraft at the tactical or operational scales of play by declaring the act at the end of their movement in a game turn. At the combat scale, the act of jettisoning firing or dropping stores is declared in the combat phase (the aircraft is considered to retain the loads until then).

Restrictions on Jettison or Release of Loads: Aircraft that wish to jettison or release stores must not end the game in an inverted attitude or pull negative Gs. Weapons are jettisoned in an unarmed condition and dud.

Chapter 18 — Anti-Aircraft Artillery (OTR changes): The following are revised paragraphs.

Big Guns: AAA guns larger than 57mm are single shot weapons which require one or two turns to reload after which they may fire again. Damage to aircraft is primarily from shell bursts and shrapnel rather than from multiple direct hits but for game purposes this damage potential is represented by a firepower rating just as for smaller AAA guns.

Reloading Big Guns: After firing, a land-based big gun cannot attack again until the turn after it completes reloading. Reload times (in game turns) are listed in the AAA play aid. Naval turret-mounted big guns with automatic loaders are given shorter reload times. Reloading cannot occur on turns a gun is silenced due to damage.

Resolving Big Gun Attacks: Big guns attacks are resolved like regular AAA attacks except that big guns may only combine their firepower with other big guns and their attack is resolved separately from any regular AAA attacks.

Note: With the release of the Whistling Death Module, big gun (heavy) AAA will be further refined to require an on target die roll, which, if missed results in the attack scattering.

The revised big gun AAA value for the 8.8cm Flak 41 in each range grouping is: -, -, -, -, 4, 4, 4, 4, 4, 4.