Rise of the Luftwaffe
Rise of the Luftwaffe Rulebook
Table of Contents
Table of Contents
Introduction
The Setting
The Down in Flames game series takes you back to the days of World War II, a time when pilots flew by the seat of their pants, and lined up targets in a steel gun sight. Think about your favorite WWII movies, and you have the perfect setting for this game – with one difference: this it is YOU in the cockpit of a Zero or an F4F Wildcat with your hands on the stick and year heart in your throat as you duel for survival in the skies. Or maybe, YOU have what it takes to sit coolly in the seat of your Dauntless dive-bomber, oblivious to the hail of enemy gunfire, watching a Japanese carrier fill your gun sight.
Rise of the Luftwaffe (RotL) and Eight Air Force (8AF) hurtle players into the swirling cauldron of air combat in the European theatre during World War II.
Abbreviations
These rules use abbreviations for the name of the Action Cards (AC from here on). These are:
- MAN – Maneuver
- HAL – Half Loop
- OOS – Out of the Sun
- IMS (xB/xD) – In my Sights (Bursts/Damage)
- TIT – Tight Turn
- ACE – Ace Pilot
- SCI – Scissors
- VER – Vertical Roll
- FUT – Full Throttle
Other abbreviations used are:
- LDR – Leader
- WM – Wingman / Wingmen
- VP – Victory Point(s)
Aircraft Cards
The Down in Flames series includes five general types of aircraft: Fighters, LBs, MBs, HBs, and Patrol/Transport aircraft. Only Fighters are used in the basic game.
Fighters: the primary function of a fighter is to shoot down enemy aircraft. Fighters operate in sets of two aircraft – a LDR plus his WM – which are called an Element. You, the player, have complete control over the LDR, and keep a hand of cards representing that LDR's "potential energy." You have a lesser degree of control over your WM, drawing smaller, temporary "mini-hands" whenever it attacks or is attacked.
Action Cards
All of the game's ACs are shuffled into one deck at the beginning of each game. After initial cards are dealt, the remainder becomes the draw pile. The name of every AC is listed in the vertical box on the left side of the card for easy player reference. ACs include attack and response sections as well as a strafe result, bomb result, and spoiled attack notations for use in the Campaigns.
ACs may be played in one of two ways: as an attack or as a response.
The cards are color-coded for easy reference. Cards with a red vertical box along the left side of the card are attack cards. Cards with a blue box are response cards. Cards with a white box (such as SCI, VER, or FUT) can be used as either (but not in both ways at the same time).
Pilot Counters
These counters represent the men at the controls of the Fighters of the day. These counters are only used in the campaign game.
Altitude / Hit Markers
These counters are used to designate an aircraft's current altitude and current hits sustained.
Other Counters
Other counters include ace ability, agile aircraft, munitions (to indicate planes carrying bombs or torpedoes), and turn markers. There are also player order counters.
Sequence of Play
Overview
Basic game dogfights are played in game-turns each composed of six player-turns for each element in the game. Player-turns are composed of several steps, as listed below. Every player completes each of the following steps in the order listed. If you do not wish to conduct actions in a given step, skip the step and continue on the next step.
Sequence of Play Steps
Once a player has completed all of the following steps, one player-turn is complete, and play proceeds to the next player. When all players have finished, one game-turn is complete. Begin the next game-turn, following the same player order.
- Jettison Decision (Campaign Games only) – A Fighter may jettison his ordnance to avoid the loaded penalty.
- WM Attack – If you have a WM at the same altitude as an enemy element, choose a target for your WM. Draw a "mini-hand" equal to his offensive rating and resolve his attack. On game-turn #1, the first player (only) skips this step (this does not apply if the opposing force consists entirely of formation aircraft and also not in Campaign Games).
- Adjust Altitude – Your element may freely change altitude to an adjacent level.
- Bomb or Strafe (Campaign Games only) – Fighters carrying bombs may drop bombs and/or strafe instead of playing cards during a bomb turn.
- Play Cards – This is the most important step of your player turn. During this step, you'll play cards one at a time from your hand for your LDR. These will allow you to adjust your altitude, change your position in relation to an enemy aircraft, or to damage an enemy aircraft. The affected enemy player has the opportunity to respond as each card is played against him. You may then respond to his card, and so on, before you initiate a new action.
- Discard – You may discard as many cards from your hand as you like, face-up, into the discard pile.
- Draw – When you have finished discarding, you may draw cards. Your LDR's performance, horsepower, and altitude ratings limit the number of cards drawn. Additionally, Jet LDRs receive a number of Full Throttle counters equal to their Thrust rating.
Basic Game Set Up & Play
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Select players to be on each team: Divide players into two teams. One team is the Axis and flies Axis fighters. The other team is the Allies and flies Allies fighters. The number of players on each team may be unequal. The number of aircraft on each side should be the same. This may mean that one or more players will control two elements, or one or more players may elect to not have a WM.
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Select the year in which the battle takes place: the year in which aircraft came into service is listed on its aircraft card. Choose aircraft, which came into service during or before the year that you select.
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Each team selects the aircraft to be used by their team: choose only fighter elements for a simple dogfight game. Bombers, patrol and transport aircraft are only used in the campaign game.
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Secretly select beginning altitude for each element: Each player secretly selects his element's starting altitude by placing an altitude marker on the table and covering it with his hand. Players on the same side may confer before selecting their altitude. Very High, High, Low or Very Low altitude is denoted by a marker bearing that designation. Players wishing to begin at Medium altitude should choose no chit to so indicate. Once all players have selected an altitude, reveal all markers simultaneously. Place the markers selected near the LDR card. Note: only elements that have turbochargers can begin a dogfight at Very High altitude.
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Deal out initial ACs: each player is then dealt a number of ACs equal to his aircraft's Performance rating. If a player is controlling more than one element, he keeps a different hand for each element. Players should keep their hands hidden from the others at all times.
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Play a six-turn dogfight using the same player order: flip the Initiative Chit (Axis/Allied symbol) to determine which side goes first. The winning side announces which of its elements goes first. After the player controlling that element completes his player-turn, the opposing side then selects which of its elements go next, and so on, alternating between teams until all elements have completed a player turn. This order established during game-turn one is the player order for the remainder of the dogfight. Place a Player Order chit in front of each element as a reminder for that order. All basic game dogfights last for six turns. After six turns, victory is determined based on air losses. Use spare Hit Markers to keep track of the game turn.
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Determine victory: a player is eliminated from the game when both his LDR and WM have been shot down. At the end of the dogfight, determine victory by the number of enemy aircraft, which were damaged or destroyed throughout the course of the battle by your team. VPs are accumulated as follows:
- 5 VP for each enemy fighter (LDR or WM) destroyed (10 points for jets and rockets)
- 2 VP for each enemy fighter damaged (on its damaged side) and/or Disengaged (4 points for jets and rockets)
Subtract the number of points scored by the Allied side from those scored by the Axis side. Compare the result to the column appropriate to the number of aircraft, which started the battle on the Basic Game Dogfight Victory Point Table. This will determine who wins and the level of victory.
Basic Game Dogfight Victory Point Table
Axis VP minus Allies VP, by the total number of aircraft present at the start of the dogfight:
| Result | 4 to 5 | 6 to 7 | 8 to 9 | 10 to 11 | 12 to 13 | 14 to 15 |
|---|---|---|---|---|---|---|
| Axis Decisive Victory | 6 or higher | 9 or higher | 12 or higher | 15 or higher | 18 or higher | 21 or higher |
| Axis Marginal Victory | 5 to 2 | 8 to 3 | 11 to 4 | 14 to 5 | 17 to 6 | 20 to 7 |
| Draw | 1 to -1 | 2 to -2 | 3 to -3 | 4 to -4 | 5 to -5 | 6 to -6 |
| Allies Marginal Victory | -2 to -5 | -3 to -8 | -4 to -11 | -5 to -14 | -6 to -17 | -7 to -20 |
| Allies Decisive Victory | -6 or lower | -9 or lower | -12 or lower | -15 or lower | -18 or lower | -21 or lower |
Each enemy fighter damaged is worth 2 VP; each enemy fighter destroyed is worth 5 VP.
Dogfight Rules of Engagement
Unengaged Leader may attack:
- Any unengaged enemy LDR.
- Any unengaged enemy WM (engaged or not) — +2 bursts per non-responded HAL (no limit); +1 burst per non-responded MAN (no limit).
- Any engaged enemy LDR currently Advantaged or Tailing and without a WM — play MAN, HAL, SCI (only if enemy is Advantaged), or FUT until the enemy is disengaged. Once disengaged, the attacking LDR may attack the enemy.
Unengaged Wingman may attack:
- Any unengaged enemy LDR — burst cards cause damage as usual; MAN, HAL, SCI, or FUT cards adjust position between the enemy LDR and the WM's LDR.
- Any enemy WM — burst cards cause damage as usual; MAN, HAL, SCI, or FUT cards may not be played.
- Any engaged enemy LDR currently Advantaged or Tailing and without a WM — burst cards cause damage as usual; MAN, HAL, SCI, or FUT cards adjust position between the enemy LDR and the WM's LDR.
Engaged Leader may attack: the currently engaged enemy LDR.
Engaged Wingman may attack: the currently engaged enemy LDR, or the currently engaged enemy WM.
Following an Altitude Change
Following when Advantaged:
- Discard one card and draw one card when Descending.
- Discard two cards and draw one card when Descending during a VER.
- Discard two cards when Ascending.
- Discard three cards when Ascending during a VER.
Following when Tailing:
- Draw one card when Descending.
- Discard one card and draw one card when Descending during a VER.
- Discard one card when Ascending.
- Discard two cards when Ascending during a VER.
Altitude Effects
Horsepower: +1 at Low or Very Low; –1 at High (0 with Turbocharger); –2 at Very High (0 with Turbocharger).
Wingmen: –1 from Defensive Rating at High; –1 from Offensive & Defensive Rating at Very High.
Burst Limits: Burst Rating +1 when Advantaged or +3 when Tailing (non-cumulative).
Fighter Cards
An aircraft card represents every fighter in the game. These cards are used to provide details of the aircrafts capabilities. The aircraft cards are also used to illustrate the relative positions between aircraft in a dogfight.
Leaders and Wingmen
There are two types of fighter cards: LDRs and WM. Only LDR cards have combat ratings. WM cards have an offensive and defensive rating instead.
When you select your LDR card, select the WM card of the same type of aircraft. The WM is also under your control, but uses smaller "mini-hands" to reflect the less than complete control a pilot has over his WM. The use of WM is detailed in the WM section.
Leader Card Combat Values
Damage Capacity. An aircraft's damage capacity is a measure of how many hit points it can take before being shot down. An undamaged fighter becomes damaged when it takes Hit Points, which equal or exceed the Damage Capacity on the fighter card's undamaged side. Flip the aircraft over to the damaged side to reflect its new status. All aircraft lose some of their effectiveness when damaged. Note: the rules often refer to "damaged" aircraft. A damaged aircraft is one who has been flipped to its damaged side, not one, which has simply taken some damage (hits).
A damaged fighter is shot down when the total hits it has suffered equal or exceed the Damage Capacity on the fighter card's damaged side.
Example: a Bf-109E is flipped to its damaged side immediately when it accumulates at least three (3) hits. It is destroyed when it accumulates six (6) hit points.
Performance. Performance sets an upper limit on the number of cards the controlling player can hold in his hand. This rating is based on the real life fighter's top speed and overall maneuverability.
You cannot have more cards in your hand than your LDR's Performance Rating. The only exceptions are when a LDR is newly damaged, or when you pick up an extra card while changing altitude to a lower level. In those cases, you are not required to immediately discard down to the new performance number, but are prevented from drawing any cards during the Draw Step of the player-turn until the number of cards in your hand is less than your LDR's performance rating.
Horsepower, Turbochargers, and Rocket Fighters. Horsepower limits the number of cards that you may draw during the Draw Step of your player-turn. This rating is based on the real life fighter's engine power.
You are allowed to draw a number of ACs equal to your LDR's Horsepower Rating during the Draw Step of your player-turn. Remember not to draw more cards into your hands than the LDR's Performance allows.
A LDR's Horsepower is affected by his altitude:
- Low or Very Low: +1 to Horsepower
- Medium: no change
- High: –1 to Horsepower (no change when turbocharged)
- Very High: –2 to Horsepower (–1 when turbocharged)
Turbocharged Aircraft: LDRs with a "T" next to their Horsepower Rating are turbocharged aircraft, which gives them an advantage when flying at higher altitudes. Turbocharged aircraft treat Very High altitude as High, and High altitude as Medium for purposes of Horsepower.
Rocket Fighters: rocket fighters are identified by an "R" symbol on the cockpit display of their cards. They always operate solo – there are no WM for rocket fighters. The Horsepower of rocket fighters is never increased or decreased by altitude. Rocket fighters may never use the optional rule "Attack Angle". Rocket fighters which perform a Fuel Disengagement adjust up 3 levels on the Disengagement Table.
Bursts, Gunners and Heavy Cannons. A LDR's Burst Rating limits the number of bursts it can use against another aircraft during its player turn. This rating is based on the number and type of machine guns and cannons carried by the aircraft. The amount of ammunition also affects this rating.
Every IMS and OOS card requires from one to three bursts to use. The exact number of bursts is specified on each card. A LDR can divide its bursts into several IMS and/or OOS cards during its player-turn, as long as the total bursts required do not exceed the LDR's Burst Rating.
LDRs gain extra bursts and suffer attack restrictions based on their relative position with other aircraft. These rules are detailed in section "Positioning".
Gunners: some aircraft (like the Bf-110) are armed with gunners in addition to their forward facing guns. The way in which Gunners operate is fully detailed in section "Gunners".
Heavy Cannons: any LDR that has a "+#" next to its Burst Rating is equipped with heavy cannons. The number indicated is added to the hit points caused to the target by each successfully played IMS or OOS card.
Agile Aircraft. Some aircraft (like the A6M2 Zero) are rated as agile. An agile aircraft may treat any one card played during its turn as a SCI card, once per turn.
Example #1: your Zero is Disadvantaged by an F4F. You play a SCI card. He responds with a SCI. You have no more SCI cards, but, because the Zero is an agile aircraft, you instead play a MAN card and treat it as SCI. He fails to respond, so your Zero is now Advantaged over the F4F. Note that if the F4F had had another SCI card, you would have been unable to respond, because an agile aircraft can only treat one non-SCI card per turn as a SCI card.
Example #2: continuing the example above, it is now the turn of the F4F. The enemy plays SCI. You have no SCI cards, and, because it is not your turn, you cannot use your agile ability. The F4F is now Advantaged over your Zero.
Example #3: a Gloster Gladiator is disadvantaged by a C.R. 42 at the beginning of its turn. Both players have one SCI card in their hands. The Gladiator begins the turn by playing its SCI. The C.R. 42 responds with its own SCI. The Gladiator then plays an OOS and announces that it will be treated as SCI. Even though the C.R. 42 is also Agile, it cannot play one of its other cards and call it a SCI since it is not the C.R. 42's turn. The Gladiator is now advantaged over the C.R. 42.
Small Targets. Some aircraft are small targets. This is indicated by the presence of a small head-on-silhouette under the aircraft's Damage Rating. LDRs have their Burst Rating reduced by one, and WM may not use IMS (1B/1D) cards when performing gun attacks against small targets.
Jet / Rocket Fighter Ratings. In addition to the normal Fighter ratings, jets have both a speed and thrust rating on their cards. Jets always have turbochargers.
At the beginning of a dogfight, a player who is controlling a jet with a speed rating receives a number of Full Throttle counters equal to the jet's Speed Rating. Exception: when a LDR is shot down, and the WM becomes the new LDR (see "Fighter Shoot-Downs"), he draws a number of Full Throttle counters equal to his speed rating minus one (–1).
A player controlling a jet with a Thrust Rating receives a number of Full Throttle counters equal to the thrust rating during the Draw phase of each of his player-turns. Thrust is not adjusted by altitude.
A jet may never accumulate more Full Throttle counters than its Speed Rating. FUT cards held in the LDR's hand do not count against this limit.
WM Card Combat Values
Since the days of WWII, most basic fighter formations have been based on two aircraft, a LDR and his WM. This pair of aircraft, referred to by various terms in different countries' air forces, is referred to in this game as Element. In Down in Flames, every LDR starts the game with his WM. There is a WM card included in the game for every LDR card. When you select a LDR aircraft, also select a WM card of the same aircraft type. The only exception is when one side opts to fly a LDR without a WM in order to help balancing the game (see section "Balancing a Dogfight").
Damage. WM use the same damage rules as LDRs.
Offensive and Defensive Ratings. Every WM card has an Offensive and Defensive Rating, which dictates the number of cards you may draw for its "mini-hand" in attack and defense. The specifics on using these ratings are covered in section "Wingmen".
Note that its altitude affects a WM's ratings:
- Very High: –1 to both offensive and defensive rating (only –1 to defensive if turbocharged)
- High: –1 to defensive rating (no change if turbocharged)
WM with a "T" on their card are turbocharged aircraft, which gives them an advantage when flying at higher altitudes. Turbocharged aircraft treat Very High altitude as High, and High altitude as Medium for purposes of ratings.
A WM that has a "+#" on its card is equipped with heavy cannons. The number indicated is added to the hit points caused to their target by each successfully played IMS or OOS card.
Positioning
Down in Flames uses two game mechanics to help players visualize the action. One is altitude, which is described in the next section. The other is position. In Down in Flames, LDRs are placed in such a way as to indicate their relative position with other aircraft.
Relative Positions
Every LDR is always at one of five relative positions with each enemy LDR. Listed from best to worst, they are: Tailing, Advantaged, Neutral, Disadvantaged, or Tailed. Position affects attacks between aircraft.
- Tailing: this means that your aircraft is flying behind an enemy aircraft and your nose is pointing at his tail. This is the best position for firing, as you can apply up to three (3) extra bursts against your opponent from this position.
- Advantaged: this position is inferior to Tailing, but you are still in a good position. This represents a position from which you get the opportunity for several low-deflection shots. You can apply one (1) extra burst when firing from this position.
- Neutral: neither aircraft has a noticeable advantage. Both are in a position to take quick, high-deflection shots. Your aircraft will usually be Neutral to most of the enemy aircraft in the game.
- Disadvantaged: just the opposite of Advantaged. This time, it's your aircraft that has an enemy taking low-deflection shots at it.
- Tailed: just the opposite of Tailing. You have an enemy aircraft right behind your, and he is going the be firing everything he has.
Indicating Position
Relative position is specified by moving the LDR cards around the table. WM cards do not use positioning rules and always remain in front of their owning player.
LDRs change their position with respect to other aircraft by playing MAN, HAL, FUT, and SCI cards. If you play a card which places your aircraft in an Advantaged position, the other aircraft is said to be in a Disadvantaged position.
The edge of a LDR card by its nose is the front, the two edges by the wing tips are the sides, and the edge by the cockpit display is the rear. If your LDR is in a Neutral position, place it in front of you, away from all enemy aircraft. If your LDR is Advantaged, place its card so that its front is facing one of the enemy LDR sides. If an enemy LDR is pointing at your LDR's side, your LDR is Disadvantaged. If your LDR is Tailing, place its card so that its front is facing the enemy LDR's rear. If an enemy LDR is pointing at your LDR's rear, your LDR is Tailed.
Adjusting Position
You play cards to improve your position relative to an enemy LDR. The four cards that adjust your position are:
Maneuvering. This card will change your LDR's position from Tailed to Disadvantaged, Disadvantaged to Neutral, Neutral to Advantaged, or Advantaged to Tailing.
Example: an F4F is Neutral to a Zero. You play a MAN card against him. He plays a TIT in response. You play a TIT in response to his TIT. He does not respond. Your F4F is now Advantaged over his Zero (and his Zero is Disadvantaged by your F4F).
Half Loop. This card will move your LDR from being Tailed to Neutral, Disadvantaged to Advantaged, or Neutral to Tailing. A HAL card always changes your LDR's position by two; it can never be used to change position by only one.
Example: your F4F is Tailing a Zero. The opposing player plays a HAL. You respond with an ACE. He responds with an ACE of his own. You do not respond. The aircraft are now Neutral to each other.
Full Throttle. This card adjusts your LDR's position by one from Tailed to Disadvantaged or from Disadvantaged to Neutral. It may only be played (as an attack card) when your LDR is Disadvantaged or Tailed. A Full Throttle counter (used by jets) is used in the same way and has exactly the same effects as a FUT card.
Example: your P-51 is being Tailed by an Me-262. You play a FUT card. Your opponent responds with one of the FUT counters that the Me-262 has available. You respond with an ACE (which responds to any card or FUT counter), and he chooses not respond further. You adjust your P-51's position from Tailed to Disadvantaged.
Scissors. This card changes you LDR's position from Disadvantaged to Advantaged, when played as an attack card. It may only be played (as an attack card) when your LDR is Disadvantaged.
Example: your Hurricane is Disadvantaged by a Bf-109E. You play a SCI card. He responds with a SCI card. You respond with a SCI. He fails to respond. Your Hurricane is now Advantaged over the Bf-109E.
Giving Up Position
If your LDR is Advantaged or Tailing at the beginning of your player-turn, you may freely give up your position at the start of the Play Cards step of your player-turn and become Neutral. By doing so, you are free to gain position on a different LDR or to attack a LDR or WM. Note that a LDR (or WM) cannot play cards against more than one enemy aircraft during any single player turn.
Effects of Position
When a LDR is Disadvantaged or Tailed, it is not allowed to conduct burst attacks (its gunner (if any), however, is permitted to attack the Engaged enemy LDR). A LDR uses its printed Burst Rating when firing from a Neutral position. An Advantaged LDR increases its Burst Rating by one (1). A Tailing LDR increases its Burst Rating by three (3). Thus, a LDR with a printed Burst Rating of zero (like a Polish P.11c) cannot fire while Neutral, but have their Burst Rating modified to one or three for being Advantaged or Tailing, respectively.
Example: a Hurricane has a normal Burst Rate of one (1). This is increased to two (2) when Advantaged, and four (4) when Tailing.
These burst increases are relative, not cumulative. A LDR can never have his bursts increased by more than +3 due to positioning.
Example: let's say a Zero, Disadvantaged by an F4F, begins its player turn. Currently, it has 0 bursts, because you can only fire when Neutral, Advantaged, or Tailing. So, the Zero player plays a MAN card to which the F4F does not respond. Now the Zero is Neutral to the F4F. It could now fire 1 burst (its printed rating) against the F4F, or play additional MAN or HAL cards, or do both, in turn.
Let's say he plays an IMS (1B) card against the F4F. This attack has used all of the Zero's allowable bursts; unless the Zero improves its position further to increase its burst capability. It could now play another MAN card against the F4F and be allowed one more burst (+1 for Advantaged position), or it could play two MAN cards (or a HAL card), improving its position to Tailing, and allowing it three more bursts. It could even use 1 burst while Advantaged, then play a MAN again to move to Tailing where it could use an additional two bursts (having already used 2 of its 4 bursts).
Engaged / Unengaged
If your LDR is in any position but Neutral, it is Engaged. If your LDR is Engaged, you cannot play attack cards against any other aircraft until you break the engagement (either through maneuvering or voluntarily giving up position at the beginning of your player-turn) and return to a Neutral position. Remember that you cannot play attack cards against more than one aircraft in any single player-turn.
A Neutral LDR who is Unengaged, may play attack cards against any enemy Unengaged LDR or any enemy WM.
Engagement Restrictions
A LDR may only be Engaged against one enemy LDR at a time.
When a LDR is Disadvantaged or Tailed, it is not allowed to conduct burst attacks. Its gunner (if any), however, is permitted to attack the Engaged enemy LDR.
The WM of each Engaged LDR is permitted to conduct attacks against the engaging enemy LDR or the engaging enemy LDR's WM.
Other LDRs or WM are not permitted to attack an Engaged LDR, though they may attack and Engaged LDR's WM.
Attacking a Lone Leader Who Is Advantaged or Tailing
There is one exception to the restrictions above, regarding attacking an Advantaged or Tailing enemy LDR who has no WM (you cannot attack an enemy LDR who is Disadvantaged or Tailed by another LDR). Against such a LDR, an Unengaged LDR or WM on your team is permitted to attack the enemy LDR, using the procedure below:
First you must play MAN, HAL, FUT, or SCI (this card only if the enemy LDR is Advantaged) cards until the enemy LDR is no longer Advantaged or Tailing the friendly LDR. The enemy LDR may respond normally.
Once the enemy LDR becomes Neutral, he loses his position on the other friendly LDR, and you may play attack cards against him normally.
If, in the course of the above, you play cards which adjust the enemy LDR's position further than Neutral, you immediately gain that (Advantaged or Tailing) position on him.
Example #1: an enemy Ki-43 with no WM is Advantaged against a Buffalo. Your LDR is a Hurricane IIB. You play a SCI card (this is the only situation in the game where you can play a SCI when your LDR is not the one who is Disadvantaged) to which he responds with an ACE. You respond using an ACE of your own, and he does not respond. The enemy Ki-43 now loses his position on the Buffalo, and you become Advantaged over the Ki-43. You are now eligible to play normally IMS or OOS cards (or a MAN card to move to the Tailing position).
Example #2: your P-38F is Advantaged against a Bf-109E. Also involved in the battle are a Spitfire I, Ju-87B, and Fw-190A. The only aircraft permitted to play cards against your P-38F LDR is the Bf-109E and his WM. Likewise, the only aircraft permitted to play cards against the Bf-109E LDR is your P-38F LDR and WM. Any Unengaged LDR or WM could attack the Bf-109 and P-38 WM.
Altitude
Aircraft are always on one of five altitude levels: Very Low, Low, Medium, High, or Very High. Only opposing aircrafts at the same altitude may play cards against each other.
Altitude Markers
Players designate altitude for each element in the game using the altitude counters provided. If no altitude counter is placed beside the LDR card, the element is at Medium altitude.
Changing Altitude
Changing altitude is a good way to shake off an enemy LDR that is Advantaged or Tailing your LDR. You may adjust your altitude by one level during the Adjust Altitude Step of your player-turn. Aircraft may not go above Very High, or below Very Low (or above the altitude limit specified on the LDR card). You may also change your element's altitude by playing a VER card during the Play Cards Step of your player-turn. Only enemy Elements which are Advantaged or Tailing your LDR may follow you (i.e. change altitude and maintain their position on you) through an altitude change.
During Adjust Altitude Step. If you change altitude during the Adjust Altitude Step of the sequence of play:
a. Adjust your Element's altitude by one level, up or down. b. Draw a card from the deck if you are moving to a lower altitude, even if this causes you to temporarily exceed your maximum allowed hand size (your aircraft's Performance). If you climb to a higher level, discard one card from your hand instead. If you don't have a card to discard, you cannot move to the higher level. c. If you were Advantaged or Tailing an enemy aircraft, you lose that position, and are returned to a Neutral position. d. If you were Disadvantaged or Tailed by an enemy aircraft, that element may follow your altitude change and maintain its position as follows:
- If you were Tailed, the enemy may follow you freely, immediately performing steps (a) and (b) above.
- If you were Disadvantaged, the enemy may follow by discarding one card from his hand, then immediately performing steps (a) and (b) above. Note that this means that an aircraft following you through a climb would have to discard two (2) cards; one to follow you and one to gain altitude.
- If the enemy aircraft doesn't follow, it stays at its current altitude and goes to Neutral position.
Jets and rocket fighters may discard a Full Throttle counter instead of a card when changing altitude to a higher level.
By Playing a VER Card. If you change altitude by playing a VER card during your player-turn, apply steps a–d above, except that any Tailing and Advantaged aircraft that follows your altitude change must discard a card in order to do so. An aircraft can never "freely" follow an altitude change due to a VER. Note the difference between this situation and the situation above.
An Advantaged or Tailing LDR may play a VER or ACE card to stop a VER altitude adjustment. Note: a LDR who is Neutral may play a VER card during his Play Cards step to change altitude; in this case enemy LDRs may not attempt to stop it.
If you change altitude with the Disadvantaged or Tailed LDR, adjust your elements altitude so that of the enemy LDR, maintaining your position. If you do not change altitude with the enemy LDR, your LDR loses its position and remains at its current altitude at Neutral.
If the enemy changes altitude with your Disadvantaged or Tailed LDR, he adjusts his element's altitude to that of your LDR, maintaining position. If he does not change altitude with your LDR, his LDR loses its position and remains at its current altitude at Neutral.
Note that VER cards played as response cards do not cause you to change altitude.
A WM cannot play a VER card as an attack card (i.e. to change altitude).
A jet may discard a Full Throttle counter(s) instead of a card(s) when climbing or following an enemy LDR's altitude change.
Altitude Attack Restrictions
Your LDR or WM may not maneuver against or attack an aircraft that is at a different altitude at the moment the card is played. A Neutral LDR may play one or more VER cards to change altitude prior to attacking an enemy aircraft as explained below.
A LDR may play cards against an enemy aircraft which is one level above or below him provided that:
a. he is not Engaged, and b. the first card he plays during his Play Cards step is a VER to change to the enemy plane's altitude.
Altitude Restrictions
Certain aircraft (like the Ju-52) are prohibited from flying at specified altitudes. For such aircraft, their maximum altitude is listed on their card.
Aircraft must be at Very Low altitude to strafe.
Note also the restrictions on Horsepower for flying at certain altitudes in section "Fighter Cards" (Leader Card Combat Values and WM Card Combat Values above).
Maneuver and Combat
During a given player's turn, he plays cards (MAN, HAL, SCI, VER, and FUT) from his hand in order to maneuver his aircraft to an altitude and position from which he may attack enemy aircraft at his altitude. Once in attack position (i.e., he is at the same altitude and as the enemy aircraft and is Neutral, Advantaged or Tailing), he plays IMS or OOS cards to damage and destroy the enemy plane. Note that a maneuver does not necessarily have to precede the attack. A player could, for example, play an IMS (1B) card against an enemy aircraft from a Neutral position, then play a MAN card to improve his position (and gain an additional burst), then play another IMS (1B) card from his Advantaged position.
The player who is the target of these maneuver and attack attempts may play TIT, BAR, ACE, VER, FUT, or SCI cards, or Full Throttle counters in response each time a card is played. The attacker may then respond to the response, if he holds a card that will successfully respond to the defender's card. This continues until one player cannot, or chooses not to respond. If, at any point, the defending player does not respond, the original maneuver or attack succeeds. If the defender successfully responds and the attacker does not respond, then the attempted maneuver or attack is negated.
Example #1: during his player turn, one player, controlling a Zero that is at Neutral position, plays a MAN card against a P-40B. If the player controlling that P-40B has a card in his hand which contains the word "Maneuvering" in the response section of the card, he may play it to negate the attacker's attempt. Let's say he played a TIT. Then the Zero could attempt to respond to the TIT if he as a card in his hand which says "Tight Turn" in the response section. Let's say he played a TIT to respond. The defender has now no cards remaining in his hand which will respond to a TIT, so the original card (MAN) takes effect, and the Zero's positioning is improved from Neutral to Advantaged against the P-40B.
Example #2: the same Zero, having improved its position to Advantaged, may now play up to two bursts against the P-40B (his burst rating of 1 increased by +1 because of his Advantaged position). He plays a IMS (1B) card. The P-40B responds with a BAR. The Zero has no cards which respond to BAR, so the attack is negated. The Zero, however, still has one burst remaining, and fortunately, another IMS (1B) card in his hand. This time, the P-40B has no card that will respond to IMS, so the attack succeeds and (because this IMS card causes 2 points of damage) the P-40B takes two damage points. If the Zero had another MAN card in his hand, as well as additional cards, he could, at this point, attempt to maneuver to a Tailing position, to pick up an additional two bursts. If successful, he could play additional cards up to the new burst limit.
Initiating an Attack
The only player permitted to initiate an attack is the player taking his turn. In order for your LDR to initiate an attack against an enemy LDR, you must play a card which has an effect listed in its attack section. The term attack is used to indicate any action, which will either damage an enemy LDR or WM, or alter your position or altitude. A LDR (or WM) may only attack (play attack cards against) one enemy aircraft per turn.
Responding to an Attack
In order to respond to an attack against your LDR or WM, you must play a card that lists the name of the attack card in its own response section. When you play a card in response, the effect of the attack card is negated.
Example: the enemy player plays a TIT in response to your IMS card.
The following cards may be used to respond to an attack card: BAR, TIT, VER, SCI, ACE, FUT or Full Throttle counters.
Responding to a Response
The attacking player is allowed to play his own response card once the defending player has responded to his attack card.
In a manner similar to responding to an attack, to respond to a response, you must play a card, which lists the AC just played by the enemy as his own response.
Continuing the example: you play a TIT in response to the TIT, which was placed in response to your IMS.
The two players continue responding to each other's last card played until a player does not have an appropriate card to respond with, or a player declines to respond.
Continuing the example: the enemy then responds to your TIT with SCI. You then respond with an ACE. The enemy player declines to respond.
If the last card played is by the attacking player, the original attack card takes effect. If the last card played is by the defending player, the original attack card is negated.
Finishing the example: because you played the last card, the IMS is scored against the enemy aircraft.
Regardless of how the attack turns out, all cards played during the exchange are discarded. If the attack succeeded and the attack card was an IMS or OOS, the number of hits listed on the card is inflicted on the enemy aircraft. Place an appropriate Damage marker on the aircraft to so indicate.
Initiating a New Attack
Once an attack is resolved, the attacking player is free to initiate a new attack against the same enemy aircraft. There are only two restrictions:
a. A LDR may not exceed its burst rating (modified by its position) during its player-turn. b. A LDR or WM cannot play attack cards against more than one enemy aircraft during any single player-turn.
Changing Position
If your LDR improves its position after conducting an attack, it immediately gains the additional bursts granted by the new position.
Gunners
Overview
Some LDRs are equipped with both, a burst rating for himself and a burst rating for his gunner. Gunners are assumed to be facing towards the sides and/or rear of the aircraft in order to protect it from being attacked from those directions.
Gunner Attacks
Gunners are permitted to attack enemy LDRs which are Advantaged or Tailing their aircraft. Gunners cannot attack enemy LDRs, which are Neutral to, Disadvantaged by, or Tailed by their own aircraft.
Gunners have the burst limit indicated on the aircraft card. You may not combine a LDR's and a Gunner's Burst Rating toward the same card attack. They are always kept separate. Furthermore, a gunner's Burst Rating may never be increased, except by a "G" skill on a Pilot counter. The gunner always fires only the number of bursts listed on the card.
To attempt a gunner attack, declare and treat it like any other IMS or OOS attack. The enemy LDR may respond normally. Gunners, however, may never respond to a response. Once their attack card is negated, their attack is over.
Gunners are permitted to attack enemy WM only if that WM's LDR is currently Advantaged or Tailing against the gunner's aircraft.
Example: a Bf-110 is Disadvantaged to an enemy Spitfire. During the 110's player-turn, he plays a IMS (1B) card against the Spitfire. The Spitfire responds with a TIT, thus avoiding the attack. The Bf-110, since this was fire from a gunner, cannot response to the Spitfire's response, even if he has a card in his hand which would normally do so. Since the gunner has used his one burst, his attacks are finished. Note that the 110 could at this point play SCI, MAN, or HAL cards in order to gain position against the Spitfire and fire at it again from the forward firing guns.
Wingmen
Every fighter LDR has a WM flying with him. There are two cards in the game for every fighter type. The card detailed with the Performance, Horsepower, and Burst attributes is the LDR. The card with Offensive and Defensive ratings is the WM.
WM do not retain a hand of cards throughout the game. Instead, their attacks and defenses come from a temporary mini-hand, composed of a number of cards equal to their Offensive (when attacking) or Defensive (when defending) Rating, which is drawn each time they attack or defend.
A Wingman's Mini-Hand
During the WM Attack Step of your player turn, draw a mini-hand composed of a number of cards equal to your WM's modified Offensive Rating if your WM is attacking. Note that you must designate the WM's target before drawing your WM's mini-hand.
When an opponent announces that he's attacking your WM, but before he plays any cards against the WM, draw a mini-hand composed of a number of cards equal to your WM's modified Defensive Rating.
General Rules for Wingmen
WM attack and defend in the same general manner as LDRs, though with a smaller, temporary mini-hand. The differences are:
a. Restrictions on who the WM can attack (see next section). b. WM have no burst limit to their attacks, they may play all attack cards that they draw. c. WM's MAN, FUT, SCI, and HAL cards successfully played against an enemy LDR, improve your LDR's position against that enemy LDR. d. A WM's Offensive and Defensive Ratings are affected by altitude (see "Altitude"). e. A WM may not play a VER as an attack card (i.e. to change altitude).
Eligible Targets for Wingmen
a. If your LDR is Engaged against an enemy LDR, your WM may only attack that Engaged enemy LDR or its WM. b. If your LDR is Neutral, your WM may attack any Unengaged enemy LDR or any WM at your Element's altitude level.
Wingmen Attacking Leaders
Declare the enemy LDR to be attacked, and then draw all of the cards specified by the WM's modified Offensive Rating as your mini-hand. Then execute the attacks as for LDRs, within the limits of the drawn mini-hand.
If the enemy LDR does not respond to an IMS or OOS card, or if your WM successfully responds to his response, inflict damage on the enemy LDR normally.
If the enemy LDR does not respond to a MAN, FUT, SIC, or HAL card, or if your WM successfully responds to his response, adjust your own LDR's position relative to the enemy LDR as indicated on the card.
Each of the other offensive cards drawn in the mini-hand are then resolved, one at a time, in the same manner.
The owning player is free to discard without playing any of the cards drawn by his attacking WM.
Example #1: you Zero LDR is being Tailed by an F4F LDR. Your WM attacks the F4F LDR and draws: IMS and MAN. You decide to play the MAN card first. The F4F player does not respond. Your LDR is now Disadvantaged. You then play the IMS to which he responds with a BAR. Because you have no cards left in your mini-hand with which to respond, your IMS card is negated and no damage is inflicted on the enemy LDR.
Example #2: your Zero WM declares his target to be an enemy F4F LDR that is Neutral to your LDR, then draws his two-card mini-hand. He draws a TIT and a HAL. He plays the HAL, to which the enemy LDR does not respond. This adjusts the Zero LDR's position from Neutral to Tailing the F4F LDR. The TIT card is now discarded, unplayable, and the WM's attack is finished.
Wingmen Attacking Wingmen
Declare the enemy WM to be attacked, and then draw all of the cards specified by your attacking WM's modified Offensive Rating as your mini-hand. Your opponent then draws a number of cards equal to his WM's modified Defensive Rating as mini-hand.
You may then proceed with your attack, as against LDRs, except that MAN, HAL, FUT, and SCI cards may not be played to attack other WM. Only IMS and OOS attacks may be made, although other cards from your mini-hand may be played in response to his response.
Example: your Fw-190 WM draws the following cards against a P-38F WM: MAN, IMS, and SCI. For defense, the P-38F draws: TIT and IMS. Your MAN card cannot be played, as you target a WM. You play the IMS, and he responds with his TIT. You respond with your SCI. He cannot respond, as he has no more respond cards. Your attack succeeds, and you apply damage to the enemy WM.
Leaders Attacking Wingmen
LDRs are allowed to use MAN and/or HAL cards in order to increase their bursts allowed against WM for their current player-turn. When played successfully, every MAN card increases the LDR's bursts by one (1), and every HAL card increases it by two (2).
In a LDR vs. LDR combat an aircraft can gain, at most, three additional bursts (when Tailing). A LDR attacking a WM, however, does not suffer this limitation.
Example: your Zero LDR is attacking a Buffalo WM. Your Zero has a burst rating of one. You play a MAN card, which the Buffalo negates with a TIT. You then play another MAN card to which he cannot respond and you follow it up with a HAL. Your Zero now has four bursts. You then play, over the course of the player turn, two IMS cards requiring one burst each and an OOS card requiring two bursts.
Fighter Shoot-Downs
Wingman Shot Down
When a WM is shot down, place it off to the side for later use in determining victory.
Leader Shot Down
The player assumes full control of his WM when his LDR is shot down (i.e. the WM becomes the LDR).
When your LDR is shot down:
a. Discard your current hand of cards. For jets, also discard all Full Throttle counters. b. Remove all Hit counters from the LDR. c. Take any Hit markers in effect against your WM and place them on the LDR card. All hits and damage status are retained when the WM is converted to a LDR. The WM card is then placed off to the side for later victory determination. d. Draw a full hand of ACs equal to the Performance Rating of the new LDR minus one (1). This penalty (and the additional one for jets below) reflects the WM's shock at having seen his LDR shot down, and is a one-turn penalty. In future turns, he uses the printed Performance Rating. e. If a jet, draw a number of Full Throttle counters equal to the speed rating of the new LDR, minus one (1).
If your LDR is shot down after the WM attack step of your player-turn (this can happen due to target flak or counter fire from a formation aircraft) your newly promoted WM does not conduct a Play Cards Step that turn.
Dogfight Disengagement
Overview
There may be times when running from a fight is your best course. Many fighter pilots living today are alive because they knew when to "get out of dodge". In Down in Flames, there are two types of disengagement: Voluntarily Disengagement and Fuel Disengagement. Fuel Disengagement applies only to Campaign Games and is ruled in section "Fuel Expenditure".
Voluntary Disengagement
A player may attempt voluntary disengagement to remove his Element from combat. He may do this during the Play Cards Step of his player-turn, instead of playing cards. To attempt Voluntary Disengagement, he draws one (1) card from the draw pile for each disengaging aircraft and refers to the Disengagement Table.
Match the card result under the "Card Drawn" column of the Disengagement Table to get a level of result. Check the modifications below the table to determine any adjustments (up or down levels on the table). After all adjustments are made, consult the "Result" column to determine the fate of your aircraft.
Disengagement Table
| Level | Card Drawn | Result |
|---|---|---|
| A | In My Sights (Fuel Tank Hit) | Destroyed |
| B | Out of the Sun | Destroyed |
| C | In My Sights (3 Bursts) | Damaged † |
| D | In My Sights (2 Bursts) | Damaged † |
| E | In My Sights (1 Burst) | Damaged † |
| F | Maneuvering | Safe Escape |
| G | Half Loop | Safe Escape |
| H | Any Other Card | Safe Escape |
| I | Ace Pilot | Safe Escape |
† If aircraft is already damaged, treat as safe escape.
Modifiers to Disengagement Table
| Condition when disengaging | Adjustment |
|---|---|
| Positioning (Wingman uses its Leader's Position) | |
| Tailing | down 2 |
| Advantaged | down 1 |
| Neutral | no change |
| Disadvantaged | up 1 |
| Tailed | up 2 |
| Damaged | up 1 |
| No enemy Fighters present at same altitude | down 3 |
| Voluntary Disengagement, aircraft has a Speed or Thrust rating | down 1 |
| Fuel Disengagement, Non-Rocket Fighter | up 1 |
| Fuel Disengagement, Rocket Fighter | up 3 |
| Non-Dogfight Missions (Attacker only), Target-Bound turn 6+ | up 1 |
| Non-Dogfight Missions (Attacker only), Over-Target and had 6+ Target-Bound turns | up 1 |
| Non-Dogfight Missions (Attacker only), Home-Bound and 6+ turns to go | up 1 |
| Non-Dogfight Missions (Attacker only), Aircraft is a Heavy Bomber | down 1 |
Special Aircraft
Bf-109G & Bf-109G-6/R6
The Bf-109G was equipped with a methanol injection system. Each Bf-109G receives a FUT counter at the beginning of a mission. This counter may be expended at any time exactly as if it were a FUT card. Once expended, it may not be replaced.
The FUT counter is lost if the leader is flipped to its damaged side.
A Wingman who is "promoted" receives a FUT counter, provided it is not on its damaged side at that time.
Ta-152H-1
The Ta-152H-1 was designed to operate at extremely high altitudes against American heavy bombers and their escorts. Its performance at those altitudes, especially in terms of speed, was remarkable.
A Ta-152H-1 leader which begins its player turn at Very High altitude and remains at that altitude throughout the turn may treat any one card it plays during that turn as a FUT card.
Balancing a Dogfight
You can balance a dogfight in one of several ways (or you can make up your own way, but here is what we use). Four of our favorite ways are listed below:
VPs versus Superior Aircraft
One way is to give the difference in fighter values to the player with the lower-valued fighters. Thus, a player flying an Element of Buffalos (4 points) against an element of Zeros (6 points) would get a bonus of 2 VPs. So, in a four-on-four dogfight between Japanese Elements of Zeros (6 points) and Ki-43s (4 points) and Allied Elements of P-40Es (6 points) and F4Fs (6 points), the bonus would be (12–10=) 2 points to the Japanese.
By the way, you can also use these values to create "balanced" tournament dogfights. Anytime the total aircraft points used by each side are equal (assuming the same number of aircraft on each side), the battle should be balanced.
Ganging Up on Better Aircraft
Another way to balance a dogfight is to give one side more elements than the other, with each side's total fighter values being equal.
Leaders Without WM
You can also choose to balance a dogfight by giving one player a LDR but no WM for one or more of his Elements.
Pilot Counters
The fourth way to balance a dogfight is to give the side with the lower-valued aircraft a pilot with bonus ratings for one or more of its LDR aircraft. The basic rule of thumb here is that each bonus rating on a Pilot counter is worth one point of aircraft value (don't confuse this with the VPs given for shooting down LDRs in the Campaign Game – this is for balance only, not VPs). See section "Pilots" for details on how these ratings affect your aircraft's capabilities.
Point Values for RotL/8AF Fighters
Before ZERO, the point values for aircraft were not located on the aircraft cards but in the rules. The following table shows the point values of all Fighters included in RotL and 8AF.
| Aircraft (German) | Value | LDR Only |
|---|---|---|
| Bf-109E | 6 | 4 |
| Bf-109F | 8 | 6 |
| Bf-109G | 9 [8] | 6 |
| Bf-109K | 13 | 9 |
| Bf-110C | 5 | 4 |
| Bf-110G | – | 7 |
| Fw-190A | 10 | 7 |
| Fw-190D | 10 | 7 |
| He-219 | – | 10 |
| Ju-88C | – | 5 |
| Me-163 | – | 13 |
| Me-262A | 21 | 14 |
| Me-410 | 9 | 6 |
| Aircraft (Soviet) | Value | LDR Only |
|---|---|---|
| I-16 | 3 | 2 |
| MiG-3 | 6 | 4 |
| P-39D | 6 | 4 |
| Yak-3 | 8 | 6 |
| Yak-9 | 6 | 4 |
| Aircraft (United Kingdom) | Value | LDR Only |
|---|---|---|
| Beaufighter IF | – | 6 |
| Gladiator | 2 | 1 |
| Hurricane I | 5 | 4 |
| Hurricane II | 7 | 5 |
| Mosquito II | – | 7 |
| Mosquito VI | 11 | 8 |
| Spitfire I | 6 | 4 |
| Spitfire V | 8 | 5 |
| Spitfire IX | 9 | 6 |
| Spitfire XIV | 12 | 9 |
| Aircraft (United States) | Value | LDR Only |
|---|---|---|
| P-38F | 7 | 5 |
| P-38L | 9 | 6 |
| P-40 | 5 | 4 |
| P-47C | 12 | 8 |
| P-47D | 13 | 9 |
| P-51B | 11 | 8 |
| P-51D | 12 | 9 |
| Aircraft (Others) | Value | LDR Only |
|---|---|---|
| MS-406 (France) | 5 | 3 [4] |
| P-11c (Poland) | 2 | 1 |
For ZERO and C&H fighters use the point values printed on the aircraft cards.
Pilots
While the type and quality of aircraft in combat was certainly an important factor during WWII, it was most often the man in the plane, not just the plane that made the critical difference in combat. In Down in Flames you may add pilots to your fighters, thus enhancing your aircraft's capabilities.
You receive pilot counters as indicated during a campaign. When you receive a pilot, place the received counter on the aircraft card. The counter moves with the aircraft card throughout the mission.
Each pilot counter contains a nationality symbol indicating the nationality of the pilot. Pilots may only fly aircraft of their nationality.
Many pilot counters contain letters within the boxes down the right side of the counter. These pilots are referred to as Skilled Pilots. Pilots without a letter in the boxes of their counters are Unskilled Pilots. The letters on a counter represent that pilot's skills in the form of bonus capabilities that he gives to the aircraft, which he is flying. These capabilities are listed and explained in the Pilot Skill Table.
Skilled pilot counters include an aircraft type. Such pilots may only be used to pilot the indicated type (though any model) of aircraft.
Selecting Pilots: before beginning a campaign mission or a strike, each side selects pilots to fly the mission. The procedure that follows determines whether any skilled pilots will be flying the mission or strike:
- Place in a cup your entire pilot counters which are eligible to fly with your LDR aircraft.
- Randomly pick one pilot counter for each of your LDR aircraft.
- Flip the counter from a reasonable height on the table. There are pilots on both sides of the counters, so whichever side is upward is the chosen pilot.
- Place a skilled pilot counter atop the aircraft he is to fly. Discard an unskilled pilot.
In cases where a player automatically receives a specific pilot with the resource he has chosen for the mission or strike, that skilled pilot counter is not added to the cup.
Pilot Skills:
-
A – Ace Pilot: the player controlling this pilot gets to use a free ACE card once during that mission or strike. He receives an ace ability counter at the start of the mission or strike to so designate his ability. He may declare at any one time in the game that the response card he is placing is an ACE card (regardless of the actual card's name). He then discards the ace ability counter.
Example: a Ki-43 Oscar is piloted by a pilot with an "A" in on of his boxes. The Oscar is attacked by an enemy P-40's OOS. He responds with a VER, but the P-40 plays a VER of his own. The Ki-43 player has no card with which to respond, but plays an OOS card and declares "This is an ACE card", discarding his ace ability counter. Unless the P-40 plays an ACE of his own (or uses his own pilot's ace pilot capability), the attack has been negated.
-
BM – Bomb: draw and apply one extra bomb card for this aircraft when it bombs.
-
BU – Burst: increase the aircraft's Burst Rating by one (+1) for the duration of the mission or strike.
-
CV – Combat Vision: the eyes of a hawk allow your pilot to see the enemy first, gaining an advantage on managing potential energy. After drawing your initial hand and before the start of play, you may discard any number of cards from your hand and draw new ones to replace them. This is a "one-time" exchange of cards. You subsequently play, discard, and draw cards normally.
-
D – Damage: increase the aircraft's Damage Rating (on each side of the card) by one (+1) for the duration of the combat.
-
G – Gunner: increase the gunner's Burst Rating by one (+1).
-
H – Horsepower: increase the aircraft's horsepower rating by one (+1) for the duration of the combat.
-
P – Performance: increase the aircraft's Performance Rating by one (+1) for the duration of the combat.
-
S – Strafe: draw and apply one (+1) extra strafe card for this aircraft when it strafes.