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Wings of the Motherland

Wings of the Motherland Rulebook

Table of Contents

Table of Contents

  • The Series and Design Goals
  • Part One – Introduction
    • 1.0 — Fighting Wings Games
  • Part Two – Aircraft Flight
    • 2.0 — Reading Aircraft Data Cards
    • 3.0 — Basics of Play
      • 3.1 — Range Between Counters
        • 3.1.1 — Starting Altitude Band
      • 3.2 — Counter Stacking Limits
      • 3.3 — Aircraft Collisions
      • 3.4 — Pitch Attitudes
      • 3.5 — Aircraft Movement
        • 3.5.1 — Fractional Values Table (FVT)
      • 3.6 — Level Flight
    • 4.0 — Changing A/C Speed
      • 4.1 — Accel Points
      • 4.2 — Decel Points
      • 4.3 — Accel & Decel Effects on Speed
        • 4.3.1 — Limits on Speed & Power
      • 4.4 — Max & Min Speed Effects
      • 4.5 — Stalls & Spins
        • 4.5.1 — Stalled Flight Procedure
    • 5.0 — Changing A/C Facing
      • 5.2 — Turning
      • 5.3 — Vertical Flight & Vertical Rolls
      • 5.4 — Side Slips and Skids
      • 5.5 — Special Turn Considerations
        • 5.5.1 — High Speeds & Turn Rate Decel
      • 5.6 — Overstressing A/C
      • 5.7 — Turns and Loss-of-Consciousness
        • 5.7.1 — Random A/C Flight
    • 6.0 — Changing A/C Altitude
        • 6.6 — Free Transition Induced Facings
    • 7.0 — Aerobatics
      • Hammerhead Procedure
      • Snap Rolls
  • Part Three – Air-to-Air Combat
    • 8.0 — Combat Scale Play
      • 8.1 — Tailing Enemy A/C
        • 8.1.2 — Sighting & Blind Arcs
      • 8.2 — Movement Phase
      • 8.3 — Combat Phase Action Steps
      • 8.4 — Breaking Off from Air Combat
      • 8.5 — Aircraft Formations
        • 8.5.1 — Fixed Formations
        • 8.5.2 — Flexible Formations
        • 8.5.3 — Formation Defensive Fire Benefits
      • 8.6 — Pilot Quality & Formations
    • 9.0 — Air-to-Air Gun Combat
      • 9.1 — A/C Firepower (Gun Attack Factors)
      • 9.2 — Fixed Gun Fields-of-Fire
      • 9.3 — Deflection Arcs and Shooting
      • 9.4 — Resolving Air-to-Air Attacks
    • 10.0 — Air-to-Air Weapons
      • 10.1 — Shot Types, Ammo & Gun Jams
      • 10.2 — Special Gun Combat Rules
        • 10.2.1 — M.G. Sighting Bursts for Cannons
      • 10.3 — Head-On Attacks
      • 10.4 — Other Air Combat Considerations
      • 10.5 — Defensive Gunfire
      • 10.6 — Reloading A/C Guns
      • 10.7 — Air-to-Air Rockets
    • 11.0 — Aircraft Damage
    • 12.0 — Aircraft Loads
    • 13.0 — Crew Quality
      • 13.1 — Inexperienced Pilot Limits
  • Part Four – Flying Missions
    • 14.0 — Tactical Scale Play
      • 14.4.1 — Multiple TMG Attacker Limits
      • 14.4.2 — A/C Speed Differences
      • 14.5 — Defender's Intercept Phase
      • 14.6 — Defender's Sighting Phase
        • 14.6.1 — Defender's Response Phase
      • 14.7 — Setting Up Combat Scale Play
        • 14.7.1 — Post Engagement OMT Placement
        • 14.7.2 — Post Combat Considerations
      • 14.8 — Effects of Sun & Clouds
      • 14.9 — Tac-Scale to Op-Scale Continuity
    • 15.0 — Operational Scale Play
        • 15.4.2 — Fuel Use & Endurance
        • 15.4.3 — AAA (Flak) Attacks
        • 15.4.4 — Searching for Targets
      • 15.5 — En Route Join Up & Events Phase
        • 15.5.1 — Formation Guidelines
        • 15.5.2 — Random En Route Events
      • 15.6 — Unintentional Encounters
      • 15.7 — Deliberate Encounters
      • 15.8 — Intercept & Combat Phase
      • 15.9 — Intercept & Attack Time-Lines
        • 15.9.1 — Entering Tactical Scale Play
        • 15.9.2 — Entering Combat Scale Play
      • 15.10 — Air-to-Surface Attacks
      • 15.11 — Point Defense CAP
      • 15.12 — Regroup / Landing / Servicing Phase
    • 16.0 — Misc. Advanced Rules
      • 16.1 — Low Level Flight & Obstacles
      • 16.2 — Combat Scale Weather
      • 16.3 — Combat Start, Take-Off & Landing
        • 16.3.1 — Landing Gear, Flap & Structural Damage from Excess Speed
      • 16.4 — Barrage Balloons
      • 16.5 — Simplified A/C Flight Rules
    • 17.0 — A/C Related Special Rules
      • 17.1 — Cockpits & Fuel Fires
      • 17.2 — H and SH Class Damage Notes
      • 17.3 — Jet and Rocket A/C Rules
      • 17.4 — Odd Engine Configurations
      • 17.5 — German Engine Boost Systems
  • Part Five – Blowing Things Up
    • 18.0 — Air-to-Ground Combat
    • 19.0 — Strafing and Rocket Attacks
    • 20.0 — Bombing Attacks
      • 20.1.1 — Scattered & Random Bombs
      • 20.2 — Level Bombing
      • 20.3 — Glide Bombing
      • 20.4 — Steep Dive Bombing
      • 20.5 — Vertical Dive Bombing
      • 20.6 — Bomb Fusing
      • 20.7 — Air-to-Air Bombing
      • 20.8 — Fire, Smoke & Blast Zones
    • 21.0 — Low Level Bombing
      • 21.1 — Skip Bomb Attacks
    • 22.0 — Torpedo Bombing
    • 23.0 — Ramming Attacks
    • 24.0 — Anti-Aircraft Artillery (AAA)
    • 25.0 — Naval AAA
      • 25.1 — Naval AAA Basics
      • 25.2 — Naval AAA Fields-of-Fire
  • Part Six – Naval Operations
    • 26.0 — Ship Handling
      • 26.1 — Positioning Ship Counters
      • 26.2 — Stacking Ships
      • 26.3 — Moving Naval Units
      • 26.4 — Ship Collisions
    • 27.0 — Aiming at Ships
      • 27.1 — Aim Point Considerations
    • 28.0 — Damaging Ships
      • 28.1 — Naval Unit Damage
    • 29.0 — Naval Aircraft Operations
    • 30.0 — Naval Op. & Tac-Scale Rules
    • 31.0 — Making New Ship Data Cards
      • 31.6 — Ship Armament & Radar
      • 31.7 — Ship Victory Points
  • Part Seven – Night Operations
    • 32.0 — Night Fighting
      • 32.1 — Night Op-Scale Additions
      • 32.3 — Night Combat Scale Additions
        • 32.3.1 — Cbt. Scale Night Visibility Factors
        • 32.3.2 — Combat Scale Special Night Rules
      • 32.4 — Night Fighting A/C Equipment

The Series and Design Goals

The Fighting Wings series is designer J.D. Webster's third major WW-II air combat game system. Over the Reich (OTR) was the first game in the series. Achtung-Spitfire! (ASP) was the second and incorporated refinements suggested by OTR players. Whistling Death (WD), the air-naval combat and Pacific expansion, introduced flight rules improvements to enhance the "feel" of flying and to plug rules problems, errata, and loopholes found in the original system. This Third Edition set of rules incorporates errata found since WD was published, introduces cleaner methods to model defensive gunfire, ground attacks, and AAA fire, and makes additional refinements to the flying rules.

Third Edition Changes — a partial list of the main revisions included in the Third Edition:

  • All WD errata incorporated into rules and play aids.
  • New defensive fire gun tables and play aids.
  • Clock system adopted for A/C arc definitions.
  • New rocket attack procedures.
  • New, revised AAA rules and options.
  • Combat odds tables revised, improved.
  • New combat considerations added (excess firepower, lift-vector mismatch rules).

Original Design Goals:

  1. To provide a game system that replicates the flight characteristics of World War II aircraft better than previous game designs while still remaining playable.
  2. To provide a game system that allows actual World War Two aircraft tactics to be simulated accurately.
  3. To expand the scope of air combat games by allowing players to fly full-blown "missions" so as to have a bigger picture and rationale to their play.

Multiple Scales: the third design goal required the use of three interacting scales of play. The operational scale provides the backdrop to a mission and allows players to cruise around looking for their victims, or, with bad luck, to become victims. The tactical scale defines the role of attacker and defender in a fight, since these roles strongly depend on chance and the geometry of an initial encounter between opposing sides. The combat scale is used to play out the actual air battle. With all scales in effect, players get a feel for more than just the results of a single set-piece battle. Flying can have a purpose. A player can enter a combat, get a kill, get shot up, and suddenly realize he is 200 miles inside enemy territory with a rough-running engine and no ammo.

Reality Versus Playability: the designer accepted some scale deviations with regard to certain aircraft performance capabilities and the probabilities of certain events, to both enhance the excitement level of the game and to simplify some play mechanics. In as much as these do not invalidate the basic design goal of allowing real tactics to be replicated, these variations are considered acceptable.

Common abbreviations used in this rules booklet: AAA (anti-aircraft artillery), A/C (aircraft), Accel (acceleration), ADC (aircraft data card), AtA (air-to-air), AtG (air-to-ground), B-Zone (blast zone), CAP (combat air patrol), CRR (case rule reference), D5/D10 (five/ten-sided die), Decel (deceleration), Def. (defensive), DC (data card), EDC/FDC/HDC/RDC (enemy/friendly/heavy/regular data card), Emerg. (emergency), FATT (flight attitude transition table), FPM (feet per minute), FP (flight point), FVT (fractional values table), GLOC (g-force induced loss of consciousness), HFP/VFP (horizontal/vertical flight point), LH (likelihood of hit), LOA (line of approach), Max (maximum), MC (maneuver class), Mil (military power), M.G./MG (machine gun), Min (minimum), MPH (miles per hour), NA (not applicable), Neg. (negative), NG (negative-G), No. (number), OC (over-claim), OMT (operational mission track), Op-Turn (operational turn), Tac-Turn (tactical turn), ROC (rate of climb), SDC (ship data card), SOP (sequence of play), TMG (tactical maneuver grid), TOF/TOI (time of fall / time of impact), TOG/LDG (take-off / landing), VP (victory point), Wpn. (weapon), Wx (weather).

Part One – Introduction

1.0 — Fighting Wings Games

Fighting Wings games use hex maps and A/C (aircraft) counters to recreate WW-II air combat at three interacting scales of play — operational, tactical, and combat — as described above. Dice used in play are ten-sided (D10), five-sided (D5, read a D10 and halve/round up), and percentile (two D10 read as tens and units, "00" = 100).

Part Two – Aircraft Flight

2.0 — Reading Aircraft Data Cards

Each aircraft's flight and combat characteristics are printed on its own Aircraft Data Card (ADC). The sections of an ADC referenced throughout these rules are the A/C Performance Chart (listing minimum, maximum, and maximum dive speeds by altitude band, and turn-rate minimum speeds), the Power versus Speed Chart (listing available accel by power setting and altitude band, banking FP and side-slip FP requirements), and the Firepower Chart (listing each weapon group's Gun Attack Factor by range, and rocket, bomb, and torpedo carrying capacity). Aircraft are also rated by agility class — F (fighter), MF (multi-role fighter), L (light), M (medium), H (heavy), and SH (super-heavy) — which governs stacking, tailing, and formation limits used throughout these rules (Chapters 3 and 8).

3.0 — Basics of Play

3.1 — Range Between Counters

Various game functions require the range between two hexes or game counters to be determined. Range is counted in hexes along the shortest path of connected hexes between two positions on the map. A/C on hexsides must be legally positioned — facing either of the two directions perpendicular to that hexside — to occupy it.

3.1.1 — Starting Altitude Band

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.

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 fixed formation, up to three F or L class, or two M or H class A/C from the same side may stack safely.
  • 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.
  • 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; or 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. 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: 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: 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).

4.0 — 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 dependent 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 (use the FVT for the actual value). The effects of each power setting are:

  • 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).

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 number of 100-foot increments the A/C dove in the game turn and multiply that by the number given for the A/C's start speed in the Climb Decel & Dive Accel Table (below, and 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 number once. Climb Decel: take the number of 100-foot increments the A/C gained in the game turn and multiply that by the number given for the A/C's current start speed in the Dive Accel & Climb Decel Table shown below and in Flight Tables, page 3.

Dive Accel (4.1) & Climb Decel (4.2)

Current SpeedAccel/Decel per increment
≥ 9.00.5
≥ 5.01.0
≥ 3.51.5
= 3.02.0
= 2.52.5
= 2.03.0
= 1.54.0
≤ 1.06.0

Add the listed amount per increment gained or lost during the move. Add the ADC climb decel if start attitude is a climb, or the ADC dive accel if start attitude is a dive.

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 above 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 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.

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.

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 greater than its max attainable level speed, subtract the max attainable level speed from the start speed and multiply the difference 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).

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.

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 as 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 and shift the decimal one to the left, then change speed as much as possible in 0.5 steps. Carry remainder normally. An 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.

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 each
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:

ConditionAdjustment
LoadedMin. listed +0.5
Severely DamagedMin. listed +0.5
Over-loadedMin. 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 attainable 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 (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.

4.5.1 — Stalled Flight Procedure

An A/C's maneuver class (MC) altitude change is per its pre-nose-adjustment attitude unless start speed is [source text incomplete for the remainder of the stalled-flight procedure — see the Flight Tables, page 2, for the full stall/spin recovery procedure].

5.0 — Changing A/C Facing

5.2 — Turning

Carrying Turns: turns may be started in one game turn and continued to the next. Note this in the "Turn Carry" line of the A/C's log. Turn carry is added to continued turning in the new game turn. The log code for turn carry is: FPs expended, turn rate and direction. For example: "2HTL" = A/C spent 2 FPs in a Hard Turn to the left. A carried turn not resulting in a facing change on the game turn its FP requirements are finally met is forfeit. If a carried turn is abandoned or restarted, its prior turn carry is lost.

Stopping Turns: an A/C may abandon a turn before it is completed by simply declaring it (the turn does not have to be undone). A/C may only abandon one declared or carried turn per game turn. Decel is still incurred for abandoned turns.

Changing Turn Rates before Facing: once started, a turn rate cannot be changed. A facing change can be delayed by expending more FPs than the minimum required for the turn in progress (turn decel is unchanged). A lesser turn rate must be abandoned or completed before a higher turn rate can be used.

Changing Speed while Turning: if an A/C's speed changes before a turn requirement is met and the new speed has a different FP requirement for that turn rate, the new requirement applies. If, as a result of the change, the A/C has met the new requirement already, it must still expend at least one FP in its current move before doing the facing change.

ET Rate Restrictions: A/C using an ET turn (or transition) rate may not fire guns or release any air-to-ground weapons or stores in that game turn after the ET rate is commenced. They must also check for overstress (5.6) and GLOC (5.7).

Turning Flight Examples: see Rules Supplement One.

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. 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. 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.

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, in which case the turning gunfire arc is used (Combat Tables, page 3).

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 altitude 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.

  • If start speed ≥ 5.0, reduce rate decel to the next lower rate.
  • If start speed ≥ 8.0, reduce rate decel to two rates lower.
  • If start speed ≥ 10.0, reduce rate decel to three rates lower (but never to less than EZ rate).

Another way to remember this 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.

Example: a jet at speed 10.0 is in the speed band three higher than the "0.0–4.5" band. It could use BT rates while incurring only EZ decel for each facing or transition change at the BT rate.

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.

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 (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: red out always lasts only two game turns, and G-suit equipment does not help against red outs.

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.

6.0 — Changing A/C Altitude

A/C change altitude by expending Vertical Flight Points (VFPs) while in a climbing or diving pitch attitude, using the Flight Attitude Transition Tables (FATT) to govern how quickly they can transition between pitch attitudes (climb, dive, level, and vertical), as referenced throughout Chapters 3 through 5.

Negative-G (NG) Transitions: NG transitions carry a decel penalty (Rule 4.2) and other restrictions noted elsewhere in these rules. Aiming for air-to-ground attacks (Rule 18.1) is not allowed if an NG transition is used.

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 — 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.

7.0 — Aerobatics

Hammerhead Procedure

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 Hammerheads if their rudder is knocked out, or if at an altitude that is the boundary or interior of a cloud deck or layer (this maneuver cannot be done on instruments).

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, but never below the minimum. Snap rolls incur 3 decel per step of roll (Rule 4.2).

[The source text for the remainder of this chapter's Aerobatics maneuvers — Immelmann, Loop, Spit-S, and Wingover — was not recoverable from the available extraction; see the Flight Attitude Transition Tables and Flight Tables, page 2, for their procedures.]

Part Three – Air-to-Air Combat

8.0 — Combat Scale Play

8.1 — Tailing Enemy A/C

[The opening definition of tailing is not recoverable from the available extraction. The surviving text picks up mid-section with its horizontal/vertical range qualifications below.]

An A/C attempting to tail another must meet range qualifications: if the tailer is in level flight, horizontal range between them must be greater than vertical range by at least 100 feet.

Vertical Tailing Limits: if the vertical range is greater than horizontal range by 100 feet (1 hex = 300 feet) or more, A/C in a vertical climb (VC) may not tail lower A/C, and A/C in a vertical dive (VD) may not tail higher ones.

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.

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 greater than 1, the tailer must be in a VC or VD to tail. At vertical ranges of one or less, the tailer must have entered the hex or hexside after the enemy in the current turn and must have a speed ≤ the tailed enemy.

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 greater than horizontal range by 100 feet 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).

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.

Tailing and Collisions: tailing declared prior to combat eliminates the chance of range "0" collisions with tailed A/C.

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.

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:

  • 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 the 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, based on being in upright or inverted bank angles:

Attitude"– Low" Blind A/C is inTarget is unsighted if:
Vertical climb, upright6-Line LowVertical > horizontal range
Vertical climb, inverted6-Line LowHorizontal > vertical range
Vertical dive, uprightRear-LowHorizontal > vertical range
Vertical dive, invertedRear-LowVertical > 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.

Combat During Movement: some A/C combat actions may occur during movement. If declared before the A/C's last FP, resolve the 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:

a. Deliberate Air-to-Air ramming (23.1) — check for collision. b. Entering head-on danger zone (10.3) — check for collision. c. Kamikaze reaches surface target prior to last FP (23.1). d. Defensive fire vs. head-on attack prior to last FP (10.3). e. Head-on attacks initiated prior to last FP (10.3). f. Reactive AAA for attacks declared prior to last FP (24). g. Strafing & weapon releases initiated prior to last FP (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 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 off always succeeds 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); or (2) declared after the 5th turn of play, and the 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. 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). An A/C may start a break off and, on a later turn, announce at the 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 outranks 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 (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 horizontal 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 more than 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 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.

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 the 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 more than 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 initiative modifier applies, unless the pilot is a veteran, ace, or hero, in which case it is only –1.

Flight Limits: fixed formation A/C may only use slips (not skids or any other maneuvers); may only use EZ rate if H or M, TT or less if MF, F, or L class; may only use upright level or shallow flight attitudes; and may 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.

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 a 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 a 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
  • 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.

9.0 — Air-to-Air Gun Combat

Designer's Note: successful air-to-air gunnery requires three things. 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 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) depicts 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 greater than 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).

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:

Line/ArcClock lines
Twelve lineClock line 12 (directly ahead)
Front ArcClock lines 11 to 01 inclusive
Three-Nine lineClock lines 03 & 09 (each beam)
Rear ArcClock lines 05 to 07 inclusive
Six lineClock 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.

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. 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.

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. 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 number of increments above or below a climbing or diving shooter, respectively, the target can be and still be shot.
  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. If Target in Different Hex: cross-index the "Further" & "Nearer" limits with shooter's attitude — the results 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 number of increments above the shooter the target can be at to get shot. If the shooter is diving, they are the maximum and minimum number of increments below the shooter the target must be.
  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.

10.0 — 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, when 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: 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. If ≥ half an A/C's guns used in an attack (actual guns, not weapon 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.

Combined Speeds: shooting with rapid closure or crossing speeds causes a +5 LH shot modifier for each 1.0 or less of combined speed in excess of 6.0 between target and shooter. Determine combined speeds per the following procedure:

  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 the 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 the 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.
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.

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 the 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 modifier = +05 x 2 steps x 2 A/C = +20.

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 are firing at each other with fixed guns; or (3) it is a same hex/hexside attack and the 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.

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 1,175 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 ± 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: Distance Inside CRR = (CRR range + 1) – firing range. Example: if CRR is five and shot range is two, the shooter is 4 hexes inside the CRR (Distance in = (5+1) – 2 = 6 – 2 = 4).

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 M.G.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 parentheses, 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).

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.

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: relative speed and crew quality; turn/transition rates, or slips or skids used; target uses tracking shot against Prime Shooter; 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). "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.

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 more than TT turns, or more than EZ turns for H+ class A/C. Turret guns may not fire if their A/C used more than 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.

Mistaken Identity Fratricide: 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 the friendly fighter is closer than any actual enemy attacker, 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.

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

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

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 quickly enough to effectively engage such a target. Treat the border lines between arcs as being part of either arc for this purpose.

Air-to-Air Rocketry Table: this table lists each rocket's country, minimum & maximum ranges, minimum number 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 = 1,500 feet / 400 feet = 15 to 4 = 3 to 1.

Attack Restrictions: targets from range 0 to a rocket's maximum range may be fired at.

11.0 — Aircraft Damage

[The opening of this chapter — hit capacity, the Combat Odds Table and Critical Hit Tables procedure, and basic damage/critical-hit determination — was not recoverable from the available extraction. The surviving text (largely Rule 11.3, "Special Damage Considerations") resumes below.]

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 the same effect and roll again. If even, no further engines are 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 number 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 the first 15 game turns. Reduce this by 5 turns per altitude band above ML the A/C is at when oxygen is lost (if A/C descends to a lower band, shift to new band's limits). If A/C is still in ML or higher band after the time limit expires, roll a D5 and D10 at end of each turn. Add 1 to the D5 roll for each band above ML the A/C's current band is. If the modified D5 roll is greater than the D10 roll, the difference is the number of active crew randomly tested for unconsciousness; roll a D10 for each — odd = unconscious. Once an A/C starts a turn below the ML band, unconscious crew recover after a number 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 backup 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 endurance, 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 the 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.

STOP! Play Training Scenario 3 here.

12.0 — Aircraft Loads

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, 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 more than 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.

13.0 — Crew 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).

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 the tailed A/C's 6:00 line; may not deliberately use half bursts or NG turns; use TT or higher rates in slatted-wing A/C at speeds within 0.5 of minimum.

[Additional detail for Rule 13.1 and the balance of Chapter 13's crew-quality tables — regular, veteran, ace, hero, crack shot, and keen-eyed pilot effects — was not recoverable from the available extraction; see the Pilot & Crew Generation Tables.]

Part Four – Flying Missions

14.0 — Tactical Scale Play

Green Pilots (continued): use TT or higher rates in slatted-wing A/C at speeds within 0.5 of half the listed rate up to the full rate of climb (speed becomes climb speed with A/C in any climb attitude). Note: if mixed A/C types are in a formation, all are restricted to the abilities of the least capable one. A/C logs are not needed until combat scale play begins.

Combat Initiation: if combat is initiated for any reason, skip the Defender's Intercept Phase and proceed to the Defender's Sighting Phase, even if some attackers have not yet moved. All formations set up for combat per their TMG positions, relative to the defender, as held the instant combat was initiated.

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 is greater than 1/2 max attainable, endurance speed is NA). Fighter Cruise (F & MF) — any speed greater than endurance speed up to the lesser of max attainable –0.5 in any band, or max listed level –1.0 if in HI or higher bands, or max listed level speed –1.5 if in MH or lower bands. Bomber Cruise (L, M, & H) — any speed greater than endurance speed up to the lesser of listed max level –1.0 in any band or max attainable speed –0.5. Dash Speeds (all classes) — anything greater than cruise speeds. Climb Speeds (all classes) — the higher of listed minimum speed +1.5, or adjusted minimum speed.

14.4.1 — Multiple TMG Attacker Limits

Multiple attackers can be on the TMG if or when: (a) new attackers join the engagement because their Time-of-Intercept (TOI, Rule 15.9) has been reached; or (b) 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: 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.

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 ≥ the percentile number listed for the range band the attacker is in, they are sighted and remain sighted for the 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, 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 Defender Passes: return to Attacker's Movement Phase. Defending A/C may change speed from existing up to max attainable level (fixed formations degrade to flexible at Dash speeds).
  • If Defender Initiates Combat: (a) 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: 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. (b) 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 (up to 120° if nearest attacker in D band). All A/C in a flight must use the same facing, but all flights need not. (c) 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 the fight); formation integrity must be maintained.

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).

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. 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. The attacker then declares if he will pursue. If not, the engagement ends. If yes, success or failure is determined by D10 rolls (see 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. 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. 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, using the lesser of the original starting relative altitude difference or 1,500 feet minus a D10 of increments. An escape attempt uses up 1 minute of endurance and one tactical game turn.

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. 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.
  2. Roll Attacker's 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 the 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. 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. If attacking from the left or right side of a formation, the attacking leader's set-up hex must clearly be to that side of an imaginary line through the center of the defender's formation, parallel to the defender's direction of flight, with an equal number of A/C on each side.
  4. Scatter Enemy Formations: first the attacker scatters the defender's A/C, then the defender scatters the attacker's. Scatter procedure: for each 4 or less enemy A/C in a formation, roll a D10 and sum the results (add another D10 if the formation straggled, Rule 15.5). 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 scattering player's sum. The remainder, if positive, is the number of scatters allowed, excluding the leader. A single scatter consists of displacing an A/C one hex in any direction, changing altitude by up to ± 300 feet, or changing facing by 30 degrees (only one facing change per A/C, and only after another scatter type was applied). Up to three scatters can normally be applied to an A/C. High-altitude, mission-fatigue, and pressure-cabin modifiers adjust the scatter rolls per the play aids.
  5. Perform Final Set Up: if attackers were sighted before set up, each defending A/C may choose any upright bank angle and power (otherwise all begin wings level at cruise power). Each attacker then 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): return them to the OMT dot position of the engagement; pick a base altitude for each A/C from 3,000 feet 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 of each other (1 mile), may automatically rejoin into formations without rolling to regroup (Rule 15.12).

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, who may pick any part to attack or split up to attack different parts separately.

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 a sun modifier if attempting to sight attackers in this arc whose altitude is in the Sun's Dazzling Zone:

Time of DaySun Position & Dazzle Zone
Morning or EveningLow — ≤ ± 1,000 per band away
Mid-morning or AfternoonHigh — ≥ 1K higher per band away
High 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 the 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). 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, double the target A/C quantity modifier for the sighting 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 is 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.

Break Off to TMG Placements: defenders return to the center box at their leader's last altitude ± 500 feet. Attackers go to the C band TMG space best approximating their position relative to the defender's leader when each disengaged, at their last altitude plus up to half their ROC 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 sides' A/C is then set from cruise to max level.

You may play all general scenarios at this point.

15.0 — 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. 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 en-route 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.

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 defenders from Op-turn to Op-turn, so long as 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, and the defender's F class escort, if any, is limited in number.

A/C Speed Definitions (Operational Scale): if adjusted minimum speed is greater than 1/2 max attainable, endurance speed is not allowed. Climb (& Take Off): from adjusted minimum speed to listed minimum +1.5, but not greater than max attainable level speed — climb speed assumes max power and consumes fuel at the dash speed rate. Fighter Cruise (F & MF): any speed greater than highest available endurance speed up to max attainable speed –1.0 if in HI or higher altitude bands, or –1.5 if in the MH or lower band. Bomber Cruise (L, M, & H): any speed greater than highest available endurance speed up to the lesser of listed max level speed –1.0 in any altitude band, or max attainable level speed –0.5 in any altitude band. Dash: any speed greater than the 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.

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.

A/C Unable to Sustain Level Flight: if damage is such that adjusted minimum 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. Such A/C will lose a minimum amount of altitude (adjusted min speed + a D5, two D5s if not a glider type and no engines) each turn. If not engaged or attacking ground units when ground level is reached, they will force land (the crew may bail out before then).

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. Fuel is used as follows:

  1. Start, taxi, take off (all combined) = 5 min. per engine.
  2. Take-off climb, per multiple of altitude = 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 use 1, 2, or 3 minutes of fuel per full or partial multiple of their ROC gained in altitude, for normal, loaded, or overloaded status respectively.

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 (approximately 0.5 pts. per light or medium AA gun barrel, 1 pt. per heavy AA barrel ≤ 102mm, and 1.5 points per heavy barrel > 102mm). Ship data cards have Op-scale AAA values on them.

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, 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, adding applicable Op-Scale AAA Table modifiers. A/C not in formations are rolled for separately as a group within each altitude band. The number of A/C affected is 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 and ports are automatically located. 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, or three dots per band (limited to 10 dots max) if using surface search radars. Ground units and factories in cities 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, using the intercept-attempt procedure (Rule 15.8) with appropriate modifiers. A final LH ≥ +10 locates the target. Once located, it remains located as long as the searcher remains in sighting range unless broken or overcast clouds intervene, in which case 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.

15.5 — 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; 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 may be the designated leader for a join up (join-up leaders may not themselves join others in the same phase). If all joiners consist of F or unloaded L class A/C, up to three formations may join the leader; otherwise, only two formations may join. Count up to three solo A/C as one formation for join-up limits, though each solo joiner rolls for and resolves its join-up separately.

"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. Once in escort parameters, they act as free hunters; after a combat, they may become free hunters or remain as escorts.

Join Up Limits: all involved formations and A/C must be unengaged, in the same dot as the join-up leader, ≤ 5,000 feet above for F and unladen L class, ≤ 3,000 feet 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, referring to the Formation Join Up Table with modifiers. The result indicates a normal join up, no rendezvous, delay, or incident.

Delays & Stragglers: a "delay" penalizes endurance as indicated (extra fuel used to catch up). A "straggle" causes a similar fuel penalty and, if engaged in combat that turn, extra scattering (Rule 14.7); the join up still succeeds. An en route delay inflicts a movement penalty on the entire force, though the join-up leader can convert this to a "no rendezvous" result if time-on-target is more critical.

No Rendezvous: the joiners failed to join up. They may attempt again in a later Op-turn. Their movement is penalized: roll a D5 (–1 for M, –2 for H+); the result, if greater than 0, is the Op-MPs they must expend in place before moving onward.

Incidents: roll percentile dice and consult the Join Up Incident Table for additional delays, malfunctions, or collisions.

Leaving Formations: A/C may detach from formations by 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 the same way.

15.5.1 — Formation Guidelines

A/C on specific missions should join up as soon as possible and remain together to the target area and back where circumstances permit. "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; until joined, they may not initiate deliberate encounters. Free Hunters have no restrictions. CAP must proceed to and patrol within two dots of the target they are defending (inclusive), using any altitude; if radio-equipped and under radar control (Rule 15.7), they may patrol out to 10 dots. CAP may not initiate intercepts while en route to their patrol area or returning to base when recalled. Free hunters may become close escorts by joining up with the A/C to be escorted, and must stay as close escorts for the entire next Op-turn. Free hunters may join up with friendly CAP but their mission then permanently changes to CAP.

15.5.2 — Random En Route Events

Designer's 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.

For each OMT column having airborne A/C, friendly or enemy, the mission player rolls percentile dice, adding +2 per formation greater than 1, or per 3 or less single A/C greater than 3, in the column. A result ≥ 90 = an event, resolved on the En Route Event Table: weather change, A/C encounter, navigation error, or malfunction.

  • Weather Changes: determined 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 (ignored over water or neutral territory; a roll ≥ 8 on a D10 in friendly territory means the formation is fired on accidentally by friendly flak).
  • Random A/C Encounters: roll a D10 and refer to the A/C Encounter Tables in the scenario. Friendly random A/C may be ignored or kept in play for a rolled duration; enemy fighters are treated as an unintentional encounter for first sight and engagement options; enemy non-fighters may be ignored or engaged, with the affected formation always winning first sight over them. The start altitude for randomly encountered A/C is the lowest level of the band of appearance plus a D5 in levels; start endurance 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. Headwinds and tailwinds shift the formation one dot left or right, respectively, at no fuel cost.
  • A/C Malfunctions: affect only one randomly determined A/C in the OMT column — drop tanks/aux. fuel failing to transfer, drop tanks sticking, O2 failure, weapon group failure, equipment failure (Equipment Critical Hit Table), or engine problems (Engine Critical Hit Table), each with its own resolution procedure.

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 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, using only the band's weather modifier and +5 for each enemy formation greater than 1 or for each 3 independent enemy A/C in the dot and band. A final LH ≥ +21 means an encounter occurs. Randomly determine which formation or single A/C is encountered, then check for first sight (14.2). Only one encounter check occurs per dot & band entered.

Encounter Options: if the side winning first sight is on an air-to-air mission, it may stop and engage or ignore and 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 to fight (air-to-air types must remain 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, being dragged to the pass-through A/C's final destination first.

15.7 — Deliberate Encounters

Movement Phase 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: 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. Procedure: declare the intercept target and roll for LH adding required modifiers. A final LH ≥ the number listed for the intercept type = success; shift successful interceptors to the target's dot & band.

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 located ground and naval targets within encounter ranges. Combat Phase Encounter Ranges: all close escorts — same as 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 the same band to any bands below.

EWR & GCI Radars Effects: an early warning radar (EWR) may add a +30 modifier to one tracked, radio-equipped, friendly formation's intercept attempts. A Ground Control Intercept (GCI) radar may provide a +40 intercept modifier against one tracked enemy formation per Op-turn, for up to four IFF-equipped friendly formations or one non-IFF formation. Tracking ranges depend on target group size (by engine count): ≤ 2 engines = 5 dots (EWR) / 3 dots (GCI); ≤ 12 engines = 10 dots / 4 dots; ≥ 13 engines = 15 dots / 5 dots. EWRs and GCI radars cannot track terrain-hugging A/C or those at low altitude.

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. Steps: determine intercept & surface attack initiative; declare intercepts & surface attacks in initiative order; check for unintentional encounters during 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 to resolve engagements in TOI order; conduct Defense Zone Flak attacks; declare strategic area bombing attacks.

Intercept & Attack Initiative Procedure: roll a D10 for each formation or individual A/C in play (+1 if led by a veteran, ace, or hero); the higher initiative goes first and may pass, declare an attack on a located surface target, or attempt air-to-air intercepts up to three times; after all formations have gone once, the process repeats for remaining unengaged formations that previously passed, starting with the highest initiative.

Intercept Limits: unengaged formations may attempt up to three air-to-air intercepts, each against a different enemy. A formation that successfully intercepts need not attack with all of its A/C; some may remain behind (retaining formation integrity).

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, becoming a separate unengaged formation with the same initiative number.

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 extra intercepts established: Time-of-Intercept (TOI) = 1 is the first intercept made in each Op-turn, occurring at time = 1 minute into the Op-turn (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 battle before them that Op-turn; the result (N) is the new arrival's TOI.

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 once combat scale play commences, each 15 combat turns played advances the time-line one minute. 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.

[A worked TOI example with an accompanying OMT diagram appeared in the source but the diagram itself could not be reproduced from the available extraction; the mechanics above are unaffected.]

15.9.1 — Entering Tactical Scale Play

A/C enter an existing tactical scale engagement when their TOI equivalent to the Tac-Turn arrives: if the intercept is against the TMG defender, add the new force to the attacker's side per Rule 14.3; if 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, subtracting the second roll from the first (a range of –4 to +4) and adding it to the game turn that marks the start of their TOI of entry.

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.

15.10 — Air-to-Surface Attacks

Mission Scale Bombing: declared after the Intercept & Combat Phase and resolved at its calculated TOI using the Mission Scale Bombing Results Table in the Scenario Book. Used 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. 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 related air combats are over.

When a formation commences its attack it may remain together or break 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.

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. Roll a D10 to see what side and edge of the game map's fold segments a formation will enter from.

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, and bank angle, at the base altitude declared, starting in level flight (or shallow/steep dive if descended prior to set up). Attacker Shift Option: a formation may enter from a different map edge fold segment by delaying its game turn of entry by two turns for each segment away.

15.11 — 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. If called down before any attacks are declared on the target, the CAP sets up and starts play on the combat map (leader within 10 hexes of the map's designated center point, any facing, at any altitude in their final band, level flight, upright bank, between cruise and max attainable level speed). If enemy A/C declare attacks first, the CAP arrives per normal TOI procedures but subtracts 1 from its TOI roll.

15.12 — Regroup / Landing / Servicing Phase

Steps: 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-up 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. All A/C landing at the same base in a turn, excluding significantly damaged ones, form a landing group (LDG); roll for LDG landing attrition just as for take-off attrition. 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 damage such as severe damage, gliding status, damaged/trailing gear, jammed controls or lost instruments, a wounded landing pilot, jammed throttles, rudder/aileron/elevator damage, an out engine, or fire, must roll a D10; if the modified result is ≤ 5 they land safely, otherwise they suffer a landing incident (Landing Incidents Table).

Forced Landings: occur if an A/C lands at other than an airbase or aircraft carrier, lands gear up anywhere, or is gliding and a landing incident calls for a second landing attempt. Resolving Forced Landings: if over land, roll a D10 and consult the Forced Landing Locale Table to find the terrain, then roll on the Landing Incident Table with appropriate modifiers.

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 per Op-turn. Unless a scenario states otherwise, M or larger class mission A/C are allowed one take-off and landing per mission, L and F class mission A/C two, and interceptor-side A/C no limit.

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. 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). Tail structure, wing spar, seized engine, and major fuel leak damage 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 reduce to 1/10th of max hit capacity (round any fraction up).

You may now play mission scenarios.

16.0 — 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. If an A/C's MC or FP expenditures cause it to descend onto or meet ground-level terrain during its move, it crashes and is destroyed, killing all aboard (exception: landings, Rule 16.3).

Operational Scale: A/C at or below 300 feet above ground level are deemed to be hugging the terrain — placed on the numbered OMT squares instead of VL band squares. Radars cannot see terrain-hugging A/C; –30, +10, +10 apply to Heavy, Medium, and Light AA attacks respectively; if the entire Op-move is spent terrain-hugging, +2 to endurance use.

16.2 — Combat Scale Weather

Clouds are represented as decks or layers of varying thickness covering the entire game map. If combat occurs in a band affected by weather (Rule 15.2), or a scenario has random weather, refer to the Combat Scale Wx Generation Table. Roll a D10 for how many decks or layers are present. Cloud Bases: roll a D5 and add to the highest level of the next lower band (or zero if in the VL band). Cloud Thickness: layers extend upward a D10 in 100-foot increments from their base; decks extend upward a D5 of 1,000-foot levels. Overlapping clouds combine using the lowest base and highest top.

Combat Scale Set Up Considerations: A/C may not be set up inside, or scattered into, clouds. If weather would place a combatant's start altitude in clouds, shift the affected formation's start altitude to the nearest position at least 100 feet clear, with attackers shifted to keep the defenders in sight.

Clouds, Sighting & Defensive Fire: a cloud deck or layer is an obstacle to sighting; A/C on one side cannot see A/C on the other. A/C skimming the cloud boundary can be seen by A/C on the same side. A/C inside a layer or deck can only be seen and attacked by A/C at range one (or range two if the target is on fire, with defensive fire resolved after the attacker's shot). A/C remaining unsighted or hidden for five turns in a row are removed from play (disengaged).

Disorientation: A/C that use inverted banks, steep or vertical attitudes, slips, skids, or greater than TT rates while in clouds must roll percentile dice at the end of their move. A roll ≥ 80 = disorientation: no attacks, no tailing, and the A/C flies randomly until starting a turn out of clouds or reorienting (percentile roll ≤ 20 at end of its random move).

Hidden Moves: unsighted A/C inside or on the other side of clouds are hidden — removed from the map with two turns of moves secretly plotted on paper before other A/C move. When they become visible to an enemy, they return to the map for normal play.

16.3 — Combat Start, Take-Off & Landing

Engine Starts: automatic, taking 10 + D10 game turns; only one engine can be started at a time. 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. An A/C is airborne once start speed is ≥ adjusted minimum speed, at which point 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 where landing gear are down, start speed is within 1.0 of adjusted minimum speed, altitude is 100' above ground, and flight attitude is wings level in level flight. Upon landing, add a D5 (–1 each if pilot veteran or gifted) to the A/C's touch-down speed (rounded down, gliders add 1) for the number of hexes the A/C rolls or bounces before stopping. A/C leaving the designated clear landing area during roll-out, touching down above adjusted minimum +1.0, or carrying significant damage, must roll on the Landing Incidents Table.

Forced Landings: occur when A/C not designed for water landings touch down on water hexes, or touch down other than on an airfield runway or landing area hex; roll on the Landing Incidents Table with 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: 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 minimum speed +0.5. Every combat scale CV take-off requires a percentile roll; a result ≥ 96 means the A/C suffers an abort and must roll on the Abort Fate Table.

A/C Carrier Landings: use normal landing criteria except the A/C must be in the carrier's rear deck hex and facing the same direction as the carrier when it declares a touch-down. If not at exactly its adjusted minimum speed, add 10 to the landing roll. Every combat scale CV landing requires a percentile roll.

16.3.1 — Landing Gear, Flap & Structural Damage from Excess Speed

Landing gear become damaged if extended and the A/C's start speed is greater than listed minimum level +3.0. Any flaps in the landing setting become damaged if start speed is greater than listed minimum level +2.0. 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.

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 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 (adding +1 per A/C in the group, plus the density value of the balloon counter, default 10). Affected A/C collide with balloon cables; a D10 result ≤ 7 destroys the colliding A/C, while 8–10 means it survives but suffers damage and loses a D10 x 500 feet in altitude.

Combat Scale Use: barrage balloons may be set at altitudes of 5,000 feet or less in 500' increments, no two within 5 hexes of each other. A/C entering a balloon hex or hexside at or below the balloon's altitude roll a D10; ≤ 5 = collision, destroying the balloon. A/C hitting cables suffer one D10 of damage and 3 x D10 of decel (a wing critical if the damage amount is odd, engine critical if even); at the start of the next turn, roll a D10 — an 8, 9, or 10 means the cables slip off (still incurring 3 x D10 decel), while ≤ 7 means the A/C is permanently entangled and will crash.

Cable Cutting A/C: A/C with cable-cutting gear reduce collision effects to a D10 of decel plus a D5 of hits (with criticals only for built-in cutters), do not become entangled, and cut the balloon free.

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 the result is ≤ the number of hits inflicted, it bursts into flames and is destroyed.

16.5 — Simplified A/C Flight Rules

Designer's Note: these rules allow A/C to be moved without filling in individual log sheets, speeding play with large groups of bombers or fighters.

Any A/C may use these rules so long as it stays within listed maneuver limits: individual A/C initiative is ignored (if both sides use SFR, the low roller on a D10 moves all SFR A/C first, and all SFR A/C move before A/C in their class using normal flight); speed may not be increased to ≥ max attainable level speed unless diving; only EZ or TT turns allowed, accel & decel 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, after the A/C finishes its move; use the Standard Altitude Change Table FP proportions and normal MC, OC, and VFP rules; vertical climb attitudes and inverted bank angles are not allowed; bank may be changed one step per turn at end of move. 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; if no speed reduction, turns, slips, or skids are done, add 0.5 to speed at end of move.

17.0 — 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 pilot, directly behind the engine. If this tank caught fire, the cockpit could quickly become an inferno. Any such A/C doing a fuel-fed fire progress check must roll a second D10; if the result is ≤ 3 (–1 per previous fire-induced cockpit critical), 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 minimum speeds and reduction in max attainable speeds for damaged or knocked-out engines is cumulative with the additions/reductions for being loaded, overloaded, or severely damaged.

4-Engine Bomber Min/Max Attainable Speed Changes

StatusAll eng. good1 eng. out2 eng. out (different sides)2 eng. out (same side)3 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.

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. A sample B-17/B-24 casualty table: D10 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).

17.3 — Jet and Rocket A/C Rules

Swept Wing Compressibility and Climbs: compressibility is delayed for A/C noted as "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. 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 in MH+ bands use 4 less than normal (3 less at endurance setting, if allowed).

Me 163 Compressibility & Dangerous Dives: the Komet's compressibility limit is also its safe dive speed; exceeding it automatically triggers compressibility. Dangerous dives are rolled for only if speed equals or exceeds max safe dive speed plus 1.0. Me 163 Endurance: the Komet's rocket engine has an endurance of 8 minutes, consumed per a detailed fuel-use table (start/taxi/take-off, ROC gained, accel in combat play, escape/climbing moves, Op-turn moves at speed or endurance, descents, and join-ups). Me 163 Limits: Komets must stay within two OMT dots of their airfield; every landing is a forced landing; the engine cuts out if negative-G is experienced, and cannot be restarted for two minutes or the A/C explodes; a Komet experiencing NG in combat play must use idle for the next 30 turns. The Me 163 is a "pusher" A/C.

17.4 — Odd Engine Configurations

Do 335 Vulnerability: this A/C has a unique twin fore-and-aft engine layout — 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: P-39 Airacobras, P-63 King Cobras, and similar A/C (most single-engine jets) do not use the front/rear Area Hit roll modifiers. Pusher Configured A/C: A/C with engines on the rear of the fuselage or 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; all can be used at the Tac and Combat scales. A/C with MW-50 or GM-1 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, and Combat scale one minute per 15 turns or less of play in which it was used. C-3 boosting imposes a 3-minute endurance penalty for each encounter at the Tac or Combat scale.

Part Five – Blowing Things Up

18.0 — Air-to-Ground Combat

[This chapter's opening — aiming basics, release points, and the general procedure for air-to-ground attacks referenced throughout later chapters as Rule 18.1/18.2 — was not recoverable from the available extraction.]

19.0 — Strafing and Rocket Attacks

[This chapter's strafing procedure and rocket-firing-at-ground-targets rules were not recoverable from the available extraction; ground-attack rocket tables are referenced elsewhere as Rules 19.1–19.4.]

20.0 — Bombing Attacks

Large Bomb Effects: bombs of 8,000 lb. or more (except against ships > 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 equal to the HFPs the A/C used on the turn of release. Pin-Point Targets: if a bomb was greater than 22 lbs. in size, or was any type of cluster weapon, one pin-point target (random if more than one in the hex) is destroyed instantly due to a direct hit.

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.

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 — reduce scatter distance as needed. 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 a scatter is to a hexside, randomly determine which of the two hexes sharing the hexside the bombs land in.

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 the 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.

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).

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, which led 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; it drops 1,000 feet in 2 turns and 2,200 feet in 3 turns. Upon exploding, both sides roll a D5 for each bomb — the difference (bomber's roll minus target's roll) is the number of increments above or below the bomb's ending altitude actually is when it explodes.

Attack Resolution: A/C within a range of two of the blast position are attacked at 1-to-1 odds using the bomb's soft attack strength as a minus LH modifier, plus a +20 modifier for each 100 feet 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 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. Blast Zone Effects, and Fire & Smoke Pall Effects, are detailed in Combat Tables, page 8.

21.0 — 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). 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.

[The remainder of Chapter 21 was not recoverable from the available extraction.]

22.0 — Torpedo Bombing

[This chapter's torpedo-attack procedure was not recoverable from the available extraction; torpedo attack tables are referenced elsewhere as Rule 22.0.]

23.0 — Ramming Attacks

[This chapter's deliberate-ramming and Kamikaze procedure was not recoverable from the available extraction; it is referenced elsewhere as Rule 23.1/23.2, including the Russian "Taran" attack and Kamikaze special rules.]

24.0 — Anti-Aircraft Artillery (AAA)

[This chapter's opening — gun types, fire order (FO) basics, and light/medium AAA procedure — was not recoverable from the available extraction. The surviving text, on heavy AAA barrage-zone (B-zone) fire, resumes below.]

Heavy AAA Barrage Fire — Zone of Engagement by Guns Firing:

Actual GunsConcentratedNormalLong Range
1 to 20 hex1 hex2 hexes
3 to 61 hex2 hex3 hexes
7 to 122 hexes3 hexes4 hexes
> 123 hexes4 hexes5 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, ± 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.

First Shot Scatter: the accuracy of a barrage will not be known until the first shell bursts are observed. When a new FO is activated, 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: 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 equal to the difference (one shift = one hex of distance or a 500-foot altitude change; up to two altitude changes, one if radar-aimed). Target altitude must be a full or half level (e.g., 11.5, or 11,500 feet).

Shifting FO Markers (B-zones): an FO marker may be moved on each following turn by up to 10 shifts (one hex or a 500-foot altitude change each), but each shift applies a +5 LH modifier to the attack roll.

Step 3 – Resolve Attacks: barrage fire is resolved in a two-step process. First, LH is rolled once to determine how many 1-1 odds damage rolls the attack produces in the B-zone (percentile dice plus applicable AAA shot modifiers; one 1-1 odds damage roll is allowed for each –20 of final LH, and no individual A/C can be attacked more than 3 times in a turn by each B-zone it resides in). Second, the damage rolls are randomly distributed among all targets in the zone.

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 fewer than the minimum, "phantom" targets are created to meet the minimum; a damage roll distributed against a phantom target is an automatic miss.

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, add +20 LH to each of those zones' 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.

25.0 — 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 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). Deck strafe critical 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. 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 quickly enough. Exception: A/C staying within a defined heavy AAA dead zone for an entire turn do not qualify for this restriction.

25.2 — Naval AAA 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 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. 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 overhead extending in all directions by one hex per band above VL the A/C target is in. 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. 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.

Small Craft Combined Fire: vessels of ≤ 100 tons in the same hex or in a string of adjacent hexes 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." If radar-aimed, an "-R" appears next to the identifier. Guns use manual aiming if their director is lost or none existed (a +10 LH modifier applies).

No-Fire Rules: to avoid friendly-fire casualties, light and medium naval AAA may not fire at low-level A/C targets within five hexes of a friendly vessel if the AAA's line-of-fire, extended to maximum range through the target, will pass through or touch any hexes or hexsides 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. 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 — a "check fire" is called and the guns hold fire (the FO marker remains active).

Light AAA and Medium 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 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 medium AA batteries that can bear on the A/C to attack it with (not exceeding half the total eligible batteries, rounded up). These guns return to the ship player's control on the following turn.

Part Six – Naval Operations

26.0 — Ship Handling

The rules below explain how naval counters are positioned and moved. The codes for ship types used in the game are:

CodeTypeCodeType
MCMerchant shipCVFleet carrier
AOOiler or TankerCVLLight carrier
AKTransportCVEEscort carrier
AVSeaplane tenderBBBattleship
DDDestroyerBCBattle cruiser
DEDestroyer escortCAHeavy cruiser
SSSubmarineCLLight 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 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, number of guns in the battery, and their fields-of-fire; the middle-right section may depict an overhead view of the ship with a guide to gun positions and also lists the ship's combat data and aircraft handling data (if any); the bottom section contains the AAA firepower chart and may include notes about the ship.

26.1 — Positioning Ship Counters

Ship counters can be 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 (facing parallel to the hexside, as with A/C).
  • Two-Hex Ships: for DDs, CLs, CAs, early BBs, and auxiliaries like oilers. 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: usually large ships like CVs and BBs. 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 defines its facing, just as the nose of an A/C's drawing does. 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 with larger ships (if stacked with the center hex of a 3-hex ship, they must be designated as 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 (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 table is not rolled again until a previous command is accomplished. "Small Ships" means those of ≤ 500 tons 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"; they decrease due to "boiler unit" critical hits. There are six speeds defined: DIW (dead-in-water), 1/6, 1/4, 1/3, 1/2, and 2/3. A ship at speed "1/3" (one hex in three turns) that increases speed goes to "1/2" (one hex in two turns). A speed of 1/4 is executed in a "pause-pause-pause-move one hex" sequence over four game turns; 2/3 is executed as "pause-move-move." 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, depending on size). The Boiler's vs. Speed Chart on a ship's data card shows max allowed speed for the number of boiler units remaining. When all boiler units are knocked out, the ship is "dead-in-water" (DIW).

Turn Modes: tonnage determines a ship's turn mode as indicated on the Naval Unit Turn Chart. 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, which completes the 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 delay for starting or reversing a turn varies with ship size (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 again, but a new delay is required when reversing 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, the ship may obey the command, or (1) revoke the turn command, changing it to a move-ahead command and centering the rudder, 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, it stays in place while the ship's facing changes 30°; if the bow is on a hexside, shift the whole counter so the bow goes into the hex on the side opposite the turn direction, then change facing. A three-hex ship whose bow is in a hex changes facing 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: if due to a ship moving its bow into another, the moving ship inflicts damage equal to its total hit capacity divided by 10 (rounded normally), and the colliding ship takes damage equal to half the other ship's hit capacity divided by 10. 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 (1/2 of 18).

If collision is 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). Damage Limits: small craft of ≤ 50 tons cannot damage ships ≥ ten times the small craft's tonnage. Post Collision Effects: both ships have their speed reduced by two steps; one seaworthiness 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.

27.0 — 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 it, 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.

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 (aiming is not interrupted); (2) if any other hex of the 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 (aiming is not interrupted); or (3) ignore the moving ship and fix the aim point on the map as if bombs were released (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. 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, 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 — 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 inflicts 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 — even damage totals critical the engines, odd totals critical the wings.

28.0 — 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 over the ship's total hit capacity, reduce sinking time by 5 minutes.

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; other attacks and non-penetrating bombs have a portion of their inflicted damage reduced by armor per the Ship Armor Effects 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 higher than actual (even if 0) for penetration and damage nullification purposes.

[The remainder of Chapter 28 — Rules 28.2 through 28.5, covering near-miss resolution, penetrating ship armor, explosive cargo, and post-attack-fate — was not fully recoverable from the available extraction.]

29.0 — Naval Aircraft Operations

[This chapter's carrier flight-operations rules were not recoverable from the available extraction; carrier deck and hangar capacity formulas are covered under Chapter 31 below.]

30.0 — Naval Op. & Tac-Scale Rules

Op-Scale Naval AAA: when an attacking formation approaches a set of ships on the OMT, any untargeted ship sets in the same dot may be overflown during the formation's approach to the combat scale map. The heavy, medium, and light AAA points in the overflown sets are each summed separately and used for a one-time Op-Scale AAA attack against the approaching formation. Light AAA can only attack a formation approaching at an altitude of 3.0 or less.

Set Up for Combat Scale Play: reveal the ships in the selected set. The attacker chooses one as his main target and places it within 5 hexes of the map's center. If not otherwise directed in a scenario, the remaining ships are placed by their owner: a warship ≥ 100 tons anywhere on the map with the same facing as the main target, but no closer than 15 + D5 hexes (rolled per ship setting up) from any multi-hex warship already on the map, and no closer than 10 hexes to any single-hex warship ≥ 100 tons or any non-warship ≥ 100 tons already on the map.

[Rules 30.1 and the balance of 30.2 — naval carrier operations at the operational and tactical scale — were not fully recoverable from the available extraction.]

31.0 — Making New Ship Data Cards

Designer's Note: this chapter is aimed at players wishing to create their own ship data cards for vessels not included in a game.

Direct Hit Number: a ship's direct hit number, for each hex it occupies, is derived from the ship's area (length x width in feet, divided by 2 for a two-hex ship) divided by 4,910. Example: a Brooklyn Class light cruiser is 612 feet long by 62 feet wide at the beam — 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 number for each hex of the ship = 19,000 ÷ 4,910 = 3.87, rounded to 4 (a D10 roll ≤ 4 in each hex the ship occupies).

Hangar Deck Capacity (HDC): the most reliable of (hangar deck L x W) ÷ 667, or the number of A/C known to fit in each hangar bay, or 55% of FDC in each hex of ship. Round all values to the nearest integer.

Restricted Deck Capacity (RDC): the same as twice the number of catapults carried (if not a CV, CVL, or AV).

Flight Deck Capacity (FDC): ships with flight decks have two FDC numbers expressed as Normal/Max FDC, per hex: Normal = (Deck L x W) ÷ 1,000 (round to nearest integer); Max = (Deck L x W) ÷ 667 (round to nearest integer).

Elevator Deck Capacity (EDC): the 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).

Cargo Capacity: for warships, capacity = 2% of standard displacement in tons (supplies stacked on exposed decks). For merchants and transports, cargo capacity = 0.8 x standard displacement if ≤ 10,000 tons, and 1.2 x standard displacement if > 10,000 tons. Oilers typically carry up to 2.0 x standard displacement in fuel. Round values to the nearest 5 tons. Note: many sources list only fully loaded weight for transports — if the ship's GRT (gross registered tonnage) is known, 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 tons, > 10K tons, and oilers, respectively.

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 in a similar or co-located gun tub together into a battery. Always list main battery guns and turreted AAA guns as individual units.

Op-Scale AAA Values: H, M, and L Op-scale values are determined as follows — hand-loaded medium guns = 0.1 point per gun barrel; other light and medium 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.

Gun Directors: normally, only heavy AAA batteries (and medium batteries on US ships) are linked to directors. In the absence of good sources, assume separate directors for medium and heavy guns on US ships, with one gun director each for medium and heavy 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 (hit capacity) ÷ 4, rounded to the nearest integer.

[The remainder of Rule 31.7 was not fully recoverable from the available extraction.]

Part Seven – Night Operations

32.0 — Night Fighting

32.1 — Night Op-Scale Additions

[Rules 32.1 and 32.1.1/32.1.2 — night operational-scale search, GCI, and searchlight-guided intercept setup — were not fully recoverable from the available extraction.]

Illumination Modifiers: a Target Illumination (TI) or GCI-assisted interceptor gets set-up modifiers (e.g., +10 if illuminated the previous turn and did not evade, –4 if A/C lit up previous turn and did not evade). A/C entering play lit up from the Op-scale automatically begin Tac-scale play lit up. If any A/C in the X box are lit up, all A/C ending in the X box are lit up.

Evading Lights: lit-up A/C may do evasive maneuvers (corkscrew or similar). Roll two D10s — the sum of the rolls x 100 is the altitude lost in the maneuver. For attackers, evasion is in lieu of a normal move (drift still applies). End speed and attitude will be max attainable level and level flight. Evasive maneuvers nullify the following turn's –4 SL modifier for being previously lit up and shift attacker positions one space on the TMG.

GCI & Target Illumination Effects: if the defender was illuminated, or the interceptor was assisted by GCI, the TMG set-up arc is rolled for normally, but the set-up band always = D band. Any attacker using a spotlight or turbine light to achieve an intercept or target track is itself illuminated or detected.

NF Interceptor Sensor Effects: if GCI or illumination does not apply, the set-up band is determined by the Night Sensor Tracking Range Table, cross-indexing the longest-ranged sensor used with the moonlight condition. In later turns, sensors other than eyes are not usable if a night fighter (NF) ends in steep or vertical flight, or is > 1,000 feet higher or lower per range band away.

Flight Path Drift: at night, relative motion is more difficult to control. Attackers still move by the normal rules, but flight path drift distance is D5 – 1 (drifts of 0 to 4) each turn. If the target is illuminated, or once the attacker has established target tracking, flight path drift returns to the normal day rate.

Visual Sighting: visual sighting ranges in TMG bands to A/C vary with the moonlight level and number of engines (Night Sensor Tracking Range Table). Once in visual range, roll for sighting in the Defender's Sighting Phase; illuminated A/C may be visually sighted in any band. Successful rolls indicate visual tracking, lasting until the sighter ends a turn out of visual range.

Tail Warning Radars (TWRs): defenders with TWRs can detect attackers ending a TMG move in their rear arc (sectors 8 to 10) on a D10 roll ≥ 3, 6, or 9, if in bands A, B, and C respectively.

Target Tracking: determined at the end of the Defender's Sighting Phase — target tracking occurs if within max tracking range and: visual contact is attained; spot or turbine light tracking is on the defender's 6:00 line; IR scanner tracking is on the defender's 6:00 line and in range; or A.I. radar tracking is on the defender's 6:00 line or in the rear arc to either side of the 6:00 line at any range.

Initiating Combat Scale Play: the defender may initiate combat upon detecting an attacker. Attackers may not initiate combat on their arrival turn, but may afterward once target tracking is established.

Escape Die Rolls: add +2 to the defender's roll at night.

Combat Scale Set Up: as for daytime, except use the night set-up ranges (Tactical Scale Tables).

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 points of bright blue exhaust flame from their engines.

Night Visual Ranges: at the start of play, and in the initiative phase of every 5th game turn, determine the maximum visual range to A/C on the map by rolling D5s. Visual sighting is automatic if within range and not in the sighter's blind arc; it is lost if A/C end a game turn outside visual range.

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 engines (round down)
IlluminatedUnlimited

Double engine value if engine exhausts are not shrouded. All "N" class A/C have shrouded exhausts.

Air-to-Surface Visual Ranges: unless specified otherwise, ground units are visible only if illuminated (in flare light, on fire, fired AAA the turn prior, or an active searchlight).

Air-Naval Visual Ranges: 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 within 10 x ship's counter size. No Moon: (also in effect under broken or overcast clouds regardless of actual moonlight) anchored ships not visible, moving ships visible within 5 x ship's counter size (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, at which point they are placed 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 known) by radar-equipped A/C. The ship player places a marker anywhere within five hexes of a ship's bow's true position — the A/C's "radar estimated position," which never moves. The actual ship is hidden until its position is revealed.

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. Once ignited, an illumination flare descends at 100 feet per turn by parachute and lasts 15 game turns or until it reaches the ground.

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: ground units and warships may launch illumination flares as designated in scenarios. Announce a direction of launch (facing) and roll two D10 for random horizontal range, then roll two D10 and add 10 for ignition height in 100-foot increments. The flares ignite at the start of the next turn.

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, search radars are useless against individual ground targets but can 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. All SLs have 360° arc coverage. Unlit SLs may be switched "ON" in the combat phase (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.

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). Modifiers: +1 if range to A/C is > 30, and +1 if A/C speed > 5.0; –1 per capture attempt after the first of the same A/C by the SL; ± the A/C's size modifier; –2 if SL is radar-assisted. An A/C revealed by flare light, 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 tracks and follows the captured A/C until the light is knocked out, switched off, the A/C flies out of coverage, 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 > 5.0, it may roll a D10 in the combat phase — if the modified result is ≤ 1 + the sum of HT+ rate pitch and facing changes made, all searchlight beams currently tracking it are eluded. Modifiers: +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 the closest SL is > 30.

SL Vulnerability: land-based SLs can be eliminated or knocked out by normal air-to-ground attacks (Defense Factor = 10, 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 which case it is the first battery eliminated if any AAA is eliminated.

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. Modifiers: +2 for each 30° facing or pitch change beyond the first 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.

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 guns until one of the following triggers occurs: (1) the defender is fired on by the interceptor; (2) the attacker is illuminated or sighted; or (3) a TWR or defensive FCR detects the attacker.

Attacker Sighting: the attacker must be within visual range and not in the defender's blind area. At the end of each game turn, the defender rolls two D10s if the attacker is silhouetted, or two D5s if not, and sums the result; if the sum exceeds the range to the attacker, it is visually sighted.

"Window": window (chaff) may not be deployed once combat is initiated (the bomber 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 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 that transition to vertical or inverted attitudes, were inverted at any time, used BT+ rates, started skids with facing changes, or violate their training-level maneuver limits, must roll percentile dice at the end of the movement phase; a result ≥ 51% disorients the pilot until a reorientation roll succeeds (percentile roll ≤ 40, unless in clouds, then ≤ 20).

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 as wingman to a friendly A/C). Night Stall/Spin Rolls: a +30 modifier 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 one or both sides have A/C not visually sighted or sensor tracked (hidden), they must pre-plot two turns of 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 — which may engage the same targets with different shots. Visual fire is allowed against silhouetted, sighted, or illuminated targets, 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: night fighters (NFs) equipped with radars can track an unsighted target if it is in the radar's horizontal and vertical tracking arc, within the radar's tracking range, and the NF used TT or less rates, did not do any skids with a facing change, and 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. 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, covering the A/C's 04 to 08 clock lines, with double the vertical parameters listed for fixed guns on the Fixed Gun Deflection Determination Play Aid (using the reverse nose pitch angle, as the TWR points 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 with the same arc 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, 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. 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.

You may now play any scenario.