AIRWAR: 1917 Aer op lane/pi lo t ro st ers : these list the ratings of the aeroplane and pilots in the game and provide locations to mark off weapons and ammo as they are used, as well as to record the aeroplane’s speed changes and damage taken.
Introduction is a stripped down, very basic edition of the second edition of Ai r War: 1918 our popular fast play “entry level” set of rules for dogfights set in the years 1914 to 1930.The rules use a quasi 3D manoeuvre system, whereby the action is fought out in 2D, but with some representation of 3D air combat manoeuvres.
Ai r War: 1917
Dice: each player will need at least one 10sided die (d10) and a six-sided die (d6).
Aeroplanes
is intended to give you the basics of the game and allow you the opportunity to try out some dogfights using the Ai r War: 1918 system between Sopwith Camels and Fokker DR.1 tri-planes. Ai r War: 1917
Aeroplanes are the primary units in the game. Each miniature or stand represents a single aeroplane. Aeroplanes are usually grouped together into sections or flights of two to four aeroplanes. New players should generally control one or two aeroplanes.
Typical game length in Ai r War: 1918 with experienced players using eight aeroplanes and playing 6-8 turns is an hour to an hourand-a-half.
Characteristics and ratings Aeroplanes have a number of factors to describe them
Dice notation The game uses standard notation for dice and die rolling. For example, “roll 2d10” means roll two ten-sided dice, 3d6 means three six-sided dice. Scores on 10 sided dice are taken as 110 (so for dice marked 0-10 the 0 is read as 10)
Max: maximum speed in inches. The distance moved in each of the 2 phases (1” per 10 knots of speed). Aeroplanes are likely to suffer damage if they exceed this maximum speed. Min: minimum speed in inches. The minimum speed the aeroplane can travel (if forced to do so it stalls and may crash).
Materials needed to play
Manoeuvre: Low, Medium, High, Extreme (L, M, H, EX), a measure of the aeroplane’s ability to turn and perform manoeuvres.
Materials needed for playing are: Aer op lan es: two Sopwith Camels and two Fokker Dr.1 tri-planes (we have supplied some printable counters at the end if you don’t have the particular models to hand)
Power: the raw power generated by the aeroplane’s engines, affecting the ability to perform some manoeuvres and to change speed. DP (Damage Points): the damage value of the aeroplane. The aeroplane is crippled when the number of damage points suffered equals at least half this value, and it is destroyed when the number of damage points suffered equals or exceeds this value. Gun Type: air to air weapons, usually machine guns, but also including balloon busting rockets, hunting rifles, darts and grenades. Bomb: included in Ai r War : 191 8.
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AIRWAR: 1917 Fire Segment Resolve Light, Medium and Heavy Archie fire - included in Ai r War : 1918. Resolve air to ground attacks - included in Ai r War : 1918. Resolve air to air MG fire. •
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Speed segment Attempt stall recovery Resolve speed changes due manoeuvre or stall recovery Resolve excessive speed damage • •
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Rockets Rules for rockets are included in 1918.
*Aeroplanes below stall speed or having failed to recover from a stall cannot move or manoeuvre.
Ai r War:
Phase 2
“Loaded”
Prep Segment Place manoeuvre cards * Roll for initiative •
Rules for the effects of carrying a load are included in Ai r War : 1918.
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Move Segment Move all stalled aeroplanes Test for and execute all movement or manoeuvres in order of initiative (or tailing). *
“Heavily loaded”
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Rules for the effects of heavily loaded are included in Ai r War : 1918.
Fire Segment Resolve Light, Medium and Heavy Archie fire - included in Ai r War : 1918. Resolve air to ground attacks - included in Ai r War : 1918. Resolve air to air MG fire latter.
Pilots
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Pilot Skill Gunnery Skill and Bombing Skill rules included in Ai r War : 1918.
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Advantages & flaws (optional)
Speed segment Attempt stall recovery Resolve speed changes due manoeuvre or stall recovery Resolve excessive speed damage •
Rules for modifying pilots and aeroplanes are included in Ai r War : 1918.
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Order of play
*Aeroplanes below stall speed or having failed to recover from a stall cannot move or manoeuvre.
Each Turn consists of two phases: Phase 1 Prep Segment Select and apply speed changes using power (unless stalled) Place manoeuvre cards * Roll for initiative •
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Move Segment Move all stalled aeroplanes Test for and execute all movement or manoeuvres in order of initiative (or tailing). * • •
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AIRWAR: 1917 Formations
Order of movement
Rules for flying in formation are included in Ai r War: 1918.
To determine the order in which aeroplane move, roll a d6. Subtract 1 if the aeroplane is travelling at less than 6” per phase, or more than 12” per phase. The result is the aeroplane’s Initiative Number. Aeroplanes are moved in order of increasing Initiative Number, starting from the lowest. In the case of a tie, work through the following list to determine which aeroplane moves first:
Movement Aeroplanes move at one inch per 10 knots of speed in each phase (so an aeroplane at 110 knots moves eleven inches each phase).
Speed changes
Slowest aeroplane moves first Lowest manoeuvre rating aeroplane moves first Most heavily damaged aeroplane moves first Resolve by straight d6 die roll – no modifiers, re-roll ties
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An aeroplane may change speed as follows at the beginning of each complete turn
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Low power aeroplane Medium power aeroplane High power aeroplane
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“Tailing”
+2/-4” per turn +4/-4” per turn +6/-4” per turn
Speed changes using engine power cannot be used to increase speed above the aeroplane’s maximum. Other speed changes may result from performing manoeuvres. These are resolved at the end of each phase and may result in an aeroplane’s speed exceeding its maximum.
If, before movement, an aeroplane is in a position where (a) it is within 12” and has the target in its front 30° arc and (b) it is in the target’s aft arc (i.e. behind the target’s wing line), it may opt to “tail” the enemy aeroplane during movement. This means it executes its movement immediately after the tailed aeroplane, regardless of Initiative Number. It also means that the tailing aeroplane may attempt to change its selected manoeuvre to match that of the target. If, when manoeuvres are revealed, the tailing aeroplane wishes to try to change manoeuvres, it rolls a d10. On a roll of 7+ (+/- pilot skill) it may change its selected manoeuvre to that of the target. Note it must still then roll to perform the manoeuvre as normal. Note also that tailing aeroplane are moved immediately after the aeroplane which they are tailing, so they may find themselves disadvantaged with respect to other aeroplanes moving later.
Movement and turning A normal move follows the sequence: halfmove, turn, half-move, turn. When performing a normal move, an aeroplane moves straight forward half its move in its current direction, then changes direction (i.e. turns) if desired. It then moves forward in its new direction for the other half its movement, and then turns again if desired. The maximum amount that an aeroplane may change direction after each half-move is limited by its manoeuvre rating. There are four manoeuvre ratings: L = Low, M = Medium, H = High, E = Extreme. A turn and arc template is provided as a play aid. To use the turn template, align the heavy arrow with the aeroplane’s current direction. The aeroplane may then change direction (rotate in place) up to the line marked with the letter of the aeroplane’s manoeuvre rating. The aeroplane can turn up to its full turn amount after each half move.
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AIRWAR: 1917 Turn and arc template
L M
L 60º arc
H E
M H
gun arc
HBT
E HBT
EBT
EBT
(If you wish to use a protractor to measure turns: L turns up to 15 degrees per direction change, M turns up to 30 degrees, H up to 45, E up to 60. A successful break turn adds 30 degrees to the turn amount for the rating, so an H aircraft doing a successful break turn turns 75 degrees.)
to or above the Difficulty Rating on a d10 to perform the manoeuvre. Add the pilots Skill to the die roll. Failure to make the roll means the aeroplane suffers some form of penalty (see manoeuvre descriptions for details). Manoeuvres are divided into two classes, Normal and Extreme. Large and fragile aeroplanes are limited to performing Normal manoeuvres only. They are denoted by an “n” suffix against their manoeuvrability (e.g. “Ln” or “Mn”).
Low altitude moves Rules for low altitude moves are included in Ai r War : 1918.
Normal manoeuvres Jink (DR4): aeroplane jinks right and left, avoiding fire. The model is moved 2/3 normal distance in a straight line. Incoming fire attracts a negative modifier. Failure - aeroplane moves in a straight line. Power Dive (DR 3): the aeroplane moves in a straight line, and may increase speed by 1-5 over and above normal speed changes and also may move at greater than its normal maximum speed (although this may cause extra damage due to overstressing). Power dives may not be performed if the aeroplane is already travelling at more than its maximum speed. A Power Dive may be made in conjunction with normal speed changes
Manoeuvres At the start of each phase players may place a manoeuvre card alongside their aeroplane, displaying an intention to perform some form of special manoeuvre. Cards are placed face down and revealed at the same time. The card may be a dummy, intended to try to trick an adversary into making a manoeuvre and shaking them off.
Failure – as above, but incoming fire attracts a bonus.
Each card has a Difficulty Rating. This is the number shown after the “DR” below. Roll equal
Sidesli p (DR4): the aeroplane moves 2/3 of its movement at 60 degrees to the line of flight
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AIRWAR: 1917 (move along the “E” line of the turn and arc template). Speed is reduced by 1. No change in direction.
moved randomly at the start of each phase as if it were performing a failed Falling Leaf manoeuvre.
Failure – aeroplane moves in a straight line.
Stall recovery is attempted at the end of the phase. Roll a d10, adding pilot skill. On a score 4 or more the aeroplane recovers, may fly normally next phase its starting speed being its stall speed). If it scores 3 or less the aeroplane remains stalled, roll another d10. If the score is 2 or less the aeroplane loses control and crashes.
Exceeding maximum speed If an aeroplane exceeds its listed maximum speed (either through power dives or having its maximum speed reduced by damage) there is a chance that it will take additional damage. Roll a number of d6 equal to the excess speed. Apply the pilot’s skill to each die. One point of damage is taken for each roll of 3 or less. If any damage is caused roll on the Additional Damage table.
Extreme manoeuvres Barrel Roll (DR 4): the Aeroplane moves half distance at 60 degrees to flight path. Speed reduced by 4. No change in direction. Incoming fire attracts a negative modifier.
Firing
Failure – aeroplane moves as described above, but turns 60 degrees away from line of flight, speed reduced by 6.
Unless stated on the aeroplane’s data table, each aeroplane can fire only one weapon (or group of weapons – all fixed forward firing machine guns are treated as a single group) once each phase for each crewman in the aeroplane.
Break Right or Left (DR 5): the aeroplane moves normally and may turn at two manoeuvre levels higher than it is rated i.e. a successful break turn adds 30 degrees to each of the two turns. For H and E aeroplane, use the turn rates marked HBT and EBT respectively. Incoming fire attracts a negative modifier.
Guns and rockets In order to be engaged the target must be within range and the firing arc of the gun. The firing arc is a cone extending 30 degrees from straight ahead from the shooter for fixed machine guns. Firing arcs for other weapons are included in Ai r War : 1918.
Failure – aeroplane cannot make additional turn, speed reduced by 1d6. Rules for Barrel Roll and Turn, Falling Leaf , Loop, Immelmann and Wingover manoeuvres are included in Ai r War : 1918.
Machine guns are of 8mm calibre or smaller (including 0.3” and 0.303”). Heavy machine guns are 12mm / 0.5” or larger, but smaller than 20mm.
Stalling If speed changes or a failed manoeuvre reduces the aeroplane to below its minimum speed the aeroplane stalls and loses the ability to fly (hopefully temporarily!). The aeroplane is
Roll the indicated number of Gun Dice. Hits are caused by rolls of 6 or greater. All rolls use a d6 except where noted.
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AIRWAR: 1917 Gun Type Belt Machine Gun (mg) Drum Machine Gun , Heavy Machine Gun , Hunting Rifle, 20mm cannon, 37mm cannon and Rocket Packs.
Range 12”
* round numbers of dice up
Gun Dice per Gun 4d6
Jammed guns
Included in Ai r War : 1918.
Rules for jammed guns are included in War: 1918.
Aeroplane damage The number of damage points that an aeroplane can absorb before it is shot down is given in the data tables.
Use the indicated number of dice for each gun.
Crippled aeroplanes
37mm cannon
If an aeroplane loses at least half of its damage points it becomes crippled. It suffers the following effects:
Rules for the 37mm cannon, fitted to some French types are included in Ai r War : 1918.
Its manoeuvrability rating drops 1 level The pilot loses all his gunnery bonuses Maximum speed is reduced by 2.
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Modifiers
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Modifiers are applied by altering the number of dice thrown (round numbers of dice up – a minimum of 1d6 is always rolled). Condition Gunnery Skill Firing from within 4” Shooter is in target’s front arc, i.e. in 180 degree arc ahead of the target’s wing line (fixed guns only)
Ai r
Additional damage Each time an aeroplane is hit and it loses damage points the player should roll a d10 to see what additional damage has been caused:
Modifier See Ai r War : 1918. Add 2d10 Halve dice
Die Roll 1-3 4
Target stalled or Add a d10 failed manoeuvre where an incoming fire bonus is indicated (see Ai rWar : 1918) Target successfully Halve dice* performs Jink, Barrel Roll, Barrel Roll and Turn, Break Right or Left, Falling Leaf Firer performs Loop, Halve dice* Wingover, Barrel Roll, Barrel Roll and Turn, Breaks Right or Left, (whether successful or not) Firer is Crippled Halve dice* Firer performs Falling See Ai r War : 1918. Leaf
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Ad di ti onal Damage No extra damage Fuel lines damaged: the aeroplane must leave the table across a friendly table edge within 1d6 turns. If it fails to do so it decelerates 4” every phase, it may not accelerate, nor may it perform any manoeuvres. Gun KO: gun may no longer be fired Bomb release damaged: bombs may no longer be dropped or jettisoned Engines damaged: reduce maximum speed by 1. Engines d amaged: reduce power level by 1. Single engined aeroplanes roll an additional d6 – 5+ means the engine is lost and the aeroplane crashes! Struts damaged: reduce manoeuvrability by 1 level Crewman hit : in an aeroplane which is a single seater the pilot is automatically hit.
AIRWAR: 1917 Balloons
Crewman hit
Observation balloons were a favourite target of WWI aviators and rules are included in Ai r War: 1918 for balloon busting.
Rules for aeroplanes with multiple crews are included in Ai r War : 1918. Crewmen that are wounded twice are killed.
Rockets
Ammunition Each aeroplane carries only ammunition for six turns of gunnery.
Rules for anti-balloon incendiary rockets are included in Ai r War : 1918.
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Airships and Zeppelins
Ground attack
Rules for airships and Zeppelins are included in Ai r War : 1918.
is primarily a game of air-to-air combat. However, players love to drop explosives on things that are on the ground or on the sea, and comprehensive rules for strafing, bombing, firing rockets and dropping depth charges are included in Ai r War : 1918 .
Ai r War: 1918
Takeoff and landing In some scenarios an aeroplane may begin the game on the ground and rules for taking off and landing are included in Ai r War : 1918.
“Archie” (AA fire)
Campaign system Rules for Archie are included in Ai r War : 1918 . includes its own campaign system to generate missions, random events and encounters as well as aeroplane and pilot replacement.
Ai r
“Flaming onions” Rules for flaming onions are included in War: 1918.
Ai r
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War:
1918
AIRWAR: 1917 Aeroplane statistics Speed Name Fokker Dr.1 Sopwith Camel
Min 4 4
Max 10 11
Man EX EX
Power H H
DP 6 6
Gun 2mg 2mg
Statistics for over 300 other aeroplanes for the period 1914 to 1930 are included in Ai rWar : 1918.
Notices is based on Ai rWar : 1918 2nd st edition by David Manley. Ai rWar : 1918 1 edition was written by David Manley and Matthew Hartley.
Ai rWar : 1917
Whilst Ai rWar : 1917 is provided to the wargaming public as a free PDF download, its contents remain copyright Wessex Games and should not be copied or disseminated in an alternative format without the permission of the publisher.
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