SCRAMBLE !
WARGAMES RULES FOR AERIAL COMBAT 1935 – 1945
BY ALAN BUTLER AND ANDREW FINCH
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SCRAMBLE ! WARGAMES RULES FOR AERIAL COMBAT 1935 – 1945
BY ALAN BUTLER AND ANDREW FINCH EDITION 3.2 COVER ART BY COLIN MUNRO
First Published by A&AGE 1998 Third Edition Copyright © A&AGE 2001, 2002, 2003, 2004, 2005, 2007 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any means, electronic, mechanical, photocopying, record or otherwise whatsoever, without the prior permission of the publisher and authors. Permission is granted to photocopy the Game Record Sheets for personal use only.
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INDEX 1. INTRODUCTION....................................................................... 3 1.1 Scales............................................................................ 3 1.2 Definitions.................................................................... 3 1.3 Sequence of Play.......................................................... 3 2. MEN AND MACHINES ............................................................ 4 2.1 Determining Crew Skills.............................................. 4 2.2 Skill Rolls..................................................................... 4 2.3 Dazed, Wounded or Dead Aircrew.............................. 5 2.4 Crew Survival............................................................... 5 2.5 Experience.................................................................... 5 2.6 Spotting ........................................................................ 5 2.7 Obsolete Aircraft (Optional)........................................ 6 2.8 Mechanical Unreliability (Optional)............................ 6 2.9 Destruction of Aircraft................................................. 6 3. SETTING UP A GAME AND DEPLOYMENT ....................... 7 3.1 Points Values................................................................ 7 3.2 Preparing the Game...................................................... 7 3.3 Starting the Game......................................................... 7 3.4 Victory and Defeat ....................................................... 8 3.5 Sequence of Play.......................................................... 8 4. FLIGHT FUNDAMENTALS..................................................... 9 4.1 Formations.................................................................... 9 4.2 Effect of Altitude on Performance............................... 9 4.3 Tailing .......................................................................... 9 4.4 Order of Movement Actions ........................................ 9 4.5 Movement .................................................................... 9 4.6 Turning ....................................................................... 10 4.7 Effects of Damage on Turning................................... 10 4.8 Climbing..................................................................... 10 4.9 Zoom Climb ............................................................... 10 4.10 Climbing Half Loop ................................................... 10 4.11 Diving......................................................................... 11 4.12 Diving Half Loop ....................................................... 11 4.13 Sideslip manoeuvre .................................................... 11 4.14 Skid manoeuvre.......................................................... 11 4.15 Stacking...................................................................... 12 4.16 Variable Dive Rates ................................................... 12 4.17 Altitude loss following a failed VPSR ...................... 12 5. SHOOTING .............................................................................. 13 5.1 Guns ........................................................................... 13 5.2 Arcs of Fire ................................................................ 13 5.3 Lines of Fire ............................................................... 13 5.4 Target Priority and Timing ........................................ 13 5.5 Aircrew Shooting ....................................................... 13 5.6 Shooting Procedure .................................................... 13 5.7 Modifiers .................................................................... 13 5.8 Hitting the Target ....................................................... 14 5.9 Automatic Hit Bonus ................................................. 14 5.10 Ammunition Supply................................................... 14 5.11 Damaging the Target.................................................. 15 5.12 Critical Hits ................................................................ 16 5.13 Effect of Formations on Shooting.............................. 16 5.14 Special Weapons ........................................................ 16 5.15 Combining Fire from Multiple Mounts ..................... 17 5.16 Aimed Fire ................................................................. 17
6. ATTACKING A SURFACE TARGET....................................18 6.1 Area Bombing Attacks...............................................18 6.2 Hitting the Target and Bomb Damage .......................19 6.3 Ground Attack with Guns and Rockets .....................19 6.4 Hitting the Target; Guns and Rocket Damage...........19 6.5 Anti-Shipping Strikes.................................................20 6.6 Deep Penetration Raids ..............................................20 6.7 Kamikaze Attacks ......................................................21 7. BIBLIOGRAPHY .....................................................................21 8. GROUND DEFENCES AGAINST AIR ATTACK ................22 8.1 Anti-Aircraft Batteries................................................22 8.2 Heavy Batteries ..........................................................22 8.3 Light Batteries ............................................................22 9. NIGHT ACTIONS ....................................................................23 9.1 Markers.......................................................................23 9.2 Spotting at Night ........................................................23 9.3 Jamming and Interference..........................................23 9.4 Searchlights ................................................................23 10. OPTIONAL RULES ...............................................................24 10.1 Simplified Pilot Skill Rolls ........................................24 10.2 Losing contact with the Enemy..................................24 10.3 Dark Night ..................................................................24 10.4 Weapon Alignment ....................................................24 10.5 Transonic speeds ........................................................25 10.6 Computing Gun Sights...............................................25 10.7 Aircrew Training ........................................................25 10.8 German Secret Weapons ............................................25 10.9 Re-arming and Repairs...............................................26 11. SETTING UP A TYPICAL GAME .......................................26 12. AIRCRAFT DATA AND THEATRES OF USE...................27 12.1 Understanding Aircraft Data Tables ..........................27 12.2 Aircraft Theatres of Operation...................................27 12.3 Australia .....................................................................28 12.4 France .........................................................................28 12.5 Germany .....................................................................28 12.6 Great Britain ...............................................................31 12.7 Italy.............................................................................33 12.8 Japan ...........................................................................34 12.9 Poland .........................................................................36 12.10 Russia .........................................................................36 12.11 United States...............................................................37 12.12 Aircraft Notes .............................................................40 12.13 Operational Theatres ..................................................40 North West Europe .....................................................40 Southern Europe and Africa ......................................42 Eastern Front .............................................................44 The Far East...............................................................45 Other Theatres............................................................47 13. EXPANDED AIRCREW EXPERIENCE ..............................48 13.1 “Basic Training”.........................................................48 13.2 Crew Training.............................................................48 APPENDIX A - TABLE OF AIRCRAFT WEAPONS ...............49 APPENDIX B – DESIGNERS’ NOTES ......................................50 FIGHTER RECORD CARDS ......................................................51 BOMBER RECORD CARDS ......................................................52
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1 — INTRODUCTION These rules represent a tactical level game of aircraft combat during the many conflicts during the years 1935 to 1945. The data for the aircraft contained in these rules has been presented in a simplified format so that the models perform similarly to their historical counterparts. Players can enjoy seeing the differences between the aircraft and design philosophies, while playing a challenging and exciting game which is simple enough for a player to pick up the fundamentals quickly and to control several aircraft. Further areas such as bombing, anti-aircraft fire, and ammunition use may be added as required. The Third Edition incorporates further modifications as follows: The first is to formalise the effects of the aerobatic value of the aircraft that was treated as part of an optional Skill Roll effect in the Second Edition, based on the relative stall and manoeuvre ratings of the aircraft. This is introduced as an AB modifier which can be damaged as part of the combat routines. The Pilot Skill roll system has been modified to reflect this. It means that nimble aircraft will be able to out-manoeuvre sluggish ones and exceptional pilots will be able to attempt to do the “nearly impossible” with bombers. We have maintained an optional simplified Skill system that allows a “can”, “cannot” or “maybe” setting for manoeuvres, for those who want to retain the basic system from the previous rules. We have also added some new uses for skills (both Pilot and Gunnery). The second change is to look a bit closer at ammunition supplies. Readers rightly commented that it was possible for later aircraft with small ammunition supplies to fly round shooting unreasonably large amounts of ammunition (think Me 262s versus B 17s here). This is clearly wrong and the ammunition rules have been tightened up for all weapons bigger than machine guns. The rules regarding the movement of formations and shooting at and from formations have been clarified. The effects of damage on MVR have been looked at and you will find some special rules to handle aircraft that have become impossible to manoeuvre due to damage. The Critical Damage table has been changed (to allow for the new AB modifier) Some of the other effects have been toned down and other more flavoursome effects added. Finally, we have added some formalised Kamikaze rules so the Pacific war can add some more challenges. As usual, thanks to all our keen pilots, and in particular to Phil Gray, and Graham Down for their unstinting support and helpful insights and comments, which keep us on our toes.
1.1 – Scales For the purposes of playing the game, all speeds, ranges and measurements are in standard units. If you are using 1/300 models this is 1 inch, but for 1/700 models it may be reduced to ½ inch or 1 cm. It would also be feasible to use aircraft of 1/1200 scale to represent very large air raids or big dogfights. For such aircraft we would suggest using 1 cm as the unit of distance. The scale is 1 unit = 100 yards and the time scale is 1 turn = 10 seconds. It should be noted that all movement and references to the vertical plane have been exaggerated somewhat to make the game more playable, so for instance, the rates of climb and dive have been increased. The game uses both horizontal movement (across the table) and vertical movement (represented by altitude counters).
Basing The model aircraft should be mounted on bases to define arcs of fire and turns, and to improve their stability. The MINIMUM base size is 2 units square, larger aircraft must be mounted so that the base width and depth is at least the same as the model wingspan and length, rounded to the next higher ½ unit.
Rounding Conventions In all cases where a figure has to be rounded, this is done in favour of the active aircraft.
1.2 – Definitions ALTITUDE (ALT): The height of the aircraft at the end of the turn. Each ALT = 1000 feet. The ground level is at ALT = 0. Thus a fighter may be referred to as being at ALT 5. It is important that all players are aware of the altitude of aircraft; this is available to the pilots and crews but may not be readily apparent from the models, and should be displayed on the base of the model, using any convenient means such as a small counter. AIRSPEED (AS): The maximum number of units that can be moved in a turn which may be reduced by damage. STALL SPEED (ST). The minimum speed required to stay in level flight. MANOEUVRE RATE (MVR): A function of the wing loading and roll rate and defines how tight the aircraft can turn. Again bombers and fighter-bombers have two values (MVL) and (MVC). For simplicity, this is referred to as MVR in the rules. CLIMB RATE (CR.): A function of the sustained climb rate. CEILING (CL): The operational ceiling. An aircraft’s performance declines as it nears the ceiling. DEFENSIVE VALUE (DV): A factor related to the power to weight ratio, and to how big the aircraft is as a target when shot at. Bombers and fighter-bombers have two values, one for “loaded” with bombs, rockets, etc. (DVL) and one for “clean” (DVC). For simplicity, this is referred to as DV in the rules. DAMAGE (DAM): The amount of damage that the airframe can withstand. This takes into account any armour protection. DIVE: The data tables show the dive values for Shallow, Steep, Power and Vertical dives. These are the ALT levels by which the aircraft can descend while diving. AEROBATIC MODIFIER (AB): A calculated modifier based on stall speed and manoeuvrability and a guideline for use within the game. It is shown for loaded (AB L) and clean (AB C) values.
Crew Skills PILOT SKILL: An indication of the flying ability of the Pilot and is used as the basis of tests for various manoeuvres. STANDARD PILOT SKILL ROLL (SPSR or PSR): A test using just the unmodified Pilot Skill. VARIABLE PILOT SKILL ROLL (VPSR): A test of the pilot’s ability to manoeuvre using his Pilot Skill modified by adding the AB modifier. GUNNERY SKILL: The gunner’s ability to hit a target. GUNNERY SKILL ROLL (GSR): A test used to spot an enemy, unjam a gun or reload an ammunition drum.
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2 — MEN AND MACHINES Your aircrew are characterised by having one or two “skill factors”. In the case of pilots, these are their PILOTING and GUNNERY SKILLS. Air gunners have only the GUNNERY skill factor. In some cases, a character may also have a BOMB AIMER SKILL, using for aiming bombs. If he is going to shoot a weapon he also requires GUNNERY SKILL. These factors can range from 1 (very poor) to 10 or more (very good). During the course of a battle, these aircrew may be wounded and have their factors reduced, or killed. Wounds are inflicted by reducing the Skills as indicated on the Critical Damage Chart. To start with, you generate each skill required for all aircrew using D6 + the factor from the table below. Note that some critical hits may permanently reduce skills by 1. You may want to keep track of your aircrew’s names and skills for use in campaigns, and if they survive their factors should be increased. If a character survives a mission and is on the winning side, increase one of his factors by one. For aircraft with more than one crew member, you still only get one point of increase to allocate as required to one crew member.
Pilots, at least in fighters require two skills, and these are generated randomly, so Pilot skill may be better or worse than Gunnery skill. Bomb Aimers who will use guns also require two skills. In such cases roll for two and assign the higher result to the primary skill, so a bomb aimer skill must be higher (or equal to) a gunnery skill. It is also possible to generate a Pilot with no Gunnery skill. Such a crewman is less flexible as he can only be used on craft where the pilot has no requirement to fire a weapon, and would also be unable to drop bombs or spot an enemy aircraft (this is important).
2.2 – Skill Rolls During the game various skills are tested using 1D10. To succeed this must come out equal to or less than the Skill Rating. A Skill value of 10 does not confer automatic success, because a 10 is always a fail. It does however allow a crewman to take one wound with little effect “...’tis but a scratch”. There are three types of skill roll possible:
A) Standard Pilot Skill Roll
2.1 – Determining Crew Skills
The Standard Pilot Skill Roll (SPSR) is used for the following tests:
In a game, crew skills will normally be determined by the roll of a D6 plus a “Skill factor” for each skill. The Skill Factor used may range from 1 to 4, with a corresponding change in the points cost. See the table below for more detail. Crewmen should also be named, and it is recommended to give them names of people you know, to make it more personal ! Determine how many crew you need, paying the prices shown below in the Aircrew Skill Modifiers table. Roll the skills for Pilots, Gunners, Bomb Aimers, etc. The crew are assigned as desired to appropriate positions on the aircraft in use after all skills have been generated.
• • • • • •
Putting out Fires. Recover Pilot from being Dazed. (Co-Pilot) attempt to take over the controls. Return aircraft to Contact Marker status. Attempt to turn a severely damaged aircraft.
Aim Bombs (in cases where there is no bomb aimer and bombs are assigned to the Pilot). There is no adverse effect for failing these tests, other than not spotting the enemy, the fires blazing merrily, etc.
B) Variable Pilot Skill Roll Skill factor modifier
Cost of Aircrew with two skills
Cost of Aircrew with one skill
4
24
12
3
18
9
2
12
6
1
6
3
To make a VPSR, take the pilot’s skill, and modify it by adding or subtracting the current AB.
Effective Skill = Pilot Skill + AB.
Aircrew Skill Modifiers 1935-40
1941
1942
1943
1944
1945
British Empire, South Africa, Australia, Poland
3
3
3
4
4
4
Germany, Finland, Greece
4
4
3
4
2
2
USA
2
2
2
3
4
4
Japan
4
4
4
3
2
1
France, Belgium, Netherlands to 1940 Vichy France from 1940
2
1
1
2
2
2
Italy
3
3
2
2
1
1
Russia, Free French from 1940
1
2
2
3
3
3
Spain (R)
2
-
-
-
-
-
Spain (N)
4
-
-
-
-
-
China
3
3
2
2
2
2
Aircrew Nationality
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The Variable Pilot Skill Roll (VPSR) is used for any test that involves movement. These are:
• • • • •
Tight Turn. Zoom Climb. Climbing and Diving ½ Loop. Power and Vertical Dive.
Avoiding Collision. If you fail any VPSR during movement, the following sequence of events will occur in the order shown:
• If attempting a Climbing half loop, all accumulated Climb on the Climb Track is lost.
• The aircraft will immediately LOSE ALTITUDE equal to the number by which you failed the roll. For example, if you have a skill of 7, and roll 7, you have just passed the test. If you have a skill of 3 and roll 9, you will lose 6. If you have a skill of 10 and roll 10, you lose 0 ALT but must otherwise take the effects of failure. If you were making a Power Dive or Vertical Dive this loss of altitude is taken after any other reduction of altitude you made during the initial dive. If you hit the ground (ALT = 0) at this time, the aircraft is totally destroyed.
• If you were attempting a 60° Tight Turn you will only make a normal turn of 30° in the required direction.
• The aircraft will then move forwards a distance equal to its current MVR, regardless of its current airspeed, or of any movement already carried out. The aircraft is then stopped and does not move further UNLESS interaction with another aircraft at the same height band during this mandatory movement caused a further VPSR. Important Note: when doing the mandatory movement of MVR forwards, this ignores the effect of moving less that the Stall speed. The use of MVR is simply a game effect, bearing in mind that the aircraft has (usually) just taken a dive so it will really have been moving faster than its Stall speed.
If any aircrew are wounded due to critical hits and their skill rating is reduced less than 1, it becomes 0, and the original skill level is immediately reduced by 1 PERMANENTLY. If you leave the table to rearm or treat a pilot, in such a case he cannot be restored to his original full strength. A crewman can also be killed outright by a Critical hit. A pilot with Pilot Skill reduced to 0 is unconscious. His aircraft moves forward MVR each turn, and loses 1 ALT until it crashes or leaves the table. In the latter case the rearm sequence may be used to bring him back into action. If the pilot is dead or has Pilot Skill 0 and there is a co-pilot, he may attempt to take control of the aircraft by making a PILOTING SKILL ROLL against his own skill. Until he succeeds, the aircraft loses 1 Altitude per move and moves MVR forwards.
2.4 – Crew survival When an aircraft is destroyed for any reason, roll a D10 for each crew member. If they roll over the excess damage, they bail out successfully. If they fail, they are killed or captured. A roll of “1” is always a fail! Bailed out crew do not get any skill increases.
2.5 – Experience You may want to keep track of your crew’s names and skills for use in campaigns, and if they survive their skills should be increased. Crew gain experience based on the amount of damage their side inflicted on the enemy. This is calculated by taking the Victory Points for your side and for every 50 points (or part thereof) your side gains 1 Experience Point. Bonus points are available as follows:
• If you won the game, but not by 2:1 or greater (in points), you gain 1 additional Experience Point.
• If you won the game but 2:1 or greater (in points), you gain 2 additional Experience Points.
• If no ACTIVE enemy aircraft (capable of combat, with
Rolls now and immediately apply the result. Try to avoid that mountain...!
ammunition available) are left on the table at the end of the game, you gain 1 additional Experience Point. This regardless of whether you won or lost. Experience is exchanged on a 1 for 1 basis for Pilot or Gunnery Skills. No crewman can receive more than 1 point if there are crew who have not yet gained a point. Experience Points cannot be carried over from game to game. No skill can exceed 10.
C) Gunnery Skill Roll
2.6 – Spotting
This test is based on the Gunnery Skill of the Crewman and is used for:
Aircraft, or formations, may start the game as a 2 x 2 marker of card. This marker must be numbered and identifies specific aircraft or formations. This needs to be spotted to reveal what it actually is. Spotting also represents the crew’s ability to see and identify aircraft. Markers cannot spot or shoot, move at a speed of 9 units, but do not need the use of manoeuvre templates and ignore Stall Speeds. They can lose ALT using the normal Dive rules but cannot climb. There is no automatic spotting, even at point blank range. Lines of sight for spotting are blocked by clouds at all heights and by aircraft at the same ALT. You cannot spot into or out of a cloud. A marker is spotted by using a model aircraft already on the table. A crewman can only attempt one spot per turn, during the gunnery phase, during which time he cannot do anything else (such as shoot), and to succeed must pass a GSR. Pilots can spot into their NOSE arc, while other crew can only spot into their weapon arc.
• If you clipped or collided with another aircraft, take any Crit.
• Spotting enemy aircraft. • Recover a gunner from being dazed. D) Bomb Aimer Skill Roll This test is based on the Bomb Aimer Skill of the Crewman and is used for:
• Dropping bombs. • Recover a bomb aimer from being dazed.
2.3 – Dazed, Wounded or Dead Aircrew A crewman can be dazed temporarily by a Critical Hit (for instance his goggles are covered with oil so he cannot see, he may have been struck by a bit of metal or been grazed by a bullet). Crew attempt to recover at the start of their next Movement Phase, testing against their primary skill. This test can be repeated every turn. Aircraft with dazed pilots move ST ahead but stay at the same ALT.
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The gunnery skill is reduced by 2 for each of the following conditions:
• If the marker is more than 10 x Gunnery Skill away. Each difference in ALT adds 2 to the horizontal distance.
• If a line drawn from the spotter aircraft to the target and extended to the table edge cross that edge where the sun is located. A single aircraft can therefore try to spot the opposing flights, whilst keeping some friends hidden as top cover and decoys become a real possibility.
2.7 – Obsolete Aircraft (Optional) This rule and the next are offered as optional extras, and should only be used if both players agree. Aircraft may be regarded as obsolete after a while, especially as technology improves. Aircraft become obsolete as developments provide better aircraft, but they may have to retained in service until you can afford to introduce the new machines. The benefit of using old craft is that “Obsolete” machines have a lower Points Value. Aircraft may become obsolete during a campaign (see later rules), thereby reducing the cost of purchase. There are of course risks involved! Machines which are regarded as obsolete take a Critical Hit rolling 1D6 instead of the D10 the first time they are hit and damaged in combat. This is in addition to any other damage effects. The Points Value of Obsolete craft is reduced by 20%. Reference works will give information about when aircraft become obsolete, though you can also use your own judgement.
2.8 – Mechanical Unreliability (Optional) It is possible for some types of aircraft to suffer from this due to design faults. If there is historical evidence that some types of aircraft were unreliable, this can be reflected when calculating their Points Value. This rule may also be used to reflect poor standards of maintenance in some air forces, or the lack of spare parts as the war starts to draw to its close and the Axis are starved of raw materials.
After the aircraft is first deployed, and before the game starts, each machine regarded as Mechanically Unreliable suffers a Critical Hit rolling 1D6 instead of the D10, which is applied immediately. This is rolled separately for each aircraft. Only the effect is applied, the extra damage on the D6 score is ignored, though a 6 causes a further Crit ! The Points Value of Unreliable craft is reduced by 20%.
2.9 – Destruction of Aircraft The aircraft are destroyed in the following circumstances: ALTITUDE – is reduced to 0 or less at any time in the turn. DAMAGE – This is the fuselage and airframe. If the Damage value is reduced to 0 or less the aircraft is destroyed and the crew are killed. Remove the model. DEFENCE VALUE – This is the wings and manoeuvring capability. If the DV is reduced to 0 or less, the aircraft has become uncontrollable and moves forward MVR each turn, losing 1 ALT until it hits the ground or leaves the table. Mark it with a tuft of black smoke. AIRSPEED – This is the capability of the engines to sustain the aircraft in level flight. If AS is reduced below the ST the aircraft moves forward ST every turn and loses 1 ALT until it hits the ground or leaves the table. Mark it with a tuft of black smoke. A PILOT KILLED result in a single seat aircraft or in a multi-crew aircraft where there is no other crewman with a piloting skill, also effectively removes the aircraft from play. Aircraft lost in this way can be removed from the table, but more blood-thirsty players may wish to keep the model on the table and decrease its ALT by 1 until it hits the ground. It should be clearly marked with a tuft of black smoke.
• You know you’ve landed with the wheels up if it takes full
RULES OF THE AIR
power to taxi to the ramp.
• Every take-off is optional. Every landing is mandatory. • If you push the stick forward, the houses get bigger. If you pull
• The probability of survival is inversely proportional to the angle of arrival. Large angle of arrival… small probability of survival and vice versa.
the stick back, they get smaller. That is, unless you keep pulling the stick all the way back, then they get bigger again.
• Never let an aircraft take you somewhere your brain didn’t get
• Flying isn’t dangerous; it’s crashing that is dangerous. • It’s always better to be down here wishing you were up there
• Stay out of clouds. The silver lining everyone keeps talking
than up there wishing you were down here.
• The ONLY time you have too much fuel is when you are on fire.
• The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.
• When in doubt, hold on to your altitude. No-one has ever collided with the sky.
• A ‘good’ landing is one from which you can walk away; a ‘great’ landing is one after which they can use the plane again.
• Learn from the mistakes of others. You won’t live long enough
to five minutes earlier. about might be another airplane going in the opposite direction. Reliable sources also report that mountains have been known to hide out in clouds.
• Always try to keep the number of landings you make equal to the number of take-offs you’ve made.
• There are three simple rules for making a smooth landing. Unfortunately no-one knows what they are.
• You start with a bag full of luck and an empty bag of experience. The trick is to fill the bag of experience before you empty the bag of luck.
• Helicopters can’t fly; they are just so ugly that the earth repels them.
to make all of them yourself.
(Continued on page 8)
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3 — SETTING UP A GAME AND DEPLOYMENT 3.1 – Points Values Each of the aircraft has a points value calculated for it, the value broadly reflecting the ability of the aircraft in combat but is not meant to be a detailed analysis. Actual performance will depend on the quality of the crew flying the aircraft, and a highly skilled crew will be able to make the most of the performance, whilst a poor crew will not. Aircrew must be purchased with skills depending on the dice modifier used when generating them. The data lists only show the crew on board who have a function in the game. Navigators, Radio Operators etc. who have no purpose in the game are not included unless they man a weapon. The value of the crew as shown under Men and Machines is added to the cost of the aircraft and this value represents the VP for shooting the aircraft down.
3.2 – Preparing the Game The players decide what type of mission they wish to play. There are a number of mission types that can be played using these rules. The descriptions outline the relative points values for the game. For full details always refer to the actual rules in the appropriate section.
Encounter or Fighter Sweep This is a typical air superiority mission. Both sides have fighters and start with roughly equal points values. Random entry reflects the pilot’s ability to spot enemy aircraft and simulates the development of the air battle. If it is intended to represent a “Rhubarb” mission used by the Allies to tempt the enemy into a dogfight by “trailing their coattails” across France, the defender may wish to purchase some light Flak guns. The Germans also carried out such Tip and Run raids over Britain. In either case, no more than 20% of the point may be spent on Flak guns. The AA guns could of course be strafed as part of the game. Victory Points are scored for aircraft shot down and AA defences destroyed.
Victory points are scored for aircraft shot down, AA guns destroyed (though it is unlikely that they will be attacked in a Night Bombing raid) and for damage scored to Area Bombing Targets. Each point of Area Bombing damage is worth TWO VPs and these VPs are built up gradually as the raid progresses.
Attacks on shipping These attacks are set up like Area Bombing Missions. Victory points are scored for aircraft shot down, AA guns destroyed and for ships sunk. Each ship sunk is worth TWICE its damage points in VPs (as shown in the table in the Shipping Strike rules).
3.3 – Starting the Game The table can look good if you lay out some felt fields or rivers or hill contours. You can also make the game more exciting by having higher ranges of hills in 000’s of feet (with the ALT marked on each). There is even the option of acting out the Film “633 Squadron” with cliffs on all sides, if you feel brave enough. Any ground installations or targets due to be placed on the table are deployed first, by the Defender. Under certain circumstances the installations must be deployed from a map. Targets can be deployed anywhere on the table, EXCEPT within 12 of the table edge, or 24 of the attacker’s entry edge. Having put out the terrain, Flak and targets, the table starts as empty sky and each aircraft or formation enters the battle area randomly. Both sides dice for initiative as usual. The loser sets down one aircraft or formation, on the table edge, dicing for position according to the diagram below. The players then alternate setting down an aircraft or formation on the table edge as described above. The winner of the initiative may set down one aircraft or formation last.
Ground Attack Aircraft were also called on to attack ground targets in support of land forces. As the war progressed, air forces got adept at close support with fighter bombers or specialised aircraft. The Attackers will have defined targets worth at least half the value of attacking aircraft and crew. The Defenders start with forces equal to the points value of the targets PLUS half the value of attacking aircraft and crew. In this way, if the attacker selects targets worth more than half his value, this will mean that the defenders will be stronger than the attackers. Victory points are scored for Aircraft shot down, AA guns destroyed, and Ground Attack Targets eliminated, these being worth TWICE their purchase price.
1-10
Roll a D10 for the entry position for each Fighter formation
[1-6]
Roll a D6 for the entry position for each Bomber formation (including close fighter escorts in formation with the bombers). [1] 1 12” 12”
Area Bombing The attacking side has bombers, and may have fighter escorts if required. The defending side has fighters and has the option of buying AA batteries and searchlights. The Attackers will have defined targets worth at least half the value of attacking aircraft and crew. The Defenders start with forces equal to the points value of the targets PLUS half the value of attacking aircraft and crew. In this way, if the attacker selects targets worth more than half his value, this will mean that the defenders will be stronger than the attackers.
Attacker entry edge
[2]
2 12”
48”
3 12”
12”
10
4
[3]
12”
[4]
12” 9
[5]
5 12” 8
7
6
[6]
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Next dice for Altitude rolling 2D6 and adding the Pilot skill of the formation leader. This is the pilot in the formation with the highest combined pilot and gunnery skill. If you have a mixed formation of bombers with a close escort of fighters, the skills of the bomber pilots are used. This represents the fact that the fighters are accompanying the bombers, not the other way round. The player may choose to deploy lower than the altitude determined by the result. If using Contact markers, these are deployed as if they were the actual aircraft or formations. You are just screening from the enemy what is located where.
Random Entry Map The numbers show deployment on a 4 foot by 8 foot table (not to scale). The result shows placement regardless of which side the aircraft are on.
Locate the Sun
3.5 – Sequence of play • Initiative phase. Players roll a D10 to determine the initiative for this move. Each side rolls D10 and adds the Piloting Skill of the highest ranking character. The highest ranking character is the one with the highest sum of Pilot Skill and Gunnery Skill ( or any other two skills). If the pilot only has one skill, this is used. Ties are re-rolled. • Movement phase Each side now alternates in moving an aircraft or formation, starting with the side that lost the initiative. The winner of the initiative can always move one aircraft or formation last, if desired. • Shooting phase 1 2 3
Finally, the position of the sun is determined rolling a D10 on the diagram above. The dazzle effect on spotting occurs over the entire edge segment.
3.4 – Victory and Defeat This is determined by damage inflicted on the enemy, both aircraft and ground targets.
4
Burning ground targets take damage. Heavy AA Flak bursts cause damage. Each side alternately shoots with one aircraft, in any order as determined by the player, starting with the winner of the initiative. Damage to the target is resolved and applied immediately, so it is possible for an aircraft to be shot down before it has a chance to fire. Bombs are dropped when the carrying aircraft would shoot. Heavy AA batteries place new Flak bursts.
Victory Point Target The VICTORY POINT TARGET (VPT) equals 50% of the points value in aircraft and crew fielded by the side with the higher valued force. Flak guns and other defences are also included in this.
(Continued from page 6)
Unequal points values If one side has more points than the other, then all victory points scored by the side with the lower value are multiplied by the ratio of the larger to the smaller. If Side A starts with 400 points and Side B starts with 200 points, then any VP scored by Side B are multiplied by 2.
Victory Points Victory points (VPs) are assessed by totalling the damage that each side inflicts on the other. Victory Points are received for:
• Shooting down enemy aircraft, in which case you get VPs for the aircraft and the crew, including any extra points used to enhance the skills of one or more crewmen.
• Carrying out successful attacks on surface targets. VPs are awarded for destroying the targets attacked or by area bombing.
Ending the Game and determining the Winner The game will end if at the end of movement only one player has aircraft on the table. If one player only has AA Defences then the game ends when the attacker has left the table. If the other player has withdrawn all his aircraft to re-arm, he is assumed to have yielded control of the air to the enemy. Note that in DEEP PENETRATION missions, the game does not actually end, but will pass to the next table. Otherwise, the winner is the first player to have totalled VPs equal to or in excess of the VPT, at the end of a turn. If both players reach the target during the same turn, the game is a draw, unless one side has at least 10% more points than the other, in which case it is a marginal victory. If the excess is 30% or more then it is a substantial victory, and 50% or more denotes a major victory.
• If all you can see out of the window is ground that’s going round and round and all you can hear is commotion coming from the passenger compartment, things are not all as they should be.
• In the ongoing battle between objects made of aluminium going hundreds of miles an hour and the ground going zero miles an hour, the ground has yet to lose.
• Good judgement comes from experience. Unfortunately, the experience usually comes from bad judgement.
• It’s always a good idea to keep the pointy end going forward as much as possible.
• Keep looking around. There’s always something you’ve missed.
• Remember, gravity is not just a good idea, it’s the law! And it is not subject to repeal.
• The three most useless things to a pilot are the altitude above you, the runway behind you, and a tenth of a second ago.
• There are old pilots and bold pilots, there are, however, no old, bold pilots.
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4 — FLIGHT FUNDAMENTALS 4.1 – Formations and Movement
4.3 – Tailing
A player’s aircraft may start the game flying in formation. For increased realism, all aircraft should start the game in a formation. In the case of bombers, they may well remain that way throughout the game, but they may break up into individual aircraft at any time when any of them are moved. A formation consists of a number of aircraft flying and manoeuvring close together, and generally acting in all respects as one aircraft. Aircraft in formation must remain in contact with each other’s bases and be at the same Altitude. To avoid any confusion, when aircraft that are not in formation are placed close together, keep the bases a few mm apart. A formation may be moved together, and for the purposes of turning, and to make sure the formation retains the same shape and that no aircraft moves further than it should, the distance moved during turn manoeuvres counts double. This means that if you have MVR 3 you will use 6 AS each time you make a turn, but still only move 3 ahead. You move by working out the movement of the aircraft on the inside of the turn, using the normal turn circle for the aircraft MVR, then place the rest of the aircraft in formation. For example, an aircraft with for a normal AS of 11 and MVR of 3 could only make 1 turn at a cost of 6, advancing 3, but could still fly ahead 5 during this movement. There are three types of formation which may be used:
This happens when an aircraft gets directly behind an opponent, close enough to see the control surfaces move and exhaust smoke changes, making it much easier to follow the aircraft. If an aircraft is directly behind an opponent (who has already finished moving), with the target aircraft’s tail arc in contact with your nose arc, you can declare “tailing”. Both aircraft must be at the same height. Tailing is not possible in clouds. This alters the normal sequence slightly, and the pair moves as a formation when the target aircraft would move. The tailing aircraft always has the option to break off the action. (This counts as breaking a formation so the tailing aircraft also takes its actions at that point.) This allows you to follow an aircraft in front of you even if you lose the initiative roll. The only way to shake off a tailing aircraft is to perform a turn or manoeuvre that he can’t follow, or use a wingman to shoot at him. In the game sequence if player A is being tailed, his opponent B moves his tailing aircraft at the same time, then player B may move one of his own aircraft.
• Up to three Bombers grouped together for mutual support • Up to three Bombers with one or more fighters • Fighters in a standard tactical arrangement. Different nations used different ideas and doctrine throughout this period, but generally, German trained fighter units operated in multiples of 2 from an early stage, and were soon copied by US Navy units. Everybody else used threes for fighter units until after 1941, when they copied the Germans and reduced to twos.
Changing and breaking formation. Normally a formation can turn and manoeuvre as if it was one aircraft, and the individual aircraft do not move relative to each other. If for some reason you want to change the relative positions of the aircraft, this requires that the formation flies straight and level for that turn, and the individual aircraft are moved to their new positions using their normal movement. This may mean that one or more of the aircraft will have to slow or drop back to allow others to move up. Rather than calculate exact movement, nominate a formation leader and move him at half speed, then reposition the other aircraft around him. If you want to break up a formation, either by having one aircraft leave it and move separately, or by having all the aircraft move separately, this is done when you would normally move the parent formation. Each aircraft is then moved as required and completes all its manoeuvres. Each aircraft is then on its own for shooting and future movement. Remember to give each an altitude marker. A formation can’t be re-formed during the course of the game.
4.2 – The effect of altitude on performance Each aircraft has an effective operational ceiling, noted on the data sheets. You can exceed these figures, however for each ALT you go above the operational ceiling, MVR, ST and CL all increase by 1, until ST = AS, at which point you cannot climb any further.
4.4 – Order of Movement Actions In order to ensure that the game flows evenly, we have formalised the order in which movement actions occur. It makes it easier to sort out interaction between aircraft. If attempting any Climbing or Diving ½ Loops, turn the model through 180°. If CLIMBING add 1 to the Climb Track. If attempting a ½ Loop make any VPSR required and immediately apply the effects of a FAIL as described earlier, after which the aircraft’s movement ends. If DIVING reduce ALTITUDE, then make any VPSRs required (including any for a ½ Loop), and immediately apply the effects of a FAIL as described earlier, after which the aircraft’s movement ends. Carry out forward movement and manoeuvre, again carrying out any VPSRs required.
4.5 – Movement In level flight, you can move the aircraft straight forwards at any speed between the STALL SPEED to the full AIRSPEED. The aircraft are assumed to be able to accelerate or brake during the length of the turn, and fighter pilots would fly with one hand on the throttle to control their speed as well as direction. Photographs of aircraft after combat show a lot of exhaust staining, indicating rapid changes of power setting. If the STALL is greater than current AS, then the aircraft stalls and must descend at least 1 ALTITUDE. This is a fundamental point and should be borne in mind when manoeuvring and diving. If it only descends 1 or 2 ALTITUDE it gains ½ Current AS move bonus, but this must be used for forward movement. You can’t climb and dive in the same move, but you can combine other manoeuvres. So for example, you can increase your speed by diving and then use that bonus to make additional turns. In all the examples, it is assumes that the aircraft is powered. If the engine fails, it is still possible to gain enough flying speed to avoid stalling by diving. However, your options will be somewhat limited!
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Dazed Pilots
4.7 – Effects of Damage on Turning
Aircraft with dazed pilots move ST ahead but remain at the same ALT until they recover or leave the table.
As aircraft get damaged their MVR rates will increase and you may well end up with an aircraft with an MVR greater than the AS. Aircraft where the MVR is greater than the AS but less than 1½ times the AS are permitted to make a single Turn or attempt to make a Tight Turn at the start of movement. Aircraft may be capable of normal manoeuvres if they enter a shallow dive, thereby gaining a ½ AS bonus in the normal manner. Aircraft where the MVR exceeds 1½ times the AS cannot turn at all in game play unless you are using the optional Special Rule shown below.
Unconscious Pilots The aircraft moves forward MVR each turn, and loses 1 ALT until it crashes or leaves the table. For more details see the section on Men and Machines.
4.6 – Turning Turns are made by placing a 30° template with the angle alongside the front of the base of the aircraft on the inside of the turn, and moving the model forwards along the template edge at least a number of units equal to the MANOEUVRE RATE cost. Note that bombers and fighter-bombers may have a different MVR depending if they are carrying bombs (loaded) or if they have dropped them (clean). Thus an aircraft with a MVR 4 will have a larger turning circle than an aircraft with MVR 2. If for example the aircraft has a MVR of 3, then the aircraft model makes a 30° turn and moves forwards 3 units, then turns 30° again and moves 3 units forwards. If you don’t have enough units left, you can’t make the turn. Formations turning are treated as single aircraft. The correct turn template for the MVR is placed on the inside of the turn, and each unit of movement during turns counts double distance. A formation of Hurricanes with an AS of 14 and MVR of 2 carries out a turn. The template is placed on the inside of the formation, and after each turn it moves 2 ahead, at a cost of 4 AS, so it could make 3 turns, and have 2 AS left that could be used for movement ahead. Tighter turns may be attempted in a similar way, using a 60° template. This represents the pilot pulling in excess of 5G in the turn. To succeed, you need to pass a VPSR. If you fail, the aircraft has stalled the inside wing and the aircraft loses ALTITUDE as described under Pilot Skill Rolls, turns using the normal 30° template and moves its MVR distance straight ahead, and is then stopped. The pilot spends the rest of the time to recovering the aircraft assuming he has not hit a cliff or the ground. Oberleutnant Kadow tries to pull his Me 110 round in a tight turn. His Piloting skill is 6, and he rolls an 8 on the D10, so his aircraft drops 2000 feet. Since the MVR of the Me 110 is 4 the aircraft turns 30° and moves 4 forwards. Tight Turns are not permitted to Jet aircraft because of the inherent problem of losing airflow through the engine. Similarly Rocket powered aircraft are moving too fast to attempt tight turns
Movement and Manoeuvre Summary (Basic) Manoeuvre
Altitude change
Horizontal move
* Requires Variable Pilot Skill Roll.
min.
max.
Climb
+1 to climb track
stall speed
½ AS
Level
0
stall speed
1 AS
Shallow dive
-1 or -2
stall speed
1½ AS
Steep dive
-3 or -4
0
1 AS
Power dive
-5 or -6
0
½ AS *
Vertical dive
-7 or -8
0
0*
Special Rule You could use the following Special Rule regarding the manoeuvre of aircraft whose manoeuvre has been severely degraded (such that MVR exceeds 1½ time the AS). With this Rule you can make a NORMAL turn at the start of a move, as long as you pass a PSR, which does not use an AB modifier. If you fail this test you just cannot turn. You may NOT use Tight Turns, and any sort of Aerobatic climb or dive manoeuvre is definitely out of the question.
4.8 – Climbing When climbing to a higher altitude you must announce that the aircraft is climbing and the horizontal move is a maximum of ½ the Current AS (round up). This distance must be at least the current ST. Add 1 to the “climb track”, and when this has accrued a number of turns climbing equal to its CLIMB RATE, the altitude is increased by 1. This “climb track” can be written on the aircraft card or on a small counter placed next to the model. It is important that all the players are aware of what each aircraft is supposed to be doing, as this information would be available to the pilots and crew but is not readily apparent from the models. NOTE: Some aircraft have a climb rate of less than 1, noted as 0.1 to 0.5. This has the following effect: A climb rate of 0.5 allows a plane to climb 2 ALT in a turn A climb rate of 0.4 allows a plane to climb 3 ALT in a turn A climb rate of 0.3 allows a plane to climb 4 ALT in a turn A climb rate of 0.2 allows a plane to climb 5 ALT in a turn A climb rate of 0.1 allows a plane to climb 10 ALT in a turn
4.9 – Zoom climb This is like a climbing half loop, but without the change in direction, as you pull up rapidly and trade forward momentum for a temporary climb. The player declares a Zoom Climb, the aircraft is moved a distance equal to ST, and immediately gains one on the climb track. Then you need to make a VPSR to avoid stalling the aircraft. If successful, you add an additional one to the aircraft’s climb track. If you fail, you lose all accumulated Climb on the “climb track”, then lose ADDITIONAL ALT according to the degree of failure, and finally move MVR straight ahead. Zoom Climb cannot be combined with other forms of climb, dive or manoeuvre.
4.10 – Climbing Half Loop This manoeuvre is not possible if an aircraft is carrying payload of any sort (see box on opposite page*) This manoeuvre reverses the direction of the aircraft’s travel by 180° by using a vertical half circle upwards and a rollout. The manoeuvre takes all the AS because the aircraft travels in a half circle forwards and then back, and the aircraft gains one on its climb track.
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• The model remains where it is and is first rotated 180°. This manoeuvre is not so easy in less manoeuvrable aircraft.
• You need to make a VARIABLE PILOT SKILL roll. If you pass you add ONE to the Climb Track. If you fail you lose ALL accumulated climb on the Climb Track, then lose ADDITIONAL ALT according to the degree of failure, and finally move MVR straight ahead. Pilot Officer Lane flying a Spitfire with SKILL 6, AIRSPEED 14 and STALL 4, MVR 2 and AB modifier of +2 wants to reverse his course by a climbing half loop. It has a CLIMB RATE of 2. On turn one he puts the aircraft into a climb, and moves ½ AS forwards, giving one on his climb track. Next turn he announces a half loop, rolls a VPSR requiring 8 or less to pass. He rolls 5, so now he can reverse his course and add 1 to the climb track leaving him at 1 ALT higher. Oberleutnant Kadow following in his Me 110 tries to follow the Spitfire through the loop. His SKILL is 5, AIRSPEED 13, STALL 4, MVR 4 and AB modifier 0. He needs to pass his VPSR with 5 or less to avoid stalling out of the loop. If he passes he will turn through 180° and add 1 to his climb track. If he fails, he is turned 180°, loses any accumulated climb, drops at least 1 ALT, then moves forward 4 (=MVR).
4.11 – Diving In the interests of simplifying the game, all aircraft as assumed to have similar diving rates in the basic game, unlike climb rates where there are large differences. (See variable dive rates later). SHALLOW DIVE decreases the ALT by 1 or 2 as desired at the end of the turn, and gives a Dive bonus of ½ the Current Airspeed for movement this turn. You don’t have to take this bonus, but it can’t be stored. The aircraft moves forwards a distance between the Stall Speed and 1½ AS. STEEP DIVE decreases the ALT by 3 or 4 Altitude as desired. The horizontal speed across the table is reduced by the angle of dive, so the aircraft is moved forwards between 0 and ½ Airspeed, and a Dive Bonus of ½ Current AS may be added. The result is that the aircraft can move between 0 and 1 AS. POWER DIVE decreases the ALT by between 5 and 6 Altitude. The angle of the dive means that the model may only be moved forwards up to ½ Airspeed. The dive bonus is effectively used to pull out of the dive.
• You need to pass a VARIABLE PILOT SKILL roll to succeed, with the usual penalty for failure.
• Dive Bombers, equipped with Dive brakes, increase the Pilot’s Current Skill by 2 for the purposes of this test. As usual if you fail the difference between the required score and the actual score is the ADDITIONAL ALTITUDE lost, after which you move MVR forwards and stop. If you have not hit the ground then you are considered to have pulled out after the test. VERTICAL DIVE decreases the ALT by 7 or 8. The model may not be moved forwards at all as it is going vertically downwards, using all the available movement. You need to pass a VARIABLE PILOT SKILL roll as described under Power Dive to see if you can recover. If you fail this, you will move forwards MVR, even though you would normally not be able to do so.
4.12 – Diving Half Loop This manoeuvre is not possible if an aircraft is carrying payload of any sort (see box below*) This manoeuvre reverses the direction of the aircraft’s travel by 180° by a diving half circle and rollout. The manoeuvre takes all the AS and can reduce the ALTITUDE by 1-4. It is not possible to dive more than 4 and half loop in the same turn. If using Variable Dive rates then replace 4 with the Steep Dive distance (which is in most cases more restrictive).The manoeuvre is accomplished as follows:
• First turn the aircraft through 180°, then reduce ALT by 1 to 4 as desired.
• You need to make a VARIABLE PILOT SKILL roll. If you fail this test, you lose ADDITIONAL ALT according to the degree of failure, and finally move MVR straight ahead.
• Finally, if any required test was passed, and the aircraft is diving 1 or 2, then a dive bonus of ½ AS is gained. It is possible to dive 3 or 4 and half loop but this uses up the bonus gained, so the model can only be rotated 180°. A Hurricane with a MVR of 2, AS 12, stall 4, Steep Dive of 4 and AB Mod of +1 wishes to reverse course by a diving half loop losing 1 ALT. Assuming the VPSR is successful the model is turned 180° and its ALTITUDE is decreased by 1. It may, if the player wishes, use the Dive bonus of 6 units to move ahead and/or turn after the loop is completed.
4.13 – “Sideslip” manoeuvre The attempt to sideslip must be declared before any movement takes place, and is the only movement action that can be taken. It cannot be combined with another movement action. A VPSR is required before movement.
• Pass – Move between ST and half AS in a straight line, up to 30 degrees to right or left of current heading (Pilot’s choice); the aircraft remains facing in the same direction as it started the turn.
• Fail – Aircraft moves forward half AS and drops ALT levels by the amount by which the test fails.
4.14 – Skid manoeuvre This is a slip with a subsequent change of heading. The attempt to skid must be declared before any movement takes place, and is the only movement action that can be taken. It cannot be combined with another movement action. A VPSR is required before movement.
• Pass – Move between ST and half AS in a straight line, up to 30 degrees to right or left of current heading (Pilot’s choice); the aircraft then changes facing by up to 30 degrees to left or right (i.e. turning in the opposite direction to the initial slip).
• Fail – Aircraft moves forward half AS and drops ALT levels by the amount by which the test fails.
Sideslip
Skid
* It has been commented that in the rules a very good pilot could attempt these manoeuvres in a loaded bomber such as a Lancaster. While true, it would not be in the spirit of the rules (anyway the crew would object as well). The main point of these prohibitions is that you cannot invert an aircraft while carrying bombs etc. in this period.
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4.15 – Stacking
Buzzing the enemy and Ramming
Displacing models and mid air collisions
It is a legitimate tactic to buzz an enemy formation to try to break it up. This is however a risky business as you will see from the previous rules. Buzzing is a voluntary act during movement, and means that the moving aircraft must end up in contact with the opponent’s aircraft, at which time the tests described above are taken. After these tests, it is fairly certain that one or other of the aircraft must be moved, so a gun attack is unlikely. Deliberate ramming was an act of desperation, often in an attempt to bring down a bomber. It was a rare occurrence, but did sometimes happen. In the framework of these rules, after some consideration we decided that it could lead to players using the wrong tactics in a game, with the aim of an “easy” win at the cost of wasting a pilot. In the real world, pilots turned out to be in short supply for the very forces that turned to ramming as a possible solution to their dilemma. We therefore rule that deliberate ramming is not permitted, and buzzing should only be used if both players agree.
Using models of aircraft on a flat table presents some circumstances that need a special rule to cover instances when two models apparently need to occupy the same space after movement. While this may not be a problem in real life as the aircraft may be at different heights, players need to decide how to position the model aircraft. The aircraft which is currently moving is always displaced, and it can either stop short or be moved in a straight line to overshoot the other aircraft, regardless of its minimum or maximum move. This means that an aircraft may move less than its stall speed, or more than its maximum speed on the table. If the moving aircraft is higher than the other it goes over, if lower, it stops short. In either case, the base of the moving plane is placed so that it is in contact with that of the non-moving plane. It may not change its facing. If the aircraft are at the same Altitude, a mid-air collision may occur. Both players take VPSRs simultaneously as shown on the following table. The results of the tests are applied immediately. This situation may occur if an aircraft has gone out of control and lost altitude, after which it must move ahead a fixed distance, which might bring it into contact with another aircraft (of either side). The VPSRs are modified with +2 if the testing aircraft is approaching the other from the tail and -2 if the approach is front arc to front arc. If at the end of a mandatory move at the new ALT the base overlaps that of another aircraft, these same rules for interaction between models apply. It could be that the model is, in fact, not displaced if the other aircraft is higher and there is no space to place the model. It could also cause a further collision.
VPSR
Moving Plane
Non moving Plane
Pass
Fail
Pass
The moving plane is placed by its owner adjacent to the nonmoving plane (over or short), with bases touching. It may not change its facing. No effect for the nonmoving plane
The moving plane loses ALT in the usual manner and moves forward its current MVR.
The moving plane is placed by its owner adjacent to the nonmoving plane (over or short), with bases touching. It may not change its facing. Non moving aircraft panics loses ALT in the usual manner and moves forward its current MVR.
The moving plane loses ALT in the usual manner and moves forward its current MVR.
Fail
Non moving plane is CLIPPED by moving plane and each aircraft takes one Crit per engine on the other.
Non moving aircraft panics loses ALT in the usual manner and moves forward its current MVR. The planes have COLLIDED and each aircraft takes two CRITs per engine on the other.
4.16 – Variable dive rates One of the simplifications used is to assume that all aircraft dive at the same rate. The vertical scale is exaggerated too, so that the printed dive rates are rather larger than they should be. To represent the differences in dive rates rather more accurately and obtain small differences between aircraft, you can use the following method based on the airspeed. The data in the aircraft tables includes the calculated dive rates for:
• • • •
Shallow dives Steep dives Power dives
Vertical dives If you find that the dive rate is the same in two of the types, you must treat the dive as the worst type. This may limit the forward distance travelled and require VPSRs to be rolled. Example: With an AS of 12 and ST of 4, a Hurricane I can shallow dive 2, steep dive 4, power dive 5, vertical dive 6. A Spitfire IA with AS14, ST 4 can just out-dive it with power dive 6, vertical dive 7. If an aircraft has a dive rate of 1, 3, 3, 4 in the tables, then it is treated as able to do a shallow, power or vertical dive, but no steep dive. An aircraft with values of 1, 1, 2, 2 can do a Steep and a Vertical dive. This changes the entries in the Movement and Manoeuvre Summary table, although the minimum and maximum horizontal moves remain the same, as do the requirements for a VPSR for power and vertical dives.
4.17 – Altitude loss following a failed VPSR If a Pilot fails his VPSR and is forced to lose an amount altitude greater than the maximum dive rate for the aircraft, then the Pilot must make an additional VPSR in order to pull out. If he fails this roll, the aircraft will lose further altitude and, once again, if the new altitude loss is greater than the maximum dive rate, another VPSR will be required. Bad Planes with Bad Pilots will tend to become integral with the landscape. If he passes the test then he has struggled to recover from the spin.
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5 — SHOOTING 5.1 – Guns The basis in the rules is that guns fire in pairs. In many cases aircraft only mounted a single gun in a position, on others there may be three (though this is rare). For the purposes of these rules the term GUN MOUNTING is used to describe:
• A PAIR of guns of the same calibre. • A SINGLE gun. This fires at –1. • The first THREE guns in the cases of aircraft with an odd number of, and more than 2, guns. These fire at +1. Each GUN MOUNTING rolls 1D10 to hit.
5.2 – Arcs of fire Arcs of fire are measured from the base of the aircraft, either using the 30° template, or extending a line outwards from the front or rear edge of the base. Nose and tail arc: +/- 30° of either side of the direction of movement. Wing and nose mounted guns may be converged using the optional rules.
A line of fire between two aircraft is blocked by a friendly aircraft if the line of fire crosses any part of it’s base and the friendly aircraft is at the same altitude as either the firing aircraft or the target. See rules later about shooting from and at formations.
5.4 – Target priority and timing Each gun mounting must shoot at the closest target. If this is not obvious, roll a dice to determine the target. This means that in order to shoot at a specific aircraft in a dogfight, you must fly your aircraft into the best positions. All guns and other weapons on an aircraft, or in a formation, are used at the same time.
5.5 – Aircrew Shooting The pilot and crew are responsible for different gun mountings on the aircraft. The pilot will usually fire all the fixed forward firing guns. He may have fixed rear firing guns, but he can only fire in one direction per turn. If using guns a pilot cannot fire any other weapon such as rockets or bombs in the same turn. In most cases the rest of the crew will have one gun mounting to fire, though there are exceptions. There may be a choice of several mountings, such as on German bombers, in which case he can only fire one of these. An exception is the Superfortress, where various crew members can control one or more gun barbettes. Nevertheless, no crewman can ever shoot at more than one target per turn.
5.6 – Shooting procedure Check that the target is in the arc of fire, within weapon firing range and (normally) at the same height. A weapon modifier may apply, depending on the number of guns firing, and the calibre of the weapon shooting (due to the rate of fire). Various tactical modifiers may apply for range and target aspect. Determine the Gunnery Skill of the character operating the weapon and roll 1D10 for each gun mounting he fires. A Hurricane with 8 x .303” machine guns would roll 4D10s to hit.
Front and rear arc: 180° measured from the front and rear edges of the base. Left and Right beam arcs are covered by l i n e s d r a wn perpendicular to the sides of the base at the front and rear edges (i.e. the areas not covered by front or Turret arc: 360 ° measured round the aircraft.
5.7 – Modifiers Range Modifiers
all Point blank range is when the range is zero, that is, the bases are ac tually to uching, giving +2. Effective range is within two units, giving +1.
5.3 – Lines of Fire
2 units
In all cases, if the target’s base is in the arc of fire, even partly, then it can be fired at, so these arcs are not quite as rigid as they appear. Ranges and lines of fire are drawn between the closest points on the two bases. The closest point will usually be drawn between the nearest corners of the respective bases, though it might be measured along a line perpendicular to the base of one of the aircraft.
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Gun Modifiers Most guns fire in pairs. If only one is fired it fires at -1. Some aircraft had three guns in a gun mounting, in which case they are fired together at +1 to hit. Machine guns with a fast rate of fire get a bonus of +2. Heavy machine guns get +1, while larger calibre cannon have -1 or -2. This is shown on a later table. If shooting from the nose or front arc into the target’s tail arc, the shooting aircraft gets a bonus of +2. If shooting from the nose or front arc into the target’s front arc, the shooting aircraft gets a penalty of -2. Any other arc firing into the front or tail arc has no modifier.
Relative Pilot Skill This rule only applies to cases where the pilot is shooting fixed guns. Compare the PILOT skill of the shooter and the target. If the pilot skill of the shooter is greater than that of the target aircraft ADD +1 to the to hit roll. If the pilot on the target has a better pilot skill then the shooter DEDUCTS –1 from the to hit roll.
5.9 – Automatic hit bonus +/-0 +2
-2
Tactical modifiers The difficulty of hitting the target depends on the range and relative movement of the target. The tactical modifiers are used depending on the relative position of firing aircraft and target. The following diagram summarises the basic tactical factors. If the firing aircraft is in the areas shown, it will get the appropriate bonus or deduction. Note that if the base of the firing aircraft crosses a boundary it counts as being in the worst position. B shooting at A below does not get any advantage. If A is shooting at B, or B at C with rear guns, there is no deduction. If the shooting aircraft is totally within the tail arc of the target, the target is easier to hit, giving +2. This is the case of C shooting at B below. If A and/or D are shooting at each other, both are at -2 Note also that E shooting at either A or B would be at -2, while C shooting at E would also be at -2. C
In some positions, the shooting modifiers and gunnery skill score may already equal or exceed the DV of the target before the to-hit D10 is rolled, so that the burst is automatically on target. You still need to roll a D10 for each shot, because a natural roll of “1” is still a miss and the roll may also deplete the ammunition. However, if the shot hits, add 1 extra D6 to the damage caused by each burst. For example, a Spitfire flown by Pilot Officer Lane with a Gunnery skill of 5 is on the tail of a bomb-laden Ju88 with a DV of 7. He fires from a range of 2. This gives Gunnery 5 +1 (for the range) and +2 (for being in the rear arc) giving 8 in total, which is more than the DV of the Ju88. So unless the dice roll “1”s, each of the four .303” bursts will inflict 2D6 damage.
5.10 – Ammunition supply Ammunition supply for the aircraft is represented in the game in an abstract manner, and does not require that the players mark off ammunition for each burst as it is used. There are several reasons for this. Often the pilot of a fighter would not know exactly how many rounds were left, and the aircraft that appear in the game may, in fact, have already been in action and used some of their ammunition. Also, the rate of ammunition usage depended on the skill of the pilot. Poor shots blasted off all their ammunition early to no effect, whilst fighter aces were known to use very few rounds. Ammunition is, however, a finite resource and it is not fair to let an aircraft with a powerful weapon with proportionally less ammunition than a machine gun to continue to fire throughout the game. Each gun type has a Ammunition Depletion number for it, with larger calibre weapons having a lower number.
Normal Bursts
E A B
gets –1 for a single gun shooting). If he hits he gets 1D6 damage from the machine gun and 3D6 from the cannon.
D
5.8 – Hitting the target A hit on the target is obtained when the sum of the Gunnery Skill + Weapon Modifiers + Tactical Modifiers + D10 is equal to or greater than the Defence Value of the target. A natural roll of “1” is a miss under all circumstances. Pilot Officer Lane in his Spitfire attacks a Bf 109. He has 8 .303” machine guns. Each pair gives him an attack die so he rolls 4D10, adding his Gunnery Skill, the weapons modifier for the machine gun (+2) and any tactical modifier. Each hit gives him a 1 D6 of damage. The Bf 109 with a pair of machine guns and a 20 mm cannon would roll 1D10 for each. Apart from Gunnery Skill and tactical modifiers, he adds +2 to the machine gun die but deducts – 1 from the 20 mm attack (the weapons modifier is +0 but he
The following rule applies to fixed forward firing weapons. It is ignored by flexible and turret mounted weapons. All guns except machine guns deplete when fired normally if the actual score on a D10 is equal to or higher than the normal depletion number for the weapon being used. The depletion applies only to the mount for which the individual die score caused the effect (unlike Long Bursts, q.v.). If a mount depletes mark it as such as it cannot be fired until re-loaded. A Hellcat with 3 pairs of 0.5 cal heavy machine guns rolls 8, 10, and 6 to hit. The 10 means that one pair of 0.5’s is depleted. the other two pairs will continue to fire. In reality this reflects the effect of ammunition running low gradually and the pilot conserving the supply, hence firing shorter bursts with fewer hits.
Long Bursts The following rule applies to fixed forward firing weapons. See below for flexible and turret mounted weapons. A pilot or gunner may opt to push the trigger to fire a long burst to increase his chance of getting a hit. If he does so he gets a bonus of +1 for the guns he is firing. Long burst is selective, i.e. a player can choose to fire a long burst with one gun system and fire normally with another. There is, however, a down-side to this:
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Weapon calibres in twin mounts
Max. Weapon range modifier
Damage per hit
Depletion # normal/long
Situation
Modifier
Point blank range (bases touching)
+2
Machine Guns, 7.62, .3” .303”
4
+2
1D6
n.a. / 10
Shooting from own front arc into enemy rear arc
+2
Long burst (with risk of depletion)
+1
HMGs: .5”, 12.7 mm 5
+1
2D6
10 / 9
Effective range (2 units)
+1
20 mm Cannon
6
0
3D6
9/8
Three guns firing
+1
30 mm Cannon
8
-1
5D6
8/7
Single gun firing
-1
37 & 40 mm Cannon
10
-2
7D6
7/6
Shooting from own front arc into enemy front arc
-2
This is just an extract. A table of all guns appears elsewhere in the rules.
Critical Hit Table
D 6 roll for effect. 1 to 5 causes extra damage, 6 causes another CRIT
D 10
Area hit
1,2,3
4,5
6
1
Controls
AB –1
AB –2
AB –3
2
Wings
ST +1
ST +2
ST +3
3
Wings
MVR +1
MVR +2
MVR +3
4
Tail
Climb +1
Climb +2
Climb +3
5
Airframe
DV –1
DV –2
DV –3
6
Engine cooling & RPM
Radiator hit: DV –1 & AS –1
Oil line ruptured: DV –2 & AS –2
Engine Overheats: DV –3 & AS –3
7
Structure and fuel
1D6 extra damage
2D6 extra damage
3D6 extra damage
Any 6s rolled cause CRITs (not damage) in the usual manner 8
Crew
1 (random) crewman dazed. Requires PSR or GSR to come round (roll when aircraft is activated next turn)
9
Crew
1 (random) crewman wounded: deduct D6 from each skill
1 (random) crewman wounded: deduct D10 from each skill
1 (random) crewman killed
10
Smoke and Flames
A Smell of Burning ! Aircraft is ON FIRE. mark the model with a tuft of white smoke. Pilot must pass a PSR when aircraft is activated every turn. If you succeed the fire is extinguished. If you fail take 1 CRIT immediately.
Fire Raging ! Aircraft is ON FIRE. mark the model with TWO tufts of white smoke. Pilot must pass a PSR when aircraft is activated every turn. If you succeed ONE fire is extinguished. If a fire is still burning take 1 CRIT immediately.
BIG FIERY BOOM !: Direct hit on fuel/ordnance: The aircraft is destroyed and all crew killed.
If the score on ANY of the D10s rolled to hit are equal to or higher than the depletion number for the weapon system used, then ALL of the ammunition for that system is exhausted. Nevertheless, if the total score indicated a hit this is not lost. For example, a Hurricane has 8 machine guns in 4 mounts. These roll 4D10s to hit. A player could risk going onto the tail of a bomber with a low DV, getting +2 for the tail shot, +2 for point blank, and +1 for a long burst. This will probably gain him an automatic hit bonus with a potential for 8 dice of damage. If when rolling to hit one or more of his D10s comes up 10, then he has fired off all his ammo in his eagerness. Experienced players will learn when to use a long burst.
longer fire. The other gunners can still shoot.
Optional Fighter Rule Certain fighters may also have carried a plentiful supply of ammunition. A typical example is an early mark of Bf 109 with 1000 rounds per gun. You must still take into account that the German MG had a very high cyclic rate of fire (greater than the Browning 0.303) and this will rapidly consume the ammunition (hence the 1000 rounds in the first place). Nevertheless, for a playable game with no bookkeeping you need to avoid working out how many bursts a gun with a given rate of fire will have. If both sides agree, then you may apply the Plentiful Ammunition rule to apply to certain aircraft.
Plentiful Ammunition
5.11 – Damaging the target
This rule applies to all flexible or turret mounted guns. For game purposes it is assumed that flexible and turret mounted guns (usually on bombers but also on some fighters) carried plentiful ammunition. For this reason, the first failed depletion roll is ignored. If the mount depletes again then the full effect is applied. On a B 17, one of the side gunners fires a long burst rolling a 9 and fails the depletion roll for the first time. If he rolls 9 or 10 again later, then he really has run out of ammunition (or his gun has overheated or jammed), and he can no
For each hit obtained on the target aircraft, roll a number of damage D6s. The number used depends on the calibre of the firing weapons, as noted in the shooting chart. Note that in the case of a single weapon, it inflicts the same amount of damage if it hits. Dice that score 1 to 5 do that amount of damage to the target, and the owner deducts this amount from the aircraft DAMAGE total. Any 6’s rolled always cause Critical Hits.
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5.12 – Critical Hits
Air to air salvo rockets
These are rolled for on the Critical Hit table using a D10 and a D6 for each. The result is read off the chart overleaf and applied immediately. If the result box produces a result which cannot apply or has already been destroyed, drop vertically down one box and use this result instead. The D6 also inflicts additional structural damage equal to the score on a 1 to 5. If a 6 is rolled a further Critical Hit is caused.
The Luftwaffe developed the R4M rocket which was ripple fired in salvos (the typical total load is 24) and can affect an area the size of a B17. The Russian Air Force also used their 75 mm and 82 mm unguided rockets in a similar manner. While the Russian weapons were essentially derived for Ground Attack purposes they were also used in the air. In such a case they are treated as a salvo weapon, fired as one shot (Not per pair as if making a Ground Attack). Remember that if your aircraft is carrying rockets the LOADED game factors must be used until they have all been fired. For game purposes such rockets are fired in the same way as a gun. If using rockets the pilot cannot use another weapon this turn. The weapon has an overall to hit modifier of –5 and depletion number (5). Range and arc modifiers apply as usual. The target must be in the NOSE arc of the firing aircraft. 12 rockets are treated as one “load” so an aircraft carrying 24 can deplete its ammunition twice. Every time the weapon is fired you must test for depletion, unless the initial load was less than 12, in which case they are automatically depleted. Unless the initial load was less than 12, you can also fire a long burst, gaining plus 1 to hit as usual, but the weapon is then automatically treated as having fired one complete “load”. This means that an Me262 with 24 R4M rockets can fire two long bursts of these and then they are all used up. In most cases Automatic Hits will probably apply, in particular when attacking bombers, and the additional damage die applies as usual. An Me 262 is attacking a stream of B17s with R4M rockets. The Pilot has gunnery skill 7, while the B17 has a DV of 6. The Me262 attacks from the rear with a weapon modifier of –3, getting +2 bonus (rear attack) and –2 for the rocket attack. There are two other B17s in the formation, which gives the attacker +2 bonus. The resulting numbers are 7 – 3 +2 –2 +2 = 6. The numbers give the attacker an automatic hit bonus of an extra dice because the attacker skill and bonuses are 6 against a DV of 6. The pilot rolls 2 D10 and hopes to roll below 5 (the depletion number) and more than 1 (a miss). He rolls 4 and 6, getting two hits doing a total of 12D6, but depleting one of the salvos of R4Ms. He therefore has one such attack left. While 12D6 seems a lot, the average damage is only 42 while a B17 has 107 Damage. In our example we initially cause 28 damage, with 2 critical hits damaging the MVR +1, Climb +1 and 4 more damage for a total of 32. They got off lightly ! If the B17 had dropped its bombs then the DV would have been 8 cancelling the automatic hit.
5.13 – Effect of Formations on shooting A formation is treated as if it were a single aircraft and all the members of the formation shoot at the same time, but within the following parameters.
Arcs and Lines of Fire The arcs of fire of a formation are defined by the position of its members. For example a box of four B17s in a diamond formation will have the side arcs of the front and rear aircraft restricted by the aircraft to the left and right, and the nose and tail arcs of the left and right aircraft are restricted by the front and rear aircraft. Lines of fire are blocked by any member of the formation, so an aircraft on the right of the B17 box above cannot shoot at an aircraft approaching from the left.
Target Priorities and Timing These are unchanged, but all targets must be declared before any aircraft in the formation shoot. You must shoot at the target aircraft nearest to the shooting aircraft in the arc of fire concerned. If a target is destroyed by an aircraft in the formation this does not enable the other aircraft to shoot at any new target revealed.
Ranges and Skills used The actual range from the shooting aircraft is taken. The skill of the Pilot or Gunner on the firing aircraft is always used.
Formations as targets If a formation is a target of an attack, then its nearest single member aircraft to the shooting aircraft is attacked.
5.14 – Special Weapons Shooting between aircraft at different Altitudes This is not possible, unless the aircraft has been specially fitted with a fixed upwards firing weapon, such as the German “Schräge Musik”. By way of explanation, these devices were initially installed in an ad hoc fashion by German night fighter units in Holland. The first versions were single turret guns that could be fixed to fire forward and upwards (on a Dornier Do 217) or twin cannon fitted in the rear cockpit of a Messerschmitt Bf 110. They finally developed into two pair of twin cannon in the rear fuselage of larger German night fighters, most of which were converted bombers. It has also been alleged that the Japanese invented the device first. In the Japanese airforce they developed both upwards and downwards firing mountings. Bear in mind that the aircraft are represented as somewhere within a 1000 foot height band and during the 10 seconds of the move the aircraft may be manoeuvring locally. When an upward or downwards firing weapon is fitted, the maximum range of the weapon is reduced by 2 to allow for the diagonal distance. The weapon can only engage targets that are one ALTITUDE higher or lower than the firing aircraft, and in its nose arc. If the firing aircraft is in base to base contact with the target, it counts as being at effective range (+1). Otherwise fired like any other weapon.
Air launched mortars Rockets such as the German 210 mm Wfr.Gr.21 with a time fuse are treated similarly to Heavy Flak burst, with a damage radius of 3 horizontally but only 1 ALT. When this weapon is used, the attacker places a burst marker within the NOSE arc of the firing aircraft 20 units away (Note the marker is placed exactly 20 units away). A GUNNERY SKILL test is carried out. If this fails, then the burst marker is moved TWO units directly back towards the firing aircraft for every number by which you failed the test. If you have a skill of 6 and roll 8, this means that the burst is moved 4 units back towards the firing aircraft. After any displacement has been resolved, damage is applied immediately as if for a Heavy Flak burst, but doing 3 dice of damage to every aircraft in the area of effect. Remember to delete rockets fired.
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The firing player can fire one or two of these weapons per turn and cannot use any other weapon this turn. Each weapon fired is tested separately as described above. Rocket type
Range to primary
Damage
55 mm R4M (Germany)
8
5D6
75 mm RS75 (Russia)
8
7D6
82 mm RS82 (Russia)
8
8D6
Air to air rockets: Additional Tactical modifiers Rocket Attack (-2) plus weapon modifier (-3) = total of
-5
Each additional aircraft in target formation
+1
5.15 – Combining Fire from Multiple Mounts It is clear that the Allied Bombers (especially in the daylight offensive) had to defend themselves by means of intensive fire in a barrage against attacking fighters. This rule has been developed to take account of this. It only applies to turret and flexible guns (usually) on Bombers This applies only to an aircraft with several guns that will bear upon an individual target. The rule developed works as follows:
• You can combine the attacks of several mounts on a single target. These mounts must be of 20mm calibre or less.
• These do not have to be of the same calibre but all guns must be in range of the target.
• If a single gunner serves several different types of gun mount (and/or in some cases arcs) he can only fire one of the guns into one arc.
• The player must decide which gunner will be used to “aim” the guns and he must attack the closest target as per the rules. This means that you must be careful when you have to choose between a gunner with 360 degree vision and one with a restricted arc. The restricted arc gunner may be able to select a target further from the shooting aircraft and use the 360 turret gunner’s guns. The turret gunner may have another closer (but unthreatening) target which he would otherwise have been forced by the rules to shoot at.
• Long Bursts are permitted. The depletion roll is based on the gun being used to resolve the attack. If a “deplete” result happens then on Bombers ONE of the attacking gun mounts is depleted (owner’s choice). Bomber depletion effects apply as usual (so it may be only marked as “first depletion”).
• The Gunnery Skill of the “aiming” gunner is used. • The attack modifier applied to the “aiming” gunner’s guns is applied as normal. One to hit roll is made.
• An attack bonus is applied of +1 for each additional mount included in the attack.
• Damage is applied using the “aiming” gunner’s mount but a damage bonus is given per additional gun mount in the attack as follows: +1 per machine gun mount +2 per heavy machine gun mount +3 per 20mm mount. Examples (ignoring ranges, effects of automatic hits, or target aspect in arcs of fire): A Halifax with a quad .303 on the top and rear attacks a single
target. It shoots as a machine gun (+2), with 3 extra mounts (+3) and if it hits it scores 1D6 +3 damage. It will not deplete unless using long burst, when it will deplete on 10. A B-17G Flying Fortress can attack an aircraft coming from the side with the front twin, two 360 twin turrets and two single side guns, all 0.5 calibre. As an HMG it gets +1, there are 4 additional mounts (+4), and if it hits it does 2D6 + 8 damage. It will deplete one mount on a 10, long burst depletes one mount on 9 or 10. A B-29A Superfortress could attack an aircraft coming from the tail with a total of 6 0.5 mounts plus one 20mm mount. If we assume that the gunner chooses to use the 20mm for the attack (+0) it attacks at +6 and would do 3D6+12 damage. If he rolls a 9 or 10 then one of the mounts depletes unless he used long burst when one would deplete on 8, 9 or 10 A Kawanishi H8K2 Emily has some gunners with a choice of 20mm or 7.7mm guns in the same arc. The gunner can only fire one of these.
5.16 – Aimed Fire (a.k.a. “Selektakrit”) This rule is only available to the pilot of an aircraft who is aiming his whole aircraft at the target. In the gunnery phase he must declare he is attempting to target a specific part of the target, represented on the Crit table by rows 1 to 6. To succeed he must pass a VPSR roll. If he fails he cannot shoot. If he passes he declares his aiming point (all shots go to that point) and shoots using normal rules including long bursts etc. He then rolls for damage using whichever number of dice the normal rules would give. Every 6 rolled for initial damage provides a d6 roll on the selected row of the Crit table. The Critical effects of the D6 roll are applied, scores of 1 to 5 give structural damage, every 6 allows for a roll on row 7 of the table. When rolling on row 7, apply the effects as normal for the rules. If further 6’s is rolled here, they are treated as normal critical hit rolls on the entire table.
Air Combat Notes for the Beginner – I Pick an aeroplane that suits you and get to know it There are many combinations of factors and designs, some emphasising firepower, or turning ability, speed, climb rate or even cheapness. Identify the factors in your aeroplane that give it an advantage, and press that advantage. Most aeroplanes have some advantageous feature, even if it is only the relative cheapness ! Similarly, look at the features of your opponent’s aeroplane and seek the weaknesses. Use your own pilots’ strengths and work as a team. Scramble ! puts emphasis on the individual skills of pilots, so make them work for you. If your characters are good at flying, push the aeroplane to the limits, and then some… Turn as hard as you can, gambol on making risky manoeuvres. If your aircraft is good at shooting, take more long range shots to help your wingmen. make use of all the bonuses to inflict maximum damage, kill the enemy faster. If you are lucky and have good all-rounders, lead the flight and protect your wingmen until they gain experience. Poor pilots have uses too. Use one of your wingmen to distract the enemy fighter groups into a 3-D space where they cannot interfere with your own mission, whether this is flying a bomber to the bomb release line, intercepting a bomber, or engaging another fighter.
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6 — ATTACKING A SURFACE TARGET The rules for bombing and ground attack have intentionally been kept simple because our main aim is to deal with air combat. If you do want to try more detailed ground attacks, especially anti shipping strikes, then we recommend ‘Action Stations’, also published by A&A. They deal with such air to surface attacks in more detail with more varied and exciting results. There are three types of surface target: 1. The Area Bombing Target which for game purposes can only be damaged by bombs. These are factories, dockyards, marshalling yards, cities, etc. They cannot be damaged by gunfire, they are of their nature stationary and have no DV. 2. The Ground Attack Target which can be damaged by direct attack with guns and rockets, but for game purposes cannot be attacked with bombs. Such targets are Flak batteries, searchlights, tank and infantry platoons, truck convoys, aircraft on the ground, etc. These targets are small and/or mobile and therefore have a DV. We also suggest that there is no point moving such targets on the ground because at best they will move about one movement unit per turn. 3. The Shipping Strike Target which is a hybrid of Area Bombing and Ground Attack. The ship can be attacked by bombs, torpedoes and rockets. It can also be attacked using cannon of 20 mm calibre and over.
6.1 – Area Bombing Attacks Bombs are released by a crew member with Bombing Skill, or by the Pilot using his Pilot Skill, when it is the aircraft’s turn to shoot. Dropping the bomb load is the only action that the crewman can make that phase, so in some aircraft where the bomb aimer has a Machine Gun to operate as well, he cannot use this as well. In order to make any bombing attack, the plane must have moved straight ahead this turn. The target must be in the nose arc of the attacking plane. Unless the aircraft is making a dive bombing attack, it may not change ALTITUDE during the turn in which it wishes to make a bombing attack. This is a lot easier than it is in real life.
Area Bombing Targets Area Bombing Targets are made up of a number of 4 x 4 unit square sections. Each of these is “purchased” by the attacker at a cost of 50 points. The total value of these targets must be at least 50% of the value of the attacking aircraft and crew. Reference to the Game Set-Up rules will show that larger value targets will have stronger defences. The Defender lays out the target sections in a contiguous area which should be roughly oblong. Targets can be deployed anywhere on the table, EXCEPT within 12 of the table edge, or 24 of the attacker’s entry edge. If players agree, the target area may also be set out in a linear form representing roads or railways. Such targets are much more difficult to hit unless you are using divebombers. When any of the sections of an Area Bombing Target is hit you inflict structural damage which is added up during the game and counts towards Victory Points at the end. Each point of damage is worth TWO Victory points.
Special Targets If you were simulating a special raid such as the “Dambusters” you may wish to place the entire target value on a limited number of sections, which have to be destroyed before the VPs are gained. Special rules for such a game must be agreed between the players.
Bomb Release Line A bomber will release its bombs some distance from the target, in order to allow for the forward speed of the bombs when falling. The distance depends on the bomber’s altitude when it releases the bombs, and the point in space where this happens is called the Bomb Release Line (BRL).
High Level Bombing For HIGH LEVEL BOMBING the BRL is equal to the ALTITUDE of the aircraft when it releases the bombs + 3. Thus a bomber at 5000 ft needs to be 8 units away from the target point for the best accuracy. In order to use a computing bombsight, the aircraft must be at Altitude 6 or higher, and must be able to see the target. All the bomb factors must be dropped together. These attacks are carried out by the bomb aimer. For example, a Ju88 attacks from 14,000 feet and is 15 away from the target marker. The bomb aimer’s skill is 8, modified by -2 for distance (BRL is 17 – 15 distance) and -3 for altitude (3 x –1 per 5000 feet), giving a result of 3. Thus a hit is obtained by rolling 3 or less on D10.
Low level bombing LOW LEVEL BOMBING is carried out by aircraft not equipped with computing bombsights, such as fighter-bombers or early war light bombers and they will be at ALT 5 or lower. The BRL is calculated as above. Bomb factors may be dropped individually if desired. These attacks are carried out by either the pilot or the bomb aimer, depending on the aircraft.
Dive Bombing For DIVE BOMBING the BRL depends on the angle of dive and is based on the ALT after the aircraft has carried out its dive. :
• • • •
In a Shallow Dive the BRL = ALT In a Steep Dive the BRL = ½ ALT In a Power Dive the BRL = ¼ ALT
In a Vertical Dive the BRL = 0 Like level bombing the aircraft must move in a straight line during the attack turn, however it is in a dive. Because of this the speed across the ground is reduced so that the attack is more accurate. The attack is usually made by the pilot, though Junkers 88 carried a bomb aimer who set the instruments that controlled the dive attack. There is no minimum height requirement, and all the Bomb factors are released at around 2000 feet. You must not forget that you may have to make a VPSR during movement to recover from the dive. Pilots of Dive bombers increase their Skill by 2 when taking the VPSR. Even if you fail the VPSR and have been displaced, you may still be in a position to attack. If the Ju 88A-4 made a dive bombing attack losing 6 ALT using a Power Dive from 14000 to 8000 feet but is still 4 away from the target, the BRL is 2 (ALT/4). The bomb aimer’s skill of 8 is modified by –2 (the difference between the BRL of 2 and distance 4), and –2 for altitude (2 x –1 per 5000 feet). As a power dive was carried out, the attack gains a bonus of +3. The modified Bomb aimer skill is therefore 8 – 2 – 2 + 3 = 7, so a hit is scored on 7 or less on a D 10. The AB Modifier is –4 /–3 for the aircraft. If the pilot skill is 7, and the payload has been dropped, then the VPSR to
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safely pull out of the dive is 6 (7, –3 for the aircraft +2 for the Dive bomber modifier), so you need to have a good pilot in this aircraft.
Incendiary Bombs In an Area Bombing Attack the attacker may choose to drop incendiaries from his aircraft. This decision is made at the time he makes the attack and does not have to be selected before the game starts. Most allied aircraft carried a mixture of HE and incendiary bombs. He declares how many of his bomb factors are Incendiary, then resolves the attack. If he hits, then the incendiary bomb damage is rolled as normal but the hit causes one, two or three fires depending on how close to the target point he was. However, the D6s are NOT multiplied by 3, 2 or 1 though 6s are still rolled-over. An aircraft may drop a mix of normal HE, Incendiary and “Blast Bomb” factors, but all are dropped at the same time.
shooting at an aircraft, with the additional modifiers shown below. Targets on the ground have factors for DAMAGE and DEFENCE VALUE and may attacked with guns and rockets using the shooting rules. A ground target is not destroyed until the DAMAGE reaches zero at which time the VPs are awarded equal to TWICE the cost of the item, except in the case of Flak and Searchlights where the VP is equal to its cost. GROUND ATTACK targets have a cost based on their Damage and DV. The calculation is Cost = (DAM x DV) x 0.1. The VP equals twice the cost. Damage
DV
Cost
Tank platoon
30
16
48
Infantry Platoon
20
14
28
“Land Mines” and “Cookies”
Truck Convoy
10
12
12
The Germans and Allies also made use of extremely devastating bombs which caused greater blast damage than a standard bomb. The attacker may choose to drop such bombs as part of his load from an aircraft. At the time of attack he may declare FOUR bomb factors to be ONE “blast bomb”. If it hits, determine the damage for the bomb factor as usual based on how close it was to the target, but then multiply the final total by the score of 1D6. An aircraft may drop a mix of normal HE, Incendiary and “Blast Bomb” factors, but all are dropped at the same time.
Artillery Battery
30
10
30
Train
10
15
15
Emplacement/Bunker
50
18
90
6.2 – Hitting the Target and Bomb Damage To hit the target, make a Skill roll using the bomb aimer or pilot skill as appropriate, modified as shown in the table below. Tactical Modifiers for attacking Area Bombing Targets
Ground Attack Targets
AA Defences Aircraft on ground
See AA Rules for values As per type
10
= Damage
6.4 – Hitting the Target; Gun and Rocket Damage To hit the target proceed as if attacking an aircraft, using the additional modifiers shown in the following table. Automatic hits and Long Bursts are permitted for gun attacks. Tactical Modifiers for attacking Ground Attack Targets
All Bombing
Each unit of distance from BRL Each ALTITUDE (No bombsight) Each 5 ALTITUDE (bombsight)
-1 -1 -1
Dive Bombing
Shallow Dive Steep Dive Power Dive Vertical Dive
+1 +2 +3 +4
• If you pass the skill roll you have scored a direct hit and the bombs do 1D6 damage per factor, multiplying the final result by 3.
• If you fail by 1 you score a near miss and the bombs do 1D6 damage per factor, multiplying the final result by 2.
• If you fail by 2, you score blast damage and the bombs do 1D6 damage per factor. If any of the damage dice roll a 6, you count the 6 damage and then re-roll the D6. You can continue to “roll-over” if you roll another 6. These all count to the final result which is then multiplied.
6.3 – Ground Attack with Guns and Rockets The attacker nominates the total value and type of Ground Attack targets from the table, the value of which must be at least 50% of the value of his aircraft and crew. Reference to the Game Set-Up rules will show that larger value targets will have stronger defences. The Defender lays out the targets anywhere on the table, EXCEPT within 12 of the table edge, or 24 of the attacker’s entry edge. Ground attack targets are best represented by actual models. If using 1/300th scale aircraft there are extensive ranges of suitable models. When attacking a ground target add 2 to the measured range for each ALTITUDE to get the actual range. Strafing is carried out as if
Rockets
Rocket Attack (–2) plus weapon modifier (–3) Per additional pair of rockets fired at this target
–5 +1
Rockets Strafing
Shallow Dive Steep Dive Power Dive (guns only) Vertical Dive (ground attack not allowed)
+1 +2 +3 —
A hit on the target is obtained when the sum of the Gunnery Skill + Weapon Modifiers + Tactical Modifiers + D10 is equal to or greater than the Defence Value of the target. A natural roll of “1” is a miss under all circumstances. Gun damage is inflicted on targets in the usual manner by rolling the normal number of damage dice per gun. If you roll a 6 you score 6 damage and re-roll the die adding the result to the damage.
Rocket Attacks Rockets have a minimum and a maximum range as shown below. Remember to adjust the range for ALT as described earlier. When you attack with rockets these are fired in pairs. Automatic hits and long bursts do not apply to Rockets used in Ground Attack. You can EITHER make one attack roll adding the “to hit” bonus and do the basis “1st pair” damage, OR roll for each pair separately Ground Attack Rocket type
Range
Damage 1st pair/ per extra pair
25 lb RP (GB); 75 mm (USSR)
4-8
2D6 / 1D6
80 mm PzB 1 (Germany) 82 mm (USSR)
4-8
3D6 / 1D6
5” HVAR (USA); 132 mm (USSR)
5-10
4D6 / 2D6
60 lb RP (GB)
5-10
5D6 / 2D6
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with no bonus to hit, but gaining the added damage dice for each additional pair which hit the target, as shown below. Rocket damage inflicts damage as shown below. The damage indicated is for one pair of rockets that hit, plus the bonus damage if you fire and hit with a larger salvo with one die roll. If you roll a 6 you score 6 damage and re-roll the die adding the result to the damage. A Typhoon pilot with 8 60lb RPs can attack with one roll at –5 (–2 (rockets) and –3 (weapon modifier) +3 (extra pairs)) for a total of –2. If he hits this will do 5D6 damage. Alternatively he can roll 4 dice at –5 doing 5D6 damage plus 2D6 for each extra hit. When rockets are fired you must record their use because a specific number is carried by each aircraft.
6.5 – Anti Shipping Strikes The attacker nominates the total value and type of Shipping targets from the table below, the value of which must be at least 50% of the value of his aircraft and crew. Reference to the Game Set-Up rules will show that larger value targets will have stronger defences. A ship may also carry FLAK guns for its defence. These are added by the defending player and may be attacked separately. If the ship is sunk then all the Flak mounted on it is lost, and their points values are added to the VP for the target. Details of how to fit Anti Aircraft defences to ships are shown in the appropriate rule section.
Shipping Targets As a rule of thumb, shipping targets have 1 damage point per 100 tons displacement. Victory points are worth 2 x the damage points, plus any Flak guns on board when the ship is sunk. The following table gives you some guidelines about target types and values.
Tactical Modifiers for attacking with Bombs and Torpedoes Bombs and torpedoes
Target Size
Bombs
Aircraft is in side arc of target ship (i.e. not in front or rear arc) Aircraft is in front arc of target ship
Torpedoes
Range to target
5 – 12 13 – 16 17 – 20 21 – 24 Aircraft is in front or rear arc of target ship Aircraft is in bow arc of target ship Aircraft is in stern arc of target ship
+2 to –3 –4 –2 +4 +2 +0 –2 –2 –4 –6
cumulative with those for bow and stern arcs. A torpedo hit does damage to the target of 1D6 per TT factor multiplying the result by 3. If any of the damage dice roll a 6, you count the 6 damage and then re-roll the D6. You can continue to “roll-over” if you roll another 6.
Gun and Rocket attacks You can also attack a ship with guns and rockets using the Ground Attack rules shown earlier. A ship has a DV as shown in the table. You can only attack with cannon and larger guns. Machine Guns and HMGs have no effect. Roll the damage dice for the attack, remembering that scores of 6 “roll-over”, divide the final total by 10 and apply the result to the target. Alternatively you can apply a simple damage number for each hit as follows: 20 mm cannon and Rockets (except 60 lb) do 1 point, cannon up to 40 mm and 60 lb Rockets do 2 points, and cannon up to 50 mm do 3 points, cannon up to 65 mm do 4 points, cannon over 65 mm do 5 points.
Damage
Size
DV Typical Type
6.6 – Deep Penetration Raids
1 to 25
–3
15
Submarines, small destroyers
26 to 50
–2
14
Destroyers, small light cruisers
51 to 100
–1
13
Light cruisers, small heavy cruisers
101 to 200
+0
12
Heavy cruisers, escort carriers
201 to 400
+1
11
Carriers, “Pocket battleships”
401 and over
+2
10
Battleships and Battle cruisers
This type of game represents a gamble, and simulates the problem of a raid deep in enemy territory to hit a valuable target. The game is played over a series of tables. The attacking player must transit all the tables to get to his target. If you have plenty of tables available it is easier to set them all up first. Each should be 8 feet long and about 4 feet wide. The attacker assembles his air force and defines the value of the targets in the usual manner. As the next step, he decides which tables he will deploy his targets on, and what values will be where. There must be at least one target on the final table (otherwise there is no reason for it to be there...), and you can place targets on any of the other tables. The value of the target is multiplied by the table number on which it is located. For example, if the attacker says there will be a target of 50 VP on table 2 and 100 VP on table 3, these are worth a total of 400 points. Destroying a 50 point target on table 3 gives 150 VP. The points values of aircraft shot down or Flak destroyed is NOT multiplied by the table number, only the values of the surface targets. As attacker, you can try to outwit the defender by making it look as though you are going for a high value target on a distant table, while the plan is to go for the easier target closer to home. The defender purchases forces, as Flak and/or aircraft, equal in value to HALF the value of the attacking aircraft and crew PLUS the purchase values of the targets (multiplied by the table number on which they are located). He then writes down the table on which each of his forces will be deployed. Aircraft will be able to move from table to table, Flak will not. The defender has a choice to either defend in depth, risk a close defence of a single high value
Deployment The Defender lays out the targets anywhere on the table, EXCEPT within 12 of the table edge, or 24 of the attacker’s entry edge. We have found that representing shipping targets looks very effective if you use a model of half the aircraft scale, so 1/300th scale aircraft attack 1/600th scale targets. This also help to represent the difficulty of attacking what is in effect a long, thin, moving target.
Bombing Attacks A Bombing attack on a ship is carried out as if it were an Area Target, with ADDITIONAL MODIFIERS shown in the table that follows for target size and attack aspect. Dive Bombing will usually be the best attack method (as it was historically).
Torpedo Attacks Torpedoes must be dropped from Altitude 1, representing 150 feet or less. The aircraft current speed during this move must be 8 or less. The minimum torpedo range is 4, as this distance is required for the warhead to arm. To hit the target ship, make a Bomb aimer or Pilot skill roll, modified using the table for range, size and target aspect. The bow or stern arc of a ship is the same as a nose or tail arc for an aircraft. The modifiers for front and rear arcs are NOT
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target, or spread his forces across the table. It is his decision. As usual, the defender is responsible for placing the targets in accordance with the deployment rules. If you have multiple tables available, then the targets are laid out before the game starts on the appropriate tables. If you have not got enough tables, then a map must be drawn by the defender before the game starts showing their location. In either case, the defender must also place his Flak batteries at this time as well, either on the table or on the map. He does NOT reveal where his aircraft are appearing until the game starts on the first table. The map is available to both players.
Special Rules • The attacking player must traverse each table lengthways. • Attacking aircraft can only leave the table at either the “Home” or “Target” end. If they leave at the “Target” end they cannot re-enter the current table. They carry out a re-arm routine every turn until play passes to the next table. If they leave at the “Home” end they can carry out a re-arm routine and re-enter the table (but see below).
• Defending aircraft can leave the table at any table edge. They may carry out a re-arm routine and re-enter the current table (but see below).
• When only one player has elements left on the table, then play ends on that table. Flak and any undestroyed targets are removed. The aircraft that were on table are placed in the rearm area. Any aircraft that had left the current table and not returned by the time play moved on are counted as lost or their mission was aborted. Half the VPs for their loss are scored by the opponent. This represents attackers that have bottled out or aborted their mission, and defenders that have flown back to a base and cannot then catch up with the bomber stream. It should be noted that the German air defences had exactly this problem until they realised that they could stockpile fuel and munitions at bases along the bomber path and follow the battle to Berlin.
• Play now passes to the next table. If using a map, deploy the
and entry location. Some aircraft may be held back in the rearm area if they are badly damaged, but remember that if only one side has elements on the table, play will end on that table.
• After the bombers reach their “final” table and have made their last bomb run, they leave the table by any edge. As soon as there are no longer any attacking planes on the table, the game ends and victory is assessed. Note that we have deliberately chosen not to simulate the equally hazardous return leg of the raid. It is also worthwhile considering the effects of range limitations on escort fighters for very large battles. You may wish to say that escorts can only get to 2 of 4 tables. Similarly, you may wish to say that no Flak or no aircraft will be available on one of the tables. This would simulate some of the German defences where there were heavy concentrations of Flak, but for obvious reasons no aircraft.
6.7 – Kamikaze Attack This is a modified form of dive bombing attack relying on the skill of the pilot to hit the target. When the aircraft starts its attack it must first choose a random target. It must then be flown to that target using the normal flight rules, and the attack must intersect with the target at Sea Level. If the attack is in a power or vertical dive then the pilot must pass a VPSR every turn to ensure that the aircraft stays on course. If the pilot fails the VPSR remember that while it drops further it is also displaced forwards by the MVR. The combination of downwards and forwards movement is simultaneous, so it will probably miss.
Damage If carrying bombs the pilot must roll a GSR to arm them (at some time during the attack). The defender should watch for this because lots of kamikaze flyers forget to arm their bombs ! If the bombs are armed then the damage caused is based on the bomb load carried plus 1 Bomb Point per engine on the aircraft, plus an automatic fire on the target. The damage effect is always resolved as if a direct hit has been achieved. (there are no near misses etc.)
targets and Flak, then place aircraft as usual, dicing for height
7 — BIBLIOGRAPHY Bibliography • Combat Aircraft of World War 2, Elke Weal and John Weal, Arms and Armour Press 1997
• War Planes of the Second World War, Fighters Volumes 1 to 4, Seaplanes, Flying Boats; Wm. Green, Macdonald 1960 – 1962
• Famous Bombers of the Second World War, 1st and 2nd Series, Wm. Green, Macdonald 1959, 1960
• Aircraft of the Second World War, Philip Jarrett (Ed.), Putnam 1997
• Warplanes of the Luftwaffe, David Donald (Ed.), Aerospace 1994
• American Warplanes of World War Two, David Donald (Ed.), Aerospace 1995
• British Warplanes of World War Two, David March (Ed.), Aerospace 1998
• Air Combat World War Two, Maris Multimedia, 1996
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8 — GROUND DEFENCES AGAINST AIR ATTACK In addition to his aircraft the Defender can also purchase Anti Aircraft installations from his starting points. The costs are shown in the table below. Any of these installations is a potential target in any mission type, but can only be damaged by a Ground Attack. The costs of AA guns take into account their damage potential. AA installations that are destroyed give the Attacker VPs equal to their purchase price. Type
Effect of range Altitude increases the effective range to the target. Add 2 to the actual range to the target point for each Altitude. When shooting at a target at 20,000 ft, the maximum horizontal range of an 88 mm Flak battery is reduced by 40 to 60. When setting up Flak positions, bear in mind the BRL used by bombers. A light bomber at Altitude 8 and 17 units away from a 37 mm Flak gun is out of range being the equivalent of 33 units away.
Damage
DV
Cost / VPs
20mm Light FLAK (twin)
12
18
25
20mm Light FLAK (quad)
14
16
31
8.2 – Heavy Batteries
25mm Light FLAK (Japanese, triple)
14
16
28
Medium FLAK up to 40 mm (twin)
16
14
34
Medium FLAK up to 40 mm (quad)
18
12
47
Heavy FLAK 3” to 4.1”
40
12
52
Heavy AA batteries have a horizontal range which depends on the height of the target. They cannot engage targets in certain positions because of fusing and safety considerations, so they have a minimum altitude restriction of Altitude 10 OVER LAND and a minimum range of 20 (including ALT modification). The maximum effective Altitude that the guns can shoot to is 25. At the end of the shooting phase, place a heavy flak burst marker for each battery anywhere on the table within its range and altitude capability, marked with its ALT for the centre of the burst. In the next shooting phase, the damage caused by heavy Flak is resolved first. Roll 1 or 2 D6 for damage to every aircraft, both enemy and friendly, within 3 horizontally and 2 Altitude of the flak burst. Scores of 1 to 5 do small amounts of shrapnel damage, however each score of 6 means that a direct hit has occurred. Roll on the Critical Hit table adding 3 to the D6 score. The score, after modification, on the D6 denotes additional damage scored (i.e. from 4 to 9 damage) and a roll of 6 means an additional Critical Hit is scored, though this extra hit is rolled as normal (without adding 3 to the D6).
Heavy Flak 128 mm and over
45
12
63
Searchlight
10
15
15
8.1 – Anti Aircraft Batteries Anti-aircraft batteries may be represented by small card stock counters about 2 in diameter which mark their position on the table. You could also use small models as well. Batteries are made up of a varying number of weapons, depending on calibre. A battery represents between four to eight actual weapons together with a command post, and can shoot all round. Heavy Batteries are guns of 3” and over, such as the 88 mm or 4.5”, and have a slower rate of fire shooting heavy shells in an area barrage. 4 such weapons represent one battery. Medium Batteries are slower firing direct fire guns, such as the 2pdr “pompom”, 40mm Bofors or 37 mm FLAK M42, which could theoretically destroy a small aircraft with a single hit. 6 such weapons represent one battery. Light batteries are direct fire light weapons such as 20 mm Oerlikon or 20 mm FLAK 30, which were often multi barrelled, usually with a high rate of fire. Normally 8 such weapons represent one battery. In the case of Japanese triple 25 mm AA batteries on ships, 12 such weapons represent a battery but these attack at +1 for triple mounts cancelled by a penalty of –1 because of the calibre, doing 4 dice of damage.
Determining the number of batteries This is normally of interest if creating an historical target, especially a ship. In this case you calculate the number of barrels in the size being determined, divide this number by 4, 6 or 8 (12 for Japanese 25mm) rounding to the nearest whole number, the result is the number of batteries. In the case of light and medium Flak these are twin (triple) mounts. In the case of twin mounts you may choose to swap two twins for a quad mount. This will be cheaper but will reduce the number of targets you can engage.
8.3 – Light and Medium Batteries Each battery fires and causes damage in the normal sequence, exactly like an aircraft, using a Gunnery Skill determined for the nationality involved. To save time in setting up and to add uncertainty, dice for the skill of each battery as it is needed. Note that as in the normal firing rules the “to-hit” score is for a twin barrelled mount. Triple and Quadruple mounts only roll 1 die to hit but get a “to hit” bonus as shown below. Light and medium AA batteries have modified target priorities. If they shoot, they must shoot at the closest target in range (regardless of whether it is a friend or an enemy !). A hint for novice players: DO NOT GET IN A DOGFIGHT NEAR YOUR OWN FLAK. It was in fact worse in real life, because Flak always fired if there was a target in range until told to cease fire! FLAK guns have a cost based on their Damage, DV and any offensive capability. The calculation is Cost = (DAM x (DV + damage Dice)) x 0.1. The VP equals the cost.
Tactical modifiers for Light and Medium FLAK
Maximum horizontal range / Vertical range for FLAK
Triple Barrel
+1
20mm (3D6), 25mm (4D6)
16 / 1 to 5 ALT
Quadruple Barrel
+2
37mm, 40mm, 2pdr “pompom” (7D6)
32 / 1 to 10 ALT
25 mm calibre
-1
75mm, 76.2mm, 3” (1D6)
80 / 10 to 25 ALT
37 mm, 40mm calibre, 2pdr “pompom”
-2
85mm, 88mm, 90mm, 105mm, 3.7”, 4”, 4.1”(1D6)
100 / 10 to 25 ALT
Target aspect Head-on
-2
128 mm, 4.5” and larger (2D6)
120 / 10 to 48 ALT
Target aspect into tail arc
+2
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9 — NIGHT ACTIONS 9.1 – Markers At night, all aircraft are ALWAYS initially represented by “contact markers” which are 2 square card counters with an identifying letter or number, and with the altitude marked as usual. The player records what each of his markers represents. Extra markers, representing spurious contacts, can be added to further confuse the players. The number of extra markers is based on the sum of the Piloting Skills of the aircraft concerned. Take the sum of the Pilot Skills and divide by 10 and round to the nearest integer. This is then the number of spurious markers. These are calculated separately for each side. Surface targets are laid out as described below. Ground attack targets and installations are also marked as “unspotted” and must either be spotted (or reveal themselves if Flak) before they can be attacked or attack.
Marker actions and movement A Contact Marker can perform no action except to move, in the usual activation sequence. It cannot spot, shoot or bomb, neither can it be shot at. When you activate a marker, you may declare it to be real before doing anything else, and put down the appropriate model on the table, which can be placed facing in any direction and moves in the usual manner from then on. A Contact Marker may move up to 9 in any direction including decreasing altitude by up to 8. There are no restrictions on turning and minimum movement, but it cannot increase its height. This represents the aircraft manoeuvring at less than full power to reduce the visibility of the engine exhaust.
9.2 – Spotting at Night Aircraft You can only attack a target that you have spotted. An aircraft can make one “spotting attempt” at the end of its movement, against any Contact marker within spotting range and within the nose arc, if the pilot is making the attempt. Other crew members spot into their own weapon arcs. To spot a contact, you need to pass a Gunnery skill roll. If a multi crew aircraft is using Radar, use the skill of the radar operator. Radar is usually only effective in the nose arc. Spotting ranges are as shown in the table. Some comments are necessary. If it has been decided to operate the game in Bright Moonlight conditions, then the spotting range is 6. If the defender has used any searchlight this turn, the spotting range for this turn is 10. For the use of a searchlight itself to spot see below. The various radio based navigation and bombing aids are all grouped together in one section.
If the spotting roll is successful, the owner of the contact marker must reveal what is actually represented by it, and if real, put down the appropriate model. When positioning the target model on the table, the base of the model must be on the contact marker and placed so that the spotting aircraft is totally behind the front edge of the target. If the marker turns out to be a “spurious contact” the marker is immediately and permanently removed from play.
Ground targets Ground Targets can only be attacked when they have been spotted. The Area Bombing targets are laid out “unspotted” and as aircraft successfully locate them they are turned over to reveal more of the target area, and can be attacked by any aircraft, not just the spotter.
Pathfinders Attackers may opt to use pathfinders at night who will drop indicator flares on the target. In order to drop flares a normal bombing run is carried out and a Flare marker is placed on the target if the attack is successful. If the attack misses then the flares are dropped at the wrong location, and are displaced back along a line drawn from the target a distance of 2 units for each number by which the roll failed.
Flares Flares can be seen from 10 units distance and can be used to spot a target marker within 5 units of the flare and 10 units of the spotting aircraft.
Burning Targets If a successful bombing attack takes place and Incendiary bombs were dropped, Fire markers will have been placed on the target. Every turn each fire causes one point of additional damage to the target. In addition, a burning target can be seen at 10 units distance per Fire marker on it. This enables an attacking aircraft to line up for his attack farther out. In addition fires allow a spotting attempt to be made against an adjacent “unspotted” target marker within the appropriate distance.
9.3 – Jamming and Interference The allies became particularly adept at jamming the enemy defence systems, though the cat and mouse nature of the radio war was such that jamming was only effective until a counter was developed. If the players wish to simulate jamming effects, halve the radar range. If one side is jamming and the other is not, the “jammed” side gets a 25% VP bonus. In the same way, there are limits to the effectiveness of the radio navigation aids, due to jamming, weather conditions, or terrain at the target. If you wish to do this, then halve the range for radio navigation aids.
9.4 – Searchlights Night Spotting type
Range
Unassisted: eyeball
2
Burning target
10 per Fire marker
Bright Moonlight
6
Defender using any searchlights; Pathfinder Flares
10
AI Radar
20
Navigation aids H2S, Gee, Knickebein
40
Searchlight shone direct
80
Searchlights have a range horizontal range of 80 and for game purposes operate up to 25000 feet. Add 2 to the actual range for every 1 ALT vertical height. A searchlight battery can try to spot an enemy aircraft in range, using the battery skill of its commander, determined like the skills of the Flak batteries. A skill roll is made for the battery, and if successful the target is revealed. A searchlight that has been used must be identified as such on the table, and all spotting distances by aircraft are increased to 10 for the remainder of the turn.
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10 — OPTIONAL RULES These optional rules can be used to simplify some rules or add interest and complexity to the basic system and you should agree which rules you are using, and, in the case of the dive rates, whether you are using those based on existing game data or on accurate calculation.
10.1 – Simplified pilot skill rolls The Variable Pilot Skill Roll system is intended to reflect the aerobatic abilities of aircraft as part of the game system. If players wish to retain the simplified system that was available in earlier editions of Scramble, then the rules are as follows. The basic rule becomes one of “can”, “cannot” and “perhaps”:
• If the AB modifier of an aircraft is negative, then the aircraft cannot make any of the manoeuvres which would otherwise require a VPSR.
• If the AB modifier is positive, then the aircraft can automatically make any of the manoeuvres.
• If the AB modifier is 0, then the pilot must roll a normal Pilot Skill Roll and if this is failed then the usual penalties apply. If an aircraft has a dive rate of 1, 3, 3, 4 in the tables, then it is treated as able to do a shallow, power or vertical dive, but no steep dive. An aircraft with values of 1, 1, 2, 2 can do a Steep and a Vertical dive.
10.2 – Losing Contact with the Enemy If, at the start of the activation of an aircraft which is currently on the table, it is outside the prevailing spotting arcs of all enemy aircraft, (and/or out of visibility range at night) it can change into a contact marker by successfully making a Piloting Skill roll. If this is successful it changes to a contact marker immediately and can move as one. The other side will then know what it is, but may be unable to follow it and will need to re-acquire it. If the test fails, in this case you just fail to disappear. You do NOT lose altitude, and move normally.
10.3 – Dark night (Night Actions) To represent the uncertainty and difficulty of night flying the following can be used. All the rules for contact markers are used, but the players do not allocate specific aircraft to Contact Markers until they want to. This means that if any of your Contact Markers are spotted by an enemy aircraft, you can declare it to be a spurious contact and remove the marker. Whilst this may appear to make life easier for the night bomber, sooner or later you will need to declare at least one of the contact markers to be real in order to actually bomb the target. It is possible that you may end up with less models on the table than you actually started with, and the rational behind this is that some of the bombers have aborted the mission and disappeared into the night. In fact, if the interceptor aircraft crew is highly skilled and the bomber player particularly cautious, the entire raid may be driven off without any of the bomber aircraft becoming visible! Remember that the night interceptor can make use of the same rule, so the bomber player will have difficulty tracking the fighter. By combining Dark Night and Disappearing, an aircraft that disappears as one marker can reappear on any other marker in a subsequent turn.
Deployment Each contact marker is deployed using a D10 regardless of whether it is a fighter or bomber. The height is set by rolling 2D6 +7 and the aircraft must be deployed at this ALT.
10.4 – Weapon alignment When many aircraft were fitted with multiple MG, especially earlier in W.W.II, most aircraft armourers set the alignment and harmonisation of the wing guns to compensate for the difficulty in hitting a target. Different nations and different squadrons used their own preferences. However, some flyers were such skilled shots that they had their guns set to converge in a tighter circle than normal, maximising the damage caused to the target if the burst actually hit. We do not presume to make any ruling that this or that nation may or may not converge its guns. You have the freedom of choice to make this decision, and the rules for application have been created so that game balance is not distorted. These rules only apply to guns up to Heavy Machine Gun calibre, that are mounted to fire forwards in either the wings or the nose. and may be represented by noting ‘converged guns’ on an aircraft’s gun battery. The effect of reducing the convergence circle is to negate the ‘to hit’ bonus for the guns, and add the same number to the damage caused if the burst hits the target. The chosen modification is marked on the record sheet and cannot be altered during the game. The following rules are applied regardless of aircraft type.
• Single guns of different calibres cannot be converged, and a single gun alone can never be treated as converged.
• The guns must be fixed guns fired by the pilot and must either be in the Nose or Wings in the aircraft data tables.
• If these rules are in play, Nose Guns always be treated as “converged”. This is because these weapons fire along a much more concentrated axis and being fixed to the airframe are not designed for lateral adjustment.
• Wing guns are converged if the player so desires. If they are converged, then ALL the wing guns must be converged.
• Pairs of Machine Guns reduce the "To Hit" bonus to +0, gaining +2 damage per attack.
• Pairs of Heavy Machine Guns reduce the "To Hit" bonus to +0, gaining +1 damage per attack.
• A weapon mount that gains the additional +1 for having three guns adds this +1 to the damage as well if the converged guns rules are in use. Example: A Spitfire with 8 MG, represented by 4 pairs, would roll 4 D10 as usual, but the dice score would not get the usual +2 for MG, but any that hit would give damage of 1D6+2. Similarly, a US Navy Hellcat with 3 pairs of HMG, which would normally get +1 to hit, would not get this bonus, but a burst that hit would give 2D6 +1 damage.
Other Guns Turret and pivot mounted guns also fired along a narrow cone of fire, but as the gunner was not in control of the aircraft the bullets still tend to spray all over the place, therefore retaining the normal “to hit” bonuses, and are therefore never treated as converged.
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10.5 – Transonic speeds
Ruhrstahl X 4 Air to Air Missile
Late war aircraft suffered from loss of control in a dive when travelling fast enough to approach the speed of sound. 30 is the maximum move that should be allowed, which is equivalent to the speed of sound. The effect of buffeting may be introduced if an aircraft moves 28 or more in a move, when you need to make a VPSR to recover.
Aircraft (Fw 190 or ME 262 were the planned carriers) would have been able to carry up to 4 of these missiles, one of which can be fired at any time. This weapon has a range of 20 units and is fired similarly to an air-launched mortar (q.v.). It does 2D damage and was steered towards its target by the pilot of the firing aircraft. It had a proximity fuse which means that its effectiveness was better than the time fused mortar rocket. If using this weapon the pilot may not fire any other weapon. To replicate this, the burst marker is placed at any distance up to 20 units from the firing aircraft and in the NOSE arc. The firing aircraft must be in the TAIL arc of the target. The firing aircraft then takes a GUNNERY SKILL test and for every point by which this is failed, the burst is moved ONE unit back towards the firing aircraft. After this, damage is applied immediately to every aircraft within 3 of the centre of the burst and 1 ALT up or down.
10.6 – Computing Gun Sights From 1944 onwards, fighter aircraft in use by the Western Allies were fitted with computing gun sights which could be set to improve the chances of hitting a given target. These sights are only available to the fixed forward firing guns in use by the pilot. Fitting such a device adds 20% to the cost of the aircraft. An aircraft with a computing gun sight fitted rolls one D6 and adds this score to each of the “to hit” dice when you shoot from all aspects EXCEPT for the head on attack, where the current –2 modifier gets worse and becomes –4. For game purposes if you choose to have the benefit of the sight you must also accept the above penalty. When calculating the “Automatic Hit” effect the Computing gun sight is treated only as +1. The “Auto Hit” is usually only used against bombers, against which targets the Computing Gun Sight is less effective (or necessary).
10.7 – Aircrew Training ‘Scramble’ does not allow for a long term campaign system, through which you would be able to improve the skills of survivors of missions. For late war missions where the abilities of the aircraft are significantly better than early war and DVs have increased quite significantly, better training will be required to ensure that you can hit the target. To replicate the effect of training and experience especially for allied aircrews in the late war, you are allowed to purchase increases of generated skills at a cost of 10 points per skill point increase. (The upper limit remains 10 for any value). Some of the increase already factored into the better allied late war skill modifier is down to improved equipment fitted. This increase is permitted to the aircrews of any nation. In order to ensure that this rule is applied fairly, when you are setting up a game you have a budget as derived from the Set Up rules for the game type. You use the points to purchase:
• Planes (which may also have computing gun sights at increased cost – see above), AA defences, etc.
• Aircrew, purchased using the values shown depending on the nationality and time frame involved.
• Training, of necessity in multiples of 10 points. After you have set this budget you cannot alter it. Crew skills are generated AFTER you have purchased the training points. When you have generated the skills you can then apply the training points to improve some of the values. You can see that because of the costs involved you will never be able to afford to improve all the skills of all the crews. You may be very lucky and generate a set of good numbers and therefore have wasted points on training. If this is the case, bad luck ! You cannot then decide to spend the money elsewhere.
10.8 – German Secret Weapons This section is devoted to some Weapons Developments that could have reached unit service if German command strategy had been different and defensive weapons had been developed.
Messerschmitt Enzian Ground to Air Missile This weapon is treated as a mobile Flak burst. The weapon was a wire or radio guided rocket with a large 500 kg warhead and proximity fuse. The maximum altitude at which this weapon can be used is 23000 feet. A launcher can only control one of these weapons at a time. The weapon is fired during the movement phase of the turn and placed on the table as a marker. This moves 5 units in any direction (including the turn of firing) but MUST climb. It has a climb rate of 0.4 (3 height levels) each turn. The marker is turned into a Flak Burst during its movement phase when it reaches an altitude and location deemed suitable by the owning player. Note that in this case the burst area may well “appear” after the enemy aircraft have moved and will be unavoidable. The burst area is a standard burst area (3 radius horizontally by 2 ALT above and below the height of detonation). All aircraft in the burst area are subject to a Flak attack with 5D6 at the start of the Shooting sequence.
Rheinmetall-Borsig Rheintochter I Ground to Air Missile This weapon is another mobile Flak burst. The weapon is a radio guided rocket with a 150 kg warhead and proximity fuse. There is no limit to the height at which it can be used. A launcher can only control one of these weapons at a time. The weapon is fired during the movement phase of the turn and placed on the table as a marker. This moves 7 units in any direction (including the turn of firing) but MUST climb. It has a climb rate of 0.2 (5 height levels) each turn. The marker is turned into a Flak Burst during its movement phase when it reaches an altitude and location deemed suitable by the owning player. Note that in this case the burst area may well “appear” after the enemy aircraft have moved and will be unavoidable. The burst area is a standard burst area (3 radius horizontally by 2 ALT above and below the height of detonation). All aircraft in the burst area are subject to a Flak attack with 4D6 at the start of the Shooting sequence. The launch sites for both the Enzian and the Rheintochter were converted Flak mounts, and the costs for each reflect this. The base cost for a launcher is 24 points which has a DV like an 88 mm Flak battery. The cost for each missile provided is 30 points for either type. If a launcher takes any damage it becomes ineffective.
Fliegerfaust Ground to Air Rockets This was a 9 barrel infantry weapon with 20 mm rockets converted from 20 mm cannon rounds. For game purposes it can only be used during Ground Attack games. It is fired as a single shot weapon with ranges and effects similar to a twin 20 mm AA battery. Each weapon costs 10 points to buy. They are not deployed on the table specifically but can be fired
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from any Ground Attack target on the table at attacking aircraft. Their use is declared in the firing sequence by the “ground” player and the attack carried out immediately. Any number can be fired from one ground target in a single turn, but each such weapon can only be used once.
10.9 – Re-arming and Repairs During the battle aircraft may be damaged, run out of ammunition or bombs, or suffer their crew wounded. Obviously, given the time frame of the game, you cannot realistically land and re-arm your aircraft. However, if we assume that there is a larger battle raging near the game area then other aircraft can make an appearance, perhaps with damage previously suffered. The re-arming rule also enables the representation of a stream of bombers, late arrivals, or the hand over to different fighter escorts. An aircraft which is damaged, out of ammo or has crew wounded, may leave the table by flying off the edge. In some games the edge may be specifically indicated. The model is then removed and placed in a “re-arming” area on a side table. When it is the player’s turn to activate the aircraft on the following turns, he may instead roll a D10 per engine on the aircraft and use this number of points to “repair” the aircraft. These can be distributed as he sees fit to repair any damage, replace bomb factors lost due to critical hits, replace ammunition, un-jam guns or restore (but not increase) the skill factors of the crew. When you restore wounded crew members, note that the original levels of any skills that have been reduced to 0 are also permanently reduced by 1.
When the player is happy with the patched-up aircraft, it may reenter the battle on a subsequent turn using the standard rules for deployment. Rearming may take several turns to complete, and a record must be kept of unused points. For ease of play you must save up enough points to completely replenish any set of gun mounts during one turn. A set of gun mounts is one line of entry on the aircraft data tables or aircraft play sheet. To un-jam or replenish guns costs 1 point per mount restored in the set. A Hurricane with 1 set of 4 mounts requires 4 points to be available in a turn in order to replenish ammunition. An Me 109 with 2 sets of 1 mount each, needs 2 points to replenish its guns, but this could be done on two different turns if it rolls badly, or needs to restore other damage as well. REMEMBER – THE GAME WILL END IF AT THE END OF MOVEMENT ONLY ONE PLAYER HAS ELEMENTS (AIRCRAFT OR FLAK) ON THE TABLE. IF THE OTHER PLAYER HAS, FOR EXAMPLE, WITHDRAWN ALL HIS AIRCRAFT TO RE-ARM, HE IS ASSUMED TO HAVE YIELDED CONTROL OF THE AIR TO THE ENEMY.
11 – SETTING UP A TYPICAL GAME The players are going to fight a typical Battle of Britain dogfight with three Hurricanes and three Spitfires fighting two Bf 109s escorting a Heinkel 111 H-3, with two further Bf 109s as top cover. For this example we will ignore the points values.
Crew Skills Firstly we crew the aircraft. the British player rolls 6 pilots rolling 1D6+3 for each (this is 1940), twice, once for Piloting Skill and once for Gunnery Skill. Having done this he places the pilots in each aircraft as he wishes.
• The Spitfires have Skill values (Pilot/Gunnery) of: 9/7*, 5/5 and 4/9.
• The Hurricanes have values of 7/7, 9/9*, and 4/8. • The leaders are those marked with *. The German player rolls 4 fighter pilots on the same basis using 1D6+4, again twice, for Piloting and Gunnery Skills. For the bomber he must roll two pilots with one skill each (Piloting), then he must roll Gunnery skills for three crewmen (the bomb aimer with TWO skills, a gunner and the radio operator). In this case he rolls for the three crewmen and decides where he will put them. The bomb aimer rolls 6 and 10, so he must use the 6 as his gunnery value.
• The fighters have values 8/8*, 8/6, 10/7* and 6/10. • The bomber has pilots both with skill 5, the bomb aimer with 10/6, the other two crew 7 and 8. The players have laid out the table for an encounter game over the fields of southern England.
Spitfires and roll 1D10, and roll a 7, meaning that the formation is placed at the edge of the table to the right of the German (attacker) entry edge. 2D6 are rolled adding the Pilot skill of the formation leader (9), rolling 5 and 3 for a total of 17, meaning that they are deployed at any height up to 17,000 feet. He chooses to place them at 17000 feet and marks the formation with a small marker with ‘17’ to denote the altitude. The Germans now deploy one formation, in this case the first pair of Bf 109s. They roll 2 on the D10, not being the close escort, so they are deployed on the opposite side from the Spitfires. They roll 5 and 6 for altitude (plus 8 Skill) gives a total of 19,000 feet. They are deployed at that height as described before. The Hurricanes are now deployed, rolling 3 on the D10, so they are adjacent to the first pair of Bf 109s. They roll 5 and 6 for altitude, plus 9 for the pilot skill, giving a total of 20,000 feet. A height advantage is very useful so they are deployed at this height. Finally the bomber and close escort are deployed. The location is rolled on a D6, coming up with a 6, so they are adjacent to the Spitfires ! The height is based on the skill of the bomber pilot (5), rolling 6 and 3, so they are at 14,000 feet. Finally, roll D10 for the sun location. It comes up 10, so if anything is being spotted and the line of observation extends over the table edge segment 10, the spotting skill is reduced by 2. The game is now ready to start, and the players roll initiative. The Germans add 10 to their die, the British add 9. The Germans roll 5 and the British roll 8, so the British win and the Germans must move a formation first.
Deployment Both sides roll for initiative, which the Germans win. This forces the British to deploy one formation first. They choose to deploy the
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12 — AIRCRAFT DATA AND THEATRES OF USE 12.1 – Understanding the Aircraft Data tables Aircraft Data is sorted by manufacturing nation The aircraft data shows many aircraft carrying bombs, torpedoes, and rockets. If you wish to just fight with aircraft not carrying any payload, you only need to enter the CLEAN values (DVC and MVC). While in the case of bombers with large payloads the points values would change, fighters points values do not alter significantly because the bomb load is small in relation to other factors in the points value algorithm. The data below is set out in the following format. The first line shows the aircraft and its points value. the points value does not include the cost of crew. Aircraft
PV:
The next row shows the following game data, depicted in the same order as that on the record sheet. These numbers are the date of introduction (Date) followed by the (maximum) Airspeed (AS), Stall speed (St) , the Manoeuvre Rating Loaded (MvL) and Clean (MvC), the Climb rate (Cli), the Operational Ceiling (Ceil), the Defence Value Loaded (DVL) and Clean (DVC), and finally the Damage the aircraft can sustain (Dam) , in other words, its hit points. Below this are the Optional Dive Rates in the order Shallow (Sh), Steep (Stp), Power (Pwr) and Vertical (Vert). These are followed by the Aerobatic Modifiers Loaded (ABL) and Clean (ABC). If the aircraft has a special ability or restriction then this is indicated here as well along with the type. Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Arc:
12.2 – Aircraft Theatres of Operation This Edition of the rules incorporates an extract from the full Aircraft Theatre data set, enabling the player to try their hand with a selection of the more popular aircraft of the major powers. For a full list of all the Aircraft processed for Scramble, the ‘Angels 15’ Data Encyclopaedia includes a full list of aircraft and the Theatres in which they operated. The minor theatres from the inter-war years are listed only in the ‘Angels 15’ supplement. The Theatre tables are laid out in the order of Theatre of War involved, the Belligerent Airforces and the aircraft. The Airforces are ordered alphabetically. The aircraft in each airforce are listed alphabetically by Manufacturer and Mark. The manufacturing nation shows you which data table section to consult later for the aircraft, and the date on the right indicates that on which the specific aircraft entered front-line service. The term ‘RAF’ also covers Fleet Air Arm and Coastal Command.
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
Special Note types (details appear at the end of the data tables): DB Dive Bombers see Note 1. GL Gliders see Note 2. Jet Jets see Note 3. ATA Russian Air to Air Rockets see Note 4 GGB German Glide Bomb Attacks see Note 5 RF German/Japanese Rocket Fighters see Note 6 Other special attacks or game effects are covered in further specific notes. The final set of data provided shows the weapons provided for the crew on the aircraft. The only crew shown are those who have a function in the game, such as pilots, co-pilots, gunners, bomb aimers, etc. Some crew such as Flight Engineers are shown if they also fired a weapon. The data shows the crew position, the arc in which their weapon is fired, and a description of the weapon itself. For game ranges and “to hit” modifiers for aircraft guns refer to the Master Table of Aircraft Guns (Appendix B). Crewman:
Air to Air salvo Rockets show the number of salvos carried. They are fired like guns and have a depletion number, rolled every turn, unless a long burst is fired in which case all are treated as having been fired. A salvo is regarded as 12 rockets. Aircraft carrying fewer than 12 may only fire once and are automatically depleted. Air to air salvo rockets attack at –5, which reflects their unguided attack type (-2) and the weapon accuracy (-3).
No. and type of weapons:
Remember that if there is only 1 gun the “To Hit” modifier is reduced by –1, if there are three guns it is increased by +1. Otherwise guns are always treated as being mounted in pairs, so if there are six guns these are three mounts of two guns. If there are five, then there is one of three (getting the extra +1) and one of two. Air to Ground Rockets are fired in pairs and the number shown is the number of pairs carried.
Air Combat Notes for the Beginner – II Be aggressive and get in close Always seek to take the battle to the enemy and try to think at least one game turn ahead, so that your target has to fly through the guns of your best shooting pilot, whilst your worse shooting pilot distracts the others. make use of that +2 bonus to hit at point blank range. Concentrate on shooting down one target. Don’t worry about a few holes in your aeroplane, it can be patched up. Coming second does not count.
Break sharply and don’t be predictable. Have the tight turn template handy ! If attacked from behind, turn as hard as you can into the direction of the attack, forcing the attacker to overshoot and miss. Even if you stall out of a turn, you will live longer. Don’t always bank in the same direction but try half-loops to change direction or height. Just remember that when setting up an attack, it will take exactly the same time for the enemy who is at the same altitude or higher to set up an attack on you !
Speed and Wingmen Speed and height are currency in air combat. You can change height for speed and you can use speed to fly into an attack position or run away. However, combat tends to result in aeroplanes getting lower and lower as each uses up their height bonus. Equally, your rate of climb is important to make use of, because if your aeroplane climbs faster than your enemy, you can choose to disengage by climbing. Remember, however, that there is a limit to the speed at which you can dive and thus cover ground. You will find that the air battle tends to break up into regions of the sky, because, depending on the heights and distances, the aircraft in one region cannot intervene in other fights.
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Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
12.3 – Australia Commonwealth CA-1 Wirraway 1939/03 8 2 2 2 Dive: 1 2 3 4 Pilot Nose 1 Nose 2 Gunner 1 Tail 1
2
17 8 9 AB Mod: +0 BPs (D6 x 1-3 damage/hit) .303" Vickers III .303" Vickers III
19 12 +0
12.4 – France Bloch MB-151C.1 (MG) 1938/11 12 4 3 Dive: 2 4 5 Pilot Wings Bloch MB-152C.1 (MG/20) 1939/09 13 4 3 Dive: 2 4 5 Pilot Nose Wings Bloch MB-155 (MG) 1940/05 13 4 3 Dive: 2 4 5 Pilot Wings Bloch MB-210 BN5 1934 8 2 5 Dive: 1 2 3 Pilot Co-Pilot Bombardier Front Nose Gunner 1 360° Gunner 2 360° Dewoitine D.520C.1 1940/03 13 4 3 Dive: 2 4 5 Pilot Nose Wings Liore et Olivier LeO 451 B4 1939/09 12 4 5 Dive: 2 4 5 Pilot Nose Bombardier Nose Gunner 1 Tail Observer Tail Loire-Nieuport LN410 1939 9 3 3 Dive: 1 3 4 Pilot
Nose Nose Nose Morane-Saulnier M.S. 406 C1 1939/04 12 4 3 Dive: 2 4 5 Pilot Nose Wings Morane-Saulnier M.S. 410 1939/04 12 4 3 Dive: 2 4 5 Pilot Nose Wings
3 6 4 3 6 2 2 3 6 6 4 4
1 7 1 1 3 7 1 4 4 6 1 9 1 1 3 5 1 2 1 3 6 1 2 3 6 1 4
2
25 13 AB Mod: 7.5 mm MAC
13 +1
2
24 14 14 AB Mod: +1 7.5 mm MAC 20 mm Hispano Suiza 404 2
24 15 AB Mod: 7.5 mm MAC
15 +1
4
26 7 8 AB Mod: -2 Unarmed Unarmed 7.5 mm MAC BPs (D6 x 1-3 damage/hit) 7.5 mm MAC 7.5 mm MAC
29 14 +1 33 14 +1
33 14 +1 70 42 -1
2
32 14 +1
3
110 50 -1
27 12 12 AB Mod: +1 20 mm Hispano Suiza 404 7.5 mm MAC 22 7 8 AB Mod: -1 7.5 mm MAC BPs (D6 x 1-3 damage/hit) 20 mm Hispano Suiza 404 7.5 mm MAC
25 9 15 +0 +0 DB – see Note 1 20 mm Hispano Suiza 404 7.5 mm Darne BPs (D6 x 1-3 damage/hit) 27 2 23 13 13 12 AB Mod: +1 +1 20 mm Hispano Suiza 404 7.5 mm MAC 28 2 23 13 13 12 AB Mod: +1 +1 20 mm Hispano Suiza 404 7.5 mm MAC 4
25 AB Mod:
8
Date Dive:
AS Sh
Potez 63.11 1939/11 11 Dive: 2 Pilot Gunner 1 Observer Potez 633 B2 1938/02 11 Dive: 2 Pilot Gunner 1
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
3 3 Nose Nose Tail Tail
3 4
3 5 1 1 1 1
2 25 11 12 AB Mod: +0 BPs (D6 x 1-3 damage/hit) 7.5 mm MAC 7.5 mm MAC 7.5 mm MAC
3 3 Nose Nose Tail
3 4
2 5 2 1 1
3 18 14 16 AB Mod: +1 BPs (D6 x 1-3 damage/hit) 7.5 mm MAC 7.5 mm MAC
42 21 +0
36 16 +1
12.5 – Germany Bachem Ba 349A Natter 1945/02 17 5 6 Dive: 3 5 7 see Note 6 Pilot Nose Dornier Do 17Z-10 Kauz II 1940/10 11 3 4 Dive: 2 3 4 Pilot Nose Nose Gunner 1 Tail Dornier Do 215B-4 1940/01 13 4 4 Dive: 2 4 5 Pilot Nose Bombardier Nose Nose Navigator Port Starboard Tail Radio Operator Rear Dornier Do 217E-2 1940/12 13 4 7 Dive: 2 4 5 Pilot Nose Bombardier Nose Nose Gunner 1 360° Port Starboard Radio Operator Tail Dornier Do 217N-2 1943/06 13 4 6 Dive: 2 4 5 Pilot Nose Nose Dornier Do 335A-1 1945/01 17 5 6 Dive: 2 5 7 Pilot Nose Nose Nose
5 9
0.1
34 18 AB Mod:
22 -1
31 11 +0
11 +0
80 40 +0
24 R4M 55 mm ATA RP (in racks of 12) 4 5 4 2 1
3 18 11 AB Mod: 7.92 mm MG 17 20 mm MG FF 7.92 mm MG 15
3 7 1 2 1 1 1 1 1
2 21 10 10 AB Mod: +0 7.92 mm MG 15 BPs (D6 x 1-3 damage/hit) 7.92 mm MG 15 7.92 mm MG 15 7.92 mm MG 15 7.92 mm MG 15 7.92 mm MG 15
5 6 1 18 1 1 1 1 1
5 21 7 10 AB Mod: -3 15 mm MG 151 BPs (D6 x 1-3 damage/hit) 7.92 mm MG 15 13 mm MG 131 7.92 mm MG 15 7.92 mm MG 15 13 mm MG 131
6 6 4 4
3 20 10 AB Mod: 7.92 mm MG 17 20 mm MG 151/20
5 8 2 2 1
1
10 -2
25 13 14 AB Mod: -1 BPs (D6 x 1-3 damage/hit) 15 mm MG 151 30 mm MK 103
84 38 +0
163 59 -1
132 68 -2
119 49 +0
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Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Fieseler Fi 103 (V-1) 1944/06 16 16 Dive: 0 0 None
0 0
Nose
Focke-Wulf Fw 190A-1 1941/08 15 5 4 Dive: 2 5 6 Pilot Wings Focke-Wulf Fw 190A-4/R6 1943 17 5 4 Dive: 2 5 7 Pilot Nose Nose Wings Wings Focke-Wulf Fw 190F-8 (PzB) 1944 16 5 4 Dive: 2 5 6 Pilot Nose Wings
0 0 4
4 8 4 4 8 2 2 2 2
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes 0
8 16 AB Mod:
50 16 14 +0 +0 see Note 7
Warhead BPs (D6 x 1-3 damage/hit) 1
25 16 AB Mod: 7.92 mm MG 17 1
16 +1
23 16 17 AB Mod: +1 WfrGr 21 ATA RP (fired singly: 3D6 AA Burst) 7.92 mm MG 17 20 mm MG 151/20 20 mm MG FF
45 19 +1 60 19 +1
86 4 2 24 14 15 22 8 AB Mod: +0 +0 2 7.92 mm MG 17 14 8 cm PzB 1 ATG RP (fired in salvos of 2: 3D6/1D6) Wings 2 20 mm MG 151/20 Focke-Wulf Fw 190F-8 (R4M) 63 1943 16 5 5 4 2 24 13 15 22 Dive: 2 5 6 8 AB Mod: +0 +0 Pilot Nose 2 7.92 mm MG 17 Wings 24 R4M 55 mm ATA RP (in racks of 12) Wings 2 20 mm MG 151/20 Focke-Wulf Ta 152C-3 76 1945/01 19 6 5 5 1 27 15 15 27 Dive: 3 6 7 9 AB Mod: +1 +1 Pilot Nose 2 20 mm MG 151/20 Nose 1 30 mm MK 103 Gotha Go 229A-0 120 1945 24 7 4 3 1 34 13 17 30 Dive: 4 7 10 12 AB Mod: +4 +4 Jet – see Note 3 Pilot Nose 9 BPs (D6 x 1-3 damage/hit) Nose 4 30 mm MK 103 Heinkel He 111H-3 143 1939/06 10 3 4 4 9 21 7 8 57 Dive: 2 3 4 5 AB Mod: -1 -1 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 9 BPs (D6 x 1-3 damage/hit) Nose 1 7.92 mm MG 15 Nose 1 20 mm MG FF Gunner 1 Tail 1 13 mm MG 131 Radio Operator Port 1 7.92 mm MG 81 Starboard 1 7.92 mm MG 81 Tail 2 7.92 mm MG 81
Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Heinkel He 111H-6 1941/10 10 3 4 3 Dive: 2 3 4 5 Pilot Co-Pilot Bombardier Nose 1 Nose 9 Gunner 1 Tail 2 Radio Operator Port 2 Starboard 2 Heinkel He 111H-16 1940 10 3 4 4 Dive: 2 3 4 5 Pilot Co-Pilot Bombardier Nose 1 Nose 1 Nose 11 Gunner 1 Tail 1 Radio Operator Port 2 Starboard 2 Tail 2 Heinkel He 162A-1 Volksjaeger 1945 22 7 3 3 Dive: 3 7 9 11 Pilot Nose Heinkel He 219A-0 1943/06 16 5 7 Dive: 2 5 6 Pilot Nose Wings Radar Operator Tail Heinkel He 219A-2/R2/3 Uhu 1943 17 5 8 Dive: 2 5 7 Pilot Nose Up 1 (Nose) Wings Henschel Hs 123A-1 1936/06 8 3 2 Dive: 1 3 3 Pilot Nose Nose Henschel Hs 126B-1 1938 9 3 2 Dive: 1 3 4 Pilot Nose Observer Tail Henschel Hs 129B-2 1942/04 10 3 4 Dive: 2 3 4 Pilot Nose Nose Nose
2 7 8 4 2 1 8 8 2 2 2 1 4 2 2 2 4 1 1 4 5 2 2 2
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
8
125 53 +0
7
151 57 -1
19 8 10 AB Mod: -1 Unarmed Unarmed 20 mm MG FF BPs (D6 x 1-3 damage/hit) 7.92 mm MG 81 7.92 mm MG 81 7.92 mm MG 81 21 7 9 AB Mod: -1 Unarmed Unarmed 7.92 mm MG 15 20 mm MG FF BPs (D6 x 1-3 damage/hit) 13 mm MG 131 7.92 mm MG 81 7.92 mm MG 81 7.92 mm MG 81
41 24 21 21 11 AB Mod: +4 +4 Jet – see Note 3 30 mm MK 101 141 2 26 10 10 65 AB Mod: -2 -2 20 mm MG 151/20 20 mm MG 151/20 13 mm MG 131 160 2 30 9 9 74 AB Mod: -3 -3 30 mm MK 103 30 mm MK 103 20 mm MG 151/20 20 1 25 13 17 10 AB Mod: +1 +1 BPs (D6 x 1-3 damage/hit) 7.92 mm MG 17 25 2 21 11 12 13 AB Mod: +1 +1 7.92 mm MG 17 7.92 mm MG 15 48 3 23 9 10 27 AB Mod: -1 -1 BPs (D6 x 1-3 damage/hit) 7.92 mm MG 17 20 mm MG 151/20 2
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Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
Junkers Ju 52/3m g7e (transport) 69 1939 7 2 3 3 8 13 10 10 43 Dive: 1 2 3 4 AB Mod: +0 +0 Pilot 2 Cargo Points Co-Pilot Unarmed Gunner 1 Tail 1 7.92 mm MG 15 Gunner 2 360° 1 7.92 mm MG 15 Junkers Ju 87B-2 36 1939/04 10 3 3 2 3 19 10 12 18 Dive: 1 3 4 5 AB Mod: +0 +0 DB – see Note 1 Pilot Nose 4 BPs (D6 x 1-3 damage/hit) Wings 2 7.92 mm MG 17 Gunner 1 Tail 1 7.92 mm MG 15 Junkers Ju 87D-1 49 1941/11 10 3 5 3 5 17 8 10 26 Dive: 2 3 4 5 AB Mod: -2 +0 DB – see Note 1 Pilot Nose 8 BPs (D6 x 1-3 damage/hit) Wings 2 7.92 mm MG 17 Gunner 1 Tail 2 7.92 mm MG 81 Junkers Ju 87G-1 52 1942/06 10 3 4 4 5 17 9 9 26 Dive: 2 3 4 5 AB Mod: -1 -1 Pilot Wings 2 7.92 mm MG 17 Wings 2 3.7 cm BK 37 Gunner 1 Tail 2 7.92 mm MG 81 Junkers Ju 88A-4 148 1940/06 12 4 8 6 5 19 6 8 65 Dive: 2 4 5 6 AB Mod: -4 -3 DB – see Note 1 Pilot Nose 1 7.92 mm MG 81 Bombardier Nose 16 BPs (D6 x 1-3 damage/hit) Nose 1 13 mm MG 131 Gunner 1 Tail 1 13 mm MG 131 Radio Operator Tail 1 7.92 mm MG 81 Tail 1 7.92 mm MG 81 Junkers Ju 88A-15 152 1942 12 4 8 6 5 19 6 8 65 Dive: 2 4 5 6 AB Mod: -4 -3 DB – see Note 1 Pilot Nose 1 7.92 mm MG 81 Bombardier Nose 1 20 mm MG 151/20 Nose 16 BPs (D6 x 1-3 damage/hit) Gunner 1 Tail 1 13 mm MG 131 Radio Operator Tail 1 7.92 mm MG 81 Tail 1 7.92 mm MG 81 Junkers Ju 88C-6a 98 1943/10 12 4 6 6 3 24 8 8 60 Dive: 2 4 5 6 AB Mod: -2 -2 Pilot Nose 3 7.92 mm MG 17 Nose 3 20 mm MG FF Gunner 1 Tail 1 13 mm MG 131 Junkers Ju 188A-2 152 1943/05 12 4 8 6 4 23 8 10 65 Dive: 2 4 5 6 AB Mod: -4 -3 Pilot Nose 13 BPs (D6 x 1-3 damage/hit) Bombardier Nose 1 20 mm MG 151/20 Tail 2 7.92 mm MG 81 Gunner 1 360° 1 20 mm MG 151/20 Radio Operator Tail 1 13 mm MG 131
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Messerschmitt Bf 109E-1 1938/11 14 4 3 3 Dive: 2 4 6 7 Pilot Nose 2 Wings 2 Messerschmitt Bf 109E-3 1938/11 14 4 3 3 Dive: 2 4 6 7 Pilot Nose 2 Wings 3 Messerschmitt Bf 109F-2 1941/01 15 4 4 4 Dive: 2 4 6 7 Pilot Nose 1 Nose 2 Messerschmitt Bf 109G-1/Trop 1941/07 16 5 3 3 Dive: 2 5 6 8 Pilot Nose 2 Nose 1 Messerschmitt Bf 109G-6 1942/10 16 5 3 3 Dive: 2 5 6 8 Pilot Nose 2 Nose 1 Messerschmitt Bf 110C-1/C-2 1939/09 13 4 4 4 Dive: 2 4 5 7 Pilot Nose 2 Nose 4 Gunner 1 Tail 1 Messerschmitt Bf 110E-1/U1 1941 12 4 4 4 Dive: 2 4 5 6 Pilot Nose 4 Nose 2 Radar Operator Tail 1 Messerschmitt Bf 110F-2 1943/01 12 4 5 4 Dive: 2 4 5 6 Pilot Nose 4
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
1 24 16 AB Mod: 7.92 mm MG 17 20 mm MG FF
16 +1
34 13 +1
1 24 18 AB Mod: 7.92 mm MG 17 20 mm MG FF
18 +1
36 13 +1
1 25 15 AB Mod: 15 mm MG 151 7.92 mm MG 17
15 +0
38 16 +0
1 27 19 AB Mod: 13 mm MG 131 20 mm MG 151/20
19 +2
46 15 +2
1 28 19 AB Mod: 7.92 mm MG 17 30 mm MK 108
19 +2
47 15 +2
2 24 14 AB Mod: 20 mm MG FF 7.92 mm MG 17 7.92 mm MG 17
14 +0
68 29 +0
12 -1
79 37 -1
2
28 12 AB Mod: 7.92 mm MG 17 20 mm MG FF 7.92 mm MG 15
94 2 28 12 13 37 AB Mod: -1 -1 WfrGr 21 ATA RP (fired singly: 3D6 AA Burst) Nose 4 7.92 mm MG 17 Nose 2 20 mm MG FF Gunner 1 Tail 1 7.92 mm MG 15 Messerschmitt Me 163B-1a Komet 56 1944/05 24 7 3 2 0.3 23 17 20 13 Dive: 4 7 10 12 AB Mod: +4 +5 Jet – see Note 3 RF – see Note 5 Pilot Wings 24 R4M 55 mm ATA RP (in racks of 12) Wings 2 30 mm MK 108 Messerschmitt Me 262A-1a 88 1944/10 22 6 5 5 1 22 21 21 25 Dive: 3 6 9 11 AB Mod: +2 +2 Jet – see Note 3 Pilot Nose 4 30 mm MK 108
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Messerschmitt Me 262A-1b 1944/10 22 6 5 Dive: 3 6 9
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
102 22 19 21 25 AB Mod: +1 +2 Jet – see Note 3 Pilot Nose 4 30 mm MK 108 Wings 24 R4M 55 mm ATA RP (in racks of 12) Messerschmitt Me 323D-2 (transport) 657 1942/10 6 2 7 7 5 11 5 5 196 Dive: 1 2 3 3 AB Mod: -5 -5 Pilot 40 Cargo Points Co-Pilot Unarmed Gunner 1 Tail 1 7.92 mm MG 15 Gunner 2 Tail 1 7.92 mm MG 15 Gunner 3 Nose 1 7.92 mm MG 15 Gunner 4 Nose 1 7.92 mm MG 15 Gunner 5 Port 2 7.92 mm MG 15 Gunner 6 Starboard 2 7.92 mm MG 15 Messerschmitt Me 410A-1/U2 128 1943/01 15 4 6 6 2 22 13 13 50 Dive: 2 4 6 7 AB Mod: -2 -2 Pilot Nose 4 20 mm MG 151/20 Nose 2 7.92 mm MG 17 Gunner 1 Port 1 13 mm MG 131 Starboard 1 13 mm MG 131 Tail 2 13 mm MG 131 5 11
1
12.6 – Great Britain Airspeed AS.51 Horsa Mk I (glider) 1943/07 4 1 2 2 0 12 Dive: 1 1 2 2 AB Mod:
42 4 25 -1 -1 GL – see Note 2 4
Pilot 12 Cargo Points Co-Pilot Unarmed Armstrong Whitworth A.W.38 Whitley B.Mk V 133 1939/08 9 3 4 3 4 20 6 7 58 Dive: 1 3 4 5 AB Mod: -1 +0 Pilot Unarmed Bombardier Nose 14 BPs (D6 x 1-3 damage/hit) Gunner 1 Front 1 .303" Vickers K Gunner 2 Rear 4 .303" Browning Avro 652A Anson GR.Mk I 25 1936/01 8 2 2 2 4 13 8 9 16 Dive: 1 2 3 4 AB Mod: +0 +0 Pilot Nose 1 BPs (D6 x 1-3 damage/hit) Nose 1 .303" Vickers III Gunner 1 360° 1 .303" Vickers III Avro 683 Lancaster B.Mk III 342 1943 11 3 8 7 8 17 7 9 123 Dive: 2 3 4 6 AB Mod: -5 -3 Pilot Unarmed Co-Pilot Unarmed Bombardier Front 2 .303" Browning Nose 28 BPs (D6 x 1-3 damage/hit) Gunner 1 360° 2 .303" Browning Gunner 2 Rear 4 .303" Browning Boulton-Paul P.82 Defiant NF.Mk IA 35 1940/05 12 4 3 3 2 22 11 11 18 Dive: 2 4 5 6 AB Mod: +1 +1 Pilot Unarmed Gunner 1 Rear 4 .303" Browning
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Bristol 142M Blenheim Mk I 1936/11 11 3 3 3 Dive: 2 3 5 6 Pilot Nose 1 Bombardier Nose 2 Gunner 1 360° 1 Bristol 142M Blenheim Mk IF 1938/11 11 3 3 3 Dive: 2 3 5 6 Pilot Nose 2 Nose 5 Gunner 1 360° 1 Bristol 149 Blenheim Mk IV 1938/11 10 3 3 3 Dive: 2 3 4 5 Pilot Nose 1 Bombardier Nose 2 Tail 2 Gunner 1 360° 2 Bristol 149 Blenheim Mk IVF 1940/03 10 3 3 3 Dive: 2 3 4 5 Pilot Nose 2 Nose 5 Gunner 1 360° 2 Bristol 152 Beaufort Mk II 1941 10 3 4 4 Dive: 2 3 4 5 Pilot Nose 3 Wings 2 Bombardier Nose 2 Gunner 1 Rear 2 Radio Operator Port 1 Starboard 1 Bristol 156 Beaufighter Mk IF 1940/07 12 4 4 4 Dive: 2 4 5 6 Pilot Nose 4 Wings 6 Bristol 156 Beaufighter Mk VIC 1942/02 13 4 5 4 Dive: 2 4 5 7 Pilot Nose 3 Nose 8
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
3 19 11 13 AB Mod: +0 .303" Browning BPs (D6 x 1-3 damage/hit) .303" Vickers K 3 19 12 13 AB Mod: +1 BPs (D6 x 1-3 damage/hit) .303" Browning .303" Vickers K 3 18 11 12 AB Mod: +0 .303" Browning BPs (D6 x 1-3 damage/hit) .303" Browning .303" Vickers K 3 18 11 12 AB Mod: +0 BPs (D6 x 1-3 damage/hit) .303" Browning .303" Vickers K 4
11 10 11 AB Mod: -1 TPs (D6 x 3 damage/hit) .303" Browning .303" Vickers K .303" Vickers K .303" Vickers K .303" Vickers K 2 21 14 AB Mod: 20 mm Hispano II .303" Browning
14 -1
48 24 +1
52 24 +1
56 28 +0
56 28 +0
76 38 -1
105 42 -1
161 20 13 14 44 AB Mod: -1 +0 TPs (D6 x 3 damage/hit) 60 lb ATG RP (fired in salvos of 2: 5D6/2D6) Nose 4 20 mm Hispano II Bristol 156 Beaufighter Mk VIF 113 1942 13 4 4 4 2 20 14 14 44 Dive: 2 4 5 7 AB Mod: +0 +0 Pilot Nose 4 20 mm Hispano II Wings 6 .303" Browning de Havilland DH.98 Mosquito B.Mk IX 96 1943 15 5 6 5 3 27 12 14 44 Dive: 2 5 6 8 AB Mod: -1 +0 Pilot Unarmed Bombardier Nose 8 BPs (D6 x 1-3 damage/hit) de Havilland DH.98 Mosquito NF.Mk XII 103 1942/01 15 4 4 4 2 24 14 14 41 Dive: 2 4 6 7 AB Mod: +0 +0 Pilot Nose 4 20 mm Hispano II 2
Not to be copied, resold or otherwise distributed (see Terms and Conditions)
John McLennan (order #1453882)
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Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
de Havilland DH.98 Mosquito F.B. Mk XVIII (Ro) 175 1944/03 15 5 5 5 3 23 14 14 43 Dive: 2 5 6 8 AB Mod: +0 +0 Pilot Nose 1 57 mm Molins Nose 8 60 lb ATG RP (fired in salvos of 2: 5D6/2D6) Nose 4 .303" Browning Fairey Battle Mk III 40 1937/03 10 3 3 2 4 18 12 13 20 Dive: 1 3 4 5 AB Mod: +0 +0 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 1 .303" Browning Gunner 1 Tail 1 .303" Vickers K Fairey Firefly F.Mk I 64 1943/10 13 4 4 4 2 20 10 12 27 Dive: 2 4 5 6 AB Mod: +0 +0 Pilot Nose 4 BPs (D6 x 1-3 damage/hit) Wings 4 20 mm Hispano II Fairey Fulmar Mk I 42 1940/06 11 3 3 3 3 18 10 10 21 Dive: 2 3 4 6 AB Mod: +1 +1 Pilot Wings 8 .303" Browning Observer Tail 1 .303" Vickers K Fairey Swordfish Mk II 43 1936/02 6 2 1 1 8 7 8 10 13 Dive: 1 2 2 3 AB Mod: +1 +1 Pilot Nose 1 .303" Vickers III Nose 8 60 lb ATG RP (fired in salvos of 2: 5D6/2D6) Observer Tail 1 .303" Vickers K Gloster Gladiator Mk I 25 1937/03 10 3 1 1 2 26 16 16 10 Dive: 2 3 4 5 AB Mod: +2 +2 Pilot Nose 2 .303" Browning Wings 2 .303" Browning Gloster Meteor F.Mk III 98 1944/08 20 6 3 3 2 30 23 23 26 Dive: 3 6 8 10 AB Mod: +3 +3 Jet – see Note 3 Pilot Nose 4 20 mm Hispano V Handley Page Halifax B.Mk III 319 1943/07 11 3 8 6 4 16 8 10 115 Dive: 2 3 5 6 AB Mod: -5 -3 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 26 BPs (D6 x 1-3 damage/hit) Nose 1 .303" Vickers K Gunner 1 360° 4 .303" Browning Gunner 2 Rear 4 .303" Browning Handley Page Hampden B.Mk I 78 1938/05 11 3 4 3 4 15 8 10 35 Dive: 2 3 4 5 AB Mod: -1 +0 Pilot Nose 1 .303" Lewis III Bombardier Nose 8 BPs (D6 x 1-3 damage/hit) Nose 1 .303" Vickers K Gunner 1 Tail 2 .303" Vickers K Radio Operator Tail 2 .303" Vickers K
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Hawker Hurricane Mk I 1937/10 12 4 2 2 Dive: 2 4 5 6 Pilot Wings 8 Hawker Hurricane Mk IIA 1940/09 14 4 3 3 Dive: 2 4 5 7 Pilot Wings 8 Hawker Hurricane Mk IV (ATG) 1943 13 4 3 3 Dive: 2 4 5 6 Pilot Wings 2 Wings 2 Hawker Tempest Mk V 1944/01 17 5 4 4 Dive: 3 5 7 9 Pilot Nose 4 Wings 4 Hawker Typhoon Mk IB 1941/09 16 5 4 4 Dive: 2 5 7 8 Pilot Nose 8
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
2 25 14 AB Mod: .303" Browning
14 +1
35 14 +1
2 26 14 AB Mod: .303" Browning
14 +1
42 17 +1
16 +1
48 17 +1
2
23 16 AB Mod: 40 mm Vickers S .303" Vickers III
1 25 13 16 AB Mod: +1 BPs (D6 x 1-3 damage/hit) 20 mm Hispano V
77 27 +1
110 2 24 15 16 27 AB Mod: +1 +1 60 lb ATG RP (fired in salvos of 2: 5D6/2D6) Wings 4 20 mm Hispano II Short S.25 Sunderland Mk I 147 1938/08 8 3 5 5 6 10 7 8 92 Dive: 1 3 3 4 AB Mod: -2 -2 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 4 BPs (D6 x 1-3 damage/hit) Gunner 1 Front 2 .303" Vickers K Gunner 2 Rear 4 .303" Vickers K Gunner 3 Port 1 .303" Vickers K Gunner 4 Starboard 1 .303" Vickers K Short S.29 Stirling B.Mk III 392 1940/08 11 3 8 7 11 9 7 8 141 Dive: 2 3 4 5 AB Mod: -5 -3 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 28 BPs (D6 x 1-3 damage/hit) Gunner 1 360° 2 .303" Browning Gunner 2 Rear 4 .303" Browning Radio Operator Front 2 .303" Browning Supermarine Seafire F.Mk III 44 1942/06 14 4 3 3 2 24 16 17 16 Dive: 2 4 6 7 AB Mod: +1 +1 Pilot Nose 1 BPs (D6 x 1-3 damage/hit) Wings 2 20 mm Hispano II Wings 4 .303" Browning Supermarine Spitfire F.Mk IB 39 1940/08 14 4 2 2 2 22 14 14 14 Dive: 2 4 6 7 AB Mod: +2 +2 Pilot Wings 2 20 mm Hispano II Wings 4 .303" Browning Supermarine Spitfire F.Mk VC 45 1941/03 15 4 3 3 2 26 17 18 15 Dive: 2 4 6 7 AB Mod: +2 +2 Pilot Nose 1 BPs (D6 x 1-3 damage/hit) Wings 4 20 mm Hispano II
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Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
Supermarine Spitfire F.Mk VIII (20/MG) 50 1943/08 16 5 3 3 1 32 15 17 17 Dive: 2 5 7 8 AB Mod: +2 +2 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Wings 4 .3" Browning Wings 2 20 mm Hispano II Supermarine Spitfire F.Mk IX 51 1942/07 16 5 3 3 1 32 18 18 17 Dive: 2 5 7 8 AB Mod: +2 +2 Pilot Wings 4 .303" Browning Wings 2 20 mm Hispano II Supermarine Spitfire F.Mk IXE 50 1942/07 16 5 3 3 1 32 15 18 17 Dive: 2 5 7 8 AB Mod: +2 +2 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Wings 2 .5" Browning Wings 2 20 mm Hispano II Supermarine Spitfire F.Mk XIV 68 1944/01 18 5 5 4 1 30 14 15 27 Dive: 3 5 7 9 AB Mod: +1 +1 Pilot Nose 1 BPs (D6 x 1-3 damage/hit) Wings 2 .5" Browning Wings 2 20 mm Hispano II Supermarine Walrus 23 1936 5 2 1 1 5 16 8 9 15 Dive: 1 2 2 3 AB Mod: +0 +0 Pilot Unarmed Bombardier Nose 2 BPs (D6 x 1-3 damage/hit) Gunner 1 Front 1 .303" Vickers K Gunner 2 Rear 1 .303" Vickers K Vickers 132 Vildebeest Mk IV 24 1933/04 6 2 1 1 5 15 9 11 14 Dive: 1 2 2 3 AB Mod: +1 +1 Pilot Nose 2 TPs (D6 x 3 damage/hit) Nose 1 .303" Vickers III Gunner 1 Tail 1 .303" Vickers K Vickers 246 Wellesley Mk I 35 1937/04 9 3 2 2 3 27 7 9 19 Dive: 1 3 4 5 AB Mod: +1 +1 Pilot Nose 4 BPs (D6 x 1-3 damage/hit) Nose 1 .303" Vickers III Observer Tail 1 .303" Vickers K Vickers 271 Wellington B.Mk III 122 1942 10 3 5 5 6 17 7 8 63 Dive: 2 3 4 5 AB Mod: -2 -2 Pilot Unarmed Bombardier Nose 8 BPs (D6 x 1-3 damage/hit) Gunner 1 Rear 4 .303" Vickers III Gunner 2 360° 2 .303" Vickers III Radio Operator Front 2 .303" Vickers III Westland Whirlwind Mk I 57 1940/07 14 4 5 4 2 20 12 13 25 Dive: 2 4 6 7 AB Mod: -1 +0 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 4 20 mm Hispano II
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Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
12.7 – Italy CANT Z.1007bis 1939/01 11 3 5 Dive: 2 3 5 Pilot Co-Pilot Bombardier Nose Tail Gunner 1 360° Gunner 2 Port Starboard Fiat BR.20 1936/09 11 3 4 Dive: 2 3 4 Pilot Co-Pilot Bombardier Front Nose Gunner 1 Rear Radio Operator Tail Fiat CR.42 1939/11 11 3 2 Dive: 2 3 4 Pilot Nose Nose Nose Fiat G.50 1938/01 12 4 3 Dive: 2 4 5 Pilot Nose Macchi MC.200 Saetta 1939/11 12 4 3 Dive: 2 4 5 Pilot Nose Macchi MC.202 Folgore 1941/11 15 4 3 Dive: 2 4 6 Pilot Nose Wings Reggiane Re.2000 Falco I 1940 13 4 3 Dive: 2 4 5 Pilot Nose Reggiane Re.2002 Ariete 1942/10 13 4 4 Dive: 2 4 5 Pilot Nose Nose Wings Reggiane Re.2005 Sagittario 1943/05 17 5 4 Dive: 3 5 7 Pilot Nose Nose Wings
5 6
5 1 1 1 1 3 5
3 19 8 9 AB Mod: -2 Unarmed Unarmed BPs (D6 x 1-3 damage/hit) 12.7 mm Breda SAFAT 12.7 mm Breda SAFAT 7.7 mm Breda SAFAT 7.7 mm Breda SAFAT
1 7 2 1
5 18 7 8 AB Mod: +0 Unarmed Unarmed 7.7 mm Breda SAFAT BPs (D6 x 1-3 damage/hit) 7.7 mm Breda SAFAT 7.7 mm Breda SAFAT
2 6 1 1 1
1 26 13 14 AB Mod: +1 BPs (D6 x 1-3 damage/hit) 7.7 mm Breda SAFAT 12.7 mm Breda SAFAT
3 6 2
2 27 12 12 AB Mod: +1 12.7 mm Breda SAFAT
3 6 2
1 21 14 14 AB Mod: +1 12.7 mm Breda SAFAT
3 7 2 2
1 27 14 14 AB Mod: +1 12.7 mm Breda SAFAT 7.7 mm Breda SAFAT
3 7 2
1
25 14 14 AB Mod: +1 12.7 mm Breda SAFAT
3 7 4 2 2
2 27 11 14 AB Mod: +0 BPs (D6 x 1-3 damage/hit) 12.7 mm Breda SAFAT 7.7 mm Breda SAFAT
3 8 4 2 3
1 27 13 16 AB Mod: +1 BPs (D6 x 1-3 damage/hit) 12.7 mm Breda SAFAT 20 mm MG 151/20 (It)
124 62 -1
86 43 +0
26 11 +2
24 13 +1 26 12 +1 39 16 +1
31 14 +1 35 16 +1
47 17 +2
Not to be copied, resold or otherwise distributed (see Terms and Conditions)
John McLennan (order #1453882)
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Savoia-Marchetti S.M.79-II 1936/10 11 3 5 Dive: 2 3 4 Pilot Nose Co-Pilot Bombardier Nose Tail Gunner 1 Tail Radio Operator Port Starboard
4 5 1 6 1 1 1 1
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes 4 13 10 12 AB Mod: -1 12.7 mm Breda SAFAT Unarmed TPs (D6 x 3 damage/hit) 12.7 mm Breda SAFAT 12.7 mm Breda SAFAT .303" Lewis III .303" Lewis III
105 45 -1
12.8 – Japan Aichi D3A2 "Val" 1942/06 10 3 Dive: 1 3
36 23 13 15 16 AB Mod: +1 +1 DB – see Note 1 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 2 7.7 mm Type 97 Gunner 1 Tail 1 7.7 mm Type 92 Aichi E13A1 "Jake" 30 1941/10 9 3 2 2 2 23 10 11 17 Dive: 1 3 4 5 AB Mod: +0 +1 Pilot Nose 1 BPs (D6 x 1-3 damage/hit) Gunner 1 Tail 1 7.7 mm Type 92 Kawanishi H6K4 "Mavis" 154 1938/01 8 3 4 3 3 27 9 10 77 Dive: 1 3 3 4 AB Mod: -1 -1 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 7 BPs (D6 x 1-3 damage/hit) Gunner 1 Rear 1 20 mm Type 99/1 Gunner 2 Port 1 7.7 mm Type 92 Gunner 3 Starboard 1 7.7 mm Type 92 Gunner 4 360° 1 7.7 mm Type 92 Radio Operator Front 1 7.7 mm Type 92 Kawanishi H8K2 "Emily" 366 1942/04 12 3 6 6 2 20 10 11 122 Dive: 2 3 5 6 AB Mod: -2 -2 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 7 BPs (D6 x 1-3 damage/hit) Flight Engineer Tail 1 7.7 mm Type 92 Gunner 1 Nose 1 20 mm Type 99/1 Gunner 2 360° 1 20 mm Type 99/1 Gunner 3 Rear 1 20 mm Type 99/1 Gunner 4 Port 1 7.7 mm Type 92 Port 1 20 mm Type 99/1 Gunner 5 Starboard 1 7.7 mm Type 92 Starboard 1 20 mm Type 99/1 Radio Operator Tail 1 7.7 mm Type 92 Kawanishi N1K2-J "George 21" 58 1944/01 15 4 3 3 1 24 19 22 18 Dive: 2 4 6 7 AB Mod: +1 +2 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Wings 4 20 mm Type 99/2 Kawasaki Ki.45 KAId Toryu "Nick" 76 1944/01 14 4 4 4 1 23 14 15 26 Dive: 2 4 5 7 AB Mod: +0 +0 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 1 37 mm Ho 203 Up 1 (Nose) 2 20 mm Type 1 (Ho 5) Gunner 1 Tail 1 7.92 mm Type 98 2 4
2 5
3
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Kawasaki Ki.48-Ib "Lily" 1940/07 12 4 4 3 Dive: 2 4 5 6 Pilot Bombardier Nose 4 Nose 1 Navigator Tail 1 Radio Operator Tail 1 Kawasaki Ki.48-IIb "Lily" 1941 13 4 4 4 Dive: 2 4 5 6 Pilot Bombardier Nose 4 Nose 1 Navigator Tail 1 Radio Operator Tail 1 Kawasaki Ki.61-Ib Hien "Tony" 1943/04 15 4 3 3 Dive: 2 4 6 7 Pilot Nose 2 Nose 2 Wings 2 Mitsubishi A5M4 "Claude" 1938/02 11 3 2 2 Dive: 2 3 4 5 Pilot Nose 2 Mitsubishi A6M2 m21 "Zeke" 1940/08 13 4 2 2 Dive: 2 4 5 7 Pilot Nose 1 Nose 2 Wings 2 Mitsubishi A6M5a m52 "Zeke" 1943/08 14 4 2 2 Dive: 2 4 6 7 Pilot Nose 1 Nose 2 Wings 2 Mitsubishi F1M2 "Pete" 1939 9 3 2 2 Dive: 1 3 4 5 Pilot Nose 1 Nose 2 Observer Tail 1 Mitsubishi G3M2 "Nell" 1936/06 9 3 3 3 Dive: 1 3 4 5 Pilot Bombardier Nose 4 Co-Pilot Front 1 Gunner 1 Port 1 Gunner 2 Starboard 1 Gunner 3 Tail 1
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
2 23 12 13 AB Mod: +0 Unarmed BPs (D6 x 1-3 damage/hit) 7.7 mm Type 89/1 7.7 mm Type 89/1 7.7 mm Type 89/1 2
24 12 14 AB Mod: +0 Unarmed BPs (D6 x 1-3 damage/hit) 7.7 mm Type 89/1 7.7 mm Type 89/1 7.7 mm Type 89/1 1 27 13 15 AB Mod: +1 BPs (D6 x 1-3 damage/hit) 12.7 mm Ho 103 12.7 mm Ho 103 1 25 16 AB Mod: 7.7 mm Type 89/2
16 +2
2 24 14 15 AB Mod: +2 BPs (D6 x 1-3 damage/hit) 7.7 mm Type 97 20 mm Type 99/1 1 29 16 17 AB Mod: +2 BPs (D6 x 1-3 damage/hit) 7.7 mm Type 97 20 mm Type 99/2
60 27 +0
69 30 +0
39 15 +2
19 8 +2 32 12 +2
39 12 +2
2
26 13 +1
3
74 33 +0
25 12 12 AB Mod: +1 BPs (D6 x 1-3 damage/hit) 7.7 mm Type 92 7.7 mm Type 92 24 10 11 AB Mod: +0 Unarmed BPs (D6 x 1-3 damage/hit) 7.7 mm Type 92 7.7 mm Type 92 7.7 mm Type 92 20 mm Type 99/1
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Mitsubishi G4M1 m11 "Betty" 1941/06 11 3 4 3 Dive: 2 3 4 5 Pilot Co-Pilot Bombardier Nose 4 Gunner 1 Tail 1 Gunner 2 Port 1 Gunner 3 Starboard 1 Radio Operator Front 1 Mitsubishi G4M2 m22 "Betty" 1942/10 11 3 4 4 Dive: 2 3 4 5 Pilot Co-Pilot Bombardier Nose 4 Gunner 1 360° 1 Gunner 2 Tail 1 Gunner 3 Port 1 Starboard 1 Radio Operator Nose 2 Mitsubishi G4M2e m24J "Betty" 1944/11 11 3 5 4 Dive: 2 3 4 5 Pilot Co-Pilot Bombardier
Nose
Gunner 1 Gunner 2 Gunner 3
360° Tail Port Starboard Radio Operator Nose Mitsubishi J2M5 "Jack" 1944/05 15 5 3 Dive: 2 5 6 Pilot Wings Mitsubishi Ki.21-IIb "Sally" 1941/12 12 4 4 Dive: 2 4 5 Pilot Tail Co-Pilot Bombardier Nose Nose Gunner 1 Tail Gunner 2 Port Starboard Gunner 3 360° Mitsubishi Ki.46-II "Dinah" 1940 15 5 3 Dive: 2 5 6 Pilot Observer Tail Mitsubishi Ki.51 "Sonia" 1940 11 3 2 Dive: 2 3 4 Pilot Tail Wings Observer Tail
1 1 1 1 1 2 3 8 4 3 6 1 4 1 1 1 1 1 3 8 1 2 5 2 1 1
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes 3
22 11 12 AB Mod: -1 Unarmed Unarmed BPs (D6 x 1-3 damage/hit) 7.7 mm Type 92 7.7 mm Type 92 7.7 mm Type 92 7.7 mm Type 92 5 21 11 12 AB Mod: -1 Unarmed Unarmed BPs (D6 x 1-3 damage/hit) 20 mm Type 99/2 20 mm Type 99/2 7.7 mm Type 92 7.7 mm Type 92 7.7 mm Type 92 5 21 10 AB Mod:
96 45 +0
135 54 -1
155 12 54 -2 -1 see Note 8
Unarmed Unarmed Ohka Piloted Bomb (9D6 x 1-3 damage/hit) 20 mm Type 99/2 20 mm Type 99/2 20 mm Type 99/2 20 mm Type 99/2 7.7 mm Type 92 1
27 21 AB Mod: 20 mm Type 99/2
21 +2
2
25 12 13 AB Mod: +0 7.7 mm Type 89/1 Unarmed BPs (D6 x 1-3 damage/hit) 7.7 mm Type 89/1 7.7 mm Type 89/1 7.7 mm Type 89/1 7.7 mm Type 89/1 12.7 mm Ho 103 3
25 18 AB Mod: Unarmed 7.7 mm Type 89/1 2
18 +2
19 13 14 AB Mod: +1 7.7 mm Type 89/1 BPs (D6 x 1-3 damage/hit) 7.7 mm Type 89/1
55 17 +2 100 40 +0
58 22 +2
27 12 +1
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AS Sh
St MvL MvC Stp Pwr Vert
Nakajima B5N1 "Kate" (bomb) 1938 9 3 2 2 Dive: 1 3 4 5 Pilot Nose 4 Gunner 1 Tail 1 Nakajima B5N1 "Kate" (torpedo) 1938 9 3 2 2 Dive: 1 3 4 5 Pilot Nose 4 Gunner 1 Tail 1 Nakajima B5N2 "Kate" 1939/12 9 3 2 2 Dive: 1 3 4 5 Pilot Nose 4 Gunner 1 Tail 1 Nakajima B6N2 "Jill" 1944/05 12 4 3 2 Dive: 2 4 5 6 Pilot Nose 4 Bombardier Tail 1 Gunner 1 Tail 1 Nakajima J1N1-S Gekko "Irving" 1943/11 13 4 4 4 Dive: 2 4 5 6 Pilot Down 1 2 Up 1 (Nose) 2 Nakajima Ki.27b "Nate" 1939/08 12 4 2 2 Dive: 2 4 5 6 Pilot Nose 2 Nakajima Ki.43-Ic "Oscar" 1941/03 12 4 2 2 Dive: 2 4 5 6 Pilot Nose 2 Nakajima Ki.43-II "Oscar" 1942/02 12 3 3 2 Dive: 2 3 5 6 Pilot Nose 2 Nose 2 Nakajima Ki.44-Ib Shoki "Tojo" 1942 14 4 3 3 Dive: 2 4 6 7 Pilot Nose 4 Nakajima Ki.44-IIc Shoki "Tojo" 1944/05 15 5 3 3 Dive: 2 5 6 8 Pilot Nose 2 Wings 2 Nakajima Ki.49-I Donryu "Helen" 1941/08 12 4 4 3 Dive: 2 4 5 6 Pilot Co-Pilot Bombardier Nose 1 Nose 4 Gunner 1 360° 1 Gunner 2 Tail 1 Gunner 3 Port 1 Starboard 1 Radio Operator Tail 1
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
3
26 14 +1
3
26 14 +1
3
29 15 +1
18 8 11 AB Mod: +1 BPs (D6 x 1-3 damage/hit) 7.7 mm Type 92 18 8 11 AB Mod: +1 TPs (D6 x 3 damage/hit) 7.7 mm Type 92 21 9 12 AB Mod: +0 TPs (D6 x 3 damage/hit) 7.7 mm Type 92 3 22 14 17 AB Mod: +1 TPs (D6 x 3 damage/hit) 7.7 mm Type 97 7.7 mm Type 97 2 22 13 13 AB Mod: +0 20 mm Type 1 (Ho 5) 20 mm Type 1 (Ho 5)
49 20 +1
73 32 +0
1 26 18 AB Mod: 7.7 mm Type 89/2
18 +2
18 7 +2
1 31 18 AB Mod: 12.7 mm Ho 103
18 +2
27 10 +2
1 28 14 17 AB Mod: +1 BPs (D6 x 1-3 damage/hit) 12.7 mm Ho 103 2
25 21 AB Mod: 12.7 mm Ho 103
21 +2
30 13 +1
42 12 +2
45 1 27 21 21 14 AB Mod: +1 +1 20 mm Type 97 (Ho 1, Ho 3) 20 mm Type 97 (Ho 1, Ho 3) 101 3 23 9 10 43 AB Mod: +0 +0 Unarmed Unarmed 7.7 mm Type 89/2 BPs (D6 x 1-3 damage/hit) 20 mm Type 1 (Ho 5) 7.7 mm Type 89/2 7.7 mm Type 89/2 7.7 mm Type 89/2 7.7 mm Type 89/2
Not to be copied, resold or otherwise distributed (see Terms and Conditions)
John McLennan (order #1453882)
2
36
Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
Nakajima Ki.84-Ib Hayate "Frank" 60 1944/04 16 5 3 3 1 25 21 21 18 Dive: 2 5 6 8 AB Mod: +2 +2 Pilot Nose 4 20 mm Type 1 (Ho 5) Nakajima Ki.84-II Hayate "Frank" 61 1945/03 17 5 3 3 1 24 21 21 18 Dive: 2 5 7 8 AB Mod: +2 +2 Pilot Nose 2 20 mm Type 1 (Ho 5) Wings 2 20 mm Type 1 (Ho 5) Nakajima P1Y1 Ginga "Frances" 118 1944/06 14 4 5 4 2 21 13 14 48 Dive: 2 4 5 7 AB Mod: -1 +0 Pilot Unarmed Bombardier Nose 1 20 mm Type 99/2 Nose 4 BPs (D6 x 1-3 damage/hit) Gunner 1 Tail 1 20 mm Type 99/2 Yokosuka D4Y1-C "Judy" 37 1942/05 14 4 3 3 2 22 12 14 16 Dive: 2 4 5 7 AB Mod: +1 +1 DB – see Note 1 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 2 7.7 mm Type 97 Observer Tail 1 7.92 mm Type 1 Yokosuka D4Y2a "Judy" 40 1944/10 14 4 4 3 2 25 12 15 17 Dive: 2 4 6 7 AB Mod: +1 +1 DB – see Note 1 Pilot Nose 4 BPs (D6 x 1-3 damage/hit) Nose 2 7.7 mm Type 97 Observer Tail 1 13 mm Type 2
12.9 – Poland P.Z.L. P.7a 1932 8 2 1 Dive: 1 2 3 Pilot Nose P.Z.L. P.11c Jedenastka 1934/09 10 3 2 Dive: 1 3 4 Pilot Nose P.Z.L. P.24G 1937/05 11 3 2 Dive: 2 3 4 Pilot Wings
1 4 2 2 5 2 2 5 4
2
14 +1
15 7 +1
1
16 +1
18 8 +1
1
20 +1
25 9 +1
21 14 AB Mod: .303" Vickers III 19 16 AB Mod: 7.62 mm MG 26 20 AB Mod: 7.62 mm MG
12.10 – Russia Ilyushin DB-3B 1937 10 3 Dive: 1 3 Pilot Bombardier Nose Nose Tail Gunner 1 360° Ilyushin Il-2 1941/03 11 3 Dive: 2 3 Pilot Nose Nose Wings
3 4
3 5 7 1 1 1
3 4
3 5 2 6 2
3
25 9 11 AB Mod: +0 Unarmed BPs (D6 x 1-3 damage/hit) 7.62 mm ShKAS 7.62 mm ShKAS 7.62 mm ShKAS
69 31 +0
76 12 10 11 29 AB Mod: +0 +0 7.62 mm ShKAS RS82 ATG RP (fired in salvos of 2: 3D6/1D6) 20 mm ShVAK 3
Date Dive:
AS Sh
Ilyushin Il-4 1941/08 10 Dive: 2 Pilot Bombardier
St MvL MvC Stp Pwr Vert
3 3
4 4
3 5
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
3
24 8 10 AB Mod: -1 Unarmed 12 BPs (D6 x 1-3 damage/hit) 1 7.62 mm ShKAS 1 7.62 mm ShKAS 1 12.7 mm Beresin UBS
92 38 +0
Nose Nose Navigator Tail Radio Operator Rear Lavochkin LaGG-3 (i) 43 1941 14 4 3 3 1 22 14 14 17 Dive: 2 4 6 7 AB Mod: +1 +1 Pilot Nose 2 12.7 mm Beresin UBS Nose 1 20 mm ShVAK Lavochkin LaGG-3 (iv) (Air to Air) 50 1941 14 4 4 3 1 22 13 14 17 Dive: 2 4 6 7 AB Mod: +1 +1 ATA – see Note 4 Pilot Nose 6 RS82 ATA RP (in racks of 6) Nose 2 7.62 mm ShKAS Nose 1 20 mm B 20 Nose 1 12.7 mm Beresin UBS Lavochkin LaGG-3 (iv) (Ground Attack) 51 1941 14 4 4 3 1 22 13 14 17 Dive: 2 4 6 7 AB Mod: +1 +1 Pilot Nose 6 RS82 ATG RP (fired in salvos of 2: 3D6/1D6) Nose 2 7.62 mm ShKAS Nose 1 12.7 mm Beresin UBS Nose 1 20 mm B 20 Lavochkin La-5 44 1942/07 15 5 3 3 2 21 16 16 17 Dive: 2 5 6 8 AB Mod: +1 +1 Pilot Nose 2 20 mm ShVAK Lavochkin La-5FN 45 1943/03 16 5 4 3 1 25 16 18 17 Dive: 2 5 6 8 AB Mod: +1 +1 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 2 20 mm ShVAK Lavochkin La-7 (Air to Air) 58 1944/05 17 5 4 3 1 23 20 20 17 Dive: 3 5 7 8 AB Mod: +1 +2 ATA – see Note 4 Pilot Nose 6 RS82 ATA RP (in racks of 6) Nose 3 20 mm B 20 Lavochkin La-7 (Ground Attack) 60 1944/05 17 5 4 3 1 23 20 20 17 Dive: 3 5 7 8 AB Mod: +1 +2 Pilot Nose 6 RS82 ATG RP (fired in salvos of 2: 3D6/1D6) Nose 3 20 mm B 20 Mikoyan-Gurevich MiG-1 (Air to Air) 49 1940 16 5 4 4 1 28 14 15 17 Dive: 2 5 6 8 AB Mod: +1 +1 ATA – see Note 4 Pilot Nose 6 RS75 ATA RP (in racks of 6) Nose 2 7.62 mm ShKAS Nose 1 12.7 mm Beresin UBS
An A and A Game Engineering Download Product
John McLennan (order #1453882)
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37
Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
Mikoyan-Gurevich MiG-1 (Ground Attack) 47 1940 16 5 4 4 1 28 14 15 17 Dive: 2 5 6 8 AB Mod: +1 +1 Pilot Nose 6 RS75 ATG RP (fired in salvos of 2: 2D6/1D6) Nose 2 7.62 mm ShKAS Nose 1 12.7 mm Beresin UBS Mikoyan-Gurevich MiG-3 (Air to Air) 50 1941 16 5 4 4 1 28 14 15 17 Dive: 2 5 6 8 AB Mod: +1 +1 ATA – see Note 4 Pilot Nose 6 RS82 ATA RP (in racks of 6) Nose 2 7.62 mm ShKAS Nose 1 12.7 mm Beresin UBS Mikoyan-Gurevich MiG-3 (Ground Attack) 51 1941 16 5 4 4 1 28 14 15 17 Dive: 2 5 6 8 AB Mod: +1 +1 Pilot Nose 6 RS82 ATG RP (fired in salvos of 2: 3D6/1D6) Nose 2 7.62 mm ShKAS Nose 1 12.7 mm Beresin UBS Petlayakov Pe-2 82 1941 14 4 6 5 2 19 8 9 41 Dive: 2 4 6 7 AB Mod: -1 +0 DB – see Note 1 Pilot Nose 2 7.62 mm ShKAS Bombardier Nose 7 BPs (D6 x 1-3 damage/hit) Tail 1 7.62 mm ShKAS Gunner 1 Rear 1 7.62 mm ShKAS Petlyakov Pe-8 (TB-7) 353 1940 11 3 6 5 5 15 7 8 120 Dive: 2 3 4 5 AB Mod: -2 -2 See Note 9 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 18 BPs (D6 x 1-3 damage/hit) Gunner 1 Front 2 7.62mm ShKAS Gunner 2 360° 1 20mm ShVAK Gunner 3 Rear 1 20mm ShVAK Gunner 4 Rear L 1 12.7mm Beresin UBS Gunner 5 Rear R 1 12.7mm Beresin UBS Polikarpov I-15 (4MG) 20 1934/11 9 3 1 1 2 26 16 16 8 Dive: 1 3 4 5 AB Mod: +1 +1 Pilot Nose 4 7.62 mm ShKAS Polikarpov I-152 (Air to Air) 25 1937/01 9 3 2 1 2 20 15 16 9 Dive: 1 3 4 5 AB Mod: +1 +1 ATA – see Note 4 Pilot Nose 6 RS75 ATA RP (in racks of 6) Nose 4 7.62 mm ShKAS Polikarpov I-152 (Ground Attack) 24 1937/01 9 3 2 1 2 20 15 16 9 Dive: 1 3 4 5 AB Mod: +1 +1 Pilot Nose 6 RS75 ATG RP (fired in salvos of 2: 2D6/1D6) Nose 4 7.62 mm ShKAS Polikarpov I-16 Type 10 22 1936/01 12 4 2 2 1 22 17 17 8 Dive: 2 4 5 6 AB Mod: +2 +2 Pilot Nose 2 7.62 mm ShKAS Wings 2 20 mm ShVAK
Date Dive:
AS Sh
Tupolev SB-2 1936/04 10 Dive: 2 Pilot Bombardier
St MvL MvC Stp Pwr Vert
3 3
3 4
Nose Nose Radio Operator Tail Tail Tupolev TB-3 (1936) 1931/11 7 2 4 Dive: 1 2 3 Pilot Co-Pilot Bombardier Nose Gunner 1 Tail Gunner 2 Tail Radio Operator Front Yakovlev Yak-1 (Air to Air) 1941 15 4 3 Dive: 2 4 6
3 5 3 2 1 1
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
3 21 11 12 AB Mod: +0 Unarmed BPs (D6 x 1-3 damage/hit) 7.62 mm ShKAS 7.62 mm ShKAS 7.62 mm ShKAS
3 4
10
20 6 8 AB Mod: -1 Unarmed Unarmed 25 BPs (D6 x 1-3 damage/hit) 1 7.62 mm ShKAS 1 7.62 mm ShKAS 1 7.62 mm ShKAS
52 25 +1
231 79 +0
48 22 12 13 16 AB Mod: +1 +1 ATA – see Note 4 Pilot Nose 6 RS82 ATA RP (in racks of 6) Nose 2 7.62 mm ShKAS Nose 1 20 mm ShVAK Yakovlev Yak-1 (Ground Attack) 49 1941 15 4 3 3 1 22 12 13 16 Dive: 2 4 6 7 AB Mod: +1 +1 Pilot Nose 6 RS82 ATG RP (fired in salvos of 2: 3D6/1D6) Nose 2 7.62 mm ShKAS Nose 1 20 mm ShVAK Yakovlev Yak-3P 42 1943/10 16 5 3 3 1 24 18 18 14 Dive: 2 5 7 8 AB Mod: +2 +2 Pilot Nose 2 12.7 mm Beresin UBS Wings 3 20 mm B 20 Yakovlev Yak-9D 48 1943/06 15 4 4 4 1 22 12 13 18 Dive: 2 4 6 7 AB Mod: +0 +1 Pilot Nose 1 BPs (D6 x 1-3 damage/hit) Nose 1 12.7 mm Beresin UBS Nose 1 37 mm NS-37 3 7
1
12.11 – United States Bell P-39D Airacobra 1941/02 13 4 Dive: 2 4 Pilot Nose Nose Nose Wings Bell P-59A Airacomet 1945 17 5 Dive: 2 5 Pilot
Nose Nose Wings
3 5
3 7 1 2 1 4
3 7
3 8 3 1 8
2 20 12 13 AB Mod: +1 BPs (D6 x 1-3 damage/hit) .5 cal Browning 37 mm Colt Browning .3" Browning
46 16 +1
118 34 22 22 24 AB Mod: +2 +2 Jet – see Note 3 .5 cal Browning 37 mm Colt Browning 5" HVAR ATG RP (fired in salvos of 2: 4D6/2D6) 1
Not to be copied, resold or otherwise distributed (see Terms and Conditions)
John McLennan (order #1453882)
2
38
Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
Boeing B-17F Flying Fortress (Fortress Mk II) 1942/08 13 4 7 5 7 27 6 8 Dive: 2 4 5 7 AB Mod: -4 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 35 BPs (D6 x 1-3 damage/hit) Nose 1 .3" Browning Gunner 1 360° 2 .5 cal Browning Gunner 2 360° 2 .5 cal Browning Gunner 3 Tail 2 .5 cal Browning Gunner 4 Port 1 .5 cal Browning Gunner 5 Starboard 1 .5 cal Browning Boeing B-29A Superfortress 1944/06 14 4 12 10 8 22 6 7 Dive: 2 4 6 7 AB Mod: -8 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 40 BPs (D6 x 1-3 damage/hit) Gunner 1 Tail 2 .5 cal Browning Tail 1 20 mm AN M2 Hispano Gunner 2 360° 4 .5 cal Browning Gunner 3 360° 2 .5 cal Browning Gunner 4 360° 2 .5 cal Browning Gunner 5 360° 2 .5 cal Browning Brewster B-339E Buffalo I 1940/06 13 4 3 3 2 24 16 16 Dive: 2 4 5 6 AB Mod: +1 Pilot Nose 2 .5 cal Browning Wings 2 .5 cal Browning Brewster F2A-2 1940/09 13 4 3 3 2 24 16 16 Dive: 2 4 5 6 AB Mod: +1 Pilot Nose 2 .5 cal Browning Wings 2 .5 cal Browning Consolidated B-24J Liberator (Liberator B.Mk VI) 1943/08 12 4 9 8 5 20 7 8 Dive: 2 4 5 6 AB Mod: -6 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 18 BPs (D6 x 1-3 damage/hit) Gunner 1 Front 2 .5 cal Browning Gunner 2 360° 2 .5 cal Browning Gunner 3 360° 2 .5 cal Browning Gunner 4 Port 1 .5 cal Browning Starboard 1 .5 cal Browning Gunner 5 Rear 2 .5 cal Browning Consolidated PBY-5 Catalina 1936/11 8 2 3 3 4 16 7 8 Dive: 1 2 3 4 AB Mod: -1 Pilot Unarmed Co-Pilot Unarmed Bombardier Nose 8 BPs (D6 x 1-3 damage/hit) Tail 1 .3" Browning Gunner 1 Front 2 .3" Browning Gunner 2 Port 1 .5 cal Browning Gunner 3 Starboard 1 .5 cal Browning Curtiss P-36 Hawk H75A-1 (Mohawk Mk I) 1938/12 12 4 2 2 1 25 13 13 Dive: 2 4 5 6 AB Mod: +1 Pilot Nose 2 .3" Browning Wings 2 .3" Browning
409 107 -2
716 210 -6
36 14 +1
36 14 +1
284 110 -4
116 52 +0
32 14 +1
Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
Curtiss P-40C (Tomahawk Mk IIB) 39 1941/02 14 4 3 3 1 20 12 12 17 Dive: 4 4 6 7 AB Mod: +1 +1 Pilot Nose 2 .5 cal Browning Wings 4 .3" Browning Curtiss P-40E Warhawk (Kittyhawk Mk IA) 42 1942/04 13 4 4 3 2 20 11 12 19 Dive: 2 4 5 7 AB Mod: +0 +1 Pilot Nose 1 BPs (D6 x 1-3 damage/hit) Wings 6 .5 cal Browning Curtiss SB2C-1C Helldiver 64 1942/12 11 3 4 3 3 16 9 11 30 Dive: 2 3 4 6 AB Mod: -1 +0 DB – see Note 1 Pilot Nose 6 BPs (D6 x 1-3 damage/hit) Wings 2 20 mm AN M2 Hispano Gunner 1 Tail 2 .3" Browning Douglas A-20G-20 Havoc 129 1943 14 4 7 6 4 14 11 12 51 Dive: 2 4 5 7 AB Mod: -3 -2 Pilot Nose 8 BPs (D6 x 1-3 damage/hit) Nose 6 .5 cal Browning Gunner 1 360° 2 .5 cal Browning Navigator Tail 1 .5 cal Browning Douglas C-47 Dakota (transport) 119 1941/12 9 3 5 5 4 17 6 6 51 Dive: 1 3 4 5 AB Mod: -2 -2 Pilot 20 Cargo Points Co-Pilot Unarmed Douglas DB-7B (Boston Mk III) 86 1941/06 13 4 5 4 2 16 14 16 37 Dive: 2 4 5 6 AB Mod: -1 +0 Pilot Nose 4 .3" Browning Bombardier Nose 4 BPs (D6 x 1-3 damage/hit) Gunner 1 Rear 2 .3" Browning Radio Operator Tail 1 .3" Browning Douglas SBD-2 Dauntless 31 1940/11 10 3 3 2 4 20 9 11 17 Dive: 2 3 4 5 AB Mod: +0 +1 DB – see Note 1 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 1 .5 cal Browning Gunner 1 Tail 1 .3" Browning Douglas SBD-5 Dauntless 40 1943/02 10 3 3 3 3 20 10 11 20 Dive: 1 3 4 5 AB Mod: +0 +0 DB – see Note 1 Pilot Nose 3 BPs (D6 x 1-3 damage/hit) Nose 2 .5 cal Browning Gunner 1 Tail 2 .3" Browning Douglas TBD-1 Devastator 31 1937/06 8 2 2 2 6 14 9 10 17 Dive: 1 2 3 4 AB Mod: +0 +0 Pilot Nose 1 .3" Browning Bombardier Nose 2 TPs (D6 x 3 damage/hit) Gunner 1 Tail 1 .5 cal Browning Grumman F4F-4 Wildcat (Martlet Mk IV) 42 1941/11 13 4 3 3 2 30 13 13 17 Dive: 2 4 5 6 AB Mod: +1 +1 Pilot Wings 6 .5 cal Browning
An A and A Game Engineering Download Product
John McLennan (order #1453882)
2
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Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
Grumman F6F-3 Hellcat 69 1943/01 15 5 4 4 1 27 13 14 27 Dive: 2 5 6 8 AB Mod: +1 +1 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Wings 6 .5 cal Browning Grumman TBM-3 Avenger 60 1943/02 10 3 3 3 3 15 9 11 30 Dive: 2 3 4 5 AB Mod: +0 +0 Pilot Nose 3 BPs (D6 x 1-3 damage/hit) Nose 3 .3" Browning Gunner 1 Rear 1 .5 cal Browning Observer Tail 1 .3" Browning Lockheed P-38E Lightning 86 1941/10 16 5 5 5 2 28 13 13 36 Dive: 2 5 6 8 AB Mod: +0 +0 Pilot Nose 4 .5 cal Browning Nose 1 20 mm AN M2 Hispano Lockheed P-38J Lightning 93 1943/08 17 5 6 6 1 32 13 14 38 Dive: 2 5 7 8 AB Mod: -1 -1 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 4 .5 cal Browning Nose 1 20 mm AN M2 Hispano Martin 167 Maryland Mk II 75 1938/10 11 3 4 3 2 18 12 13 34 Dive: 2 3 4 6 AB Mod: +0 +0 Pilot Wings 4 .3" Browning Bombardier Nose 4 BPs (D6 x 1-3 damage/hit) Tail 1 .303" Vickers K Gunner 1 360° 1 .303" Vickers K Martin 167F Maryland 68 1940 11 3 4 3 2 18 9 10 34 Dive: 2 3 4 6 AB Mod: +0 +0 Pilot Wings 4 .3" Browning Bombardier Nose 4 BPs (D6 x 1-3 damage/hit) Tail 1 .303" Vickers K Gunner 1 Rear 1 .303" Vickers K Martin 187 Baltimore Mk IIIA/IV 107 1943 12 4 5 5 3 16 12 13 46 Dive: 2 4 5 6 AB Mod: -1 -1 Pilot Wings 4 .3" Browning Bombardier Nose 4 BPs (D6 x 1-3 damage/hit) Gunner 1 Rear 2 .5 cal Browning Radio Operator Tail 4 .3" Browning Tail 2 .3" Browning Martin B-26B/C Marauder (Marauder Mk IA/II) 183 1942/05 11 3 7 7 4 12 8 9 76 Dive: 2 3 5 6 AB Mod: -4 -3 Pilot Nose 4 .5 cal Browning Co-Pilot Unarmed Bombardier Nose 8 BPs (D6 x 1-3 damage/hit) Nose 1 .5 cal Browning Gunner 1 Port 2 .5 cal Browning Gunner 2 360° 2 .5 cal Browning Gunner 3 Tail 2 .5 cal Browning Radio Operator Starboard 2 .5 cal Browning
Date Dive:
AS Sh
St MvL MvC Stp Pwr Vert
Cli Ceil DVL DVC Dam AB Mod: ABL ABC Notes
North American B-25D Mitchell (Mitchell Mk II) 122 1942/01 11 3 6 6 4 13 9 10 61 Dive: 2 3 5 6 AB Mod: -3 -2 Pilot Unarmed Bombardier Nose 6 BPs (D6 x 1-3 damage/hit) Nose 2 .5 cal Browning Flight Engineer Rear 2 .5 cal Browning Gunner 1 360° 2 .5 cal Browning North American P-51A Mustang (Mustang Mk II) 48 1942/04 16 5 4 4 2 20 10 11 21 Dive: 2 5 6 8 AB Mod: +1 +1 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Wings 4 .5 cal Browning North American P-51D Mustang (Mustang Mk IV) 53 1944/03 17 5 5 4 1 30 11 14 21 Dive: 3 5 7 9 AB Mod: +1 +2 Pilot Nose 4 BPs (D6 x 1-3 damage/hit) Wings 6 .5 cal Browning Northrop P-61B Black Widow 189 1944/03 15 4 7 6 2 22 8 10 70 Dive: 2 4 6 7 AB Mod: -3 -1 Pilot Nose 13 BPs (D6 x 1-3 damage/hit) Nose 4 20 mm AN M2 Hispano Gunner 1 360° 4 .5 cal Browning Republic P-47C Thunderbolt 86 1943 17 5 4 4 2 30 15 15 30 Dive: 3 5 7 9 AB Mod: +1 +1 Pilot Wings 8 .5 cal Browning Republic P-47D Thunderbolt 84 1943/06 17 5 5 4 2 30 12 15 30 Dive: 3 5 7 9 AB Mod: +0 +1 Pilot Nose 5 BPs (D6 x 1-3 damage/hit) Wings 8 .5 cal Browning Vought F4U-1A Corsair (Corsair Mk II) 75 1942/09 17 5 4 4 2 25 16 16 27 Dive: 2 5 7 8 AB Mod: +1 +1 Pilot Wings 6 .5 cal Browning Vought F4U-1D Corsair 76 1944/04 17 5 4 3 1 25 14 17 26 Dive: 3 5 7 9 AB Mod: +1 +2 Pilot Nose 4 BPs (D6 x 1-3 damage/hit) Wings 6 .5 cal Browning Vought F4U-4 Corsair (FTR) 80 1944/10 18 5 4 4 1 29 16 16 28 Dive: 3 5 7 9 AB Mod: +2 +2 Pilot Wings 6 .5 cal Browning Vought OS2U-1 Kingfisher 16 1940/08 7 2 2 2 12 8 6 7 12 Dive: 1 2 3 3 AB Mod: +0 +0 Pilot Nose 1 .3" Browning Observer Tail 1 .3" Browning Vought SB2U-1 Vindicator 27 1939 10 3 2 2 3 20 9 11 14 Dive: 2 3 4 5 AB Mod: +1 +1 DB – see Note 1 Pilot Nose 2 BPs (D6 x 1-3 damage/hit) Nose 1 .3" Browning Observer Tail 1 .3" Browning
Not to be copied, resold or otherwise distributed (see Terms and Conditions)
John McLennan (order #1453882)
2
40
12.12 – Aircraft Notes Note 1 Dive Bombers Pilots of Dive Bombers increase their Skill by 2 when testing to pull out of a Dive. Note 2 Gliders Gliders have a DV equal to their current Airspeed. The Climb rate is 0 and they cannot gain altitude after deployment. Note 3 Jets and Rocket powered aircraft Tight turns are not permitted to such aircraft. Note 4 Russian Air to Air Rockets Air to Air rockets can only be fired once due to limited number carried. Note 5 German/Japanese Rocket Fighters At the start, the aircraft is deployed as normal, rolling for entry and height. Initially the aircraft will climb until it reaches an ALT that suits the defender. After this point, it has two options. A. It can continue to use its rocket motor, using the standard game data figures shown, but at the end of every turn must roll a PSR (not a VPSR). If it fails then the aircraft is out of fuel, and option B comes into play. B. The aircraft can cut its motor and glide when it has reached its altitude. When gliding it has an AS of 12, an ST of 4 and a DV of 12. If it still has fuel, it can ignite the motor again to regain ALT (in which case it is treated as if under option A and rolls a PSR (not a VPSR) to see if the fuel has run out). When Gliding the AB modifiers are ABL 1 and ABC 2. While gliding the aircraft cannot climb. If the aircraft goes off to re-arm, roll a PSR (not a VPSR). If this fails then it is destroyed on landing and the pilot is killed. (The opponent gets the normal victory points in this case.) Note 6 Bachem Natter When initially deployed, the "Natter" is placed anywhere on the table by the defender. It is launched vertically and, when first activated, the Natter can initially ONLY CLIMB until it reaches an ALT that suits the defender. After this point, it is treated as a glider with a DV equal to its airspeed and can dive but never climb again. While climbing to altitude, the Natter cannot be attacked because of its high vertical speed. When it has used all its rockets, it is removed from the game at the end of the turn, and the pilot makes the usual roll to try to bail out. The Natter cannot use the re-arm rules. Note 7 V 1 Rocket The V1 enters the game, rolling for entry as a Bomber, and 2 D 6 for height. It crosses the table in a straight line, and must exit across the "target edge" of the table. It cannot climb or lose altitude. Any critical hit causing a crew effect means that the Flying Bomb guidance is damaged: Roll 1D10 randomly for effect: 1 to 8 denotes that it goes into a dive losing that much ALT per turn. 9 or 10 mean that it explodes doing 4D6 damage to any aircraft within in 1", and 1 fewer D6 damage for each inch of distance from explosion. Note 8 Ohka Rocket Bomb This type of “Betty” Carries one Yokosuka MXY7 Ohka 11 "Baka " piloted bomb. This is released at the start of the parent craft's movement phase and is then "flown" to the target. The Ohka Piloted Bomb is dropped at an ALT of 10 or less. It has an endurance of 3 turns including the turn in which it was launched. While in the air, the Ohka has an AS of 20, a DV of 20, an MV of 5 and an AB of 0. It must be given a pilot with a skill rating. He flies the craft to its target and dives onto it in a terminal dive. While in flight it must lose altitude so that it will be able to intersect with its target at sea level during its movement on the third turn after it was launched. In order to actually HIT the target the pilot must make a successful PSR (not a VPSR). If he fails by 1 or 2 then treat the effect in the same way as for Bomb damage. Note 9 Petlyakov Pe-8 (TB-7) The Gunners 4 and 5 are located under the wings at the rear of the inner engine nacelles and shoot into the rear arc, but this is restricted by the fuselage to rear left and rear right.
12.13 – Operational Theatres North West Europe
♦
BLITZKRIEG, THE BATTLE OF BRITAIN AND THE BLITZ: SEPTEMBER 1939 TO MAY 1941
Early war action with the attacks on France. Not many high powered aircraft in use. Armee de l'Air (France) Bloch MB-151C.1 (MG) Bloch MB-152C.1 (MG/20) Bloch 210 BN5 Curtiss P-36 Hawk H75A-1 (Mohawk Mk I) Dewoitine D.520C.1 Liore et Olivier LeO 451 B4 Loire-Nieuport LN410 Martin 167F Maryland Morane-Saulnier M.S. 406 C1 Morane-Saulnier M.S. 410 Potez 63.11 Potez 633 B2 Vought SB2U-1 Vindicator
France France France United States France France France United States France France France France United States
1938/11 1939/09 1934 1938/12 1940/03 1939/09 1938 1940 1939/04 1939/04 1939/11 1938/02 1939
Great Britain Italy Great Britain
1937/03 1939/11 1937/03
Belgium Fairey Battle Mk III Fiat CR.42 Gloster Gladiator Mk I
Corpo Aereo Italiano (Italy) CANT Z.1007bis Fiat BR.20 Fiat CR.42 Fiat G.50
Italy Italy Italy Italy
1939/01 1936/09 1939/11 1938/01
Great Britain
1937/03
Germany Germany Germany Germany Germany Germany Germany Germany Germany
1939/06 1936/06 1938 1939 1939/04 1940/06 1938/11 1938/11 1939/09
United States Great Britain
1938/12 1937/03
Poland Poland
1932 1934/09
Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain
1939/08 1936/01 1940/05 1936/11 1938/11 1940/03 1940/07 1937/03 1937/03
Denmark Gloster Gladiator Mk I
Luftwaffe Heinkel He 111H-3 Henschel Hs 123A-1 Henschel Hs 126B-1 Junkers Ju 52/3m g7e (transport) Junkers Ju 87B-2 Junkers Ju 88A-4 Messerschmitt Bf 109E-1 Messerschmitt Bf 109E-3 Messerschmitt Bf 110C-1/C-2
Norway Curtiss P-36 Hawk H75A-1 (Mohawk Mk I) Gloster Gladiator Mk I
Poland P.Z.L. P.7a P.Z.L. P.11c Jedenastka
RAF Armstrong Whitworth A.W.38 Whitley B.Mk V Avro 652A Anson GR.Mk I Boulton-Paul P.82 Defiant NF.Mk IA Bristol 142M Blenheim Mk I Bristol 142M Blenheim Mk IF Bristol 149 Blenheim Mk IVF Bristol 156 Beaufighter Mk IF Fairey Battle Mk III Gloster Gladiator Mk I
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Handley Page Hampden B.Mk I Hawker Hurricane Mk I Supermarine Spitfire F.Mk IB Westland Whirlwind Mk I
♦
Great Britain Great Britain Great Britain Great Britain
1938/05 1937/10 1940/08 1940/07
CROSS CHANNEL OPERATIONS: OCTOBER 1941 TO JUNE 1943
“Tip and Run” raids across the Channel are quite common from both sides. Aircraft are getting bigger and more capable. Luftwaffe Dornier Do 215B-4 Dornier Do 217E-2 Focke-Wulf Fw 190A-1 Heinkel He 111H-6 Junkers Ju 88A-4 Junkers Ju 88A-15 Messerschmitt Bf 109E-3 Messerschmitt Bf 109F-2
Germany Germany Germany Germany Germany Germany Germany Germany
1940/01 1940/12 1941/08 1941/10 1940/06 1942 1938/11 1941/01
United States Great Britain Great Britain Great Britain Great Britain
1941/02 1938/11 1941 1942/02 1943
Great Britain United States Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain
1944/03 1941/06 1940/09 1941/09 1940/08 1940/08 1941/03 1942/07 1942/07 1936 1942 1940/07
RAF Bell P-39D Airacobra Bristol 142M Blenheim Mk IF Bristol 152 Beaufort Mk II Bristol 156 Beaufighter Mk VIC de Havilland DH.98 Mosquito B.Mk IX de Havilland DH.98 Mosquito F.B. Mk XVIII (Ro) Douglas DB-7B (Boston Mk III) Hawker Hurricane Mk IIA Hawker Typhoon Mk IB Short S.29 Stirling B.Mk III Supermarine Spitfire F.Mk IB Supermarine Spitfire F.Mk VC Supermarine Spitfire F.Mk IX Supermarine Spitfire F.Mk IXE Supermarine Walrus Vickers 271 Wellington B.Mk III Westland Whirlwind Mk I
US Army Air Force North American P-51A Mustang (Mustang Mk II) Republic P-47D Thunderbolt
United States United States
1942/04 1943/06
France France
1940/05 1939/04
Vichy Air Force Bloch MB-155 (MG) Morane-Saulnier M.S. 410
♦
BOMBING BY DAY: MAY 1942 TO JUNE 1944
This is the time of the 8th Air Force and its daylight missions to Germany. The German defences develop some unusual weapons to cope with the heavily armed B 17s. Luftwaffe Bloch MB-155 (MG) Focke-Wulf Fw 190A-1 Focke-Wulf Fw 190A-4/R6 Focke-Wulf Fw 190F-8 (R4M) Focke-Wulf Ta 152C-3 Junkers Ju 188A-2 Messerschmitt Bf 109G-6 Messerschmitt Bf 110F-2 Messerschmitt Me 163B-1a Komet Messerschmitt Me 262A-1a Messerschmitt Me 262A-1b Reggiane Re.2005 Sagittario
France Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Italy
1940/05 1941/08 1943 1943 1945/01 1943/05 1942/10 1943/01 1944/05 1944/10 1944/10 1943/05
RAF de Havilland DH.98 Mosquito B.Mk IX Supermarine Spitfire F.Mk IX Supermarine Spitfire F.Mk IXE
Great Britain Great Britain Great Britain
1943 1942/07 1942/07
France France
1938/11 1939/09
Rumania Bloch MB-151C.1 (MG) Bloch MB-152C.1 (MG/20)
US Army Air Force Boeing B-17F Flying Fortress (Fortress Mk II) Consolidated B-24J Liberator (Liberator B.Mk VI) Lockheed P-38J Lightning Martin B-26B/C Marauder (Marauder Mk IA/II) North American B-25D Mitchell (Mitchell Mk II) North American P-51D Mustang (Mustang Mk IV) Republic P-47C Thunderbolt Republic P-47D Thunderbolt
♦
United States
1942/08
United States United States
1943/08 1943/08
United States
1942/05
United States
1942/01
United States United States United States
1944/03 1943 1943/06
BOMBERS' MOON: OCTOBER 1941 TO JUNE 1944
Night Bombing raids by the RAF (but also by the Luftwaffe) are covered here, as are Night Fighters in defence. Luftwaffe Dornier Do 17Z-10 Kauz II Dornier Do 217E-2 Dornier Do 217N-2 Heinkel He 219A-0 Heinkel He 219A-2/R2/3 Uhu Junkers Ju 88C-6a Messerschmitt Bf 109G-6 Messerschmitt Bf 110E-1/U1 Messerschmitt Me 410A-1/U2
Germany Germany Germany Germany Germany Germany Germany Germany Germany
1940/10 1940/12 1943/06 1943/06 1943 1943/10 1942/10 1941 1943/01
Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain
1939/08 1943 1940/05 1938/11 1940/07 1942
United States Great Britain Great Britain United States Great Britain Great Britain Great Britain Great Britain
1943/08 1943 1942/01 1941/06 1943/07 1938/05 1940/08 1942
RAF Armstrong Whitworth A.W.38 Whitley B.Mk V Avro 683 Lancaster B.Mk III Boulton-Paul P.82 Defiant NF.Mk IA Bristol 142M Blenheim Mk IF Bristol 156 Beaufighter Mk IF Bristol 156 Beaufighter Mk VIF Consolidated B-24J Liberator (Liberator B.Mk VI) de Havilland DH.98 Mosquito B.Mk IX de Havilland DH.98 Mosquito NF.Mk XII Douglas DB-7B (Boston Mk III) Handley Page Halifax B.Mk III Handley Page Hampden B.Mk I Short S.29 Stirling B.Mk III Vickers 271 Wellington B.Mk III
♦
D-DAY - BACK INTO FRANCE AND ON TO THE REICH: JUNE 1944 TO MAY 1945
These missions allow you to take the fight on into Germany, but also allow for V1 interception and the use of early jet aircraft if you wish. Free French Air Force Dewoitine D.520C.1 Douglas SBD-5 Dauntless
France United States
1940/03 1943/02
Not to be copied, resold or otherwise distributed (see Terms and Conditions)
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Luftwaffe Fieseler Fi 103 (V-1) Focke-Wulf Fw 190A-4/R6 Focke-Wulf Fw 190F-8 (R4M) Focke-Wulf Fw 190F-8 (PzB) Focke-Wulf Ta 152C-3 Heinkel He 219A-0 Heinkel He 219A-2/R2/3 Uhu Henschel Hs 129B-2 Junkers Ju 188A-2 Junkers Ju 88C-6a Messerschmitt Bf 110F-2 Messerschmitt Me 163B-1a Komet Messerschmitt Me 262A-1a Messerschmitt Me 262A-1b Messerschmitt Me 410A-1/U2 Reggiane Re.2005 Sagittario
Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Italy
1944/06 1943 1943 1944 1945/01 1943/06 1943 1942/04 1943/05 1943/10 1943/01 1944/05 1944/10 1944/10 1943/01 1943/05
RAF Airspeed AS.51 Horsa Mk I (glider) Bristol 156 Beaufighter Mk VIF de Havilland DH.98 Mosquito B.Mk IX de Havilland DH.98 Mosquito F.B. Mk XVIII (Ro) Douglas C-47 Dakota (transport) Douglas DB-7B (Boston Mk III) Gloster Meteor F.Mk III Hawker Tempest Mk V Hawker Typhoon Mk IB North American B-25D Mitchell (Mitchell Mk II) North American P-51D Mustang (Mustang Mk IV) Supermarine Spitfire F.Mk IX Supermarine Spitfire F.Mk IXE Supermarine Spitfire F.Mk XIV
Great Britain Great Britain Great Britain
1943/07 1942 1943
Great Britain United States United States Great Britain Great Britain Great Britain
1944/03 1941/12 1941/06 1944/08 1944/01 1941/09
United States
1942/01
United States Great Britain Great Britain Great Britain
1944/03 1942/07 1942/07 1944/01
US Army Air Force Douglas A-20G-20 Havoc Douglas C-47 Dakota (transport) Lockheed P-38J Lightning Martin B-26B/C Marauder (Marauder Mk IA/II) North American P-51D Mustang (Mustang Mk IV) Northrop P-61B Black Widow Republic P-47D Thunderbolt
United States United States United States
1943 1941/12 1943/08
United States
1942/05
United States United States United States
1944/03 1944/03 1943/06
Southern Europe and Africa
♦
The beginnings of the war in the Mediterranean appear here, as do some of the side line theatres such as Greece, Iraq and Syria. Here you can try your hand with some obsolete aircraft on both sides. Australian Air Force Great Britain
1937/03
France
1939/04
Croatia Morane-Saulnier M.S. 410
1937/05 1938/02
Italy
1939/11
Germany
1941/10
Germany Germany Germany Germany Germany Germany Germany Germany Germany
1941/10 1936/06 1938 1939 1939/04 1940/06 1938/11 1938/11 1939/09
United States Great Britain Great Britain Great Britain Great Britain United States Great Britain Great Britain Great Britain United States Great Britain Great Britain United States Great Britain Great Britain Great Britain
1940/06 1936/11 1938/11 1938/11 1940/03 1938/12 1940/06 1936/02 1937/03 1941/11 1937/10 1940/09 1938/10 1938/08 1936 1937/04
Hungary Fiat CR.42
Iraq Heinkel He 111H-6
Luftwaffe Heinkel He 111H-6 Henschel Hs 123A-1 Henschel Hs 126B-1 Junkers Ju 52/3m g7e (transport) Junkers Ju 87B-2 Junkers Ju 88A-4 Messerschmitt Bf 109E-1 Messerschmitt Bf 109E-3 Messerschmitt Bf 110C-1/C-2
RAF Brewster B-339E Buffalo I Bristol 142M Blenheim Mk I Bristol 142M Blenheim Mk IF Bristol 149 Blenheim Mk IV Bristol 149 Blenheim Mk IVF Curtiss P-36 Hawk H75A-1 (Mohawk Mk I) Fairey Fulmar Mk I Fairey Swordfish Mk II Gloster Gladiator Mk I Grumman F4F-4 Wildcat (Martlet Mk IV) Hawker Hurricane Mk I Hawker Hurricane Mk IIA Martin 167 Maryland Mk II Short S.25 Sunderland Mk I Supermarine Walrus Vickers 246 Wellesley Mk I
Regia Aeronautica (Italy) CANT Z.1007bis Fiat BR.20 Fiat CR.42 Fiat G.50 Junkers Ju 88A-4 Macchi MC.200 Saetta Reggiane Re.2000 Falco I Savoia-Marchetti S.M.79-II
Italy Italy Italy Italy Germany Italy Italy Italy
1939/01 1936/09 1939/11 1938/01 1940/06 1939/11 1940 1936/10
France France
1934 1938/02
Rumania Bloch 210 BN5 Potez 633 B2 Fairey Battle Mk III
Great Britain Great Britain Great Britain
Great Britain
1937/03
France France France France United States France France France
1938/11 1939/09 1940/03 1939/09 1940 1939/04 1939/04 1939/11
Great Britain
1937/10
Vichy Air Force Bloch MB-151C.1 (MG) Bloch MB-152C.1 (MG/20) Dewoitine D.520C.1 Liore et Olivier LeO 451 B4 Martin 167F Maryland Morane-Saulnier M.S. 406 C1 Morane-Saulnier M.S. 410 Potez 63.11
Elleniki Vassiliki Aeroporia (Greece) Bristol 142M Blenheim Mk I Fairey Battle Mk III Gloster Gladiator Mk I
Poland France
South African Air Force
THE MIDDLE EAST, THE BALKANS AND CRETE: JUNE 1940 TO JULY 1943
Gloster Gladiator Mk I
P.Z.L. P.24G Potez 633 B2
Yugoslavia 1936/11 1937/03 1937/03
Hawker Hurricane Mk I
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♦
THE MEDITERRANEAN: JUNE 1940 TO OCTOBER 1941
The main battles in this theatre revolve around the defence of Malta and the convoys, as well as North African battles. Free French Air Force Bristol 149 Blenheim Mk IV Bristol 149 Blenheim Mk IVF Curtiss P-36 Hawk H75A-1 (Mohawk Mk I) Hawker Hurricane Mk IIA Martin 167F Maryland Morane-Saulnier M.S. 406 C1 Potez 63.11
Great Britain Great Britain United States Great Britain United States France France
1938/11 1940/03 1938/12 1940/09 1940 1939/04 1939/11
Germany Germany Germany Germany Germany Germany Germany Germany Germany
1941/08 1941/10 1938 1939 1939/04 1941/11 1940/06 1941/01 1941/07
Great Britain Great Britain Great Britain Great Britain Great Britain Great Britain United States United States United States Great Britain Great Britain Great Britain Great Britain Great Britain United States Great Britain Great Britain Great Britain Great Britain
1936/11 1938/11 1938/11 1940/03 1941 1942 1938/12 1941/02 1941/06 1940/06 1936/02 1937/03 1937/10 1940/09 1938/10 1938/08 1941/03 1936 1937/04
Luftwaffe Focke-Wulf Fw 190A-1 Heinkel He 111H-6 Henschel Hs 126B-1 Junkers Ju 52/3m g7e (transport) Junkers Ju 87B-2 Junkers Ju 87D-1 Junkers Ju 88A-4 Messerschmitt Bf 109F-2 Messerschmitt Bf 109G-1/Trop
RAF Bristol 142M Blenheim Mk I Bristol 142M Blenheim Mk IF Bristol 149 Blenheim Mk IV Bristol 149 Blenheim Mk IVF Bristol 152 Beaufort Mk II Bristol 156 Beaufighter Mk VIF Curtiss P-36 Hawk H75A-1 (Mohawk Mk I) Curtiss P-40C (Tomahawk Mk IIB) Douglas DB-7B (Boston Mk III) Fairey Fulmar Mk I Fairey Swordfish Mk II Gloster Gladiator Mk I Hawker Hurricane Mk I Hawker Hurricane Mk IIA Martin 167 Maryland Mk II Short S.25 Sunderland Mk I Supermarine Spitfire F.Mk VC Supermarine Walrus Vickers 246 Wellesley Mk I
Regia Aeronautica (Italy) CANT Z.1007bis Fiat BR.20 Fiat CR.42 Fiat G.50 Macchi MC.200 Saetta Macchi MC.202 Folgore Reggiane Re.2000 Falco I Savoia-Marchetti S.M.79-II
Italy Italy Italy Italy Italy Italy Italy Italy
1939/01 1936/09 1939/11 1938/01 1939/11 1941/11 1940 1936/10
South African Air Force Douglas DB-7B (Boston Mk III) Gloster Gladiator Mk I Hawker Hurricane Mk I Martin 167 Maryland Mk II
United States Great Britain Great Britain United States
1941/06 1937/03 1937/10 1938/10
US Army Air Force Lockheed P-38E Lightning
United States
1941/10
France France France
1938/11 1939/09 1940/05
Vichy Air Force Bloch MB-151C.1 (MG) Bloch MB-152C.1 (MG/20) Bloch MB-155 (MG)
Bloch 210 BN5 Dewoitine D.520C.1 Liore et Olivier LeO 451 B4 Loire-Nieuport LN410 Martin 167F Maryland Morane-Saulnier M.S. 406 C1 Potez 63.11
♦
France France France France United States France France
1934 1940/03 1939/09 1938 1940 1939/04 1939/11
THE END IN AFRICA: CRUSADER, ALEMEIN AND TORCH: NOVEMBER 1941 TO NOVEMBER 1942
These battles are the beginning of the end for the Axis. Better planes are available for the Allies, though the Luftwaffe can still pack a punch. Luftwaffe Heinkel He 111H-6 Henschel Hs 126B-1 Henschel Hs 129B-2 Junkers Ju 52/3m g7e (transport) Junkers Ju 87D-1 Junkers Ju 88A-15 Messerschmitt Bf 109F-2 Messerschmitt Bf 109G-1/Trop Messerschmitt Bf 110E-1/U1 Messerschmitt Me 323D-2 (transport)
Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany
1941/10 1938 1942/04 1939 1941/11 1942 1941/01 1941/07 1941 1942/10
Great Britain Great Britain Great Britain Great Britain
1938/11 1941 1940/07 1942
United States United States United States United States Great Britain Great Britain Great Britain United States
1943/08 1941/02 1941/12 1941/06 1937/10 1940/09 1943 1943
United States Great Britain Great Britain Great Britain Great Britain
1942/05 1942/06 1941/03 1943/08 1942
RAF Bristol 149 Blenheim Mk IV Bristol 152 Beaufort Mk II Bristol 156 Beaufighter Mk IF Bristol 156 Beaufighter Mk VIF Consolidated B-24J Liberator (Liberator B.Mk VI) Curtiss P-40C (Tomahawk Mk IIB) Douglas C-47 Dakota (transport) Douglas DB-7B (Boston Mk III) Hawker Hurricane Mk I Hawker Hurricane Mk IIA Hawker Hurricane Mk IV (ATG) Martin 187 Baltimore Mk IIIA/IV Martin B-26B/C Marauder (Marauder Mk IA/II) Supermarine Seafire F.Mk III Supermarine Spitfire F.Mk VC Supermarine Spitfire F.Mk VIII (20/MG) Vickers 271 Wellington B.Mk III
Regia Aeronautica (Italy) CANT Z.1007bis Fiat CR.42 Macchi MC.200 Saetta Macchi MC.202 Folgore Reggiane Re.2002 Ariete Reggiane Re.2005 Sagittario Savoia-Marchetti S.M.79-II
Italy Italy Italy Italy Italy Italy Italy
1939/01 1939/11 1939/11 1941/11 1942/10 1943/05 1936/10
US Army Air Force Boeing B-17F Flying Fortress (Fortress Mk II) Douglas A-20G-20 Havoc Douglas C-47 Dakota (transport) Lockheed P-38E Lightning Lockheed P-38J Lightning Martin B-26B/C Marauder (Marauder Mk IA/II) North American B-25D Mitchell (Mitchell Mk II)
United States United States United States United States United States
1942/08 1943 1941/12 1941/10 1943/08
United States
1942/05
United States
1942/01
Not to be copied, resold or otherwise distributed (see Terms and Conditions)
John McLennan (order #1453882)
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US Navy Air Force Grumman F4F-4 Wildcat (Martlet Mk IV)
United States
1941/11
France
1940/05
Vichy Air Force Bloch MB-155 (MG)
♦
ITALIAN ADVENTURE: JULY 1943 TO MAY 1945
Campaign up Italy and after a time you also get the unusual situation of being able to fight Italians versus Italians and Germans after the fall of Rome. Italian Co-Belligerent Air Force Reggiane Re.2005 Sagittario
Italy
1943/05
Germany Germany Germany Germany Germany Germany
1945/01 1942/04 1942/06 1942 1943/10 1943/01
Great Britain Great Britain Great Britain Great Britain
1943/07 1938/11 1940/07 1942
United States
1943/08
Great Britain Great Britain United States United States Great Britain United States
1944/03 1942/01 1941/12 1941/06 1943 1943
United States Great Britain Great Britain Great Britain
1942/05 1942/06 1943/08 1942
Luftwaffe Focke-Wulf Ta 152C-3 Henschel Hs 129B-2 Junkers Ju 87G-1 Junkers Ju 88A-15 Junkers Ju 88C-6a Messerschmitt Me 410A-1/U2
RAF Airspeed AS.51 Horsa Mk I (glider) Bristol 149 Blenheim Mk IV Bristol 156 Beaufighter Mk IF Bristol 156 Beaufighter Mk VIF Consolidated B-24J Liberator (Liberator B.Mk VI) de Havilland DH.98 Mosquito F.B. Mk XVIII (Ro) de Havilland DH.98 Mosquito NF.Mk XII Douglas C-47 Dakota (transport) Douglas DB-7B (Boston Mk III) Hawker Hurricane Mk IV (ATG) Martin 187 Baltimore Mk IIIA/IV Martin B-26B/C Marauder (Marauder Mk IA/II) Supermarine Seafire F.Mk III Supermarine Spitfire F.Mk VIII (20/MG) Vickers 271 Wellington B.Mk III
Regia Aeronautica (Italy) CANT Z.1007bis Fiat CR.42 Macchi MC.200 Saetta Reggiane Re.2002 Ariete Reggiane Re.2005 Sagittario Savoia-Marchetti S.M.79-II
Italy Italy Italy Italy Italy Italy
1939/01 1939/11 1939/11 1942/10 1943/05 1936/10
The Eastern Front
♦
BARBAROSSA: JUNE TO DECEMBER 1941
The first strike against Russia will find the Russian Air Force severely hampered due to the better German aircraft. Hungary Fiat CR.42 Dornier Do 215B-4 Dornier Do 217E-2 Heinkel He 111H-6 Heinkel He 111H-16 Henschel Hs 123A-1 Henschel Hs 126B-1 Junkers Ju 52/3m g7e (transport) Junkers Ju 87D-1 Junkers Ju 88A-4 Messerschmitt Bf 109E-1 Messerschmitt Bf 109E-3 Messerschmitt Bf 109F-2
1939/11
Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany
1940/01 1940/12 1941/10 1940 1936/06 1938 1939 1941/11 1940/06 1938/11 1938/11 1941/01
Regia Aeronautica (Italy) CANT Z.1007bis
Italy
1939/01
Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia
1937 1941/08 1941 1941 1940 1941 1940 1934/11 1937/01 1936/01 1936/04 1931/11 1941
Russia Ilyushin DB-3B Ilyushin Il-4 Lavochkin LaGG-3 (i) Lavochkin LaGG-3 (iv) Mikoyan-Gurevich MiG-1 Mikoyan-Gurevich MiG-3 Petlayakov Pe-8 (TU-8) Polikarpov I-15 (4MG) Polikarpov I-152 Polikarpov I-16 Type 10 Tupolev SB-2 Tupolev TB-3 (1936) Yakovlev Yak-1
♦
OSTFRONT, THE ROAD TO STALINGRAD: JANUARY 1942 TO FEBRUARY 1943
The tide is starting to turn here. Russian aircraft are improving, though the Luftwaffe will still be holding its own. Bulgaria Dewoitine D.520C.1
US Army Air Force Boeing B-17F Flying Fortress (Fortress Mk II) Consolidated B-24J Liberator (Liberator B.Mk VI) Douglas C-47 Dakota (transport) Lockheed P-38E Lightning Lockheed P-38J Lightning Martin B-26B/C Marauder (Marauder Mk IA/II) North American B-25D Mitchell (Mitchell Mk II) North American P-51D Mustang (Mustang Mk IV) Northrop P-61B Black Widow Republic P-47D Thunderbolt
Italy
Luftwaffe
France
1940/03
France
1939/04
Germany Italy
1940/01 1940
Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany
1941/10 1940 1936/06 1938 1942/04 1939 1941/11 1942/06 1940/06 1943/10 1941/01
Croatia
United States
1942/08
United States United States United States United States
1943/08 1941/12 1941/10 1943/08
United States
1942/05
United States
1942/01
United States United States United States
1944/03 1944/03 1943/06
Morane-Saulnier M.S. 410
Hungary Dornier Do 215B-4 Reggiane Re.2000 Falco I
Luftwaffe Heinkel He 111H-6 Heinkel He 111H-16 Henschel Hs 123A-1 Henschel Hs 126B-1 Henschel Hs 129B-2 Junkers Ju 52/3m g7e (transport) Junkers Ju 87D-1 Junkers Ju 87G-1 Junkers Ju 88A-4 Junkers Ju 88C-6a Messerschmitt Bf 109F-2
Normandie-Niemen (Russia) Yakovlev Yak-1
Russia
1941
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Regia Aeronautica (Italy) CANT Z.1007bis
Italy
1939/01
France France France France
1938/11 1939/09 1940/03 1938/02
United States Great Britain Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia
1941/02 1940/09 1937 1941/03 1941/08 1941 1941 1942/07 1941 1941 1940 1934/11 1937/01 1936/01 1936/04 1931/11 1941
Rumania Bloch MB-151C.1 (MG) Bloch MB-152C.1 (MG/20) Dewoitine D.520C.1 Potez 633 B2
Russia Bell P-39D Airacobra Hawker Hurricane Mk IIA Ilyushin DB-3B Ilyushin Il-2 Ilyushin Il-4 Lavochkin LaGG-3 (i) Lavochkin LaGG-3 (iv) Lavochkin La-5 Mikoyan-Gurevich MiG-3 Petlayakov Pe-2 Petlayakov Pe-8 (TU-8) Polikarpov I-15 (4MG) Polikarpov I-152 Polikarpov I-16 Type 10 Tupolev SB-2 Tupolev TB-3 (1936) Yakovlev Yak-1
♦
THE EAST IS RED, KURSK TO BERLIN: JUNE 1943 TO MAY 1945
The tide has now turned and the Russians can field aircraft as good as the Germans. Luftwaffe Focke-Wulf Fw 190A-1 Focke-Wulf Fw 190F-8 (R4M) Focke-Wulf Fw 190F-8 (PzB) Focke-Wulf Ta 152C-3 Heinkel He 111H-6 Heinkel He 111H-16 Henschel Hs 129B-2 Junkers Ju 87D-1 Junkers Ju 87G-1 Junkers Ju 88A-4 Junkers Ju 88C-6a Messerschmitt Bf 109G-6 Messerschmitt Me 323D-2 (transport)
Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany
1941/08 1943 1944 1945/01 1941/10 1940 1942/04 1941/11 1942/06 1940/06 1943/10 1942/10 1942/10
France France
1938/11 1939/09
Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia
1937 1941/03 1941/08 1942/07 1943/03 1944/05 1941 1940 1936/01 1943/10 1943/06
Rumania Bloch MB-151C.1 (MG) Bloch MB-152C.1 (MG/20)
Russia Ilyushin DB-3B Ilyushin Il-2 Ilyushin Il-4 Lavochkin La-5 Lavochkin La-5FN Lavochkin La-7 Petlayakov Pe-2 Petlayakov Pe-8 (TU-8) Polikarpov I-16 Type 10 Yakovlev Yak-3P Yakovlev Yak-9D
The Far East
♦
THE RISING SUN: DECEMBER 1941 TO APRIL 1942
The Japanese attacks on Pearl Harbour and Singapore show how outclassed the allied airforces were. Australian Air Force Commonwealth CA-1 Wirraway Vought SB2U-1 Vindicator
Australia United States
1939/03 1939
Japan Japan Japan Japan Japan Japan Japan
1940/07 1941 1941/12 1940 1939/08 1941/03 1942
Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan
1942/06 1941/10 1938/01 1938/02 1940/08 1939 1936/06 1941/06 1938 1938 1939/12
Great Britain Great Britain Great Britain Great Britain United States Great Britain Great Britain Great Britain Great Britain
1936/11 1938/11 1938/11 1940/03 1936/11 1937/10 1940/09 1933/04 1937/04
Japan Japan
1939 1939/08
JAAF (Japan) Kawasaki Ki.48-Ib "Lily" Kawasaki Ki.48-IIb "Lily" Mitsubishi Ki.21-IIb "Sally" Mitsubishi Ki.51 "Sonia" Nakajima Ki.27b "Nate" Nakajima Ki.43-Ic "Oscar" Nakajima Ki.44-Ib Shoki "Tojo"
JNAF (Japan) Aichi D3A2 "Val" Aichi E13A1 "Jake" Kawanishi H6K4 "Mavis" Mitsubishi A5M4 "Claude" Mitsubishi A6M2 m21 "Zeke" Mitsubishi F1M2 "Pete" Mitsubishi G3M2 "Nell" Mitsubishi G4M1 m11 "Betty" Nakajima B5N1 "Kate" (bomb) Nakajima B5N1 "Kate" (torpedo) Nakajima B5N2 "Kate"
RAF Bristol 142M Blenheim Mk I Bristol 142M Blenheim Mk IF Bristol 149 Blenheim Mk IV Bristol 149 Blenheim Mk IVF Consolidated PBY-5 Catalina Hawker Hurricane Mk I Hawker Hurricane Mk IIA Vickers 132 Vildebeest Mk IV Vickers 246 Wellesley Mk I
Thailand Mitsubishi F1M2 "Pete" Nakajima Ki.27b "Nate"
US Army Air Force Bell P-39D Airacobra Brewster F2A-2 Consolidated PBY-5 Catalina Curtiss P-40C (Tomahawk Mk IIB) Curtiss P-40E Warhawk (Kittyhawk Mk IA)
United States United States United States United States United States
1941/02 1940/09 1936/11 1941/02 1942/04
US Navy Air Force Curtiss SB2C-1C Helldiver Douglas SBD-2 Dauntless Douglas TBD-1 Devastator Grumman F4F-4 Wildcat (Martlet Mk IV) Vought OS2U-1 Kingfisher Vought SB2U-1 Vindicator
United States United States United States United States United States United States
1942/12 1940/11 1937/06 1941/11 1940/08 1939
Not to be copied, resold or otherwise distributed (see Terms and Conditions)
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♦
RAF
CARRIER CLASH: MAY 1942 TO FEBRUARY 1943
The Battles of Coral Sea, Midway and the attack into the Indian Ocean are covered here, with the beginnings of better carrier aircraft for the Allies. JAAF (Japan) Mitsubishi Ki.21-IIb "Sally" Mitsubishi Ki.46-II "Dinah"
Japan Japan
1941/12 1940
Japan Japan Japan Japan Japan Japan Japan Japan Japan
1942/06 1941/10 1942/04 1940/08 1939 1942/10 1938 1939/12 1942/05
JNAF (Japan) Aichi D3A2 "Val" Aichi E13A1 "Jake" Kawanishi H8K2 "Emily" Mitsubishi A6M2 m21 "Zeke" Mitsubishi F1M2 "Pete" Mitsubishi G4M2 m22 "Betty" Nakajima B5N1 "Kate" (torpedo) Nakajima B5N2 "Kate" Yokosuka D4Y1-C "Judy"
US Army Air Force Martin B-26B/C Marauder (Marauder Mk IA/II)
United States
1942/05
US Navy Air Force Consolidated PBY-5 Catalina Curtiss SB2C-1C Helldiver Douglas SBD-2 Dauntless Douglas SBD-5 Dauntless Douglas TBD-1 Devastator Grumman F4F-4 Wildcat (Martlet Mk IV) Vought OS2U-1 Kingfisher Vought SB2U-1 Vindicator
♦
United States United States United States United States United States United States United States United States
1936/11 1942/12 1940/11 1943/02 1937/06 1941/11 1940/08 1939
MACARTHUR RETURNS: OCTOBER 1943 TO MARCH 1945
The Allied war machine is now turning out better fighters such as the Hellcat, which will be a difficult opponent for most Japanese aircraft. The Japanese hold some surprises themselves though. Australian Air Force Douglas DB-7B (Boston Mk III)
United States
1941/06
Japan Japan Japan Japan Japan Japan
1943/04 1941/12 1940 1940 1942/02 1941/08
Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan
1942/06 1941/10 1938/01 1942/04 1943/08 1939 1942/10 1944/05 1938 1939/12 1944/05 1943/11 1942/05
JAAF (Japan) Kawasaki Ki.61-Ib Hien "Tony" Mitsubishi Ki.21-IIb "Sally" Mitsubishi Ki.46-II "Dinah" Mitsubishi Ki.51 "Sonia" Nakajima Ki.43-II "Oscar" Nakajima Ki.49-I Donryu "Helen"
JNAF (Japan) Aichi D3A2 "Val" Aichi E13A1 "Jake" Kawanishi H6K4 "Mavis" Kawanishi H8K2 "Emily" Mitsubishi A6M5a m52 "Zeke" Mitsubishi F1M2 "Pete" Mitsubishi G4M2 m22 "Betty" Mitsubishi J2M5 "Jack" Nakajima B5N1 "Kate" (torpedo) Nakajima B5N2 "Kate" Nakajima B6N2 "Jill" Nakajima J1N1-S Gekko "Irving" Yokosuka D4Y1-C "Judy"
New Zealand Air Force Curtiss P-40E Warhawk (Kittyhawk Mk IA)
United States
1942/04
Fairey Firefly F.Mk I Supermarine Seafire F.Mk III
Great Britain Great Britain
1943/10 1942/06
US Army Air Force Consolidated B-24J Liberator (Liberator B.Mk VI) Douglas A-20G-20 Havoc Douglas C-47 Dakota (transport) Lockheed P-38J Lightning North American B-25D Mitchell (Mitchell Mk II) Northrop P-61B Black Widow Republic P-47D Thunderbolt
United States United States United States United States
1943/08 1943 1941/12 1943/08
United States United States United States
1942/01 1944/03 1943/06
US Navy Air Force Consolidated PBY-5 Catalina Curtiss SB2C-1C Helldiver Douglas SBD-5 Dauntless Grumman F4F-4 Wildcat (Martlet Mk IV) Grumman F6F-3 Hellcat Grumman TBM-3 Avenger Vought F4U-1A Corsair (Corsair Mk II) Vought F4U-1D Corsair Vought F4U-4 Corsair (FTR) Vought OS2U-1 Kingfisher
♦
United States United States United States United States United States United States United States United States United States United States
1936/11 1942/12 1943/02 1941/11 1943/01 1943/02 1942/09 1944/04 1944/10 1940/08
THE ROAD TO MANDALAY: BURMA AND MALAYA 1941 TO 1945
This theatre covers the Forgotten War pitting Commonwealth forces against the Japanese. Australian Air Force Brewster B-339E Buffalo I Commonwealth CA-1 Wirraway Curtiss P-40E Warhawk (Kittyhawk Mk IA) Republic P-47D Thunderbolt Supermarine Spitfire F.Mk VIII (20/MG) Vought SB2U-1 Vindicator
United States Australia United States United States Great Britain United States
1940/06 1939/03 1942/04 1943/06 1943/08 1939
Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan
1941 1943/04 1941/12 1940 1940 1941/03 1942/02 1942 1944/05 1941/08 1944/04 1945/03
Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan
1942/06 1938/01 1942/04 1940/08 1943/08 1936/06 1941/06 1942/10 1938 1939/12 1939/08 1944/06
JAAF (Japan) Kawasaki Ki.48-IIb "Lily" Kawasaki Ki.61-Ib Hien "Tony" Mitsubishi Ki.21-IIb "Sally" Mitsubishi Ki.46-II "Dinah" Mitsubishi Ki.51 "Sonia" Nakajima Ki.43-Ic "Oscar" Nakajima Ki.43-II "Oscar" Nakajima Ki.44-Ib Shoki "Tojo" Nakajima Ki.44-IIc Shoki "Tojo" Nakajima Ki.49-I Donryu "Helen" Nakajima Ki.84-Ib Hayate "Frank" Nakajima Ki.84-II Hayate "Frank"
JNAF (Japan) Aichi D3A2 "Val" Kawanishi H6K4 "Mavis" Kawanishi H8K2 "Emily" Mitsubishi A6M2 m21 "Zeke" Mitsubishi A6M5a m52 "Zeke" Mitsubishi G3M2 "Nell" Mitsubishi G4M1 m11 "Betty" Mitsubishi G4M2 m22 "Betty" Nakajima B5N1 "Kate" (torpedo) Nakajima B5N2 "Kate" Nakajima Ki.27b "Nate" Nakajima P1Y1 Ginga "Frances"
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RAF Bristol 142M Blenheim Mk I Bristol 142M Blenheim Mk IF Bristol 149 Blenheim Mk IV Bristol 149 Blenheim Mk IVF Consolidated PBY-5 Catalina Curtiss P-36 Hawk H75A-1 (Mohawk Mk I) Douglas C-47 Dakota (transport) Fairey Firefly F.Mk I Fairey Fulmar Mk I Fairey Swordfish Mk II Hawker Hurricane Mk I Hawker Hurricane Mk IV (ATG) Republic P-47D Thunderbolt Supermarine Seafire F.Mk III Supermarine Spitfire F.Mk VC Supermarine Spitfire F.Mk VIII (20/MG) Vickers 132 Vildebeest Mk IV Vought F4U-1A Corsair (Corsair Mk II)
US Army Air Force Great Britain Great Britain Great Britain Great Britain United States United States United States Great Britain Great Britain Great Britain Great Britain Great Britain United States Great Britain Great Britain Great Britain Great Britain United States
1936/11 1938/11 1938/11 1940/03 1936/11 1938/12 1941/12 1943/10 1940/06 1936/02 1937/10 1943 1943/06 1942/06 1941/03 1943/08 1933/04 1942/09
US Army Air Force Boeing B-17F Flying Fortress (Fortress Mk II) Consolidated B-24J Liberator (Liberator B.Mk VI) Lockheed P-38J Lightning North American B-25D Mitchell (Mitchell Mk II) North American P-51A Mustang (Mustang Mk II) Northrop P-61B Black Widow Republic P-47D Thunderbolt
United States
1942/08
United States United States
1943/08 1943/08
United States
1942/01
United States United States United States
1942/04 1944/03 1943/06
US Navy Air Force Consolidated PBY-5 Catalina Grumman F6F-3 Hellcat Vought F4U-1A Corsair (Corsair Mk II)
♦
United States United States United States
1936/11 1943/01 1942/09
Boeing B-29A Superfortress Consolidated B-24J Liberator (Liberator B.Mk VI) North American P-51D Mustang (Mustang Mk IV) Northrop P-61B Black Widow Republic P-47D Thunderbolt
United States
1944/06
United States
1943/08
United States United States United States
1944/03 1944/03 1943/06
US Navy Air Force Grumman F4F-4 Wildcat (Martlet Mk IV) Grumman F6F-3 Hellcat Grumman TBM-3 Avenger Vought F4U-1A Corsair (Corsair Mk II) Vought F4U-1D Corsair Vought F4U-4 Corsair (FTR) Vought OS2U-1 Kingfisher
United States United States United States United States United States United States United States
1941/11 1943/01 1943/02 1942/09 1944/04 1944/10 1940/08
Other Theatres
♦
FLIGHTS OF FANCY: EXPERIMENTAL AIRCRAFT 1939 TO 1945
The aircraft in this section were either almost introduced at the end of the war, or had their development curtailed. Many items of interest for unusual games with early jets. Luftwaffe Bachem Ba 349A Natter Dornier Do 335A-1 Gotha Go 229A-0 Heinkel He 162A-1 Volksjaeger
Germany Germany Germany Germany
1945/02 1945/01 1945 1945
US Army Air Force Bell P-59A Airacomet
United States
1945
KAMIKAZE: THE SETTING OF THE SUN: JANUARY TO AUGUST 1945
The end is in sight here. The Japanese can field some quite good aircraft, though they are going to be no match for many US aircraft. JAAF (Japan) Kawasaki Ki.45 KAId Toryu "Nick" Kawasaki Ki.61-Ib Hien "Tony" Nakajima Ki.44-IIc Shoki "Tojo" Nakajima Ki.84-Ib Hayate "Frank" Nakajima Ki.84-II Hayate "Frank"
Japan Japan Japan Japan Japan
1944/01 1943/04 1944/05 1944/04 1945/03
Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan Japan
1942/06 1941/10 1944/01 1943/08 1939 1944/11 1944/05 1939/12 1944/05 1943/11 1944/06 1944/10
JNAF (Japan) Aichi D3A2 "Val" Aichi E13A1 "Jake" Kawanishi N1K2-J "George 21" Mitsubishi A6M5a m52 "Zeke" Mitsubishi F1M2 "Pete" Mitsubishi G4M2e m24J "Betty" Mitsubishi J2M5 "Jack" Nakajima B5N2 "Kate" Nakajima B6N2 "Jill" Nakajima J1N1-S Gekko "Irving" Nakajima P1Y1 Ginga "Frances" Yokosuka D4Y2a "Judy"
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13 — EXPANDED AIRCREW EXPERIENCE The basic rules do not really reflect experience, other than in a simple fashion. The following rules introduce an overall concept of experience, with associated game effects.
13.1 – “Basic Training” Experience is always applied to an entire air crew on an aircraft (if only for the purposes of simplicity). When buying the aircraft at the start of the game, the overall cost of plane plus crew is modified for the level of experience purchased: Recruit: – 4 0 % Green: – 2 0 % Average: + 0 % Veteran: + 2 0 % Elite (/Ace): + 40%
Effects: Recruits: • • • • •
13.2 – Crew Training In a campaign environment, we allow for skills to be increased in certain circumstances. If you want to run a campaign with the new experience rules, you should agree the level of starting experience, and purchase planes accordingly. When the game is over calculate the victory points as usual, and ascertain whether any Bonus Experience Points are gained. You can now “spend” victory points either to upgrade an entire aircraft and crew to the next higher experience level, or to increase skills by buying Experience Points (as per existing rules), or a combination of both. To upgrade an aircraft to the next higher experience level you must pay, in victory points, the cost of the aircraft at its new level. This means that if your aircraft and crew cost you a total of 100 points when bought as average, you would pay 120 victory points to turn it into a veteran.
cannot use sideslip or skid manoeuvres
Remarks
must always use long burst
The combination of the experience and new gunnery rules will overcome in some way the issue of big bombers being quite difficult to shoot down. Now experienced pilots can get better chances of inflicting serious damage on their targets. Aces will be able to probably down big planes in one pass if they have a well armed aircraft and above average skills.
must pass VPSR to tail must pass VPSR to maintain tail all attacks AGAINST the aircraft gain critical hits if the initial damage rolls scored 5 or 6.
Green crews: • cannot use sideslip or skid manoeuvres • must pass VPSR to tail • all attacks AGAINST the aircraft gain critical hits if the initial damage rolls scored 5 or 6.
Average crews: • cannot use sideslip or skid manoeuvres Veteran crews: • cannot use skid manoeuvre • all attacks BY aircraft cause gain critical hits on 5 or 6 on initial damage rolls (4, 5, or 6 against Green or Recruit)
Elite crews: • pilot can use Aimed Fire rules • all attacks BY aircraft cause gain critical hits on 5 or 6 on initial damage rolls (4, 5, or 6 against Green or Recruit)
Note regarding critical hits. You will see that the chances of causing critical hits are increased by one if the target is substandard and if the shooter is above average. In theory we could have said that Recruits and Green have a reduced chance of causing (i.e. cannot cause) Critical hits while Vets and Elite have an improved chance. What we have done here is maintain the basic rules, so anyone can still cause critical hits, but chances go up if you are more experienced, and even further if the target is inexperienced. When resolving critical hits, additional critical hits only happen if the d6 is a 6. The improved critical hit chance only applies to the initial dice score for damage, not to subsequent rolls on the table.
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APPENDIX B – TABLE OF AIRCRAFT WEAPONS If you use a gun that is not in the table, use the Range, modifiers and depletion for the calibre band into which it falls. The Depletion Number is in the order Normal Burst/ Long Burst. Machine Guns
up to 8 mm
Range: 4
Modifier +2
Damage 1D6
Depletion #: n.a./10
France
Great Britain
Germany
Italy
Japan
USA
USSR
7.5 mm – Darne; MAC
0.3” – Browning 0.303” – Browning Lewis III; Vickers III; Vickers K
7.92 mm – MG15; MG17; MG81
7.7 mm – Breda SAFAT
7.7 mm – Type 89/1 & 2 (A); Type 92 & 97 (N) 7.92 mm – Type 98 (A); Type 1 (N)
0.3” – Browning
7.62 mm – ShKAS
up to 15 mm
Range 5
Modifier +1
Damage 2D6
Depletion #: 10/9
Great Britain
Germany
Italy
Japan
USA
USSR
0.5” – Browning
13 mm – MG 131 15 mm – MG 151
12.7 mm – Breda SAFAT 15 mm – MG 151
12.7 mm – Ho 103 0.5” – Browning (A) 13 mm – Type 2 (N) 13.2 mm – Type 3 (N)
12.7 mm – Beresin UBS
up to 20 mm
Range 6
Modifier 0
Damage 3D6
Depletion #: 9/8
Germany
Italy
Japan
USA
USSR
20 mm – MG 151/20
20 mm – Type 1 & 20 mm – AN M2 97 (A); Ho 1, 3 & Hispano 5 (A); MG 151/20; Type 99/1 & 2 (N)
20 mm – B 20: ShVAK 23 mm – VYA (4D6 damage)
up to 30 mm
Range 8
Modifier -1
Damage 5D6
Depletion #: 8/7
Germany
Italy
Japan
USA
USSR
Heavy Machine Guns France
Cannon France
Great Britain
20 mm – Hispano Suiza 404
20 mm – Hispano II; 20 mm – MG Hispano V 151/20; MG FF
Cannon France
Great Britain
30 mm – MK 101; MK 103; MK 108
Cannon France
Up to 40 mm
Range 10
Modifier -2
Damage 7D6
Depletion #: 7/6
Great Britain
Germany
Italy
Japan
USA
USSR
40 mm – Vickers S
37 mm – BK 37
37 mm – Ho 203 (A) 40 mm – Ho 301 (A)
37 mm – Colt Browning 40 mm – (AA)
37 mm – NS - 37
Cannon France
25 mm – (AA) 4D6 damage 30 mm – Ho 105 (A); Type 5 (N)
Over 40 mm
Range 12
Modifier -3
See below
Depletion #: 6/5
Great Britain
Germany
Italy
Japan
USA
USSR
57 mm – Molins (10D6 damage)
50 mm – BK 5 (9D6 damage) Air to air rocket 55 mm – R4M (5D6 damage)
57 mm – Ho 401 (A) (10D6 damage) 75 mm – Type 88 (14D6 damage)
75 mm – T5 (14D6 damage)
Air to air rocket 75 mm – RS75 (7D6 damage) 82 mm – RS82 (8D6 damage)
Japan
USA
USSR
5” HVAR (4D6/2D6 damage)
75 mm – RS75 (2D6/1D6 damage_ 82 mm – RS82 (3D6/1D6 damage) 132 mm – RS132 (4D6/2D6 damage)
Air to Ground Rockets France
Great Britain
Germany
25 lb – RP (2D6/1D6 damage) 60 lb – RP (5D6/2D6 damage)
80 mm – PzB1 (3D6/1D6 damage) 210 mm – WfrFr 21 (2D6 burst) X-4 2D6 (burst)
Italy
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APPENDIX C — DESIGNERS’ NOTES Aircraft Data The aircraft data includes a sample of aircraft from the major Theatres covered in the period, so that players can try out all sorts of different actions. The minor theatres from the inter-war years are listed only in the ‘Angels 15’ supplement. The ’Angels 15’ encyclopaedia holds all the aircraft in the Scramble dataset in one volume (repeating therefore those that appear in the rules). We chose to do this, so that players can use the volume to compare aircraft for a theatre from one single list rather than having to refer to two books. The aircraft data shows many aircraft carrying bombs, torpedoes, and rockets. If you wish to just fight with aircraft not carrying any payload, you only need to enter the CLEAN values (DVC and MVC).
Notes on the Game Values DV, MV and Aircraft Weight The DV and MV figures are both dependent on aircraft weights. In reference books these tend to be expressed as “loaded”, “take-off”, and “maximum”, none of which were clearly defined by the authors concerned. When we started to compare the resulting game values closely some grotesque anomalies came to light, all resulting from working backwards from an inconsistent basis. We therefore sat back and analysed some of the numbers for the entire database and discovered some interesting relationships between loaded and empty weights, which also appeared to vary consistently in a linear fashion for one-, two-, three- and fourengined aircraft. This led us to work out the airborne weights from a reliable constant value (the empty weight of the aircraft). By allowing for a constant to calculate the weight of fuel and ammunition, with a linear adjustment depending on the number of engines, plus allowing a weight factor for each member of the crew, we managed to create a much more reliable set of figures for the Clean DV and MV. Of course, when you load bombs and other payload items these add to the airborne weight and you now get a consistent Loaded DV and MV, which will be worse for the aircraft in game terms (in most cases). We would mention that we considered taking the actual fuel weights carried by aircraft as part of the calculation. Unfortunately, the reference sources we used were not very helpful because most did not show the amount of fuel carried, and only referred to the endurance of an aircraft, which was no help in this case. You must also take into account the fact that by the time the battle is happening, none of the aircraft will be carrying its original fuel load anyway, so the previous calculation using the “loaded” weights was potentially flawed. When revising these calculations we took a number of benchmark aircraft and tried to ensure that these did not vary wildly from the values in the First Edition. In most cases we have succeeded, and are pleased to say, without bending our own rules. There is also an issue with unusual aircraft types. By this I mean Gliders, Jets and Rocket planes. In the case of Gliders, a rule we defined originally has been maintained in this edition, and that is that the DV of a Glider is its Current Listed Game Airspeed. For Jets, our original calculation provided a reasonable DV and MV, but with the revised weights we adjusted a constant in the calculation, and have achieved an acceptable result that reflects the
capabilities of these aircraft. Rocket Aircraft such as the Me 163 are a specific special case. These aircraft types used their speed to gain altitude after which they usually glided into the attack, as described in the aircraft data. This was because the speed at which the craft was moving was too high to allow the pilot to aim his weapons. He could try to re-ignite the rocket if he was lucky, and we allow for that in the rules. Cargo Planes are now represented in the lists in laden and unladen condition. We have been asked about the relative DVs of different marks of aircraft of the same type, which are usually most noticeable in earlier aircraft. For instance the DV of the Me 109E is better than the later Me 109F. This is down to the fact that the DV is based on the power to weight ratios. The 109E weight in action, when taking into account pilot and fuel is ca 1000 lbs lighter than the 109F. The HP of the two aircraft are very similar (25hp difference). In the end, there may also be some difference due to the rounding of the final number. DVs tend to go up quite a bit in the late war as engines get extremely powerful while weights may not have increased that much.
Weapon Fits and Damage Gun fits etc. all depend on the source book you use to get the original data. We cross referenced a number of sources, some of which proved less than reliable and clearly copied errors from earlier publications. In the end we adopted a policy of using one constant source as the basis as far as possible, cross checking with more recent publications to check consistency. It was also suggested that the damage from a 20mm cannon was too low. Bear in mind that the rate of fire is factored into the damage, which is for a burst, not per bullet, and the 20mm cannon fired considerably slower than rifle and 0.50 cal machine guns.
Dive Rates You may dive a number of Altitudes equal to the stall speed ST without needing a VPSR (steep dive), and the maximum dive rate (vertical dive) is equal to ½ the printed AS in Altitudes. Up to half the ST dived counts as a shallow dive, and up to ½ the difference between ST and (½ AS) counts as a power dive. Using this simple formula may give a different result from that shown in the aircraft tables, which are calculated exactly. This difference is caused by the effect of rounding the various numbers for the different game factors.
Relative Acceleration In response to questions about this it is broadly correct to say that acceleration, braking and dive rates are different for different aircraft. We have chosen to simplify the game play as much as possible without losing the essential flavour of air combat, by using only the most important features of the aircraft’s performance. Remember that historically the single most important factor was the pilot’s skill. If you were to use acceleration and braking you might also want to use roll rate, zoom climb rate, change of speed and turn rate with altitude and temperature, etc. etc. and end up with an unplayable game. The other problem for we writers is that this data is not consistently available.
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FIGHTER RECORD CARDS Type:
Points:
AS
ST
Dive rates – Sh: Crew:
MV L
St:
Skills: P
G
MV C
Pw:
Arc:
Vt:
CEIL
AB L:
DV L
DV C
DAM
AB C:
Take the game data from the Master Gun Table. The to hit modifier should allow for both the type and number of guns.
Guns: Other
CLIMB
# of guns
Type:
To Hit Mod:
Type:
Range:
# of D10s (attacks):
Deplete normal
Deplete Long Burst
Points:
AS
ST
Dive rates – Sh: Crew:
MV L
St:
Skills: P
G
MV C
Pw:
Arc:
Vt:
CEIL
AB L:
DV L
DV C
DAM
AB C:
Take the game data from the Master Gun Table. The to hit modifier should allow for both the type and number of guns.
Guns: Other
CLIMB
# of guns
Type:
To Hit Mod:
Type:
Range:
# of D10s (attacks):
Deplete normal
Deplete Long Burst
Points:
AS
ST
Dive rates – Sh: Crew:
MV L
St:
Skills: P
G
MV C
Pw:
Arc:
Vt:
CEIL
AB L:
DV L
DV C
DAM
AB C:
Take the game data from the Master Gun Table. The to hit modifier should allow for both the type and number of guns.
Guns: Other
CLIMB
# of guns
Type:
To Hit Mod:
Range:
# of D10s (attacks):
Deplete normal
Deplete Long Burst
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BOMBER RECORD CARDS Type:
Points:
AS
ST
Dive rates – Sh: Crew:
MV L
St:
Skills: P
G
MV C
Pw:
Arc:
Vt:
CEIL
AB L:
DV L
DV C
DAM
AB C:
Take the game data from the Master Gun Table. The to hit modifier should allow for both the type and number of guns.
Guns: Other
CLIMB
# of guns
Type:
To Hit Mod:
Type:
Range:
# of D10s (attacks):
Deplete normal
Deplete Long Burst
Points:
AS
ST
Dive rates – Sh: Crew:
MV L
St:
Skills: P
G
MV C
Pw:
Arc:
Vt:
CEIL
AB L:
DV L
DV C
DAM
AB C:
Take the game data from the Master Gun Table. The to hit modifier should allow for both the type and number of guns.
Guns: Other
CLIMB
# of guns
Type:
To Hit Mod:
Range:
# of D10s (attacks):
Deplete normal
Deplete Long Burst
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