Beruflich Dokumente
Kultur Dokumente
fuel or pilot will reduce the planes damage value below a similar aircraft with those features. In other words, basic protection is the norm. Beyond this basic protection, aircraft designers could add more armor. Planes like the Il-2 and the Hs 293 ground attack aircraft appeared in WWII, and the A-10 is a more modern example. The more armor a plane has, the sturdier it is. Armor does affect the plane's performance, but performance is covered elsewhere.
7.1 Dogfighting
To make an attack with guns or air-to-air rockets, the attacker must close to within dog fighting range of his opponent. They can also use guided missiles if they wish, although some early missiles suffer a heavy penalty if used in a dogfight. Once the attacking player is close enough, he declares an attack. The range for declaring a dogfight depends on the speed of the aircraft involved: Maximum speed of fastest aircraft: 200 kts: 400 kts: 401+ kts: Dogfight Radius 1 nm 3 nm 6 nm
The player declaring the dog fight must be no more than one altitude level below his opponent and no more than two levels above his opponent. A plane at Low cannot engage an enemy at High altitude, but the plane at High altitude can declare a dog fight with the plane at Low. A dog fight takes place at the altitude of the lowest aircraft involved in the fight, and all dog fighting aircraft are at the same altitude level.
Once a dog fight is declared, place a marker on the board representing the center of the dog fight circle. The radius of the circle is the same as the dog fight range. All the planes involved in the fight are assumed to be somewhere within the circle, but their exact position is undefined. Within the circle, each plane is maneuvering, trying to get into firing position while avoiding attack itself. All ranges to the dog fight are taken from the marker. Planes in a dog fight can do nothing else. They cannot attack ground targets, land or do anything that compromises their ability to maneuver and attack. If an aircraft cannot or chooses not to maneuver (e.g., a recce plane on a photo run) , then it has a Maneuver Rating of 0.0. Dogfights are fought in rounds of one minute each, with three rounds to a three-minute Tactical Turn. The sequence during each round is: 1) Find each planes Maneuver Rating. This will vary from mission to mission, and during the mission, depending on what ordnance load the plane is carrying, or possibly other factors. Planes with a higher Maneuver Rating move before planes with a lower Maneuver Rating. If two planes have the same Maneuver Rating, the plane with the higher full military power speed at that altitude moves first. If their speeds are also the same, flip a coin. Planes in formation (see section 7.3), regardless of their individual Maneuver Rating, have the lowest initiative and move last. They have a Maneuver Rating of 0.0. Aircraft that cannot or choose not to maneuver (e.g., cruise missiles or reconnaissance planes on a photo run) also move last. If more than one such group is present, move them in order of their speed, fastest to slowest. It is entirely possible that planes will be shot down before they can take their turn. 2) As each plane takes its move, the player can make an attack, declare he is maneuvering defensively (7.1.4), or attempt to leave the dog fight (7.1.6). Each of these actions is described more completely below. 3) At the end of the third and sixth rounds, the players check to see if the dog fight is over. After three rounds, (one Tactical Turn) , either player rolls a D6.On a 1 or 2, the dog fight is over. After the sixth round (two Tactical Turns), if the D6 roll is 1 -4, the fight is over. All dog fights automatically end after nine rounds (three Tactical Turns). This simulates the effects of low ammunition or fuel or the two sides simply deciding theyve had enough. Section 7.1.7 describes how to end a dog fight.
5) Pilot Modifier: If pilot experience has not been defined for the scenario, skip this step (assume all pilots are Competent) . If it has been specified, compare the pilot skill ratings of the attacker and defender (see 6.3.7 Pilot Experience) . The .ve pilot ratings are: Recruit, Novice, Competent, Experienced, and Veteran. Each level of superior pilot skill allows the attacker to shift the result on the Gun Combat Table a column to the right and down a row (this is good) . If he has a lower skill level, he has to shift a column and row to the left and up (this is bad). Example: An Experienced pilot attacks a Novice. There is a difference of two skill levels, so the attacking pilot will be able to shift his gun attack two columns to the right and two rows down. When the novice attacks, he will have to shift two columns to the left and two rows up. Treat unmanned defenders (e.g., cruise missiles, UAVs) as having a Competent skill level. 6) Find the gun rating of the attacking aircraft and the damage rating of the defender.Refer to the Aircraft Gun Lethality Index Table with these two values and find the Lethality Index. 7) On the Air-to-Air Gun Attack Table, use the Lethality Index and the Maneuver Difference to find the chance of a kill. If there is a Pilot Modifier, apply it to shift both the row and column, either right and down, or left and up. Example 1: F4F-4 Wildcat vs.A6M2 Zero at Medium altitude. Both pilots have the same skill level. Aircraft F4F-4 A6M2 Zero Man Rtg 2.5 3.5 Gun Rtg 1.8 1.5 Dam Rtg 14 10 Max Speed 277 288
The F4F attacking the Zero: Maneuver Difference = -1.0 (subtracting the Zeros 3.5 from the Wildcats 2.5) . The difference in maximum speed is less than 50 knots, so there is no effect on the Maneuver Difference. Lethality Index = 0.35 (comparing the F4Fs 1.8 to the Zeros 10 on the Gun Lethality Table) Chance of a Kill = 0.07 (comparing the Maneuver Difference of -1.0 to the Lethality index of 0.35 on the Gun Combat Table) The Zero attacking the F4F: Maneuver Diff = +1.0 (The Zeros 3.5 minus the F4Fs 2.5) Lethality Index = 0.30 (Comparing 1.5 to 14) Chance of a Kill = 0.12 (Comparing +1.0 to 0.30) Example 2: Spit fire Va vs Bf 109F at Low altitude. Assume the German pilot is a Experienced and the RAF pilot is Competent. The difference is one skill level. Aircraft Man Spit fire Va Bf 109F-1 Rtg 3.0 3.0 Gun Rtg 2.0 1.0 Dam Rtg 13 13 Max Speed 332 279
The Spitfire attacking the Bf 109F: Maneuver Difference = +0.5. The Spit and the Bf 109 have an equal maneuver rating, but the British fighter has a speed of 332 knots at Low altitude, while the Bf 109F has a speed of 279 knots. The Spit fire is 53 knots faster, so +0.5 is added to the Maneuver Difference. Pilot Modifier = One skill level lower Lethality Index = 0.35 (Comparing 2.0 to 13)
Chance of a Kill = 0.09. The player compares the +0.5 row with the 0.35 column (hit chance of .12), but then shifts one row up (0.0) and one column left (0.30) to get the final result of 0.09. The Bf 109F attacking the Spitfire: Maneuver Difference = -0.5. They have equal maneuver ratings, but the Messerschmitt is 53 knots slower, so the total Maneuver Difference is -0.5 Pilot Modifier = One skill level higher Gun Lethality Index = 0.25 (Comparing 1.0 to 13) Chance of a Kill = 0.09. The pilot modifiers are applied to again, this time shifting right and down.So instead of reading the value at the -0.5/0.25 cell (kill chance = 0.06) , the German player reads from the 0.0/0.30 cell (0.09)
Missile Generation 1 2 3 4
If the plane being attacked has piston engines ((not turboprops, those are jet turbines) and the attacker is using an IR AAM, add a -1.0 modifier to the Missile Index because of the engines low heat signature. If targets speed is 1000 knots or more, subtract the following modifiers from the Missile Index: Target Speed (kts) : VSmall 1000 -1500: -1.0 1501 -2000: -1.5 2001+: -2.0
10) On the Air-to-Air Missile Attack Table, use the final Missile Index and the Maneuver Difference to find the chance of a kill. If there is a Pilot Modifier, apply it to both the Maneuver Difference and the Missile Index -right and down if its higher, left and up if its lower. Example 3: F-4C vs MiG-21 Fishbed C at Medium altitude Aircraft Man Rtg F-4C 2.5 Gun Rtg -1.5 Dam Rtg 29 17 Max Speed 698 590 Counter-measures None None
The F-4E attacking with an AIM-9E: Maneuver Difference: Subtract the MiG-21s 3.5 from the F-4Es 2.5, for a -1.0, then add a +1.0 for the missiless second generation seeker, resulting in a zero. Lastly, compare the planes speeds: The F-4 is 108 knots faster, so add +1.0 to the difference = +1.0 Missile Index: -0.5, for the AIM-9Es 3.0 minus the MiGs 3.5. Neither aircraft has countermeasures and the MiGs signature is Small, so there is no modifier to the missile index for low signature. Chance of a Kill = 0.10 (Comparing the 1.0 Maneuver Difference with the -0.5 Missile Index) Example 4: Indian MiG-29K Fulcrum D vs.Chinese J-10 at High Altitude. The Fulcrum is carrying Russian R-77 [AA-12 ] and R--73 [AA-11 ] missiles.. The J-10 is loaded with R77s and Chinese PL-8s. The Indian pilot is Experienced. The Chinese pilot is Competent. The Indian aircraft is fitted with a helmet-mounted sight. Aircraft Man MiG-29K J-10 Rtg 5.0 4.5 Gun Rtg 3.5 3.0 Dam Rtg 20 21 Max Speed 750 740 Counter-measures 3rd Gen D 3rd Gen D
Missile ATA Rating Seeker Gen R-77 7.0/8.0 4 R-73 6.5 3 PL-8 5.0 3 The Indian MiG attacking the Chinese J-10 with R-77:
Maneuver Difference = +0.5, with no speed modifier. The Indian pilots HMS adds +1.0 to the difference, for a value of +1.5. Then he adds +3.0 for the seekers generation for a total of +4.5 Missile Index = +3.5, R-77 ATA is 8.0 fired in a dog fight minus the J-10s 4.5. The countermeasures modifier (R77s 4th Gen seeker vs.3rd Gen Decoys) is -0.5, and the J-10 is a VSmall aircraft, for a -0.5 modifier. The final value is +2.5. Kill chance = 0.48 (+4.5 Maneuver Difference compared to +2.5 Missile Index (0.41) , shifted one column right and down for the difference in pilot skills to 0.48) . The Chinese J-10 attacking the Indian Fulcrum with R-77: Maneuver Difference = -0.5, with no speed modifier, +3.0 for the seekers generation for a total of 2.5. Missile Index = +3.0, R-77 ATA is 8.0 fired in a dog fight minus the MiGs 5.0. The countermeasures modifier (R77s 4th Gen seeker vs.3rd Gen Decoys) is -0.5. The final value is +2.5. Kill chance = 0.25 (+2.5 Maneuver Difference compared to +2.5 Missile Index (0.30) , shifted one column left and up for the difference in pilot skills to 0.25) .
Rocket Size
0.25 0.5
0.5 1.0
1.0 2.0
2.0 3.0
3.0 4.0
Planes making rocket attacks do not receive fire from defensive guns. The attack is made from outside defensive gun range, which is one reason rockets were tried. Example 4: An Me 262 armed with 24 R4M 50mm rockets attacks a B-17 formation at High altitude: The B-17G is part of a formation, so its effective maneuver rating is 0.0 (see 7.3) and its speed is 160 knots, its cruise speed at High altitude. Aircraft Man B-17G Me-262 Rtg 0.0 2.5 Gun Rtg 0.6 4.5 Dam Rtg 51 23 Max Speed 160 420
Attacking with the Me-262s R4M rockets: The Maneuver Difference is 2.5 for the Me-262 minus the B-17s zero. The Me-262 is also faster by 260 knots, so the maximum speed modifier of 2.0 is added to the Maneuver Difference for a total of 4.5. Rocket Rating: The Me 262 fires all 24 50mm rockets. The equivalent gun rating is 1.0 Lethality Index = 0.10 (comparing 1.0 against the B-17s 51) Chance of a kill = 0.08 (4.5 Maneuver Difference with a 0.10 Lethality index). Attacking with the Me-262s 30mm cannon: The Maneuver Difference is 4.5. Lethality Index = .25 (comparing 4.5 against the B-17s 51) Chance of a kill = 0.19 (4.5 Maneuver Difference with a .25 Lethality index).
Example: A Japanese A6M2 attacks a single American B-17E Flying Fortress at High altitude. Aircraft A6M2 Zero B-17E Man Rtg 3.5 0.5 Gun Rtg 1.5 0.6 Dam Rtg 10 49 Max Speed 250 277
Attacking with the B-17s defensive guns: The Maneuver Difference is -3.0 Lethality Index = 0.20 (comparing 0.6 against the Zeros 10) Chance of a kill = 0.01 (-3.0 Maneuver Difference with a 0.20 Lethality index) . If three Zeroes make three attacks, the B-17 will get a shot at each one.
Starting Speed: Instead of the maximum full military power speed at that altitude listed in Annex B, use the planes actual plotted speed for the turn the dog fight begins. For example, a plane in a diving attack might gain a real advantage on the first turn, or a plane caught climbing to altitude might find itself severely disadvantaged. Attacking From the Front: Head-on attacks were risky, but presented the defender with a harder target. If a plane starts its attack facing another aircraft, add 1.0 to the attackers Maneuver Difference. Because of the higher relative speed, any defensive guns suffer a -0.5 modifier to the Maneuver Difference. If the defender has offensive cannon and chooses to, it counterattacks simultaneously with a +1.0 added to its Maneuver Difference as well. Attacking From Astern: If an aircraft starts the fight behind a group of enemy aircraft (anywhere in their rear hemisphere), and there are no aircraft behind it, add +1.0 to the attackers Maneuver Difference. In effect, its almost in firing position when the fight starts. If an aircraft starts the fight with an enemy behind it, subtract 1.0 from its Maneuver Difference. Surprise: If one group of aircraft can surprise another, they are allowed one round of attacks against the other side without the defenders being able to shoot back. This includes not only fighters but aircraft with defensive armament. Also, the Maneuver Rating of the opposing side is reduced by 2.0 (to 0.5 minimum) , since the surprised pilots are not maneuvering to avoid the attack.
To gain surprise, attacking aircraft must approach from behind the enemy and be undetected by the enemy group before the attack. The attackers then roll on the surprise table. The number on the surprise table represents the percent chance of a successful surprise attack, rolled on D100. If the aircraft being attacked are not single-seat fighters, use the number from one column to the right. In other words, treat 3-4 multi-crew aircraft as 5-8 single-seat aircraft. Extra eyes really help in spotting attackers. If the aircraft are of mixed types, use the majority as the determining type. If the attackers wish to make their attack from out of the sun, which increases the chance of surprise, they must approach the enemy aircraft directly from the east in the morning or the west in the afternoon. The attacking player then declares that he is attempting to approach from out of the sun. He rolls a D10, using the left-hand-most column (number of aircraft attacked is 1) of the Surprise Table to determine the chance of positioning his aircraft. If he succeeds, add 30% to the chance of surprise, which is rolled separately and under the appropriate column for the number of planes attacked. If any of the defending aircraft are equipped with tail warning radar (which would be listed in Annex B), they cannot be surprised. If any of the defending aircraft are equipped with a RWR or ESM, they cannot be surprised by an attack using a radar-guided weapon. This includes gun attacks using a planes AI radar for gun ranging. RWRs will not be alerted by IRH missiles. Missile Warning sensors will detect AAMs or SAMs attacking the aircraft, but not AI radars. If the defending aircraft are in communication with any other unit (ground, naval, or air) that is actively tracking the attacking aircraft, then they cannot be surprised. Compare the experience level of the attackers and defenders, and shift the roll to the right one column if the defenders have more experience, and to the left if the attackers are more experienced. Shift the columns as many levels as the difference in experience. If there is any question about which group is more experienced, do not make the column shift.
Example: A pair of F4F Wildcats sees a formation of 4 G4M Betty bombers, escorted by three A6M Zero fighters. The Japanese formation has not seen them (see section 5.4 Visual Detection) , but the American fighters are being vectored by ship-based radar. The American carefully positions himself above and behind the Japanese, approaching directly from the east. He declares that he is attempting to attack from out of the sun, then rolls the die. Since there are two aircraft in the attacking group, there is a 25%chance he successfully positions them, and he succeeds. The base chance of the two Wildcats surprising the Japanese is 5%, taken from the Surprise Table. This must be moved one column to the right though, since the majority of the Japanese aircraft are multi-crewed. This lowers the chance to 5%, but the successful sun attack raises it to 35%. This is the number the American player must roll on D100.
7.3 Formations
Any group of three or more planes of the same type can declare themselves to be in formation. If any plane in a formation of aircraft is attacked, several planes in the formation can fire their defensive guns at the attacking aircraft (see the formation table) . Planes in formation fly at the same altitude and speed and direction. Planes in formation: Burn more fuel (see Formation Table). Must fly at cruise speed. Can make only slow, gentle turns (20 times Maneuver rating in a 3-minute Tactical Turn).
Take time to form up ((see the Formation Table) .While forming, the group is at range cruise speed, but circles, remaining stationary on the board. May use only level bombing, but get a benefit for bombing effectiveness (see Consolidated Bombing Table). Are detected visually at twice normal range, and by radar as one signature larger (e.g., a formation of small aircraft is treated as having a Medium signature). Cannot be specifically targeted by long-range missile fire (see 7.2). AAMs not fired in a dog fight will randomly target one of the aircraft in a formation. Planes in formation attacked by missiles must break formation and maneuver to evade attack and receive the Countermeasures modifier.
A formation of planes can break formation at the beginning of any Dogfight round. This means they are not subject to any of the restrictions, and receive none of the benefits of being in formation. They cannot reform the formation until after the dog fight has ended. FORMATION TABLE # of a/c in formation 36 7 12 13 18 18+ Time to form (min.) 3 9 15 30 Range Reduction 0% 10% 20% 30% # Defenders firing 2 3 4 5
Example 5: Me 410 with a BK 5 cannon attacking a B-17G squadron (12 planes) at High altitude Both sides are competent. A large-bore cannon allows the attacker to fire from outside defensive gun range, so the B-17 does not get to fire at the Me 410. The B-17G is part of a formation, so its effective maneuver rating is 0.0 and its speed is 160 knots, its cruise speed at that height. Aircraft B-17G Me 410/U-4 Man Rtg 0.0 2.0 Gun Rtg 0.6 2.1 Dam Rtg 51 26 Max Speed 160 328 (2x20, 2x7.9)
0.1 (BK 5 50mm) The Me 410 attacking with the BK 5: The Maneuver Difference is 2.0 minus the B-17s zero. The Me 410 is faster by 168 knots, so 1.5 is added to the Maneuver Difference for a total of 3.5. Lethality Index = 0.05 (comparing the BK 5s 0.1 against the B-17s 51, using the .25 column and the 50 row) Chance of a kill = 0.03 (3.5 Maneuver Difference with a .05 Lethality index)
BT