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SCRAMBLE !

WARGAMES RULES FOR AERIAL COMBAT


1935 1945

BY ALAN BUTLER AND ANDREW FINCH

John McLennan (order #1453882)

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Product Code AA050WV

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.

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

John McLennan (order #1453882)

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

An A and A Game Engineering Download Product

John McLennan (order #1453882)

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 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 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 aircrafts 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 pilots
ability to manoeuvre using his Pilot Skill modified by adding the
AB modifier.
GUNNERY SKILL: The gunners ability to hit a target.
GUNNERY SKILL ROLL (GSR): A test used to spot an enemy,
unjam a gun or reload an ammunition drum.

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

John McLennan (order #1453882)

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 aircrews 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

24

12

18

12

To make a VPSR, take the pilots 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

Germany, Finland, Greece

USA

Japan

France, Belgium, Netherlands to 1940


Vichy France from 1940

Italy

Russia, Free French from 1940

Spain (R)

Spain (N)

China

Aircrew Nationality

An A and A Game Engineering Download Product

John McLennan (order #1453882)

The Variable Pilot Skill Roll (VPSR) is used for any test that
involves movement. These are:

Tight Turn.
Zoom Climb.
Climbing and Diving 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 crews 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 crews 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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John McLennan (order #1453882)

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 youve 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 didnt get

Flying isnt dangerous; its crashing that is dangerous.


Its 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 wont 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 youve 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 cant fly; they are just so ugly that the earth repels
them.

to make all of them yourself.

(Continued on page 8)

An A and A Game Engineering Download Product

John McLennan (order #1453882)

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 pilots 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 000s 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 attackers 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

[3]

12

[4]

12
9

[5]

5
12
8

[6]

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John McLennan (order #1453882)

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.

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 thats 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.

Its always a good idea to keep the pointy end going forward
as much as possible.

Keep looking around. Theres always something youve


missed.

Remember, gravity is not just a good idea, its 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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John McLennan (order #1453882)

4 FLIGHT FUNDAMENTALS
4.1 Formations and Movement

4.3 Tailing

A players 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 others 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 aircrafts 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 cant
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 cant 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 Loops, turn the model
through 180.
If CLIMBING add 1 to the Climb Track. If attempting a Loop
make any VPSR required and immediately apply the effects of a
FAIL as described earlier, after which the aircrafts movement
ends.
If DIVING reduce ALTITUDE, then make any VPSRs required
(including any for a Loop), and immediately apply the effects of
a FAIL as described earlier, after which the aircrafts 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 Current AS move
bonus, but this must be used for forward movement.
You cant 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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10

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 1
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 AS bonus in the normal manner.
Aircraft where the MVR exceeds 1 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 dont have enough units left, you cant 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

AS

Level

stall speed

1 AS

Shallow dive

-1 or -2

stall speed

1 AS

Steep dive

-3 or -4

1 AS

Power dive

-5 or -6

AS *

Vertical dive

-7 or -8

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 1 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 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 aircrafts
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 aircrafts 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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11

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 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 the Current Airspeed
for movement this turn. You dont have to take this bonus, but it
cant be stored. The aircraft moves forwards a distance between the
Stall Speed and 1 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 Airspeed,
and a Dive Bonus of 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 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 Pilots


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 aircrafts 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 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 (Pilots 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 (Pilots 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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John McLennan (order #1453882)

12

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 opponents 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 its 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 targets 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 targets tail arc, the
shooting aircraft gets a bonus of
+2. If shooting from the nose or
front arc into the targets 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 1s, 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.

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 0.5s 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

+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

3D6

9/8

Three guns firing

+1

30 mm Cannon

-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

Controls

AB 1

AB 2

AB 3

Wings

ST +1

ST +2

ST +3

Wings

MVR +1

MVR +2

MVR +3

Tail

Climb +1

Climb +2

Climb +3

Airframe

DV 1

DV 2

DV 3

Engine cooling & RPM

Radiator hit: DV 1 & AS 1

Oil line ruptured: DV 2 & AS 2

Engine Overheats: DV 3 & AS 3

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)

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 6s 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 Schrge
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)

5D6

75 mm RS75 (Russia)

7D6

82 mm RS82 (Russia)

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
gunners 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 (owners 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 gunners 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 gunners 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 6s 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 opponents 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 aircrafts 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 attackers 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 bombers 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 aimers 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 = ALT
In a Power Dive the BRL = 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
aimers 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 attackers 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

15

Submarines, small destroyers

26 to 50

14

Destroyers, small light cruisers

51 to 100

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 attackers 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

Burning target

10 per Fire marker

Bright Moonlight

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 aircrafts
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 players
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. Dont worry about a few
holes in your aeroplane, it can be patched up. Coming second does
not count.

Break sharply and dont 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. Dont 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.

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

John McLennan (order #1453882)

28

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

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

25
13
AB Mod:
7.5 mm MAC

13
+1

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

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

32
14
+1

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:

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

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

An A and A Game Engineering Download Product

John McLennan (order #1453882)

29

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

125
53
+0

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

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

John McLennan (order #1453882)

30

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

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

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

An A and A Game Engineering Download Product

John McLennan (order #1453882)

31

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

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

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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)

32

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

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

An A and A Game Engineering Download Product

John McLennan (order #1453882)

33

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

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)

34

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

26
13
+1

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

An A and A Game Engineering Download Product

John McLennan (order #1453882)

35

Date
Dive:

AS
Sh

St MvL MvC
Stp Pwr Vert

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

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

Date
Dive:

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

26
14
+1

26
14
+1

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)

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

14
+1

15
7
+1

16
+1

18
8
+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

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

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)

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

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)

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)

39

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)

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

An A and A Game Engineering Download Product

John McLennan (order #1453882)

41

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)

John McLennan (order #1453882)

42

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

An A and A Game Engineering Download Product

John McLennan (order #1453882)

43

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)

44

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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45

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)

John McLennan (order #1453882)

46

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"

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

John McLennan (order #1453882)

48

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.

An A and A Game Engineering Download Product

John McLennan (order #1453882)

49

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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John McLennan (order #1453882)

50

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 the printed AS in Altitudes. Up to half
the ST dived counts as a shallow dive, and up to the difference
between ST and ( 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 aircrafts performance.
Remember that historically the single most important factor was the
pilots 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.

An A and A Game Engineering Download Product

John McLennan (order #1453882)

51

FIGHTER RECORD CARDS


Type:

Points:

AS

ST

Dive rates Sh:


Crew:

MV L

St:

Skills:
P

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

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

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

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

John McLennan (order #1453882)

52

BOMBER RECORD CARDS


Type:

Points:

AS

ST

Dive rates Sh:


Crew:

MV L

St:

Skills:
P

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

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

An A and A Game Engineering Download Product

John McLennan (order #1453882)

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